Ramesseum Tentyris

Goetia

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Stars, Cosmos, Gods, Animus, Antrum, Unverse, Anima, Animusphere




Customs Made (37/50)


Φ (Sekhmet) – Lady of Slaughter
Φ X
1. Katon: Goryūtenmetsu | Fire Release: Five Swirling Dragons of Destruction (3/6)
2. Meiton: Kurohitsugi – Dark Release: Black Coffin (1/6)
3. Fuanteina Kenshi / The Unwavering Swordsman (0/6)
4. Meiton: Kuroi Ken – Dark Release: Phantom Blade (3/6)
5. Hadō #95. Tenebris Aeterna / Way of Destruction #95. Darkness Forever (3/6)
6. Farao no Hōrei #1. Uraeusu wa Kesshin – Pharaoh’s Decree #1. Uraeus the Unwavering (2/6)
7. Farao no Hōrei #2. Horusu no Shinsei – Pharaoh’s Decree #2. Horus the Highborn (3/6)
8. Farao no Hōrei #3. Ōshima no Oshirisu – Pharaoh’s Decree #3. Osiris the Overlord (4/6)
9. (Farao no Hōrei #4. Ra no Kagayaki) – Pharaoh’s Decree #4. Ra the Radiant (0/6)
10. Farao no Hōrei #5. Sōzō no Sugata – Pharaoh's Decree #5. Semblance of Creation (4/6)
11. (Farao no Hōrei #6. Sentōin Montu) – Pharaoh’s Decree #6. Menthu the Militant (1/6)
12. Farao no Hōrei #7. Ramusseumu no Sōko – Pharaoh’s Decree #7. Vault of the Ramesseum (4/6)
13. (Shinryūō: Ritosuajimu, Dizasutā) – True King: Lithosagym, The Disaster (1/6)
14. Katon: Brahmastra Kundala - Fire Release: O' Brahma, Curse Me (5/6)
15. Katon: Gladsheimr – Fire Release: The Fifth Universe (3/6)
16. Katon: Zonnenkind – Fire Release: Sun Child (2/6)
17. (Meiton: Midgardr Völsunga Saga) – Dark Release: Mortal Realm’s End (2/6)
18. (Shinryūō: Haimudaru, Iruminēta) – True King: Heimdallr, The Illuminator (0/6)
19. (Fūinjutsu: Chikai) – Sealing Technique: Oathbound Insignia (1/6)
20. (Kamunagara) – Manifestation of Law (6/6)
21. (Fūinjutsu: Sainō Kōshōjin) – Sealing Technique: Ars Notoria (2/6)
22. (Meiton: Kono Yo Subete no Aku) – Dark Release: All the World’s Evil (0/6)
23. (Fūin/Meiton: Kuro no Seihai) – Sealing/Dark Release: Black Grail (2/6)
24. (Hiken: Tsubame Gaeshi) – Secret Sword: Swallow Return (2/6)
25. (Farao no Hōrei #8. Anubisu no Jūshō-do) – Pharaoh’s Decree #8. Anubis the Austere (0/6)
26. (Mokuton: Ryū no Inshi) – Wood Release: Factor of the Dragon (0/6)
27. (Mokuton: Inkyubasugairu) – Wood Release: Incubus’ Guile (0/6)
28. (Mokuton: Yōsei no Okurimono) – Wood Release: Gift of the Faeries (0/6)
29. (Mokuton: Mizumi no Gensō) – Wood Release: Phantasms of the Lake (0/6)
30. (Inkyubasu no Chi) – Blood of the Incubus
31. (Inkyubasu no Niku) – Flesh of the Incubus
32. (Senpō/Mokuton: Inkyubasu no Haku) – Sage Art/Wood Release: Grasp of the Incubus (0/6)
33. (Inton: Yumemiru) – Yin Release: Dreamwalking
34. (Fūin/Yō/Mokuton: Jinchi Sakusei) – Sealing/Yang/Wood Release: Territory Creation
35. (Inton: Ikite Iru Kage) – Yin Release: Living Shadow
36. (Farao no Hōrei #9. Meikai no Chūsai) – Pharaoh’s Decree #9. Arbitration of the Netherworld (0/6)
37. (Farao no Hōrei #10. Raimei no Setto) – Pharaoh’s Decree #10. Set the Stormborn (0/6)
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Taught to Me



Katon: Kami wo Tsunagi Tomeyō / Fire Release: O Humans, Let Us Restrain The Gods
(Katon: Infānarukingu no Domein) Fire Release: Domain of the Infernal King
(Katon: kasai kakujuu) - Fire style: Fire expansion

Doton: Kuishinbō tatchi / Earth Release: Gluttonous Touch
Doton: Doroppu Bokkusu / Earth Release: Drop Box
(Doton: Gaia no Yōsai) | Earth Release: Gaia's Fortification
Doton: Gifuto bāto | Earth Release: Gift Bad
(Doton: Hotetsu-gaku) - Earth Style: Prosthetics
(Doton: Bergentrückung) Earth Release: King Under the Mountain

(Raiton: Monshou no Tentou) – Lightning Release: Sorcery of Loki
(Raiton: Battou no Doragon) – Lightning Release: Felling of Siegfried
(Raiton: Nakigoe no Walkure) - Lightning Release: Cry of the Valkyrie
Raiton: Akai ko no akai hane | Lightning Release: Red Feather of the Red Child
(Raiton: Kossetsu Risō) Lightning Release: Fractured Ideals

(Futon: Kaze Kingu no Yūkai Fīrudo) | Wind Release: Bounded Field of the Wind King

(Genjutsu: Ketsuraku Chuushin) Illusionary Arts: Missing Heart
(Genjutsu :Ranpu kibou) Illusionary Arts: Blinding Trickery
(Genjutsu: Shinpi-tekina Meisho) - Illusionary Art: Mysterious Attraction
Genjutsu: Kami No Nozumo Zai | Illusion Technnique: Divine Presence

(Kaen Rai kousen) - Blazing lightning Beam

(Kenjutsu: Yamato Takeru ) - Sword Technique: Gathering Clouds
(Kenjutsu: Ichimonji) - Sword Technique: Straight-line

( Saido byōtō chakura suiryoku ) - Side-wards chakra thrust

(Meiton: Kousei no Oni) – Dark Release: Rebirth of the Demon
(Meiton: Genei Ryodan) - Dark Release: The Phantom Troupe
(Meiton: Izou no Gaki) – Dark Release: Legacy of the Ghoul
(Meiton: Houkou no Konpaku) – Dark Release: Howl of the Wraith
(Meiton: Kumori no Bun'ya) – Dark Release: The Shadow Realm
(Meiton: Waikyoku no Fumetsu) - Dark Release : Torment of the Undying
(Meiton: Kuro Kisai Kannan) - Dark Release: Warlock’s Affliction
(Meiton: Daraku Oujou Majikku) – Dark Release: Corruption of Necromancy
(Meiton: Tentei Mikon no Hanto) - Dark Release: God of the Wild Hunt
(Meiton: Kuro Kisai Kannan) - Dark Release: Warlock’s Affliction
(Meiton: Kuro Kagami) - Dark Release: The Black Mirror
(Meiton: Kuro Rengoku) - Dark Release: The Black Cauldron
Meiton: Jigyaku Keikō - Dark Release: Masochistic Tendency
Meiton: Chijō burēka - Dark Release: Terrestrial Breaker
Meiton: Mōtaru no Naitomea - Dark Release: Nightmare of the Mortal
Meiton: Shinki Chūmon - Dark Release: New Order
(Meiton: Ureigoto no Kyuuketsuki) - Dark Release: Scourge of Vampires
(Meiton: Hansoku) Dark Release: Foul Play
(Meiton: Andāwārudo no Hōsoku) Dark Release: Law of the Underworld
(Meiton : Kyūnyū gurin) - Dark Release: Inhaling Grin
(Meiton: Tsumibukai Boido) - Dark Release: Unhallowed Void
(Meiton: Mikoto no Yabun) – Dark Release: Lords of the Outer Night
(Meiton: Okayaki no Shisshi) – Dark Release: Envy, the Invidious
(Meiton: Gokai no Chouhatsuteki) - Dark Release: Lust, the Lascivious
(Meiton: Bushou no Mukiryoku) – Dark Release: Sloth, the Languorous
(Meiton: Houshoku no Hanguri) – Dark Release: Gluttony, the Voracious
(Meiton: Doki no Takedakeshii) - Dark Release: Wrath, the Furious
(Meiton: Tanran no Yokufukai) - Dark Release: Greed, the Avaricious
(Meiton: Shi no Kenpeidzuku) - Dark Release: Pride, the Imperious
(Meiton: Kyuuden no Bachiatari) - Dark Release: Palace of the Damned
(Meiton: Kenja no Ishi) – Dark Release: The Philosopher's Stone
(Meiton: Kuro Tenmaku) – Dark Release: The Black Curtain
(Meiton: Yami no ka fuka) - Dark Release: Darkness Overload
(Meiton : Shugo tenshi) - Dark Release : Guardian Angel
Meiton : Dākusutējingu - Dark Release : Dark Staging
Meiton: Muchi - Dark Release : Scourge
Meiton: Koritsu shita kou - Dark Release: Isolated Rainfall
Meiton: Jigoku no Fukami - Dark Release: Depths of Hell
Meiton: Kurayami no Inferno - Dark Release: Inferno of the Dark Ones
Meiton: Sadisutikkuna Keikō - Dark Release: Sadistic Tendency
Fuuin/Meiton: Ochiru - Sealing Arts/Dark Release: Downfall
Meiton/Fuuin: Mumei no Kōgeki- Dark/Sealing: Nameless Attack
(Fuuin/Meiton: Furuato no Jashuu) - Sealing/Dark Release: Runes of Heresy
(Fuuin/Meiton: Yakunan Shitsunen) - Sealing/Dark Release: Unholy Oblivion
(Meiton/Fuuin: Shin'en no Ryouiki) - Sealing/Dark Release: Umbra Imperium, Abyssal Domain

Netsu kibaku sōchi | Thermal Detonator


Custom Elements


1. Atmospheric Lightning Release
2. Osmium Release
3. Eridian Release
Φ Mystic Fire Release


Custom Clan


Φ Surgebinder


Custom Technology


1. (Horokuron) – Holocron


Eternal Mangekyō Sharingan


Φ (Dōjutsu: Mahō Ao) – Eye Technique: Magic Blue​
 
Last edited:

Goetia

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Fire Release

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Katon: Goryūtenmetsu | Fire Release: Five Swirling Dragons of Destruction
Type: Offensive/Defensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user will pool their chakra into 5 separate spots around them. Then, the user will summon 5 pillars of fire hot enough to instantly incinerate objects it touches, which then all meet together above the user's position. Using shape manipulation, the user will form a large dragon head from the pillars of fire that can be controlled by the user at will. Upon the user's command, the dragon will lunge towards the target at incredible speed. The fire that composes the dragon is intangible, but by forming a single hand seal, the user can trigger a large explosion which will decimate anything caught within its range. Due to the size of the technique, the explosion should not be triggered within short range of the user, or they will be caught within the explosion as well.

Restrictions

- No A-Rank Fire techniques can be used in the same turn
- Can only be used once every 2 turns
- Usable twice per battle at maximum
- Can only be taught by Rᴜʀūsʜᴜ

Approved here: [ ]

Taught to:
1. Littlefinger
2. Matt
3. Negative Knight

(Farao no Hōrei #1. Uraeusu wa Kesshin) – Pharaoh’s Decree #1. Uraeus the Unwavering
Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Forming two seals, the user will flush their system with chakra, releasing it in the form of a fiery cobra that loosely coils around the user's body, completely encapsulating them. This cobra, being an elemental familiar, will attack and defend the user with autonomy, though it can also be mentally manipulated by the user. The technique's defensive ability is at its greatest while in its resting state, fully coiled around the user, with slight gaps in its body to provide the user with sightlines on the opponent whilst being thin enough to ensure maximum protection without letting anything in. The cobra being made from tangible flames, it will deflect kunai, shuriken and other basic weapons, whilst elemental attacks will interact with the technique according to the S&W scheme. The cobra can attack targets in a variety of ways, as a whip, a surging beam, or even as a constricting coil, taking advantage of its tangible nature. Whilst commanding the snake to attack outside of mid-range, it uncoils around the top half of the user’s body, leaving them vulnerable to attack. Though, the snake can be controlled to return to the user at any point, as quickly as it left. Even when coiled, it is still easily taller than any normal human being. This technique lasts for four turns and can be used three times per battle, with a single turn cooldown between uses.

Approved here: [x]

Taught to:
1. Negative Knight
2. Hokusai

(Farao no Hōrei #2. Horusu no Shinsei) – Pharaoh’s Decree #2. Horus the Highborn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Drawing on a large amount of chakra, the user will perform 4 handseals, spewing forth a mass of condensed fire. Using shape manipulation, the fire will take on the form of a large falcon 5 meters tall with a wingspan of 10 meters. When released, the falcon is able to act of both its own accord and on instruction of the user. It can circle the foe from above and survey the battlefield, or pursue the target relentlessly, as examples. Due to the tangible nature of the fire, bestowed upon it by way of being condensed, the falcon will easily deflect weapons such as kunai and shuriken, and interact with techniques based on the S&W scheme. Upon being neutralised, or striking its intended target, the falcon will violently explode, creating a short-range blast that will obliterate anything within its vicinity. An additional ability of the falcon is its splitting capability. Should the user desire it, they can forcefully split the falcon into separate pieces, allowing for offensive action that covers more than one angle. The user is able to decide the amount of power that is divided between each individual falcon, with the size of each falcon being indicative of the individual power differences. At will, the user can also re-merge the individual falcons back into its singular, original form before splitting, or only re-merge some of the falcons. Once this is done, the strength and size of the falcon will return to its original state prior to splitting, whilst a falcon that has partially re-merged will upscale in strength but will obviously not be as strong as a fully re-merged falcon. Splitting and re-merging falcons does not cost a move but will take a slot in the timeframe, and can each only be done once per turn. This technique lasts for four turns and is usable twice per battle, with a two-turn cooldown between usages upon deactivation. Whilst active, this technique cannot be used again.
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Approved here: [x]

Taught to:
1. Negative Knight
2. Hokusai

(Farao no Hōrei #3. Ōshima no Oshirisu) – Pharaoh’s Decree #3. Osiris the Overlord
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A (same as targeted technique)
Description: Osiris the Overlord is a technique exemplifying mastery and control over flames and their behaviour, rather than simply producing a destructive phenomenon. Once activated, the user is able to tap into the chakra within any of their Fire techniques currently on the field, harnessing it and directly controlling them through hand gestures and movements, identically to how the individual fireballs of the Phoenix Sage Fire technique are controlled through their individual chakra masses, and more. For example, the user could change the trajectory of a Fire technique they released that would ordinarily miss due to the opponent evading it, or manipulating a fire technique to branch out and attack. Alternatively, the user could take control of one of their techniques and manipulate it to clash with an opponent’s jutsu. The ability to control jutsu on the field is not merely limited to manipulation of trajectory, but the ability to reform a technique's physical form entirely. By applying more advanced shape manipulation, the user can break a technique into smaller pieces or vice versa. For example, breaking the Great Fireball technique into two fireballs instead of one, and performing shape manipulation to give them the form of weapons. It is also possible to merge components of a technique, even entire techniques themselves, into others using this jutsu. Instead of the technique being broken apart into separate pieces, the individual pieces of chakra are compounded into each other to form a single one. The technique(s) being acted upon will behave according to its new rank (e.g. A-Rank + A-Rank = S-Rank, B-Rank/2 = C-Rank). The control afforded by this technique lasts for the duration of the turn it's used in. Splitting and re-merging techniques don't cost a move but will take a slot in the timeframe, and can each only be done once per turn. This technique is usable four times per battle, and cannot be used in consecutive turns.

Approved here: [x]

Taught to:
1. Scaze
2. Negative Knight
3. Hokusai

(Farao no Hōrei #4. Ra no Kagayaki) – Pharaoh’s Decree #4. Ra the Radiant
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: N/A (80)
Description: Performing 4 hand seals and channeling chakra throughout the body to every point on the skin, the user releases their Fire Release chakra in the form of a gas that is imperceptible to the naked eye. This technique is a kind of armour, but not one which constantly protects its user. Ra the Radiant is similar in function to the Ash Pile Burning technique, where the gas will ignite when friction is produced in the air. When an incoming technique, or even an opponent themselves, attempts to move through the gas in order to hit the user, the friction produced by the movement will trigger an explosive reaction in the gas, creating a localised explosion of flames. The explosions created by the gas do not vary in power, always being S-Rank in terms of damage, and are always angled away from the user so as not to harm them. The user's own techniques will not trigger the gas, and due to its nature as a protective aura rather than an armour, the user can erect other defensive techniques or abilities without interfering with this one, though like other conventional armour-like techniques or abilities, it can be weakened and neutralised when sufficiently damaged, following the S&W of Fire Release. Ra the Radiant also possesses a supplementary function, which enhances the user's other Fire Release techniques. When releasing Fire chakra from the body, it will inevitably pass through the gas as it surrounds the user's body as a kind of aura, fueling its strength as a result. This grants an additional rank in chakra and damage to the user's Fire techniques up to S-Rank, with techniques above this gaining 10 chakra and 20 damage. Due to the nature of this technique, the user's elemental techniques are limited to Fire Release and other elements of which Fire Release is a component of. Ra the Radiant is usable twice per battle, and lasts four turns per usage, requiring a single turn cooldown between uses. For the remainder of the turn in which it deactivates, the user's Fire Release is limited to A-Rank and below.

Approved here: [x]

Farao no Hōrei #5. Sōzō no Sugata – Pharaoh's Decree #5. Semblance of Creation
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Forming a set of 3 handseals, the user will focus their Fire chakra around the target, manifesting it around them in a formation which closely resembles the appearance of an atom. The structure itself is singular in nature, meaning that though the ring-like formations of fire around the target appear to be separate pieces, the entire technique is one whole and behaves as such. The atom itself spawns at short-range around the target, and then closes in at an alarming rate. Throughout the atom, volatile energy constantly pulsates throughout, causing it to pulse with light and heat at a constant rate. Once the atom completely converges on the target, which is done by it approaching within 1 meter of the opponent, heat will gather and concentrate in the center of the technique; which is also the location of the target. The heat will form itself into a ball of fire that rapidly expands to encapsulate the space within the atom. The orb of heat will explode once it completes the expansion and fills the atom, which will result in a localised (short-range) explosion that will easily eviscerate anything caught inside. Should the atom’s structure itself make direct contact with the opponent, they will be dealt major burns.

⇒ Usable 3x per battle
⇒ No S rank and above Fire in the same turn

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Approved here: [ ]

Taught to:
1. Matt
2. Negative Knight
3. Hokusai

(Farao no Hōrei #6. Sentōin Montu) – Pharaoh’s Decree #6. Menthu the Militant
Type: Offensive / Defensive / Supplementary
Rank: A (S)
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60 (80)
Description: By performing a sequence of 3 seals, the user will create a familiar made entirely of ash, whether by creating the ash themselves, or manipulating pre-existing ash of their own on the field (e.g. a Fire technique made of ash) to summon the familiar. If used through the latter usage, the familiar’s creation does not weaken the original jutsu which it was spawned from, though its strength is dependent on the technique it comes from. For example, if used on anything less than an A-Rank structure of ash, its damage will decrease to reflect the source technique (e.g. B-Rank source will create a B-Rank familiar). This principle can be applied to S-Rank structures as well, instead resulting in the familiar’s damage being increased, though only a single familiar can be created possessing S-Rank strength. The familiar will possess the appearance of an armored humanoid, standing at approximately two meters tall. Within its chest cavity is a small but powerful flame that keeps the familiar partially ignited at all times as a cosmetic effect, and also acts as a source through which it can form tangible weapons made of these flames by igniting and shifting the ash’s shape. These weapons can reach up to 3 meters in size, with a whip being extendable to mid-range. The strength is a single construct is equivalent to the strength of the familiar, and is divided equally in the case of more than one construct. The familiar is also able to use any Fire Release techniques the user knows within reason (techniques with pre-requisites that cannot be met, e.g. Wall of Flames, which requires a lighter, cannot be used). Both variants of this jutsu last for four turns, and cannot be used again within the turn of deactivation or in the user’s next turn. The familiar must be created at least five meters away from the target enemy. The user will be unable to use S-Rank and above Fire Release for the turn following the creation of an S-Rank familiar. This jutsu can, overall, be used thrice per battle.

Approved here: [x]

Taught to:
1. Hokusai

(Farao no Hōrei #8. Anubisu no Jūshō-do) – Pharaoh’s Decree #8. Anubis the Austere
Type: Offensive
Rank: A
Range: Short – Mid
Chakra: 30 (+10)
Damage: 60
Description: Anubis the Austere is a technique combining the ash variant of Fire Release and Fūinjutsu. This technique can be performed in the same timeframe as another ash-based Fire technique, or by forming two seals and targeting an active technique currently on the field. Alternatively, the user can target inert (unranked) ash that was created as a result of a technique's function or its dissipation. Regardless of method, this technique is activated by the infusion of additional chakra, whereby the user creates a familiar that, rather than roam the field, will reside within the body of ash that was imbued with the user's chakra. Upon creation, the familiar will generate an invisible barrier (though still detectable through sensory, Dōjutsu etc.) around the ash it inhabits, its perimeter maintaining a consistent five meter distance from the ash itself. The barrier detects any and all physical movements inside it, and detection of an opponent will trigger the emergence of the familiar, though it also obeys the will of the user, and can be withheld to attack at a more opportune moment. In terms of physical appearance, it is a muscular humanoid with the head of a jackal. Because of its size, it never fully emerges from the ash it resides in, only a part of its body will. It can reach up to the barrier's perimeter; five meters outside the ash it lives in, and can attack the opponent with clawed hands, a tail which functions as a whip, and its jagged maw. In the case of multiple opponents, the familiar can emerge in up to different four places at once, using a different part of its body (head, arms, tail) to attack each target. The power of each limb does not decrease in this case, as they all originate from the singular familiar. The strength and duration of the familiar is dependent on whether it is created within an active ash-based Fire technique or an inert body of ash. In the case of the former, the familiar will adopt the strength of the jutsu it targets, reaching a maximum of base S-Rank power, defaulting to A-Rank strength if the targeted technique is weaker, and its duration will always become equivalent to four turns. Should the technique be activated on an inert body of ash, the familiar will possess A-Rank strength and last for four turns, costing 5 chakra per turn to maintain. This technique can be performed four times per battle, and cannot be used again for the duration of the turn in which it deactivates or the subsequent turn.

Approved here: [x]

(Farao no Hōrei #9. Meikai no Chūsai) – Pharaoh’s Decree #9. Arbitration of the Netherworld
Type: Offensive, Defensive, Supplementary
Rank: B
Range: N/A (Short – Long)
Chakra: 20
Damage: N/A
Description: Arbitration of the Netherworld is technique based on the ash variant of Fire Release. By spending a moderate amount of chakra, not counting as an infusion, the user can influence one of their Fire techniques currently on the field to internally produce ash. For as long as it remains on the field, it will continue to do so, and once the technique ends, whether neutralised in a clash or its duration naturally expiring, the ash produced by the technique will be left behind. The quantity of ash will be proportionate to the size of the technique targeted by Arbitration of the Underworld. This technique can be used in the same timeframe as another technique, or at any time thereafter, so long as there is an eligible target during either window. In the former case, should the user be performing a Fire technique, that technique may count as a target for Arbitration of the Netherworld. Once the ash is left behind on the field, it can be used as a source for any of the user's Fire Release techniques, respecting handseal and chakra cost requirements. Once a technique is created through the ash, the ash will fully disintegrate. This technique can be used every other turn.

Approved here: [x]

Taught to:

Katon: Brahmastra Kundala / Fire Release: O' Brahma, Curse Me
Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique has two methods of being performed. The first involves the user simply coating a held weapon, such as a shuriken, kunai or sword, in ash. The second usage instead requires handseals, and is used in situations where the user doesn’t have a weapon on them to use, or cannot apply the jutsu to their present weaponry for any reason. By performing 3 handseals, the user will create a construct of ash, being a maximum of 3 meters in length and width. When the weapon is thrown or collides with another object, or any other event occurs which will produce friction, will cause the Fire Release chakra within the weapon to activate, setting it alight with the flames of Fire Release. When the coated weapon is thrown, the weapon will erupt in a short-range blast of highly intense flames upon collision with any object, target, or surface. This ignition allows it to play on par with other Ninjutsu, particularly large-scale techniques. Blasts are always angled away from the user so as to prevent them from being injured. When interacting with other techniques, the clash follows the S&W of Fire Release.

⇒ Coatings and constructs last for 3 turns
⇒ Usable 5x per battle

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Approved here: [ ]

Taught to:
1. Matt
2. Hokusai
3. Negative Knight
4. Drackos
5. Imperfect

(Katon: Gladsheimr) – Fire Release: The Fifth Universe
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Forming a sequence of 3 seals, the user will draw on a large amount of chakra and disseminate it throughout the ground. The surface of the ground will be converted to ash, generating a large demonic courtyard. The structure itself is 15 meters tall and covers 15 meters in every direction across the ground, filled with lances, spikes and other sharp objects of varying sizes which line up along the perimeter of the jutsu, half a meter from the edge of the ash-based floor. On one side of the technique, there is a large gate overshadowed by a larger skeleton, which is the only part of the technique which is 15 meters tall. The ash structures which compose the jutsu are solid, and whilst the structure itself cannot combust through any means, the ash that composes it is heated, meaning that whilst it is active on the field, it will cause burn damage should one make contact with their bare skin (15 damage in moment of contact). However, this is not the only feature of the technique. Each turn, a wave of smaller skeletons, each the size of a fully-grown adult and made of ash, will passively spawn from the structure itself. They possess a limited extent of autonomy, which allows them to act by user instruction or independently. They can pursue a target(s) at running speed equivalent to the user’s base speed, and upon reaching them, they will self-destruct, each individual skeleton causing a short-range explosion. Unlike the original structure, these skeletons are capable of combustion and exploding. Individually, they are easy to deal with, but are highly dangerous as a collective, especially if their numbers build overtime uninterrupted. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the current strength of the courtyard e.g. the S-Rank courtyard can generate four B-Rank skeletons per turn. Each skeleton will last for four turns after the turn in which they are created. Once the jutsu expires, whether naturally or being neutralised by another technique, the courtyard and spawned skeletons will lose their form and crumble harmlessly, creating a large deposit of inert ash, and the user must wait a single turn before using this technique again. This technique lasts for four turns and can be used twice per battle. No Fire above A-rank for one turn after this ends.

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Taught to:
1. Iᴍᴘᴇяғᴇᴄᴛ
2. Negative Knight
3. Drackos

Katon: Zonnenkind – Fire Release: Sun Child
Type: Offensive / Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (+20 to Fire techniques)
Damage: N/A (same as host technique)
Description: This technique is considered as a special application of Fire Release: Gladsheimr. The use of this technique is reliant on the presence or use of any ash-based surface or structure created by the user, as without one, it cannot be used. Once this condition is met, the user is able to perform this technique in two different ways; in the same timeframe as the creation of another Fire Release technique which is made primarily of ash, or as a technique which is applied to an ash-based structure or surface after it has been created. Both usages consume a moveslot, but the latter usage requires 2 handseals. The user will infuse more chakra into the ash, which imparts a special function upon it. In the same vein as Gladsheimr, the ash will passively spawn a number of skeletons each turn, with a maximum of 4 per turn being created. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the rank of the technique it is used on. Each and every skeleton possesses the same features and abilities as mentioned in Gladsheimr, with the exception of the largest skeleton, which cannot be created through this technique, unless the ash surface in question is at least similar in size and scale to the ash structures created in Gladsheimr. The duration of this technique is equivalent to the technique it is applied to, e.g. a technique that lasts for 4 turns will spawn skeletons for 4 turns. Once the host technique expires, skeletons will no longer be produced, but the skeletons themselves will remain on the field until they explode or are otherwise neutralised. Whilst this jutsu is applied to a host Fire technique, it cannot be used on another until the host technique expires. This technique cannot be used on Gladsheimr, as it is simply a supplementary ability that extends the special function of Gladsheimr to other techniques.

⇒ The targeted technique cannot have been targeted by any other supplementary jutsu prior to this technique’s usage, nor can they be the target of other supplementary techniques after this ability is activated on a given jutsu
⇒ This jutsu cannot be used on supplementary techniques which create ash
⇒ This jutsu cannot be used whilst Gladsheimr is active, nor can Gladsheimr be used whilst this technique is active
⇒ Usable 3x per battle

Approved here: [ ]

Katon: Kami wo Tsunagi Tomeyō / Fire Release: O Humans, Let Us Restrain The Gods
Type: Offensive / Defensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (-10 per turn)
Damage: 60 - 80
Description: Performing 3 handseals, the user will concentrate their Fire Release chakra into the earth around them in a 5 meter radius. From the ground, countless chains of tangible fire will sprout forth, rising long-range into the sky to form a defensive perimeter around the user which can prevent most forms of offense. The chains themselves are translucent, allowing the user to see through them and keep their eyes around the battlefield. The user can also manipulate these fiery chains, which all possess spear heads on the end of their lengths, to attack the enemy from where they spawned, surging towards the target and smashing into them, causing extreme lacerations and burns. This being said, the user has total control over the direction and purpose of the chains upon their creation. The user is able to attack and defend simultaneously with this technique, sending half of the chains to attack a target or several targets, whilst keeping the other half to surround them.
Notes:
Lasts 3 turns unless cancelled
Usable 3x per battle

Taught here: [ ]

(Katon: Infānarukingu no Domein) Fire Release: Domain of the Infernal King
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40 (-5 per turn to safely traverse)
Damage: 80
Description: The user starts by performing a sequence of seals, Tiger, Horse, Dog, Dragon, Dog, Horse, Tiger, and begin's channelling a large quantity of Fire Release Chakra into their surroundings. As they do, they apply a change in the shape of this Chakra, causing it to take on the form of superheated Ash, which erupts forth from the ground, and expands outwards from the users position. As the Ash spreads, it engulfs the battlefield, filling available space while potentially destroying nearby existing structures and topographical features, before twisting itself into a horrid structure of ash, the exact shape, or more specifically, architecture of which depends on the user's tastes, before rapidly cooling. As the Ash cools, it creates a thin hardened layer on the outside, but still leaves the interior a writhing mass of burning ash. If left alone, no change occurs, but if the hardened external shell of the structure is disturbed, even slightly, it cracks and crumbles away, causing a violent reaction. The weakened portion immediately bursts open, unleashing the burning ash along with a mass discharge of thermal energy, which blasts anything within a 5m radius of the cracked portion, forcing them back up to 10m away. As it does, the first step of this cycle begins anew, restarting the cycle of this Jutsu, causing the newly expelled ash to expand outwards, like the branches on a tree, before hardening once more. If one is surrounded by this technique, and the external shell is broken, either by themselves, or another, both intentionally or accidentally, they can find themselves effortlessly tossed around by multiple consecutive explosive bursts of thermal energy, thanks to being thrown from one section of the Jutsu's structure to another, to another, each time cracking open the exterior of the Jutsu, causing it to further expand, and engulf them in an ever-growing malicious mass of destruction. Anyone wishing to safely travel across the created structure, user included, one must create and consciously maintain a constant flow of Fire Release Chakra from their feet, which heats and softens the brittle outer shell as they walk over it, before cooling once more, essentially mimicking the initial step of the technique. If this flow of Chakra stops, similarly to one ending their performance of either the "(Ki Nobori no Shugyō) - Tree Climbing Practice" or "(Suimen Hokō no Gyō) - Water Surface Walking Practice" techniques on their respective surfaces, it will immediately cause them to disturb the structure, triggering the explosive combustion portion of the technique. However, in the case of Primary Fire Release specialists, as their own Chakra flow has a natural disposition towards Fire Release, they can safely travel across/ within, and interact with the structure, so long as they don't intentionally disturb it. Thanks to these qualities, the created "Domain" can easily act as a neutral ground of sorts, forcing those present to adhere to the strict requirement of the maintained flow, making the usage of other techniques impossible, lest they trigger a cataclysmic reaction that could easily overwhelm, and consume them.

Note: Can only be used once per battle/ event. If used in the Ninja World (Or Warring States Era equivalent), this technique forces a semi-permanent change upon the Landmark it is performed in, causing the basic topography/ structural layout to change to suit the user's design, as explained within in their performance of this Jutsu.
Note: While the "Domain" itself can persist through NW/ WSE Events, there can be no more than one Domain per user at any given time. If a Domain is created while another exists, the previous domain collapses into ash, and scatters to the winds.

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(Katon: kasai kakujuu) - Fire style: Fire expansionType: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30 (+10 to target jutsu)
Damage Points: +20
Description: At the end of one of their fire jutsu the user will perform 2 handseals in the same time frame as they create the jutsu, and pump more of their fire chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 20 damage points. By the increase in chakra the fire gains more power as it increases the power of the fire blast as the fire gains more power as it absorbs more oxygen increasing its power. . The user can also choose to perform this technique after their fire jutsu has already been created, so that this jutsu occurs in a separate time frame.

Note: Can only use used on fire the user or the users summon has created
Note: can only be used 3 times

Taught here: [ ]
 
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Goetia

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Earth Release

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(Shinryūō: Ritosuajimu, Dizasutā) – True King: Lithosagym, The Disaster
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short (Range of Creation) – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will perform 3 handseals and focus a large amount of chakra into the ground. A huge earthen creature will emerge from the ground, taking on the form of a 10 meter tall maned beast with 4 wings. Its exterior is rife with large protrusions and sharp outgrowths, but on the inside lies a cavity where a pulsing core of rock exists. This core allows it to utilise all Earth Release techniques the user knows, including specialty-bound techniques (following any unique usage requirements) without seals. The most unique aspect of this jutsu is it’s unique link with the earth it is created from. So long as Lithosagym is in contact with the ground, even a single limb is sufficient, the user can use the earth itself as a source to instantly regenerate any damage done to it, restoring it to its original strength, at the cost of a move. The user is also able to tap into Lithosagym as a medium through which to use Earth Release techniques, since it is entirely made of Earth Release itself, at the cost of a move, with chakra cost of jutsu being halved due to the source already existing and only an extent of manipulation being required. This does not lessen the amount of chakra in the technique, it simply counts as less strain on the user's reserves. By passively channeling 5 chakra points per turn to their feet, the user is capable of standing atop Lithosagym, allowing them to retain their footing during high speed movement or any other actions that would otherwise result in the user falling off from it. Upon deactivation, forcibly or otherwise, Lithosagym will rapidly fall apart and crumble into dust, leaving no time for others to use its remains. Additionally, the user’s Earth Release is limited A-Ranks and below for the remainder of that turn. This technique cannot be used as an earth source by enemies, lasts for four turns, and is usable twice per battle.

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1. Negative Knight

Approved here: [x]
Doton: Kuishinbō tatchi / Earth Release: Gluttonous Touch
Type: Attack
Rank: A-rank
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60 (+10 if the mud is ignited)
Description: As the name hints towards, 'Kuishinbō tatchi' is a jutsu that is initiated either off of coming into contact with the target or doing a series of 3 hand seals to initiate it from a distance. Once the user touches the target, whether it's through his (user's) hand, leg, elbow etc. he'll release a a baseball sized dark blob of muddy earthen material which will stick to the target. Alternatively the 3 hands seals allow the user to make the blob shoot from the ground anywhere within 15m of himself to stick onto a target. The blob of Earth takes on unique properties of the flammable mud variant of Earth, being very mud-like and sticky to the touch, thus seeming like a ball of swamp material with its dark color and sticky texture. Once the blob is in contact with the opponent it starts to act on its own accord. The blob of mud begins to duplicate itself like a germ of some sort, quickly spreading across the target as it expands to become thicker and heavier by the second. Within a moment's notice the mud would completely ensnare the opponent's entire body, starting to smother and crush him within the mud. Due to the flammable nature of the mud it would be highly reactive to flames, sparks and electricity; catching a blaze and making the mud even more dangerous. The mud doesn't make explosions when it is ignited though, but simply catches on fire to start heating and turning the mud into a molten mud of sorts. This isn't limited to simply being used on a human either, it can be used on summonings or other jutsu within reason (like a stone golem) to ensnare and constrict them with the mud.

☆ Needs to be taught by BlackCrow
☆ Usable 3x
☆ Lasts 2 turns unless destroyed

Taught here: [ ]
Doton: Doroppu Bokkusu / Earth Release: Drop Box
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user summons a square-shaped box of earth(without the bottom) that falls over him and those around him, protecting them. This box can protect everyone in it from Water attacks up to Forbidden rank and all other elemental attacks up to S rank, excluding Lightning which is only up to A rank. It can also protect against special elemental abilities such as Lava, Rain, etc according to their respective strengths and weaknesses towards earth. Its walls have a thickness of 3ft, its lenght and breadth is 16ftx16ft while its height from the ground is 8ft. The box disappears after one turn (or earlier if the user wishes).
-Only sensors and byakugan users are aware of what is going on in the box and vice versa.
-Usable only twice per battle
-User cannot perform any other earth technique in that turn.
-Can only be taught by Naizen.

Taught here: [ ]
(Doton: Gaia no Yōsai) | Earth Release: Gaia's Fortification
Type: Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: +20
Description: This technique allows the user to produce a quick burst or stream of particles of ignitable earth, not at all dissimilar to that of the 'Molten Earth Wild Eruption Technique', from either their body or the ground. The produced rocks and particles are designed to funnel into a flame and, on account of their inherent structural and molecular instability, forcefully explode. This will essentially empower the fire technique in two ways; firstly the surge of flammable earth into flames will add to the bulk of the fire attack, creating a combo of fire, molten earth and flaming rock. Secondly, is that the explosive force of the rocks will directly influence the host fire technique - resulting in a powerful chain explosion. Essentially, this technique will turn basic fireballs into expanding maelstroms of rock and flame, pillars into erupting geysers of molten earth and fire, and so on, greatly enhancing the lethality and danger factor of the offending technique. As this technique has no independent usages of its own, it can be used within the same timeframe as another jutsu.

Note:
- This technique cannot be used on consecutive turns, and when used, the user will be barred from other Earth jutsu A rank and above for the rest of the turn.
- This technique can only be used 3x.
- Is effective on inflamed substances, and fire KG/CE too (within reason and logic).
-Can only be used with S rank and below techniques.

Taught here: [ ]
Doton: Gifuto bāto | Earth Release: Gift Bad
Type: Supplementary
Rank: A-rank
Range: Short
Chakra Cost: 30 (-5 per turn)
Damage Points: N/A
Description:
Gifuto bāto is a technique based directly from the added weight techniques used from Iwagakure, though with this variant the user applies the affects to a specific area. To be exact, the user fills the ground within a short range radius around himself with Doton chakra to create a dark circular zone which holds the affects of the technique. Anyone/anything that steps into the darkened area would suddenly have their weight increased substantially, forcing them to the ground from the weight + gravity pulling them down. Touching the area would send the doton chakra through the victims legs, weighing the legs down first as it swiftly spreads through the rest of the body. The newfound weight of the victim(s) would be enough to even break the ground (×50, half the weight of the S-rank weight Jutsu), essentially burying them into the rock as they're pinned down. The affects don't stop at just the person/thing the weight is applied to, but also everything on that person. This means if a Shinobi wielding weapons and such were to step into Gifuto bāto, not only would their bodies be affected by the weight change, but any weapon directly connected would also be weighed down. Though very affective for detaining people, this technique has its flaws and openings just as any other. The affects are only applied if someone touches the darkened area, thus objects/people/animals flying over it wouldn't be affected unless they landed. This leaves openings for projectiles or airborne opponents to reach the user without being affected.

Note: Usable twice but can only last a total of 4 turns. i.e. The first use lasted 3 turns, the second use would logically only last 1 turn.
Note: Can only use 2 techniques per turn while this is active, having this technique count as the 3rd
Note: No Jutsu above S-rank while active
Note: Can only be taught by BlackCrow

Taught here: [ ]
(Doton: Hotetsu-gaku) - Earth Style: Prosthetics
Type: Supplementary
Rank: S
Range: Short (Self)
Chakra: 40
Damage: 0
Description:
This technique was developed to give ninja a chance at surviving who do not have training in medical ninjutsu when part of their body has been removed in combat. This technique seals the wound and creates a prosthetic replacement. The replacement works just as the original body part would due to complex hinges and mechanisms, but can have special enhancements if the user wishes, like spikes along the body part, or a sword at the end of their arm, etc. Using or receiving A ranked or above taijutsu with this body part (if it hits its mark) will cause the body part to break off, leaving just the wound which would still be sealed with rock. The rock over the wound is a perfect fit for the opening, and has complex spring mechanisms (made of stone) so the skin around it would not be stabbed or hurt by the seal.
-Can only be taught by Leathercandle
-Can be used thrice per battle
-The new body part lasts until it is broken

Taught here: [ ]
(Doton: Bergentrückung) Earth Release: King Under the Mountain
Type: Supplementary/ Offensive
Rank: D-Rank
Range: N/A (Self)
Chakra: 10
Damage: N/A (+20 to Earth Release techniques)
Description: This technique allows the user to send a pulse of Chakra deep into the earth, tap into, and connect with the (Ryūmyaku) Dragon Veins, a massive source of Chakra that naturally flow deep beneath the surface of the earth, utilized within Jutsu such as "(Doton: Doryūkatsu) - Earth Release: Earth Flow Divide". This technique requires the user has direct contact with the ground, and takes 1 turn for them to "attune" to the flow of the natural leylines of energy. Once they have, all of their techniques that utilize Earth Release Chakra are made considerably more powerful, due to the influence of the Ryūmyaku on their Chakra flow. This boost remains for as long as the user remains connected to the ground. Minor interruptions, such as both feet leaving the ground, only break off the connection if the user remains off of the ground for 1 full turn, after which, they need to spend another turn attuning to the Ryūmyaku. Remains active for 4 turns max, and requires 2 turns before it can be activated again.

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Goetia

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Lightning Release

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Farao no Hōrei #7. Ramusseumu no Sōko – Pharaoh’s Decree #7. Vault of the Ramesseum
Type: Offensive / Defensive
Rank: A
Range: Short - Long (varies on application)
Chakra: 30 (-5 per turn)
Damage: 60
Description: The user will form a sequence of 3 seals, and gather chakra from their circulatory system. This chakra will manifest as a single or numerous shapes of solid lightning chakra, resembling weaponry such as swords, spears, axes etc, of varying sizes that can be controlled by the user. There are 2 distinct usages of this technique. One of them being, upon mental command, the weapons can shoot, akin to that of arrows fired from bows, towards their target at high speeds at a continuous rate from wherever they spawn. The second usage, is to manifest one or two weapons, wielding them as melee objects in close combat. Due to the lightning itself being tangible in nature, it is able to be held by the user and deal damage similar to that of normal weaponry, in addition to electrocution and mild burns characteristic of Lightning Release effects. While these usages are separated, the user is able to enact the projectile usage after the melee construct(s) has been created, though at the cost of a move in this case. While the weapons of the projectile usage will last until the end of the turn they are created, firing for the entire duration of it, weapons of the melee usage will last up to 3 turns upon creation, unless destroyed or dispelled upon the user ceasing chakra supply to sustain the weapon(s). Should the weapons be discarded, but still maintained on the field through chakra fuel, they can be mentally called back to the user. When interacting with other objects or techniques, the weapons will release blasts of electricity to act against their force, effortlessly repelling normal weapons and reducing the momentum of oncoming jutsu which collide with it.

⇒ Usable 3x per battle
⇒ No S-Rank or above Lightning techniques in the turn of deactivation

Approved here: [x]

Taught to:
1. Matt
2. Iᴍᴘᴇяғᴇᴄᴛ
3. Hokusai
4. Negative Knight
(Shinryūō: Haimudaru, Iruminēta) – True King: Heimdallr, The Illuminator
Type: Offensive
Rank: S
Range: Short (Range of Creation) – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: By forming 3 handseals, the user will release a large mass of pale-yellow lightning from their body. Through shape manipulation, it will assume the form of a ten meters tall winged beast, with 3 heads and a single extremely long tail. It possesses a limited form of autonomy that allows it to act both independently and at the command of the user. In the center of the familiar’s chest, lies a large golden-yellow orb of pulsating electricity, which acts as the core for its abilities. This orb is also special for another reason, which is that it is the very source of the familiar itself. This jutsu can be considered as 2 separate pieces combined into a single one; the inner core made of electricity, and the exterior “shell” of the familiar, which is generated by the core. This shell, which is made of electrical currents exhibiting an aspect of tangibility, is intended to protect the core. As such, the strength of each separate piece, the shell and the core respectively, is effectively A-Rank. In order to eliminate Heimdallr, it is necessary to either blast through the shell and eliminate the core, or wait until the jutsu itself expires. Should the shell be destroyed but the core left intact, it will passively regenerate, though this can only occur once every two turns. Should the shell be destroyed and the regenerative ability on cooldown, the core will simply remain afloat, keeping the user nearby in a manner similar to that of Lightning Blades Levitation, though the user can will themselves free at any point. Its core allows it to use generic A-Rank projectiles, streams and waves of Lightning Release, as well as all Lightning Release that the user knows, including specialty-bound techniques. The trade-off is that, due to the core and shell being two separate pieces, the core can only generate a single S-Rank per turn, whilst it is able to use A-Rank and below techniques freely. In addition, Heimdallr is able to transform itself into a smaller bolt of pure Lightning Release, and in the essence of a thunderbolt, instantly shoot itself in any direction up to short-range, in order to evade attacks from an enemy, at the cost of a move. The user is free to perform their own techniques simultaneously as this ability. In this form, Heimdallr will move at 1.5x the user's base speed. Being made of pure Lightning Release, the user is able to tap into its electrical composition and create Lightning techniques from it, though following the same restrictions for use as stated above. Should the user wish to stand on Heimdallr, they can passively stream chakra equivalent to 5 points per turn to their feet. When Heimdallr deactivates, its entire body will simply dissipate, the electrical currents evaporating into the air, and requires a turn cooldown before another use. This technique cannot be used as a source for Lightning jutsu by enemies, lasts for four turns, and can be used twice per battle. Upon deactivation, the user's Lightning Release is limited to A-Rank and below for the remainder of that turn.

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(Farao no Hōrei #10. Raimei no Setto) – Pharaoh’s Decree #10. Set the Stormborn
Type: Offensive, Defensive
Rank: A
Range: N/A (Short – Long)
Chakra: 30
Damage: N/A
Description: Set the Stormborn exemplifies mastery over one's Lightning Release techniques, emphasising versatility rather than lethality. This technique can be performed in the same timeframe as a Lightning Release technique or any time a Lightning Release technique of the user's is on the field. Acting as an infusion, the user will imbue a chosen technique with an additional ten chakra points, granting it the characteristic of a lightning current. As a result, the technique will be able to channel itself through a conductive surface or object upon physical contact, such as the earth or an appropriate elemental technique, rather than simply self-destructing. This technique can then re-emerge from said object with similar speed and power, but redirected at their target should they have missed or otherwise have been blocked. Due to this unique nature of interaction, in instances of a clash between a Lightning technique targeted by this ability and a technique that it is capable of conducting through, e.g. Water and Earth, they will no longer interact via damage. Instead, should the Lightning technique possess higher chakra, accounting for elemental strengths and weaknesses, it will simply conduct into the opposing technique and emerge weakened following chakra vs chakra interactions. Likewise, this also means that a technique that conducts the user's Lightning technique will continue undamaged. Otherwise, a normal clash will occur. This does not apply in situations where the user simply conducts Lightning into the terrain, or otherwise unranked/freeform elemental constructs. Lightning techniques can be stored in conductive materials, surfaces or objects for up to two turns before they expire, starting from the turn conduction occurs, while Lightning techniques can be stored until their duration elapses. Techniques merging into objects, surfaces and techniques happens passively, and re-emerging does not cost a move slot but will take a slot in the timeframe. This technique is compatible with the user's Lightning AE and CE, can be used thrice per battle and has a single turn cooldown between uses.

Approved here: [x]

(Raiton: Monshou no Tentou) – Lightning Release: Sorcery of Loki
Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra: 20 (-5 chakra per turn)
Damage: N/A
Description: The user will perform a handseal and focus on a solid entity containing their raiton chakra to harness it. This will allow them to take control of the said object by manifesting a coating of static lightning around it and levitating it (in a similar manner to Lightning Blades Levitation). The user will be able to govern it's movements through the air with hand gestures and upon contact with living beings, the static contact will be shocking to the touch. It will paralyze in the same way as Chidori Nagashi, with this paralysis persisting for long as contact is maintained.

Note: Can only be used four times per battle

Taught here: [ ]
(Raiton: Battou no Doragon) – Lightning Release: Felling of Siegfried
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After performing two handseals, the user will channel their raiton chakra into the ground to trigger a subterranean discharge of electricity. This surge will ravage the earth to compromise it's structural integrity, causing the next attempt at creating an earth-based technique (KG/CE included) from the ground to fail prematurely. Before it can even emerge, the jutsu will collapse and crumble, losing it's form and unable to progress any further. This will only apply to a mid-range radius around the user's position when this jutsu was first performed, meaning earth-based techniques can still be formed from the ground outside of this vicinity.

Note:
Can only be used three times per battle
Cooldown time of two turns in between uses
No S-Rank or above Lightning in the same turn

Taught here: [ ]
(Raiton: Nakigoe no Walkure) - Lightning Release: Cry of the Valkyrie
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will initiate this technique by focusing their raiton chakra through their body, and discharging it into the ground in a similar manner to Chidori Nagashi. This surge of electricity is released quickly enough to negate earth-based techniques (KGs/CEs included) before they can form into techniques and/or emerge from the ground. This will work on neutral techniques of the same chakra and below or elements weak to Lightning. In the case of these upper limits, this technique will also be neutralised in the process and will be unable to progress any further. If their chakra is not neutralized, the user will perform two handseals to apply shape manipulation to the released lightning as it travels through the earth and towards the opponent. This will cause a dome of solid-like lightning to rise up short-range all around the target. Everything within the dome's confines will be imbued with the user's raiton chaka, paralyzed and lifted upwards, similar to the canon technique Lightning Blades Levitation. The dome will then form into a fully spherical orb once everything within it has been suspended off the ground and erupt into a massive explosion (similar to the canon technique Thunder Up), obliterating everything inside of it.

Notes:
-Can only be used thrice per battle
-Cooldown time of two turns in between uses.

Taught here: [ ]
Raiton: Akai ko no akai hane | Lightning Release: Red Feather of the Red Child
Type: Supplementary/Offensive/Defensive
Rank: S Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The user begins by performing three hand signs and focusing their lightning chakra into the center between their shoulders. Immediately after this happens the lightning will begin to spread out like feathers, the feathers can stretch anywhere from a meter up to the distance of short range. The feathers are intangible at first, but with a simple mental command can take on what looks like a crystallised form of lightning causing them to become tangible. The feathers have specific abilities which the user can use. The first is being capable of using the feathers for close range fighting. The user has free control over how he uses the feathers, whether it be to wrap the user’s body in the feather’s or to use it to attack an enemy head on. The second ability being the most useful and offensive is it’s ranged capabilities. The user spreads the feathers out and manipulates the chakra within the lightning composed feathers. Then upon a mental command the user can release what looks to be crystallised version of lightning almost similar to shards that travel at the speed of a thrown kunai, the user has free reign over how many of these crystals are released and each is ranked accordingly but all compile to being S rank in strength. The user is capable of using these bursts of lightning once per move. The crystallised lightning has both cutting abilities like most lightning techniques but also explosive properties. If the user wishes they can detonate the crystallised lightning to release pulses of lightning (A rank in strength) that are capable of paralysing living things it comes into contact with for up to one turn. The pulses themselves can reach up to short range of where they were detonated from, however if one of the crystallised pieces of lightning impact a living being it is capable of paralysing it for two turns.
Notes:
Can only be used two times per battle
Remains active four turns total
Using the abilities counts as a move (Wrapping the body, shooting the lightning etc)

Taught here: [ ]
(Raiton: Kossetsu Risō) Lightning Release: Fractured Ideals
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user starts by performing a sequence of two Handseals, Snake → Horse gathering a large quantity of Lightning Release Chakra, and infusing it into a projectile, such as a bolt for a crossbow. As they infuse their Chakra into the projectile, they become completely shrouded in a heavy aura of reddish-purple lightning. The user then takes aim, either into the air, or at a target before them, depending on how they wish to utilize this Jutsu, as there are two different, but conceptually identical usages for this Jutsu.

The first is for enemies that generally have some semblance of distance from the user. By aiming into the air, the user then fires their projectile into the air in an arc, aiming to hit the target on the descent of their projectile's arc. Once the projectile reaches a certain distance from the user, Mid-Range or beyond, the Chakra infused into the projectile "activates", forcefully shattering the fired projectile into numerous pieces, all carrying their own equivalent portion of the projectiles Chakra. Each fragment of the projectile then instinctively moulds the Chakra into the form of the original projectile, effectively creating a barrage of dozens of lightning-based projectiles formed from the scattered remnants of the original projectile. As the barrage of Chakra projectiles descends upon the target, the effect for each individual projectile is equivalent to that of an explosive tag, as when they hit the ground, surface, object, target, etc, they release the Chakra constituting the form of the Chakra projectiles in the form of of a concussive blast (Roughly 2m radius around the point of impact), individually dealing small amounts of impact-based, kinetic damage to the target which combines to create one, singular explosion, engulfing the surrounding area (Roughly 15m radius around the target).

The second application is similar to a certain degree, but is utilized for close quarters engagements, allowing range/ projectile fighters, who are generally susceptible to attacks in close range, due to their weapons being more inclined towards distant targets, to defend themselves. Instead of aiming into the air/ at the sky, the user aims directly at their target, and fires. Upon being loosed, the Lightning Release Chakra contained within the projectile automatically initiates both the fragmentation and shaping aspects of this technique, causing the lightning projectiles to be shot off in a cone towards the target direction. Due to not having travelled as far, or gained as much speed or force due to the descending arc found in the former usage, this usage lacks any of the concussive force found in it, and instead, the projectiles pierce through the target, shredding and embedding themselves within the their body. Once the projectiles have embedded themselves within a target, after 1 turn, the Lightning Release that constitutes the projectiles themselves dissipates, leaving behind open wounds within living targets, or cavities in solid surfaces they plant themselves within, potentially leaving fresh lacerations in their place.

Note: Can be used a max of 3 times per battle, and the user must wait 2 turns between each usage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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Wind Release

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(Futon: Kaze Kingu no Yūkai Fīrudo) | Wind Release: Bounded Field of the Wind King
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short-Long
Chakra: 40 (-10 per turn active)
Damage: 80
Description: This technique showcases the usage of the wind release, in accordance to the users body and or objects which he might be carrying or is in constant contact with, like weapons. Once the contact with the specific object is maintained, or without the object needed, the user will have the wind from all around, stick closely to a desired location in the body or object, forming 2, very distinctive layers from one another. The first layer which comes directly above the said object, has no particular effects, and strength. It plainly refracts the light allowing the said object to be invisible apart from some currents of wind, which move around, indicating the existence of that object. The second, is the most versatile one, giving the said object a lot of strength and versatility equal to an S-Rank above their original versatility. In cutting edge weapons, this layer even further enhances their sharpness as well. The second layer, which can be seen once the first one is used, is a very stable one. The second layer has a very characteristic effect, which is the ability of, at will, releasing blasts of air current, which might be either a rotating tornado which has a very strong pushing and very spread out cutting capabilities, to a very powerful, all destroying blast of wind, similar to Wind Release: Pressure Damage. A third and last form of releasing it, is a very thin, precise and powerful slash of wind, which has insanely large cutting capabilities, which can be directed, at the location where the said object or weapon is aimed towards. The strength of the said blast or tornado can be split a total of 2 times, creating 2 blasts at exact power of A-rank. The release of the blast will count towards the jutsu limit, and the releases can be independent in time from one another, as long as the effect of the technique is visible. Due to the effect of the last layer being largely visible, he cannot keep this layer active for longer than 4 turns, while the last one which carries no rank or visible boost, except than of rendering the weapon invisible, he can keep active for further, but needs to give a total of 5 chakra points each turn.

Note: Can only be used 3 times.
Note: Remains active for 4 turns (Last layer can be open for far longer, but it carries no attributes, and it consumes 5 chakra point every turn).
Note: Initial release of layers counts as a move, thereby as a jutsu usage limit.
Note: Weapon or object must be constantly in contact
Note: Can only be taught by Six Paths.

Taught here: [x]
 
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(Genjutsu: Ketsuraku Chuushin) Illusionary Arts: Missing Heart
Type: Supplamentary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/a
Description: The user will point to the users heart area which is the trigger for the genjutsu. Once done, the user will make a hand gesture as if they were squeezing something that was in their hand. As they continue to squeeze their hand the opponent will feel sharp pains in their chest. The more the user squeeze his hands the more the heart of the opponent aches. The air in the user palms represents the heart of their opponent. If the user so please he can indeed crush the air in his palm resulting in the crush of the opponents heart. This will cause pains beyond measure. In the genjutsu his heart would be crush but since it is an illusion he would die just experience massive pains.
Note: Can use a max of 3 times
Note: Cant use this jutsu back to back
Note: If the user crushes the opponent heart, due to the massive pains the genjutsu will automatically be broken

Taught here: [ ]

(Genjutsu :Ranpu kibou) Illusionary Arts: Blinding Trickery
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: This is a special type of genjutsu as it requires a holster with a sword inside. The User will slowly pull out their sword from their holster in their opponents line of sight While at the same time doing the confirmation handseal, thus inducing their opponent(s) in the genjutsu. As the sword is being drawn out, the opponent will see a very bright blinding light emanating from the sword as it's drawn from the holster, temporarily blinding the opponent. Shortly after being blinded, the opponent will feel a sharp pain in their chest from believing they were stabbed in the back into the chest inside the illusion from the sword the opponent seen the user unsheathe from his holster earlier. Once the opponent is stabbed through the chest, the blinding light will dim down only to reveal that the user is no longer in his initial spot but the one holding the sword that stabbed opponent from the back. In reality the opponent is unable to move and receives mental damage once stabbed in the genjutsu, causing mental pain and giving the user an opening to attack.

Note: Can Use Thrice
Note: Must carry a holster with a sword in it

Taught here: [ ]

(Genjutsu: Shinpi-tekina Meisho) - Illusionary Art: Mysterious Attraction
Type: Supplementary
Rank: A-Rank
Range: Mid-Long
Chakra: 30 (-10 per turn active)
Damage: N/A
Description: The user will make 3 handseals and induce chakra in the brain of the opponent to trigger a genjutsu. As the the opponent is situated into the ground, he will slowly feel a certain attraction from matter around him, like trees or buildings. At first he will feel as if he is being slightly attracted towards a certain body with no real harm. But as the time continues, within the same turn, the pull becomes greater and greater, Until he or she perceives in the illusion that the gravitational pull of the object (e.g. a tree) is overcoming that of the earth, actually forcing them in that direction, making him believe he is being pulled. While this is active, he will not even be able to move a limb away from the objects sending the pull as the gravitational attraction will be that large. Objects with a larger mass, will of course have a larger pull that others, with a smaller mass. If the user is between 2 large masses that have about the same size, he will be seemingly stuck in the middle with both bodies pulling in the same amount of force.

Note: No Genjutsu in the same turn.
Note: Can only be used 3 times per battle.

Taught here: [ ]

Genjutsu: Kami No Nozumo Zai | Illusion Technnique: Divine Presence
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, rather than altering the enviroment at all this illusion will instead alter how the victim perceives things using extrasensory methods, working exclusively against those who can sense chakra and see chakra, such as dojutsu users or sage mode users. When afflicted by this illusion the victims sensory ability will start to go haywire, causing them to sense enemy chakra in everything around them, or seeing it in everything around them in the case of Dojutsu. This illusion will cause no paralysis effects however it will completely overpower the sensory of opponents, rendering it useless as they can sense the users chakra everywhere like a blanket of fog, making it impossible to pinpoint actual sources of the enemy chakra. Should the illusion not be broken the opponent will begin to take spiritual damage, feeling as though they are being crushed beneath the sheer force of the chakra.
Notes:
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.

Taught here: [x]
 
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Goetia

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Ninjutsu

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(Kamunagara) – Manifestation of Law
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Kamunagara is not itself an ability that is consciously activated or utilised like one would a jutsu. Rather, it is a product of one’s intent, or emotions, influencing their chakra in such a way that it visibly manifests as a pattern or object that hovers behind or around the user. One such example of this is extreme bloodlust or rage, which has been seen before by Naruto and Zabuza, under the influence of the Kyūbi and sheer force of will respectively. The object, pattern or symbol produced is unique to every ninja, and thus it can be considered as a physical manifestation of their will and being. The color produced is dependent on the type of emotion, e.g. anger will produce red, sadness will produce blue, happiness will produce yellow, etc. While the behaviour of chakra in this technique is able to give off specific auras and incite particular sensations in other people, it cannot paralyse or frighten others on the level of something such as Killing Intent. It also cannot physically interact with or cause any kind of injury to an opponent. This ability, functionally, is passive in nature, as it doesn’t require activation or any form of active input from the user, and is entirely cosmetic.
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Taught to:
1. Matt
2. Negative Knight
3. Hokusai
4. Imperfect
5. Drackos
6. AJ

(Kaen Rai kousen) - Blazing lightning Beam
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lighting chakra into their middle and index finger. The user will then point air their target releasing a concentrated blast of fire, with a 1 inch diameter. Around the fire the lightning will be wrapped/coiled around it, hitting the target in sync at great speeds.

Note: No water jutsu in the same turn.
Note: Useable 2 times

Taught here: [ ]
 
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Kenjutsu

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Fuanteina Kenshi / The Unwavering Swordsman
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A (30 if offensive strike connects)
Description: This technique has two methods of application, but both follow the same basic principal. In the defensive application, the user will block an opponent's strike with their sword and create a bladelock between themselves and the opponent. Then, focusing a great amount of chakra and strength into their core, combined with the momentum and force of the enemy's strike, the user will push back with great force against the enemy, sending them harmlessly staggering backwards by a few meters at least. In the second application; the offensive, the user will attack using their sword in any manner with a great amount of strength. If the attack results in a bladelock, the user will then follow the same method as in the defensive application; gathering their chakra and core strength, the user will push back the enemy, causing them to stagger and be sent back a few meters. The purpose of this technique is to shift the balance of engagement in favour of the user by staggering the opponent and getting them off balance, and then closing in to dominate.

Notes

- Can only be used thrice per battle
- Can only be taught by Rᴜʀūsʜᴜ

Approved here: [ ]

(Hiken: Tsubame Gaeshi) – Secret Sword: Swallow Return
Type: Offensive
Rank: A – S
Range: Short
Chakra: N/A – 40
Damage: 60 – 80
Description: Tsubame Gaeshi is the fabled technique of the legendary swordsman, Sasaki Kojirō, who was said to be able to cut down a swallow in mid-flight. A highly lethal sword technique, wherein one strikes at an enemy with great speed. Use of this skill requires one to be an Iaidō or Spiritual Kenjutsu user, as the speed and swiftness characteristic of their quickdraw techniques is similarly employed here. With one's sword in hand, the user will move at incredible speeds, striking at the enemy from three different directions. It is a threefold application of the quickdraw technique, as the user rapidly strikes at the left flank and redraws their sword, striking directly at the head then redrawing their sword, and finally attacking the right flank (this order can be reversed if one so chooses). The motion of striking and redrawing is performed at such speed that each strike occurs at almost the exact same time, meaning that choosing to block only one strike will result in the others connecting. While this doesn't require chakra to perform (A-Rank), the user can also infuse their raw chakra into the blade, strengthening the attack (S-Rank). Samurai can infuse chakra of a basic element they know into the weapon when performing the technique. In the case of raw chakra being infused, this technique will behave as elementally neutral in clashes, whilst the S&W of the chosen elemental chakra will take effect in clashes. This technique can be used once per turn and up to three times per battle. The S-Rank variant requires a single turn cooldown before it can be performed again, and its usage prevents the user from using other Iaidō/Spiritual Kenjutsu-based techniques above A-Rank for the remainder of the turn in which it was used.

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Taught to:
1. Ańbu Juniør
2. Imperfect

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

Notes:
- The B rank and below version of this technique has unlimited usage, while A rank can be used four times and S rank two times.
- If used by a Samurai with Samurai Sabre Skill, the effective range of the technique will be increased.

Learned here: [x]

(Kenjutsu: Ichimonji) - Sword Technique: Straight-line
Type: Offensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80
Description: A simple blow delivered with one's sword in a straight line, usually an overhead strike. Capable of shattering stone and severing trees with one strike, mastery of this simple technique is necessary on the path of becoming a master swordsman, and variations of it exist in almost any school of swordsmanship.
Note: S Rank version is usable three times; A rank version is usable 6 times

Learned here: [x]
 
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Taijutsu

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( Saido byōtō chakura suiryoku ) - Side-wards chakra thrust
Type: Supplemental/Defensive/Offensive
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A (+10 if used with Tai/Ken from momentum)
Description: The user jumps into the air by up to one meter and then sends out a small gust of chakra from his foot lowest to the ground, sending him a little higher as the user spins their body to the left or right and throws their body weight in the direction they want to go. Using their momentum from the spinning and chakra, they manage to thrust their body in the direction they wish, up to mid range.

~Notes~
-Must be taught by Vegeta

Taught here: [ ]
 
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Dark Release

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Meiton: Kurohitsugi – Dark Release: Black Coffin
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will channel their Dark Release chakra through the seals on their palms into a concentrated orb, sending the chakra forth as several rippling bolts of condensed, solid dark chakra which will occupy four spots around the enemy in a quadrilateral formation. At which point, the user then manipulates the chakra so that it connects and forms a box around the opponent. The formation of the box is quite quick, only taking a moment to complete. Once the box has been created, with the target inside, it will begin to siphon chakra from anything caught inside with extreme power. The force of the suction will cause major physical harm to the opponent, as their body is being violently pulled along with the chakra due to the pressure of the suction. The chakra sapped will be absorbed by the user and immediately converted into Dark chakra. As the technique acts as a giant absorption seal, it is necessary that the target utilise a sufficiently powered technique to destroy it, following the S&W scheme of Dark Release. The box will remain active for the duration of the turn it is used in, and will continue to siphon chakra directly from the opponent, up to 100 points total. The tangibility of the box means that even if an enemy trapped within is capable of resisting the great amount of force acting on their body, it cannot simply be walked out of, making the use of a sufficiently powered technique necessary to break it.
Notes
⇒ No Dark Release above A-Rank while this technique is in use
⇒ Cannot be used in consecutive turns
⇒ Usable 2x per battle
Approved here: [ ]
Taught to:
1. Negative Knight
Meiton: Kuroi Ken – Dark Release: Phantom Blade
Type: Offensive / Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10)
Damage: 60
Description: Gathering Dark chakra from their stored reserves, or by manipulation of pre-existing Dark chakra on the field, the user will conjure a series of weapons composed of light blue chakra. Each construct is tangible, and possesses the same absorption capabilities exhibited by Absorption-Type Dark Release jutsu. The creation of a lone construct would be A-Rank in strength, whilst multiple creations would possess a cumulative strength of A-Rank. These constructs range from swords, lances, shields, maces, axes, scepters, throwing stars, and tridents, of various shapes and size. Remaining stationary around the user, at a radius of 5 meters maximum, they can be mentally commanded to violently rotate at high speeds, forming a defensive perimeter. The constructs will naturally follow the user as they travel around the field, allowing the user to move safely and discourage enemies from approaching. The passive mental command exerted over the constructs allows the user to defend from smaller projectiles with individual constructs, or to form a larger defensive wall against a large-scale attack. In terms of attack, the constructs can be sent forth to attack a target(s) in individual numbers or as a collective. Unless the constructs have been destroyed, the user is capable of recalling them from anywhere on the field, allowing the user to establish a sustained offence or defence. Upon impacting a surface, such as a technique or an enemy, the construct(s) in question will release a short-range, concussive blast of flames equivalent to B-Rank strength. In cases of clashing with other techniques, this jutsu will interact with them according to the S&W of Dark Release.
⇒ Lasts 4 turns
⇒ Usable 3x per battle
Approved here: [ ]
Taught to:
1. Negative Knight
2. Klad
Hadō #95. Tenebris Aeterna / Way of Destruction #95. Darkness Forever
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: This technique revolves around utilising the powers of Dark for pure destructive purposes. The user will channel an extreme amount of Dark chakra in order to fuel the technique, and create a single portal of Dark chakra or a large scale amount of smaller ones. They will release the chakra from their dark mark and it will shape into the portal(s) upon release. From this portal(s), the user will summon various smaller masses of Dark chakra, using shape manipulations to give them the shape and basic physical features of weaponry, e.g. swords, shuriken, kunai, lances etc., but still retaining the signature blue hue of Dark chakra. Upon mental command from the user, the chakra weapons will surge forth from the portals extremely quickly, as if numerous arrows fired from bows. The dark chakra exhibits solid-like tangibility (similar to Fire Release: Dragon Flame Release Song Technique). Once the weapons strike the target, the natural properties of Dark chakra will begin to take effect, absorbing chakra from the target if there is any to be found, following the strengths and weaknesses of Dark Release. If the user so chooses, they can detonate an individual chakra weapon (costs a move), which will set off a chain reaction with the other chakra weapons, culminating in a large explosion.
⇒ The weapons will fire until the end of the turn used
⇒ Can only be used twice per battle
Approved here: [ ]
Taught to:
1. Negative Knight
2. Arudora
3. Klad
(Meiton: Midgardr Völsunga Saga) – Dark Release: Mortal Realm’s End
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn to user)
Damage: 80
Description: After absorbing a technique(s) of equal strength, the user will concentrate their dark chakra towards their arms and chest, wrapping them in single coating of writhing flames, exhibiting colors ranging from purple to black. The flames will swirl around the rest of the body, giving off the appearance of a flaming aura, though this effect is merely cosmetic in nature. The coating of flames on each arm will form into enlarged, demonic hands possessing claws, compressed through shape manipulation to give them an aspect of tangibility. The most fundamental concept of Dark Release acts as the basis for this technique’s functions and abilities; in order to create it and sustain its usage, chakra must be absorbed and processed so that it can be converted into Dark chakra. Being truly in line with this concept, this technique indiscriminately feasts on chakra wherever it may be found, using that chakra as fuel to keep itself active. If the user absorbs a technique through this jutsu, its turn duration is extended by an additional turn (+1). Being composed entirely of the flames of Dark Release, the user is able to freely extend and contract their clawed appendages with mental command. They can reach up to a maximum length of 15 meters, and the user is able to control the direction and path they travel in whilst extending and contracting, in order to track distant targets. This technique clashes with other techniques according to the S&W scheme of Dark Release, absorbing weaker elements one rank higher, neutral elements of the same rank, and stronger elements of one rank lower (the entire technique is S-Rank, as the coating covers the chest and arms in their entirety and is not divided into separate parts). When a technique is successfully absorbed by this jutsu, its chakra is converted at a 1:1 ratio into Dark chakra and stored in the user’s reserves for their later use. When making contact with any surface, be it a technique, weapon, or a human, the flames of the arms will sap 50 points of chakra from the target in the moment of contact, drawing that chakra into the user at a 1:1 ratio and extending this technique’s duration by 1 turn. In cases of extended contact (lasting for a turn or longer), this drain will continue at 100 points per turn (after the initial 50 point drain) and deal burn damage at a rate of 30 points per turn. The flames will burn through clothes, and armors if possible. In the case of an arm being destroyed or weakened, the user is able to restore it to full strength or grow a new one in its place, costing a move slot to perform. This can be done once per turn, and no Dark Release above B-Rank can be used in the same turn.
⇒ The user cannot utilise Dark Release above B-Rank in the turn of deactivation
⇒ The user’s ability to perform handseals or any other action requiring use of their hands is unaffected by this technique
⇒ The user cannot absorb their own techniques or chakra in order to use the regenerative or duration-extending functions of this technique, only techniques/chakra from others can fuel these processes
⇒ Lasts 4 turns
⇒ Usable 2x per battle
Approved here: [ ]
Taught here:
1. Negative Knight
(Meiton: Kono Yo Subete no Aku) – Dark Release: All the World’s Evil
Type: Offensive / Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: By releasing a copious amount of Dark chakra from their seal(s), the user will release a copious amount of reddish-purple energy, aimed to rapidly wash over the entirety of the field within moments of its creation. The chakra will exhibit similar characteristics to mud, being particularly heavy. This viscosity is owed to the great density of energy, as well as its natural chakra-absorptive properties. The force of the chakra torrent is sufficient to sweep targets off their feet with ease, dragging them into the raging currents of raw, volatile energy. Even a moment of contact is sufficient for the technique to damage a target, and draw chakra from them, equivalent to 30 points. Should one maintain extended contact (more than the turn of initial contact) with the torrent of chakra, they will suffer from additional chakra drain continuing at 60 points per turn. It should be noted that this technique cannot absorb other techniques it interacts with, only chakra from people. Once chakra has been absorbed, it will be drawn into the user's palm seals automatically, converted into Dark chakra at a 1:1 ratio. The energy would come up to one’s knees, should it be used on flat terrain, and can be used in a similar manner to Water techniques to fill cavities in the earth to create pools of volatile, hungering chakra. This technique can be used 4x per battle, with a two turn cooldown between usage, and any pool of chakra will last for up to 2 turns after the initial turn of creation.

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(Meiton: Kousei no Oni) – Dark Release: Rebirth of the Demon
Type: Defensive/Offensive
Rank: S
Range: Short (same range as the absorbed attack)
Chakra Cost: 40
Damage Points: N/A (same as the absorbed attack)
Description: After releasing an energy-based attack of their own, the user will immediately absorb it back into their dark mark before releasing a dark release replica of it. It will be the same size, shape, carry the same rank and possess the same properties as the absorbed technique. It will be emitted in the same form as the absorbed energy, though it will be violet in colour to signify the change into Dark Release (e.g. absorbing a raiton technique would result in purple lightning being released). While this is performed in the same timeframe as the technique which precedes it (the one absorbed), it will still count as a move and so it will effectively be as if the user used two moves. Alternatively, the user can use this as normal against an opponent's attack to send back an exact replica composed of purple flames. The user can only draw in techniques that are within short-range of their dark mark and can only absorb techniques following Dark's elemental S/W (A-Ranks for weaknesses, S-Ranks for neutrals and F-Ranks for elements weak to dark).
Note: Can only be used twice per battle
Note: No A-Rank or above Dark in the user's next turn or same turn
Note: Changes the S/W of the absorbed technique into Meiton's S/W
Taught here: [ ]
(Meiton: Genei Ryodan) - Dark Release: The Phantom Troupe
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A (Depends on the absorbed technique)
Description: The user will outstretch their hand and absorb an incoming attack with the dark mark on their palm once it gets within short-range of their position. This can be done against techniques following Meiton’s elemental S/W (works on the following ranks: A-Ranks for weaknesses, S-Ranks for neutrals and Forbidden Ranks for elements weak to Dark). The user will release the absorbed chakra from their dark mark in the form of purple flames in the direction of their opponent. Upon emergence the flames will swiftly morph into the shape of a twelve legged spider, lending it the capability to pursue ground based targets. The spider will possess power equal to the damage of the attack absorbed.
Note: Can only be used three times per battle
Note: No other S-Rank or above Dark Release in the user's same turn
Taught here: [ ]
(Meiton: Izou no Gaki) – Dark Release: Legacy of the Ghoul
Type: Defensive/Offensive
Rank: S
Range: Short (Long-range when released as an attack)
Chakra Cost: 40
Damage Points: N/A (80)
Description: The user will focus their meiton chakra into the mark on their palm to release a single or several orbs of dark chakra. The violet sphere(s) will orbit their creator and follow his or her movements exactly, making them more useful than a simple static defense. The purple orbs can absorb any number of energy-based techniques (that are weak to dark) up to their rank but their real utility lies in their capability to be combined and/or reshaped. If multiple orbs are created, they can be merged to combine their collective power (combining two B-Rank orbs would make a single A-Rank one). They can be fused and separated at will, this being a passive maneuver. In the same way, they can be reshaped to take on any form or structure such as elongated lances or expanded into a hemispherical dome that surrounds the user. In terms of size they each can shrink to the proportions of a kunai or expand up to short-range in diameter. After absorbing at least a single technique, the dark spheres can be converted into purple flames and sent towards the opponent. For every absorption made by the orb(s), they gain +10 damage. For example, if a single orb was created and it managed to absorb two techniques before being converted into flames, it would gain an active damage boost of +20.
Note: Lasts four turns and can only be used twice per battle
Note: No S-Rank or above Dark techniques on the turn this is used
Note: While this is active, the user can only use two other moves per turn
Taught here: [ ]
(Meiton: Houkou no Konpaku) – Dark Release: Howl of the Wraith
Type: Defensive/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A (60 damage if it explodes)
Description: The user will perform a single handseal and focus their meiton chakra into the ground beneath the opponent. The dark chakra will emerge in the form of a violet-column that spans a short-range radius around the opponent and surrounds them from all sides. The column is completely opaque and will extend long-range into the sky, thereby making aerial escape impossible. To escape it, the opponent will have to destroy it or merely move through it. The latter method works due to the column's intangibility and anyone inside/outside the column can simply pass through it. However while not physically damaging to do so, anyone who comes into contact with the column barring the user will lose 100 chakra. As per dark's innate absorption capabilities, the column can absorb neutral techniques of the same rank (S-Ranks for elements weak to dark, B-Ranks for elements strong to it). Upon absorbing a technique, the column will explode into a maelstrom of purple flames and obliterate everything inside. To destroy the column through the use of a technique, the opponent merely has to use a jutsu which exceeds it's threshold for absorption. This will work even for matter-based elements as the column still leeches chakra from them as they pass through it. For example, an A-Rank Earth technique passing through the column will neutralize it completely as it attempts to absorb all of the chakra within the doton jutsu. It will not explode into flames or leech the chakra completely as A-Rank earth exceeds it's threshold for absorption but it will weaken the earth jutsu by one rank. This weakening will happen despite the power of the original technique as part of it's chakra is consumed.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Must be created a minimum of five meters from the opponent.
Taught here: [ ]
(Meiton: Kumori no Bun'ya) – Dark Release: The Shadow Realm
Type: Defensive/Supplementary/Offensive
Rank: A
Range: Short - Long (same as the absorbed attack)
Chakra Cost: 30
Damage Points: N/A (same as the absorbed attack)
Description: The user will focus their chakra into one of their dark marks to absorb an energy-based technique within it's vicinity (within short-range). The jutsu will be drawn into dark mark but it will not be broken down into raw chakra, it will simply be absorbed in it's current state and be emitted from another dark mark (e.g. the one on the user's hand) in the same form. There is no delay between the absorption and the release, in fact, it happens virtually simultaneously for stream-type techniques. For example, the user would safely absorb Great Majestic Annihilation into the dark mark on their right hand and then release it from the mark on the left hand, in whatever direction their hand is pointing (e.g. upwards to release it towards the sky or towards the opponent to send their attack back towards them). This technique only serves to redirect and change the direction of attacks, it doesn't manipulate them, break them down or change them into Dark Release. It simply takes advantage of the fact that the user's dark marks are connected by portals and so attacks can pass through one and immediately emerge from the other. Since it does not manipulate techniques at all and simply redirects their travel, this can even be applied to elements and skills the user does not possess. As per Dark's elemental S/W, this technique can absorb and redirect neutral techniques of the same rank (S-Ranks for elements weak to Dark; B-Ranks for elements strong to Dark). As mentioned this before, this can only be used on energy-based techniques and so of course, this will not work with Earth, Water or similar elements. Of course, logically, the damage of the released technique would be equivalent to that of the absorbed jutsu. Unfortunately, boosting techniques would be rendered ineffective on released techniques.
Note: Can only be used three times per battle
Note: Cool down time of two turns between uses
Note: Technique retain it's own elemental S/W
Taught here: [ ]
(Meiton: Daraku Oujou Majikku) – Dark Release: Corruption of Necromancy
Type: Defensive/Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A (60 damage if used to attack the opponent)
Description: The user will place one or both of their dark marks in contact with the ground before focusing their meiton chakra into it to create a subterranean field of sentient tendrils constructed entirely of dark chakra. In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. All of these tendrils are a part of a single central structure and so the power of this technique is not divided between the individual tendrils, it's regarded as one whole. They collectively make up one gargantuan creature which is sentient and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn (via their contact with the ground). The tendrils can freely transition between intangibility and solid-like tangibility so they can both seamlessly emerge from and merge back into the earth and interact with anything on the field. The purple tendrils are capable of absorbing techniques following Dark's S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark; B-Ranks for elements strong to Dark). It will absorb chakra channeled into the ground (of the specified ranks) before they can manifest or they can emerge to absorb techniques directly. The tendrils also have the ability to absorb chakra from everyone on the field (barring the user) that's in contact with the ground and is within it's vicinity. The tendrils can leech 50 chakra from everyone on the field every turn but as long as it does this, it will be incapable of moving/acting. The tendrils can also be used to attack their opponent, with the effect depending on whether they choose to be tangible or intangible. If the tendrils are tangible they stab, impale or entangle the opponent but if they're intangible they will obviously be incapable of doing physical harm. If they're intangible, the tendrils will instead absorb copious amounts of chakra on contact (50 per strike), the chakra drain being exacerbated by the direct contact with the dark chakra. To destroy the tendrils, the opponent needs to target it with techniques such as Swamp of the Underworld that exceeds it's threshold for absorption. The tendril creature will be neutralized completely as it attempts to absorb all of the chakra within the doton jutsu. It will not leech the chakra completely as A-Rank earth exceeds it's threshold for absorption but it will weaken the earth jutsu by one rank. This weakening will happen despite the power of the original technique as part of it's chakra is consumed.
Note: Can only be used twice per battle
Note: Lasts until deactivated or destroyed
Note: No S-Rank or above Dark on the turn this is used or next turn
Note: Has a cool down time of three turns in between uses
Note: While this is active, the user can only use two other moves per turn
Taught here: [ ]
(Meiton: Waikyoku no Fumetsu) - Dark Release : Torment of the Undying
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage Points : N/A (60 damage if released as an attack)
Description: The user will place one of their dark marks in contact with solid matter and begin focusing their meiton chakra onto it. This will coat the exterior of the entity in a layer of dark chakra, which will appear deep purple colour. This shroud will of course possess Meiton's chakra absorption properties and will be capable of absorbing techniques following Dark's elemental S/W. This translates to the ability to absorb any number of neutral techniques of the same rank (S-Ranks for elements weak to dark; B-Ranks for elements strong to it). This layer of dark chakra can also be applied to living beings (including the user, allies and summons) though contact with it will leech 10 chakra per turn from them. When this technique is applied to armour or the user's clothes/attire, it will only coat the exterior (the visible portion) of them and so the affected person will not suffer from the aforementioned chakra drain. This shroud can also be applied to techniques and will adapt to the target's size, shape and frame.
When this armour of dark chakra has absorbed any chakra or at least one technique, the user can convert it into purple flames which move forward, away from the entity it's coating, and towards the enemy/opponent or outwards in every direction. It should be noted that the latter means it moves outwards omnidirectionally and so it will not backlash or collide with the entity it was coating. Through a single handseal, the flames can be shaped into any form the user so desires (e.g. a tornado of purple flames or a wall of violet fire).
Restrictions
- Can only be used thrice per battle and has a two turn cooldown
- Lasts four turns until absorbed. Adds another two turns to duration when it absorbs a technique
- This technique in itself has no Fuuinjutsu component and does not create Dark Marks. It also cannot be used with the replica dark marks created through Mark of the Outsider.
Taught here: [ ]
(Meiton: Tentei Mikon no Hanto) - Dark Release: God of the Wild Hunt
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their chakra into one of their dark marks to release a copious amount of meiton chakra from within it. The released chakra will form into any animal, creature or hybrid they can think of and it will exhibit enough tangiibility to interact with solids (the same as Fire Release: Dragon Flame Release Song Technique) . They will also be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. The created creature can be as small as it's real life counterpart or be as large as the Great Stone Golem. These creatures can last up to three turns and will passively sap 10 chakra from their creator every turn to sustain themselves. Alternatively, the user can instead release a wave of meiton chakra from their dark mark that contains countless grotesque creatures residing inside of it. This seething mass will contain all manners of creatures, though all of them will be monstrous hybrids which barely resemble any living animals. This "horde" variant can cover the same scope as Fire Release: Great Fire Majestic Annihilation and will travel as fast as a standard lightning technique. Despite being composed of several animals, all of them are attached to this central wave/horde and so the power of this technique is not divided between the individual creatures, it's regarded as one whole. Regardless of which variant is used, the creature or the horde can absorb techniques following Dark's elemental S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark, B-Ranks for elements strong to it). Upon absorbing a technique, the creature/horde can convert itself into an inferno of purple flames. This "horde" variant is a stream much like the aforementioned fire technique and so it will only last for as long as it's maintained or overpowered/destroyed.
Note: Can only be used three times per battle
Note: Cooldown time of two turns in between uses
Taught here: [ ]
(Meiton: Kuro Kisai Kannan) - Dark Release: Warlock’s Affliction
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: This is a passive technique designed to allow damage boosts to apply to absorption-type Dark Release techniques. Since absorption type techniques are often “N/A” in damage, through this ability the user can change the nature of the boost. Rather than raising it’s damage, the technique will instead become capable of absorbing techniques one rank higher than usual. Boosts which raise the rank or damage (effectively things which increase their scale) will instead be redirected into strengthening the 'pull' of absorptions. What this essentially means is absorption-type jutsu will have a greater level of suction power and will be capable of drawing in techniques more strongly than before. This will also increase the effective range of absorptions by one range, allowing them to draw in techniques that are mid-range away rather than the usual limit of short. This can apply to either passive or active boosts but can only be applied to one per usage. The damage boost in question must at least be +10 damage or higher for this technique to work.
Note: Can only be used four times per battle
Note: Cannot be used S Rank or above techs
Note: Cannot be used with: Dark Release: Downfall, Coven of Witches, or any Dark jutsu which mentions 'Lord of the Outer Night' in its description
Taught here: [ ]
(Meiton: Kuro Kagami) - Dark Release: The Black Mirror
Type: Supplementary
Rank: B
Range: Short - Long (Same as the chosen technique)
Chakra: 20
Damage: N/A (Same as the chosen technique)
Description: After performing an absorption, the user will employ this passive ability to emit a Dark Release version of a fire or lightning technique they know from one of their dark marks. However this will only be compatible with certain types of techniques, namely the flame-variant of Katon (does not work with ash or gas techniques) and the energy-form of lightning. Furthermore it will only work with techniques that are released from the body rather than the ground, the sky or portals. Fire and Lightning techniques which meet the above criteria will be released as Meiton jutsu from one of the user's dark marks in the form of purple flames or violet lightning to signify their change into Dark Release. This technique is most effective with projectiles but will even work with streams that are spewed, whereby the chosen dark mark takes on the role of "spewing" forth the jutsu in question. The user will still have to focus on such techniques in order to sustain them. However, not all techniques released from the body can be replicated through this method. Things like armours and wings will obviously fail as they have nothing to coat or attach to. Logic will need to be applied to determine what jutsu can or can't be used with this ability. Excluding the change in their colour and elemental S/W, converted techniques will retain all of their properties and still have to abide by all of their restrictions.
Note: Can only be used four times per battle
Note: This ability is passively applied but the technique it's used alongside will still cost a move
Taught here: [ ]
(Meiton: Kuro Rengoku) - Dark Release: The Black Cauldron
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra per turn)
Damage: N/A (60)
Description: The user will focus their chakra into one of their dark marks to release a violet hemispherical dome. This orb of dark chakra can expand in a single direction or in every direction from the point of release. Either way, it can only span a mid-range radius at the very most. The chakra will exhibit the characteristic absorption traits of Meiton and thus will drain anyone (barring the user) of 100 chakra upon coming into contact with them. This chakra drain is exacerbated due to the dome's intangibility and so it will phase through the opponent upon passing through them. If the opponent is caught and trapped within the dome, they will constantly lose a smaller portion of chakra per turn (50 chakra). The dome will also absorb any techniques used within short-range of it or inside of it (excluding the user's own) by drawing them into itself through the use of vortexes similar to those used in Inhaling Maw. This will enable it to absorb neutral techniques of the same rank, one rank below for elements strong to Dark and one rank above for abilities weak to Dark. Upon fully expanding to encapsulate the opponent and/or the user, the dark chakra which composes the Cauldron will exhibit solid-like tangibility. This means it will keep solid techniques inside/outside of it after absorbing their chakra but more importantly, it can be destroyed by techniques which exceed it's threshold for absorption. At any point, the user can passively siphon any chakra absorbed from people or techniques by the Cauldron into their dark mark by placing it in contact with the dome. Alternatively, the user can have the dome explode into a maelstrom of purple flames once it has absorbed any chakra or a technique.
Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Cooldown time of three turns in between uses
Taught here: [ ]
Meiton: Jigyaku Keikō - Dark Release: Masochistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S rank technique.
- Can only be taught by Klad
Taught here: [ ]
Meiton: Chijō burēka - Dark Release: Terrestrial Breaker
Type: Offensive/Supplementary
Rank: C - S Rank
Range: Mid - Long
Chakra: 15 (40)
Damage: 30 (80)
Description: Terrestrial Breaker is a prime example of how a simple Dark technique can become lethal. The user slams either palm on the ground and sends Dark chakra underground. Via using shape manipulation, he will manifest said chakra in the form of a basketball sized purple dark orb which will lie inches underneath the ground's surface. The lethality of this technique depends on how long the orb will stay active. Each turn, this orb will absorb the target's chakra (-30 per turn) and any absorbable technique they use (only underground related techniques; following Dark's elemental S/W). The longer this orb stays active, the more it will absorb and this will result in a more powerful release. Once this orb absorbs chakra it will turn into light blue color, associated with flames. The diameter of the orb increases by 2 meters every time it increases in rank, as the main point of it is to absorb chakra in order to make itself stronger and bigger. The surface of the earth will start to gain a light blue glow, once this orb absorbs chakra. The blue shade is faint at first, but it becomes vivid once the rank of the orb increases. At will, with a single hand seal by the user, he'll trigger the orb and make it explode in an extensive amount of blue flames which will cause internal and external burns to anything caught in it. The explosion leaves a crater behind, its size depending on how strong the release was. This orb increases by one rank every turn (it's C-Rank on the first turn, B-Rank on the next) up to a maximum of S-Rank and it can only be detonated once it's at least B-Rank in power.
Restrictions
-The orb lasts for four turns
-It has two turns cooldown before used again and can only be used twice per battle
-Can only be taught by Klad
Taught here: [ ]
Meiton: Mōtaru no naitomea - Dark Release: Nightmare of the Mortal
Type: Offensive
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: A technique which is controlled by the user and considered to be very fast in performance, the user activates either dark mark on his palm and sends a near invisible dark layer to reside on the ground. It is 2cm thick and the size of this layer is usually up to the user, but it cannot be larger than the short range radius from any target. The mechanism of this technique lies within any sudden movement done by a target with his feet. Be it a jerking movement in order to run, or simply a foot stomp, the dark layer will trigger and a total of two black, adult-sized and with elongated forearm arms will emerge from the layer and capture the target in mid-movement, restricting their movements. The way the hands emerge is dependant on how the user describes them in his move. These hands have the ability to absorb chakra, and as they start sapping, they gain a slight blue hue, and this will further increase their grip on whatever body part of the target. With the performance of one handseal, the user is able to set these hands aflame; creating a sea of full of blue flames which can cause 2nd degree burns to the target.
- The dark layer can stay only for three turns in the battlefield.
- Usable only thrice per event/conflict
- Can only be taught by Klad
Taught here: [ ]
Meiton: Shinki Chūmon - Dark Release: New Order
Type: Supplementary/Offensive/Defensive
Rank: S-rank
Range: Short
Chakra: 40
Damage: 80
Description: Invented by one of the most well known Dark users in the Ninja world, New Order deals in the user spreading his dark chakra throughout his whole body after having first absorbed an enemy's technique using the inhaling maw jutsu. This means that every tenketsu in his system will be occupied with the dark chakra, making each chakra point glow in a purple-like glow. With a mental command, this new accumulated chakra will come out from every part of the user's body in an unfocused Dark burst, in the form of an omni-directional 'blast' of dark. The sheer force of this burst will have enough force to knock an adult male over and do internal damage to their body should they be within the range of this attack. The main use of New Order is to actually "refresh" the user's system chakra and in order to do well in combat against heavy Genjutsu users. Once the user finds a logical reasoning as to why he's caught in the Genjutsu, the burst of Dark chakra will give a "new order" to his chakra system and thus effectively breaking out of the illusionary technique. This will only work on A-rank and below Genjutsu techniques and can only be used twice a battle, due to the exhaustion the technique provides.
Note:
-Cannot be used consecutively, as it has a two turn wait before using again.
-The technique can also be used even when there is no Genjutsu put on the user. The offensive capabilities of the technique are qualified enough to kill a human.
-Can only be taught by Klad
Taught here: [ ]
(Meiton: Ureigoto no Kyuuketsuki) - Dark Release: Scourge of Vampires
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: The user will infuse additional chakra into an existing sentient Dark technique, either when it’s already on the field or upon it’s creation, to grant it autonomy and a superior form of ‘sentience’. The sentient Meiton technique will become capable of using Dark Release techniques up to and including it’s rank. This includes techniques such as Gluttony, the Voracious which can only be used in Lords of the Outer Night as the creation is already composed of dark chakra. Techniques which require absorptions will not use a mark but rather be absorbed directly into the familiar's body (following the S/W of what it can absorb). Each time it absorbs chakra or a technique, the familiar can use it to perform a single jutsu. If applied to a dark technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. For example, applying this to a B-Rank familiar will enable it to use B-Rank and below Dark techniques. This technique does not make Dark jutsu sentient, it is applied to jutsu which are already sentient.
Note: Can only be used twice per battle
Note: Lasts two turns
Taught here: [ ]
(Meiton: Hansoku) Dark Release: Foul Play
Type: Supplementary
Rank: B-rank
Range: N/A (Same as the jutsu it is used on)
Chakra: N/A (+20 to applied jutsu)
Damage: N/A (+20 to applied jutsu)
Description: A technique dependent on earlier Dark Released used techniques, Foul Play comes into play with the user making use of it to empower his own Meiton techniques. This technique is always used in the same time frame of a dark technique and needs to meet two requirements. Them being the user needing to string together two hand-seals (in addition of any hand-seals the original technique has), and making sure that he has absorbed two or more techniques first. Even if the user has absorbed one it's fine as long as he uses it on dark techniques which do not require to absorb something beforehand. So, with the sacrifice of one dark "fuel", the user adds +20 damage to any dark technique used. The boost's aesthetic manifestation depends on the nature of the technique. If it is used on release-type techniques, it will make the flames darker in colour, or if used on a technique like Dark Release: Revival Fist, it will make the shock-wave's purple color more vivid. Of course, the user also spends +20 more chakra in addition to that of the technique he uses Foul Play on. The range of Foul Play is also the same as the technique's it's used on. The user, however, needs a one turn cool down before he uses this technique again, so it cannot be used consecutively.
- Can only be taught by Albel
Taught here: [ ]
(Meiton: Andāwārudo no Hōsoku) Dark Release: Law of the Underworld
Type: Defensive/Supplementary/Offensive
Rank: A-Rank
Range: Short (range of effectiveness) - Long (Depending on the technique)
Chakra: 30
Damage: N/A (Depends on the technique)
Description: A technique which is directly derived from the canon Inhaling Maw technique, Law of the Underworld is in fact an advanced version of it. Hiruko has shown to use his dark mark in order to draw techniques towards it, but not absorb them. This allowed him to take Raikiri outside of Kakashi's control and control it in his own. Similar to this mechanism, this technique allows the user to pull techniques as long as they are within the short range area of him. The user may activate any of his dark marks (Absorption mark) of his own and forcibly drawing the opponent's technique and control it. This follows Dark Release's S/W scheme (S-rank for elements weak to Dark, B-rank for elements strong to it). Logically, this has to be within reason. Law of the Underworld will only work on small to medium sized techniques, as it would be practically impossible to take control of large scaled techniques such as Great Fire Majestic Annihilation. Because this technique does not absorb but rather suspend the technique and make it user's own, the technique in question will be of the same rank, though if they have any prior boost in damage, they will not remain. The user will not change that technique's property into that of Dark, thus it would follow its own S/W scheme. The user taking control of enemy's technique and attacking with it would occupy the same time-frame slot, however it will cause the user to spend two moves out of three in that turn.
Notes
- Can only be used three times a battle with two turn cool-down
- User cannot use any other "Absorption" based Dark techniques in the same turn this is used or the next.
- Techniques absorbed by the user are only usable in the turn that they are absorbed, and cannot be maintained
Taught here: [ ]
(Meiton : Kyūnyū gurin) - Dark Release: Inhaling Grin
Type: Defensive / Offensive
Rank: B (A)
Range: Short
Chakra Cost: 20 (+10 per turn)
Damage Points: 40 (60)
Description:
The user activates their dark mark whilst holding a Close Combat Weapon, usually a sword (alternatives like spears and axes can be used); the blade of the sword goes a very dark purple as it radiates with Dark Chakra and then becomes self sustaining. The user can then use their blade to slash through oncoming elements to absorb the spiritual and physical energies of it, this is essentially the Swordmaster's Inhaling Maw alternative except if the blade also cuts the opponent it saps some of his chakra directly like (Meiton: Dassui Fureru) Dark Release: Draining Touch. Though when this is performed the user has a couple of options;
B-Rank : The chakra can simply be absorbed straight back into the Dark Seal and be saved and used for other Dark Release Jutsu, the blade will however go back to normal unless the jutsu is used again. Or it will become:
A-Rank : The Dark radiating through the blade will be immediately converted into blue flames after absorption, meaning the blade will be covered in blue flames that can be used to attack the opponent in close combat or expelled as a wave of Blue flames in the shape of a crescent setting anything it touches alight. Since Dark release amplifies the chakra absorbed the Blue flames will be more powerful as usual.
- Dark Coating around Katana Lasts three turns, if converted into blue flames it will be renewed for another three turns.
- Has the same absorption power as B-Rank Inhaling Maw
- Can only be taught by LonelyAssassin
Taught here: [ ]
(Meiton: Tsumibukai Boido) - Dark Release: Unhallowed Void
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (-5 chakra per Dark technique used)
Damage: N/A
Description: The user will activate a passive ability designed to conserve the chakra of Dark Release users. While this ability is active, the user will become capable of voiding the chakra cost of Dark techniques by solely using absorbed chakra and not their own supply/pool. However this comes with a certain and glaring disadvantage, namely an increased difficulty in using higher ranked techniques. Normally a single absorption regardless of the rank or chakra of the given technique will enable the user to use high ranked Dark jutsu (e.g. absorbing a B-Rank allows the use of S-Ranks). However with this technique active, to perform a single S-Rank, they user will need to have absorbed 40 or more chakra prior to it's usage. Once that chakra is used, they user will need to absorb another 40 chakra points before they can use another S-Rank. Thus this technique can be seen as an equivalent exchange: gaining the ability of conserving chakra but losing the ease of use Dark users are normally afforded. Another example scenario is if the user has absorbed a greater amount of chakra than the technique they wish to perform. If the user has absorbed 50 chakra and opts to use an A-Rank (30 chakra), that amount will be deducted from the reserve of dark chakra and the remainder will not be wasted or consumed. This technique lasts until deactivated and can only be used through the original seals on the users body. The user will need to spend a small chakra cost each time they utilize a dark technique through this method in order to gain access to the previously absorbed chakra. This doesn't effect the marks that are not on the users body. Techniques which absorb chakra into the user's marks such as Inhaling Maw do not make use of this pool of chakra since they're the mechanism by which chakra is sent into the user's marks. Since this technique makes Dark jutsu dependent on accumulated chakra, jutsu which require multiple absorptions or any other special conditions to perform (requiring a specific absorption technique to be used such as Inhaling Maw) will no longer require such.
Note: Can only be used once per battle
Taught here: [ ]
(Meiton: Mikoto no Yabun) – Dark Release: Lords of the Outer Night
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will focus their chakra into the mark on their hand to release their dark chakra from within it. It will pour out and momentarily coat their body before fusing into it. The purpose of this is for the user’s body to undergo an elemental conversion, namely a transformation into dark chakra. The dark chakra will be condensed to the point it behaves as “solid” similar to techniques like Water Release: Sword of Draining and so they will be susceptible to attack from solid elements such as Earth Release. The violet-coloured form they assume will possess all of the traits and attributes of Meiton such as the ability to absorb chakra and certain elemental techniques. They will be capable of absorbing attacks following Dark’s elemental S/W (B-Ranks for weaknesses, A-Ranks for neutrals and S-Ranks for strengths). If the user is struck by an attack that exceeds this such as A-Rank water, they will be forced out of their transformation and sustain the full damage of the technique which struck them. Even solid elements such as Earth or Steel will be capable of interacting with and harming them in this form due to it’s previously mentioned tangibility. Upon contact with living beings, the user will be capable of siphoning chakra from their body (20 per strike). The real utility of this form is exhibited when certain conditions are met. For each technique absorbed while this is active, all of the user’s techniques gain +5 damage per absorption and the duration of this transformation is extended by two turns. While this is active, the user can only use Dark, the elements which compose it, any CE based on them and non-elemental abilities.
Note: Lasts four turns and can only be used twice per battle
Note: No A-Rank or above Dark on the turn this ends
Note: No A-Rank or above Fire or Lightning on the turn it ends
Note: Cannot be used whilst restricting the opponent's Earth Release in any way.
Taught here: [ ]
Meiton: Okayaki no Shisshi) – Dark Release: Envy, the Invidious
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack)
Description: While Lords of the Outer Night is active, the user will begin focusing their meiton chakra into their body to change it's composition. They can extend blunt or bladed weapons from anywhere or even reshape the body itself, whether partially or fully. They can shape themselves into anything from a suit of armour to a humanoid dragon-like creature. Any weapons created through this method can reach up to short-range and can either remain attached to the user or be detached and wielded normally. The weapon will equal the rank of the user's body while it's attached (as it's effectively considered an extension of their being) or will reflect the rank of this technique if it's detached and wielded/thrown. If multiple weapons are created and detached, they will collectively amount to the rank of this technique (A-Rank). The user can also modify their body to create/grow any type of limb or additional appendages such as arms, legs, spiked protrusions, wings, tails, scales, etc. Created limbs will reflect the utility of their real-life counterparts, for example a pair of hands will be capable of performing handseals and forming wings will allow the user to fly.
- Lasts two turns max
- Can only be used three times per battle
- Two turn cool down before re-use
- No Dark Release A rank or above in the same turn (Besides LoTON)
Taught here: [ ]
(Meiton: Gokai no Chouhatsuteki) - Dark Release: Lust, the Lascivious
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: While Lords of the Outer Night is active, the user will focus their chakra throughout their transformed body to lose their “solidity”. The dark chakra which composes them will assume it’s usual intangible state but unless willed otherwise, will retain the shape of the user’s body/form so that there’s no tell or sign that a technique has been used. This initial part of the technique is as fast as a standard chakraless Taijutsu technique as the preparation component is voided by having the body already transformed into dark. It’s an extremely simple maneuver as all it does is revert the dark chakra which composes their body into it’s natural state of intangibility. As such, it’s fast enough to be performed in close quarters combat. Upon coming into physical contact with the opponent in this state, that part of the opponent’s body will pass through the dark chakra. Of course, this contact will drain a portion of their chakra due to dark’s inherent absorption abilities. The chakra drain stated in Outer Night is exacerbated as rather than grazing contact, part of their body will be surrounded by and effectively submerged in the dark chakra. As a result, a considerable portion of their chakra will be drained (100 chakra points).This is simply a byproduct of the technique and not it’s true purpose for being used. Due to the intangibility of the dark chakra, while they pass through it, a small portion of it will pass into them and linger inside their body (similar to genjutsu). The dark chakra will essentially constitute an “infection” which resides inside of the victim’s body to drain their chakra and effect their vitality. This infection is equivalent to the rank of this technique and will become more malignant the more time passes as it feeds off the opponent’s chakra to strengthen itself. It will consume twice as much chakra every turn, starting at a base of 20 on the turn of infection. While this is active, the opponent will be unable to use techniques S-Rank and above. To rid themselves of this “infection”, the chakra can be purged with a full body surge. The slight twist is that the surge must abide Dark’s elemental S/W to be successful. The surge must be one rank higher if it’s neutral, two ranks higher if it’s weak to dark or the same rank if it’s weak to Dark (so an A-Rank surge of Earth or Water would break this technique). On the flip side, the infection will consume any foreign chakra or energy inserted into the opponent’s body and so they become immune to Genjutsu while this is in effect.
Note: Can only be used twice per battle
Note: The intangible state only lasts a single turn
Note: No A-Rank or above Dark in the user's next turn
Note: Can only be used while Lords of the Outer Night is active
Taught here: [ ]
(Meiton: Bushou no Mukiryoku) – Dark Release: Sloth, the Languorous
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: While Lords of the Outer Night is active, the user will begin focusing their meiton chakra into the ground below. The user will use meiton's innate capability chakra absorption (exhibited in the canon technique Draining Touch) to absorb the chakra of anyone in contact with the ground within mid-range of their position. The chakra drain will resemble Multiple Infinite Embraces in the sense that it leeches the same amount of chakra from every other person/entity on the field (includes allies but excludes clones) and that it restricts the opponent's abilities. As such, the opponent will lose 50 chakra for every turn he's in contact with the ground (50 for the initial exposure and 50 every turn thereafter) and will be restricted to A-Rank and below techniques. However, if the opponent breaks his contact with the ground by going airborne, the drain chakra will cease and he will become capable of using the full extent of his abilities once more. The absorbed chakra does not return to the user.
- Can only be used twice per battle
- Lasts four turns and has a cool down time of two turns between uses
Taught here: [ ]
(Meiton: Houshoku no Hanguri) – Dark Release: Gluttony, the Voracious
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: While Lords of the Outer Night is active, the user will begin focusing their meiton chakra into the ground below to take advantage of dark's capability to absorb chakra. Any chakra released into the ground (within mid-range of the user's position) will be drawn into their body and consumed entirely. Consuming chakra from the ground in this manner will be treated as the absorption of a technique, allowing the user to perform Dark Release techniques which require a prior absorption. This technique can absorb neutral techniques of the same rank, B-Rank techniques of elements strong to Dark and S-Rank techniques of elements weak to Dark. This absorption can be maintained for up to three turns and so in that time, techniques that can be absorbed by this will be neutralized before they can emerge from the ground.
Note: Can only be used thrice per battle
Note: Lasts three turns and has a cool down time of two turns in between uses
Taught here: [ ]
(Meiton: Doki no Takedakeshii) - Dark Release: Wrath, the Furious
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (same as absorbed technique)
Description: This can only be used while Lords of the Outer Night is active and after absorbing at least one technique. The user will focus his meiton chakra throughout his body and convert the absorbed technique into Dark Release before releasing it in the form of an omnidirectional explosion of purple flames. This violet conflagration carries the same rank as the absorbed technique (if more than one was absorbed, this applies to the most recent absorption) and spans up to mid-range in every direction around the user. While this technique requires a minimum of one prior absorption to be used, it’s effects are more profound if multiple jutsu have been absorbed prior to it’s usage. For each additional technique absorbed before Wrath is used, it gains +10 damage per absorption. For example, if three techniques were absorbed before this, the explosion would gain an active damage boost of +20. This can be done up to a maximum of +30, which would require 3 absorptions to reach. This “counter” is reset after every use of this technique. Of course, this can't be stacked with other boosting techs.
Note: Can only be used twice per battle
Note: No S-Rank or above Dark in the user’s same and next turn
Note: Can only be used while Lords of the Outer Night is active
Taught here: [ ]
(Meiton: Tanran no Yokufukai) - Dark Release: Greed, the Avaricious
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This can only be used while Lords of the Outer Night is active and after absorbing at least one technique. The user will focus his meiton chakra throughout his body and take on any of the properties or attributes of the last absorbed technique without taking on it's form. This means they cannot physically transform into the absorbed element/energy, only steal the traits it possess. For example, if a Fire technique was absorbed, the user’s body could become superheated. Absorbing a lightning technique like Nagashi would make them capable of paralyzing on contact. Once a technique's trait(s) have been replicated through the use of Greed, it will last until Lords of the Outer Night ends or until the user overwrites it with another use of this jutsu (to adopt the traits of a different technique).
Note: Can only be used thrice per battle
Note: Has a cool down time of three turns between uses
Taught here: [ ]
(Meiton: Shi no Kenpeidzuku) - Dark Release: Pride, the Imperious
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: While Lords of the Outer Night is active, the user will focus their chakra throughout their body to release pulse-like waves of meiton chakra in every direction. These pulses will continually be emitted from the user’s transformed body and will span up to short-range in every direction (five meter radial reach) around the user. The purpose of these pulses is two-fold: to absorb chakra and slow down movement. Of course this will work differently on people and techniques. Anyone within range of the pulses will lose 50 chakra every turn they’re within the vicinity of the technique (fifty on the initial exposure and fifty every turn thereafter). Techniques will instead lose a portion of their chakra and drop by a single rank upon making contact with the waves. The reason these waves also slow down movement is due to their semi-tangible nature. While they do not exhibit the solidity of Outer Night, they’ve reached an equilibrium between solid-like matter and intangibility. If anything, they can be likened to liquids for their fluid-like nature and thus moving through the waves of chakra is akin to wading/walking through water. Moving through the pulses will slow down people, tangible objects and solid techniques to a half of their original speed due to this resistance.
Note: Pride abides by the debuffing rules
Note: Lasts for the duration of the turn it's used in, and can only be used three times per battle
Note: Cooldown time of two turns in between uses
Taught here: [ ]
(Meiton: Kyuuden no Bachiatari) - Dark Release: Palace of the Damned
Type: Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40 (-10 chakra per turn)
Damage: 80
Description: The user will perform two handseals and focus on a dark chakra technique present on the field to manipulate it. The jutsu will be reshaped to take on whatever form the user desires but it can never exceed it's original size (dimensions of the jutsu it was created from), will possess solid-like tangibility and will of course, possess dark's absorption capabilities. It will drain 60 chakra in contact with people barring the user and will be capable of absorbing neutral techniques of the same rank, one rank above for elements weak to Dark and one rank below for elements strong to it. The construct can be reshaped while it is active, though each change in configuration will require a single handseal and will cost a move. The construct can be sustained at a moderate cost per turn but the user will be restricted to Dark, the elements which compose it and non-elemental abilities until it is deactivated or destroyed.
Note: Can only be used twice per battle
Note: No Dark above A-Rank in the user's next turn
Note: Cooldown time of four turns in between uses
Taught here: [ ]
(Meiton: Kenja no Ishi) – Dark Release: The Philosopher's Stone
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra: N/A (+10 chakra to the infused technique)
Damage: N/A
Description: This passive jutsu is designed to allow use of the 'Seven Deadly Sins' set, a grouping of techniques normally bound to Dark Release: Lords of the Outer Night, outside of the said state. Through the Philosopher's Stone, the user can apply one of the sins to a compatible Meiton jutsu (those composed of dark chakra) either during it's creation or once it's on the field. If applied to a dark technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. The result will be the Dark technique exhibiting the traits and properties of the chosen 'Sin'. If Envy is infused into a technique, it will be capable of reshaping and growing additional parts or appendages. If Greed is infused into a technique, it will exhibit the properties of the last jutsu the user absorbed. If Wrath is infused, upon absorbing chakra or a technique, the dark jutsu will gain +20 damage and explode into a maelstrom of purple flames. If Lust is infused, the technique will exhibit intangibility and will deliver the 'infection' outlined in the description of Dark Release: Lust, the Lascivious upon contact with anyone barring the user. If Pride is infused, the technique will slow down any movement inside of it by a half and weaken foreign chakra techniques that pass through it by one rank via absorbing a portion of their chakra. This of course follows the debuffing rules and so Pride cannot be applied to techniques that have had their damage value boosted. If Sloth is infused, the opponent will lose 50 chakra for every turn they're in contact with the technique and will also be restricted to A-Ranks until they break that contact. If Gluttony is infused, the technique will absorb jutsus composed of foreign chakra on contact, following Gluttony's rank and Dark's elemental S/W. In the case of Gluttony and Sloth, if the user is in contact with the dark chakra technique while it is absorbing, the absorbed chakra will passively enter the user's dark marks. The duration of the chosen 'Sin' will instead last until the technique it's applied to ends. If an ability which lasts three turns is applied to a technique which lasts two, it will only last for two turns.
Note: Only one sin can be infused per usage of the Philosopher's Stone
Note: The jutsu used through this should be posted for reference whenever this is used
Note: Can only be used three times per battle and it cannot be used on consecutive turns
Note: Techniques infused with this technique must be created, at minimum, 5 meters from the opponent.
Note: Lust cannot be used on 'familiars' or techniques that last longer than the turn that they are first created on.
Taught here: [ ]
(Meiton: Kuro Tenmaku) – Dark Release: The Black Curtain
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Before using this technique, the user must first determine the seals in the opponent's possession. They must be capable of sensing or perceiving them in some capacity and distinguishing between them (e.g. they need to be able to tell these individual seals apart). The user will then perform one handseal before pointing their dark mark towards the opponent to initiate an absorption that targets the chosen seal(s). The absorption vortex will be capable of drawing in the chakra within those seals provided they're within short-range of the dark mark. The chakra infused into those seal(s) will be leeched and they will become useless/unusable. This technique will only target what's in front of the dark mark, meaning the user's seals will be left unaffected. This technique can only target one A-Rank seal or any combination which is equal to or less than an A-Rank (e.g. two B-Rank seals).
Note: Can only be used thrice per battle
Note: If the user has no way of perceiving body seals or those that are concealed, they can only use this on seals which produce visible markings.
Taught here: [ ]
(Meiton: Yami no ka fuka) - Dark Release: Darkness Overload
Type: Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40 (-10)
Damage: 80
Description: After having absorbed chakra beforehand, the user puts any of his dark marks in contact with the ground, sending the dark chakra beneath the target’s feet. With one simple hand seal the user manifests this technique in the form of a giant dark purple orb which traps the target in. The unique mechanism of this orb is that it can absorb the chakra of anything trapped inside. The orb will absorb 40 chakra from the target per turn. The orb follows Dark Release's S/W scheme (F-ranks for elements weak to dark; A-ranks for elements strong to Dark). The size of the orb is big enough to fit in a medium sized summoning animal and can be split into other orbs to trap several targets, each split equaling to S-rank collectively. If the user does this, each orb will be slightly smaller; though they have the ability to join themselves into one single big one passively and vice-versa. Upon absorbing chakra, the orb will start to take light blue color. Since the user has complete control over the orb, he can move it freely with simple hand swings. When the orb is forcefully slammed against any solid matter (ground, for example), the orb will dissolve into countless tiny orbs. Through the performance of one hand seal, the user can shape them into senbons which are made of light blue flames. They will rain down on the enemy and cause intense burns to areas that are hit. Upon creation the orb must be at least three meters in radius, with the target trapped in the center of it.
Notes
Can be used only twice a battle with a two turn cooldown. The orb lasts in the field for two turns unless it gets destroyed. During this time, at least one dark mark should be in contact with the ground, however the user is free to use other moves. The user cannot use other S-rank Dark techniques in the same turn this is used.
Can only be taught by Klad
Taught here: [ ]
(Meiton : Shugo tenshi) - Dark Release : Guardian Angel
Type: Supplementary/Offensive/Defensive
Rank: B-rank
Range: Short
Chakra Cost: 20 (-10)
Damage Points: N/A
Description: The usage of this technique lies with the user activating one of their Dark Marks, on either of his hands. Upon the activation, it will stay active for four turns. The functional Dark Mark will take the manifestation of dark purple chakra surrounding the user's arm, and will serve as an active Inhaling Maw which automatically absorbs elements and ranks according to the S&W scheme (A-rank for strengths and so on) without the user needing to. Simply put, the user won't bother directing his arm outwards to absorb, but the vivid dark chakra around his arm will do the job for him. This means that the user can carry on with other actions as Guardian Angel does its job. Should any absorbable technique come within the short range of the user, it will immediately get absorbed by the dark chakra. This ability can also extract the physical and spiritual energy from chakra infused weapons. The user, however, won't be able to use his releasing ability on the chosen Dark Mark, but the other Dark Mark can still be used.
With the sacrifice of chakra each turn, the user will only be able to absorb up to A rank techniques per turn. The technique will not stop once it has absorbed an A rank technique, but it will simply not be able to absorb anymore during that turn. Can be deactivated at will.
Restrictions
-Lasts for four turns
-Can only be taught by Klad
Taught here: [ ]
Meiton : Dākusutējingu - Dark Release : Dark Staging
Type : Defensive/Offensive
Rank : A
Range : Short
Chakra Cost : 30
Damage Points : 60
Description : After having absorbed a technique/chakra before hands, the user activates one of his dark marks before touching the surface he's in. A conical shaped pitch black platform is raised from the ground, right in front of the user. This platform then surrounds the user omnidirectionally up to 5 meters if so he wishes.. Respecting the Strength and Weaknesses of Elements instructions, this platform can block attacks up to A rank by absorbing their spiritual and physical energies. Once something is absorbed, the dark platform rapidly scatters into countless pointy and sharp blue flame projectiles with a simple hand seal from the user. These projectiles are directed towards any direction if the user so wishes, by making hand gestures. If any of these miniature deadly bullets make contact with a target, they will receive a 2nd-degree burn and also many major cuts in their flesh.
Restrictions
- Must have absorbed something before using
- Cannot be used in a consecutive manner
- Must wait for 2 turns to use again and can be used only 3 times a battle
- Can only be taught by Klad
Taught here: [ ]
Meiton: Muchi - Dark Release : Scourge
Type: Supplementary/Offensive/Defensive
Rank: B ( A )
Range: Short - Long
Chakra: 20 (30)
Damage Points : 40 (60)
Description: The user can apply this to themselves or thrust their arm towards a target and apply it to them, this can be applied to summons, clones or singular entities like Stone Golem. The user forms a dark shroud of chakra around the target, and this armor adapts to the target's own frame pattern. The Dark armor is B-Rank in strength and will absorb elements according to the Strength and Weaknesses of Dark Release Absorption.
When and if the armor absorbs a jutsu the dark properties naturally take away the physical and spiritual energies and expels it stronger, expelling it in the form of A-Rank blue flames which cover the target's frame. The armor will burn and cause internal damage if it comes into contact with an enemy. With the use of a single hand seal the user is able to have the flames shoot forward as a horizontal tornado of flames crash into the opponent or a separate target - setting it alight.
Restrictions
- Has a two turn cooldown
- Must have absorbed a jutsu beforehand
- Lasts four turns until absorbed. Adds another two turns to countdown when it absorbs a technique
- Can only be taught by Klad
Taught here: [ ]
Meiton: Koritsu shita kou - Dark Release: Isolated Rainfall
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Isolated Rain is only accessible when the user has absorbed a technique first, and has used a technique which makes it rain. Performing a set of two handseals, the user will manipulate his dark chakra in a way that it is sent up and stored in the already formed clouds. The clouds will darken and from them, rain infused with dark chakra will start to fall. Since the raindrops are now associated with the dark release characteristics, they have access to absorbing chakra of anything they touch. Upon absorption, the chakra doesn't go back to the user. The main effect of this technique is, because the rain makes physical contact with the target, they will have a difficult time using techniques of elements that are weak to Dark Release. This would mean that the target will have to spend extended chakra reserves when performing a technqiue, specifically +10 chakra points. The target's techniques will also suffer -5 damage points. The rain has double effect on raw chakra based technqiues, forcing the target to use +20 chakra points to be able to perform them, and the techniques also suffer from -10 damage points decrease. If two turns pass after this technique is activated, the raindrops infused with dark chakra will also begin to affect the target themselves. The raindrops will begin to seep through their clothes and affect their skin/frame, and start sapping passively chakra points from the target(s) (collectively all of the rain drops sap 20 chakra per turn). As soon as a single raindrop absorbs chakra, it will glow in a light blue hue, and as such, the entire clothes of the target will also glow in that color. The user, by making a set of two handseals, will detonate every "stuck" raindrop in their clothes and trigger an explosion, which is equivalent to B rank. Another important note is that if the target has an elemental armour which is weak to dark release, (be it from any technique, for example Raikage's armour), the dark chakra infused raindrops will feed on the armor's chakra and the explosion overall will have an increase; it will be equivalent to A rank. The armour will also disappear as soon as the explosion happens. This technique doesn't affect the user as it's their own chakra but will will affect their allies (excluding clones).
Restrictions
-Can only be used thrice per battle
-Lasts four turns
-Can only be taught by Klad
Taught here: [ ]
Meiton: Jigoku no Fukami - Dark Release: Depths of Hell
Type: Offensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: In order to make this technique work, the user needs to have his dark mark in contact with solid matter (ground, for example) and channel a considerable amount of dark chakra underground. This chakra will take the form of a five meter wide vertical dark circular tunnel (resembling a cylinder) which can extent up to 20m deep underground. The tip of this tunnel will slightly pool beneath the enemy's legs as a dark circular formation. This circle can be as big as the user wants but cannot transcend the distance beyond the short range of a target. The pattern this circle appears is that of an "inhaling" nature; the suction of the circle has enough force to abruptly pull an adult sized male down below the tunnel in a fast process. With the user's mental command, the tunnel will tighten its structure from five meters to a minimum of 50 centimeters. Anything caught in the tunnel will have no way of surviving such a tight environment and will eventually have their organs splashed out of their body, resulting in immediate death.
Note
-The circle has the passive ability to sap -60 chakra from a target once made contact with. If successful, this chakra will passively go to the user for other dark techniques as the whole tunnel is linked to the dark mark of the user. For this reason, the user needs to have his dark mark in contact with a solid matter the entire time. This technique is usable only thrice and has a two-turn cooldown.
-Can only be taught by Klad
Taught here: [ ]
Meiton: Kurayami no Inferno - Dark Release: Inferno of the Dark Ones
Type: Offensive/Defensive
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After having absorbed chakra beforehand through any means, the user will perform two handseals and channel his dark chakra equally inside the medium range radial reach by touching the surface with one of his dark marks. This means that it can be applied to the ground, walls, solid structures, bodies or even water at some point. Then, a massive amount of purple flames will come out from the "Release" mark of any of user's dark marks which will fill the whole medium range very quickly. The flames adapt to the frame of a body if they're applied to something specific such as the body of the target or an opposing technique. The lethality of these amplified flames is that they can cause 3rd degree burns to anyone caught in between them and can easily evaporate B-rank or lower water quantities in an instant. At the user's desire, he can freely increase and decrease the volume of the flames, making them reach up to 5m in height and burn almost anyone fully. Alternatively, the user can only apply these flames in selected parts of the battlefield, in order to deal damage to individual targets or objects. The size and volume is up to the user as long as they are within the medium range reach.
Usable only twice per battle with two-turn cooldown.
The user cannot use any "Release" related Dark techniques in the same turn this is used, and the next.
Can only be taught by Klad
Taught here: [ ]
Meiton: Sadisutikkuna Keikō - Dark Release: Sadistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: The user activates any of his dark marks which are in contact with his own body (the mark in his palms, clothes etc) and pours dark chakra from it. This leaked chakra will instantly adapt to the user's frame and imbues his entire body (skin/clothes) in an ethereal purple colour which is hardly visible by naked eye. The main and only purpose of this dark layer is to sap a certain amount of chakra from the target should they make contact against the user or vice-versa. This technique will be able to sap away specifically 20 chakra points per contact and this stolen amount will be stored in any of the user's dark marks, much alike Masochistic Tendency (referenced below). For this reason, the activation and abilities of this technique are passive and will cost the user 10 chakra per turn to maintain. The absorbed chakra can be used as dark fuels for other Dark Release tecniques. This technique does not defend the user in any way and he will suffer the damage of the physical contact he'll be dealing with. (For example, if the opponent hits the user with a B-rank Taijutsu technique, the user receives the damage however the opponent will also get his chakra drained). Sadistic Tendency simply takes advantage of the absorbing capabilities of dark chakra when put up against physical contacts.
Notes:
- Can be activated twice a battle and lasts for four turns with a turn break in between.
- Can only be taught by Klad
Taught here: [ ]
(Fūin/Meiton: Kuro no Seihai) – Sealing/Dark Release: Black Grail
Type: Supplementary
Rank: B
Range: Short (Self)
Chakra: N/A (-10 per Dark technique)
Damage: N/A
Description: Black Grail is a passive ability which serves to enhance the benefits granted by supplementary abilities that would target the user’s Dark Release techniques. Whilst Black Grail is activated, should a Dark jutsu be targeted by a supplementary jutsu, e.g. an infusion which raises damage, its absorption capabilities will also increase proportionally. For example, a B-Rank Dark jutsu, which can absorb proportionally to its rank and following the S&W scheme, if raised in power by a single rank or of equivalent amount in damage points (20 points), it’s absorption capabilities will increase. At this point, the technique would be able to absorb techniques one rank higher than it could before. However, this is a process of equivalent exchange; Dark jutsu which have a specific function triggered by absorption of chakra (e.g. transforming into purple flames) will lose said function in exchange for its absorption capabilities being increased. This occurs as a result of the nature of the chakra being repurposed through Fūinjutsu. Whilst Black Grail is active, each Dark technique will require 10 additional points of chakra to utilise. This technique can be used once per battle.

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Taught to:
1. Negative Knight
Fuuin/Meiton: Ochiru - Sealing Arts/Dark Release: Downfall
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user does one handseal and creates a violet barrier which spans across the battlefield with a mid-range radial reach. The unique characteristic of this barrier is that, along with Dark's ability to track chakra, will suspend any kind of matter/energy based element in mid air and bring it down abruptly to the ground, rendering it outside of control from the original user. Of course, operating in such a distinct manner would also mean that it follows the S&W scheme of the "Absorption" ability of Dark Release (S-ranks for elements weak to Dark, A-rank for neutral and B-rank for elements strong to Dark). Once the object in question hits the ground due to the abrupt drawing, the dark chakra will absorb the spiritual energy (physical too if the element is that of energy based) and store it to the barrier. The user needs to have physical contact with the barrier in order to draw the absorbed chakra in his dark mark as a Dark fuel for later purposes. The user can also adjust the position as he wishes as long as it is within the medium range area.
Note: Lasts for four turns and can only be used twice, with a one-turn cooldown
Note: The opponent is unable to re-gain control of any effected technique/object as long as the barrier is still intact.
Note: The barrier will only affect jutsu composed of foreign chakra and so it will have no effect on the user's own techniques.
Note: Can only be taught by Klad
Taught here: [ ]
Meiton/Fuuin: Mumei no Kōgeki- Dark/Sealing: Nameless Attack
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (60)
Description: The user takes advantage of the barriers' aspect from Fuuinjutsu and the Dark chakra from Meiton in order to generate a cylindrical opaque barrier, purple in colour which travels at the speed of a lightning technique. Hiruko has displayed such a technique when he fought against a multitude Naruto clones, where he used the barrier similar to this one, which upon contact completely erased the clones out of their existence. This nameless move also follows the same principles. Upon the formation of one handseal, the user flarres up in red chakra which will go up skyward while simultaneously generating a purple barrier all around himself (it won't travel underground) which reaches mid range both horizontally and vertically. The red chakra which surrounds user's body connects with the purple barrier, as it has the same reach vertically only. The barrier can absorb chakra from any construct and is very solid in nature, able to deal with any solid element, however it will still abide by Dark Release's S&W (S-ranks for elements weak to dark; A-rank for neutrals and B-rank for elements strong to Dark). Since the user basically has a connection to this barrier from the red chakra connection to it, anything the barrier absorbs is passively sent to the user's marks. Upon contact with an actual enemy, the barrier won't only deal fatal damage to them, but it will also absorb a total of 60 chakra. For every 20 chakra this barrier absorbs from anything, the user can use it to perform Dark techniques which require absorption. Barrier won't affect anything of user's own (such as clones, his own entities or anything his) as they're made of his own chakra, because it reacts to techniques composed of foreign chakra only. Example: Third one
-Cannot use other Fuuinjutsu or Dark in the same turn, and next turn can only use either of them.
-Can only be used three times a battle with a two turn cooldown.
-Does not enhance any of user's Dark techniques.
-Can only taught by Klad
Taught here: [ ]
(Fuuin/Meiton: Furuato no Jashuu) - Sealing/Dark Release: Runes of Heresy
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After making at least a single absorption, the user will focus their chakra into one of their replica dark marks. They will do this in order to mold the chakra for any Meiton technique and have it pre-set within the chosen dark mark. The dark mark will effectively ‘contain’ the technique until the user wishes to release it. This is somewhat akin to the use of scrolls to seal elemental techniques within. Whenever the user wishes to, they can release the technique from the mark at the cost of a move. It's release and initiation will be as fast as a standard chakraless Taijutsu technique as the preparation component is voided and therefore will capable of intercepting of targets who are much faster than the user. If the mark is contact with the user, the chakra contained within can be leaked on to/into their body for the use of Dark techniques which work internally (e.g. to transform the body). The dark mark must be in contact with the floor for techniques which are released into or created underground. While a dark mark is ‘storing’ a technique, it cannot be used to perform other techniques, whether they are absorption or release-type. The jutsu utilized along this technique must be posted for reference alongside Runes of Heresy when it is first prepared, though collectively they will only take up a single move and slot in the timeframe. The user cannot use another technique at the same time as the Dark technique's release. It can only happen directly after if they're fast enough (e.g. jutsu used in the same timeframe, passive jutsu, chakraless Taijutsu.)
Note: Can only be used twice per battle
Note: Must be posted alongside another Dark Release technique
Note: No S rank Dark techniques in the same turn when this is initiated.
Taught here: [ ]
(Fuuin/Meiton: Yakunan Shitsunen) - Sealing/Dark Release: Unholy Oblivion
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short - Mid (Absorption is Short-ranged)
Chakra: 40 (-5 chakra per turn while active)
Damage: N/A
Description: The user will place one of their dark marks in contact with solid matter in order to create a replica of it on the said medium. The created mark will be unique in the sense that it will also possess a pre-set function and a trigger, enabling it to activate involuntarily and without the user's volition. When a technique containing foreign chakra gets within the vicinity of the mark, it will initiate an absorption automatically; effectively sealing the technique before it can travel any further. It will detect this through an invisible and intangible barrier that is erected around the mark upon it's creation and will span a three-meter radial distance in every direction (including underground). To maintain this barrier the user will lose 5 chakra every turn it is active. The barrier will not react to the user's own chakra and will only be triggered by foreign chakra that passes through and/or is spawned inside of it. When this criteria is fulfilled, an absorption vortex will surround the vessel the mark is applied to and anything attached to or in contact with it. As with all Dark Release absorptions, it will abide by the element's S/W. The absorption vortex will be capable of absorbing neutral techniques of the same rank (S-Rank), one rank above for elements weak to Dark and one rank below for elements strong to it. As the chakra for this technique has already been molded and prepared in advance, this absorption is triggered and occurs fast enough to intercept and counter jutsu that are spawned right next to the dark mark. The initial creation of the mark costs a move but when an absorption is triggered, it will not count towards one of the user's three jutsu per turn. Upon absorbing a technique, the user can release a Dark Release replica of it composed of purple flames, from any of their marks, but this will cost a move.
Note: Can only be used once per battle
Note: Lasts 2 turns
Note: Fuuinjutsu component of this technique is A-Rank
Note: No Dark above A-Rank in the turn after mark is triggered
Note: Only one mark can be created through each use of this technique
Note: Cannot be applied to the user's clothes
Note: Each mark created through this technique generates two absorptions
Note: The replica is the same shape, size, speed and damage as the absorbed jutsu
Taught here: [ ]
(Meiton/Fuuin: Shin'en no Ryouiki) - Sealing/Dark Release: Umbra Imperium, Abyssal Domain
Type: Supplementary/Defensive
Rank: S
Range: Short-Mid (Long-range vertical reach)
Chakra: 40
Damage: N/A
Description: The user will form three handseals, place one of their dark marks in contact with the ground and release their chakra into it in order to create a large-sized seal across it. This enlarged dark mark will span a mid-range radial reach and will be created to encompass both the user and any opponents or allies within range. Upon creation, the seal will immediately begin to drain the chakra of anyone in contact with it (including the user) as well as restrict their ability to use or mold chakra entirely in the same manner as the Chakra Draining Seal. Simultaneously a transculent, purple barrier infused with dark chakra will be released from within the seal and extend towards the sky. The purpose of the barrier is to extend the seal's influence to airborne beings, meaning people and summons caught within the barrier cannot simply jump upwards in order to escape the chakra drain and regain the use of their chakra. The dark mark will drain 100 chakra per turn from everyone within the barrier or in contact with the seal, storing it in the mark for later use. Since the barrier itself is intangible, it can't interact with techniques and all the user or opponent has to do to escape this technique's effects is simply move out of the seal/barrier's range. Umbra Imperium possesses one final property, which is arguably the only one which confers any advantage to the user. When this technique is first used, the barrier will essentially have a pre-set function ingrained into it. Whenever anyone moves faster than the user's speed (the value when this technique was initially used), the barrier will exhibit an immediate and potent downwards pulling force similar to Multiple Infinite Embraces known as the 'Abyssal Zone'. This will instantly bring the offending person/parties to the ground before they can even travel a short-range distance or perform any physical attacks. This pulling force will not only ground them but effectively slam and pin them to the floor until this technique ends. The chakra drain in that specific area (spans one meter all around their body) will then intensify and increase threefold until this technique ends, this being a pre-set function that's triggered when the aforementioned conditions are met. If the user activates any speed boosts after this technique's initiation then they too will be subject to the effects of the Abyssal Zone.
Note: Lasts four turns
Note: Can only be used twice per battle
Note: No Dark or Fuuin above A-Rank on the turn this ends
Note: Fuuinjutsu component of this technique is A-Rank
Note: Cannot be used solely on opponents, the seal must be created in contact with the user. Additionally, due to the nature of the seal, if it any point either the opponent or user becomes able to utilize chakra, than the other party will also regain access to their own chakra pool
Taught here: [ ]
 
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Custom Weapons & Sage Weapon

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(Sekhmet) – Lady of Slaughter
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sekhmet is the name of a goddess of war in Egyptian mythology, and in her name, a unique set of ornamental armor was created. It is not so much designed to protect, being more decorative than practical in this regard, but rather, its true purpose is to enhance the user’s offensive capabilities. The pieces of armor on the upper body include a circular band which fits around the shoulders and over the chest, arm bands which fit over the triceps, gauntlets which protect the user’s entire forearm, as well as the top of their hand, and bands which wrap around the back and partially over the user’s abdomen. An intricate set of bands, plates and rods sit securely on the user’s waist, with smaller bands on the user’s ankles and near the toes. The armor will easily protect the user from freeform attacks, such as that of basic tools, but is ill-suited to defend against proper techniques. In the process of the armor’s creation, Dendera Light was infused into the pieces through Fūinjutsu. In battle, the energy within the armor pieces is passively unsealed and imbued within the user’s Dendera Light techniques, which results in their empowerment. Functionally, this translates to an increase in power by an additional rank, effective on techniques up to S-Rank, with jutsu above this gaining an additional 10 points of damage, as well as the technique being granted an additional 10 points of chakra. The chakra drawn into the armor from the user fuels not only its augmentative capacity, but an entirely separate ability as well, one that is more defensively-oriented. That is, a translucent barrier that is invisible to the naked eye (though detectable through sensory, Dōjutsu etc), that upon detection of any object that enters or appears within its perimeter (the barrier has a 5 meter radial area), it will unseal the energy within the gauntlets and manifest it upon that object in order to destroy it. The strength of the elemental energy drawn on by the barrier will be proportionate to the object it attempts to neutralise, reaching a maximum of a base S-Rank technique. In the case of enemies themselves, it will instead manifest as a spherical bubble of S-Rank energy only slightly bigger than the invader, intended to restrict their movement. The bubble will not move from where it spawns, making it necessary for an opponent trapped within to destroy it before they can resume movement. The barrier's detection is passive and active at all times, though the energy bubble/technique-destroying surge that the barrier creates costs a move, being instantaneous in nature, and can only be done four times per battle in total. The user is able to perform other techniques and actions simultaneously to the barrier's energy projection. Naturally, the user will be notified of anything foreign the barrier detects as well.

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Approved here: [x]



(Hisan Gosen Sentei) – Harrowed Staff of Selection
Type: Artifact
Rank: S
Range: Short - Long
Chakra: N/A
Damage: 100
Description: The Staff of Selection, 選定 五線, is a harrowed variant of Merlin’s own staff anchored to reality by the Void Tree. It was retrieved at the end of Merlin’s expedition into Kamiyasumi where Merlin was pulled into the Void and trapped in the Reverse Side of the World. It is a large staff measuring at about two meters in length; it resembles a crook, the head of the staff being carved to create a crest resembling the sprawling roots of a tree. Unlike the original, this harrowed version closely resembles the Void Tree. Its wood is ashen and somewhat cracked with traces of red veins running up and down its length. The staff has a unique connection with the Void Tree and the Reverse Side of the World, acting as a conduit to bridge the outer plane with reality and allow Merlin to freely project himself from his prison into the world. Passively, the Staff of Selection’s harrowed energies permeate into Merlin’s Wood Release techniques causing them to gain an increase of 30 additional damage. Visually this transforms the appearance of his standard Wood Release to mimic that of the Void Tree and the Staff itself. The wood of the Void Tree also moves faster than regular Wood Release, causing all of Merlin’s Wood techniques to gain an additional two base speed levels.

Tandoku Kengen (lit. 単独顕現, “Independent Manifestation”): The Staff of Selection’s connection to the Reverse Side of the World grants its wielder the ability to independently manifest within reality. It allows Merlin to project himself outside of his prison and into the world, effectively existing within two planes simultaneously. Merlin is able to use Independent Manifestation to transport his projection back to the Reverse Side of the World and anywhere he pleases, following Ninja World spacetime rules. Merlin’s projection is a flesh and blood representation of himself; it can be killed and interacted with as any would be normally. Genetic material can be harvested from it should the user agree to death in the Ninja World. If the projection is knocked out then it needs to regenerate as a normal biography would as well. Teleportation with Independent Manifestation can be done twice per battle, once every seven turns.

Kūsōju Shīdo (lit. 空想樹, “Fantasy Tree Seed”): The Fantasy Tree Seed draws upon the Void Tree to launch up to two large seeds from the Staff that are roughly the size of a melon but with clearly defined geometric shapes. As a basic projectile attack these Seeds strike targets for 100 physical damage, following splitting rules, and, unlike basic Wood Release, are strong to all elemental natures with the exception of Anutu and its subcomponents. After four turns, if they are not destroyed, these seeds mature into small human-sized Fantasy Trees that can be used as a source to manipulate and control for other Wood Release techniques. This can be used five times per battle.

Eiyū Sakusei (lit. 英雄作成, “Hero Creation”): Centuries ago during the age of Camelot Merlin was regarded as a “Kingmaker.” Merlin is able to draw upon the Staff of Selection to temporarily crown another, just as he did with Arthur. This is not simply a technique that strengthens another target; it is in effect reaching across the cosmos through the Void Tree to other worlds and realities where that individual is far more important or powerful than in our own and combining their beings. Upon activation the user will boost two fields the target possesses causing them to gain an additional 30 damage and 10 Chakra. It lasts for three turns. The base speed of the techniques within that field is increased by an additional three levels. Targets influenced by Hero Creation gain a red aura around their body. Hero Creation can be used three times per battle, once every five turns.
 
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Goetia

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Custom Clan

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⚔ Hadou Yuukai | Surgebinders ⚔

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⚔ History of the Clan | ルックス ⚔
The Surgebinders were founded by Sir Galahad when he completed his quest for a fabled relic known as the “Holy Grail”. Rather than existing as a mere physical object, the Grail manifested itself as a floating, ethereal object in the form of swirling energy. Upon touching the white energy, Galahad’s body was fused with it and he was transported to a dimension called “the Throne”. There he learned the Grail was a 'conceptual weapon', one that exists as an ethereal tool rather than a physical one similar to the Totsuka Blade and the Yata Mirror. However it belonged to a separate set of weapons though like the former two, it's origins are unknown. The Grail is the crystallization of a highly concentrated amount of Prana that acts as both the key and doorway to the Throne. Acquiring the Grail imparted Galahad with knowledge of the Throne, the nature of Prana and how to manipulate it. The Throne is a realm that exists separate from the real world and consists entirely of energy known as Prana. He also learned that the Grail had fused with his soul and granted him immortality just as the legends claimed. However it would be more accurate to call it perpetual longevity, for he was not truly immortal. The Grail only acted to maintain his body and prevent him from aging but he could still be killed. When he returned to the real world, Galahad used his newfound ability to establish an order of "knights" called the Radiants. These were knights only in name, for they came from all walks of life. The only determining factor for Galahad was inducting people that were fundamentally good and held a deep sense of justice. He learned he could grant them the ability to become Surgebinders by sending them to the Throne every day for an extended period of time via his Reality Marble. Eventually they gained the ability to manipulate Prana energy and learn the different Surges. His order of Radiants swore to become defenders of the world and keepers of peace. They would try to save everyone they could and would only kill as a last resort. They would not involve themselves in politics or try to become leaders, their sole purpose was to serve.

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The Radiants prospered for a while but over time some of their number became disillusioned. They had killed for what they believed in, over and over, but the violence would not end. Wars continued to rage and blood was constantly split. Many of the Radiants felt the world’s nations had exploited them and debased them into nothing more than glorified weapons. A schism occurred when Galahad was confronted with these thoughts during one of their meetings. Almost half of the Radiants felt they had to renounce one of their oaths, the one which precluded them from leading nations. They professed that they had grown weary of serving corrupt lords. Galahad firmly rejected this notion and asserted the knights were meant to serve rather than lead. That they would succumb to corruption if they put themselves in positions of leadership. Unable to reconcile themselves with Galahad’s beliefs, many of the Radiants abandoned his order. This faction would come to be known as the Fallen. A small number had become apathetic to his cause and wished to abandon their original purpose. They would come to be known as the Divergents. In time, Galahad’s words proved true and all of the Fallen fell prey to corruption. The Divergents continued to exist for themselves. A small number of the Divergents pledged to live altruistically and renounced killing. As an energy form that’s closely entwined with the user’s will and emotions, Prana manifests itself in different colours depending on what order a Surgebinder belongs to. The Radiants use prana which is either blue, gold or green in colour (or any combination of the three). The Fallen use prana which is red, purple or black in colour (or any combination of the three). The Divergents use prana which is white, silver, grey or a mix of the colours of the Radiants/Fallen. White prana is reserved for people who have sworn off killing and silver for those with an unshakable belief in the righteousness of their actions. Grey prana is only seen by those with a deep sense of apathy towards the world. In very rare cases, Radiants have exhibited white or silver-coloured Prana. Normally Divergents exhibit a mix of colours depending on their morals and emotional state. It can fluctuate between any of the other colours or be a fusion of two or more colours (e.g. prana which is half-black and half-gold or prana which is orange or brown).

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⚔ Special Abilities | ルックス ⚔
All Surgebinders are inexplicably tied to a place known as “The Throne”, a dimension that exists separate from the real world. The Throne consists almost entirely of an ethereal energy known as Prana. Normally Prana cannot escape into the normal world but since the bodies of Surgebinders act as both beacons and portals, they can draw forth the coloured energy into the real world, manifesting it anywhere on the field. Prana’s real power lies in its adaptability and the intentions of the user. In its raw and unrefined form, it simply turns whatever it touches into Prana and transports it to the Throne. If applied to the terrain rather than people or techniques, it's scope will not be unlimited. This limit will be defined by the rank of the Prana energy and the scale of the transported section of the terrain/battlefield can never exceed the largest scale canon jutsu of it's rank or below. This will also be bound by the size/scale of the Prana used, firing a tiny orb (even if S-Rank in strength) will only transport a very small section of the field. Surgebinders can harness raw Prana and bind it to their will to elicit specific and more supplementary effects. It can be used to change the properties of an object without altering it’s form or to enhance the body of a living being without changing their physical body. Objects, weapons and even people can exist in the Throne as Prana. Due to this property, Surgebinders store Prana-infused tools, weapons and armours in the Throne and call them forth onto their bodies/person at any time. These augmented weapons are known as Noble Phantasms and possess wondrous properties that seemingly distort reality. They can also enhance certain abilities of the user. For example, a Noble Phantasm in the shape of a sword may boost the power of the user’s fire techniques. An armour-based Noble Phantasm may enhance the wearer’s strength or speed. Both of these weapons work as they filled with concentrated Prana, which leaks into the user’s body on contact. Universal Noble Phantasms will be made as general CCJ but more specialized ones will have to be submitted as PCCJ.

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Surge of Evocation – This form of Prana is the raw and unrefined version. Whatever it touches is transformed into more of the ethereal energy and is transported back to the Throne after it’s been absorbed. In a sense, this form captures the very essence of the ethereal energy, which is to act as the 'bridge between worlds'. Unlike Dark Release, Prana is unshackled by elemental strengths and weaknesses and will just as easily break down matter into energy. Thus it will be capable of absorbing jutsu, objects and anything barring living non-Surgebinders. Prana’s neutrality to all elements and abilities means it will neutralize techniques possessed of equal chakra or lower, regardless of their damage. Upon absorbing an attack of equal chakra, the Prana will be neutralized and disperse. However this means it will be useless against techniques of greater chakra. Against living beings who are not Surgebinders, the energy will not transport them to the Throne but rather feel extremely frigid to the touch and induce "cold burns" on contact. This is a similar but opposite effect of the Yang Truth-Seeking Balls which emanate no heat but scorch anything they touch. Lower ranked techniques will induce frostbite and hypothermia while higher ranked ones will freeze them solid. Surgebinders can release absorbed techniques, objects or parts of the terrain, returning them to the field exactly the way they were prior to absorption. Alternatively they can choose to only return the chakra within techniques to their body, adding it to their own supply. Surgebinders are immune to their own Prana so they can wield and interact with it. The same is true for their techniques, clothes and everything on their person. The only way they can gain access to the Throne is by forcibly surging a large amount of prana throughout every chakra point in their body to transform it via jutsu. They can also do this partially to cleanse themselves of poisons, foreign energy and chakra. If applied to one’s self, a Surgebinder can enter the Throne for a short time and reappear elsewhere. All Surgebinders are immediately made aware when one of their own enters the Throne. Turning into Prana essentially leaves the body in a permanent “stasis” and so they can retreat to the Throne after sustaining a life-threatening injury until the proper medical care can be administered. This ability is not passive and will need to be submitted as a CCJ. All of the other Surges are not nearly as destructive to the world as this one because they are more refined and controlled in their usage.

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Surge of Armament – This surge is used to call forth Noble Phantasms, Prana-enhanced objects, weapons and armours that are permanently stored in the Throne. Noble Phantasms can even come in the form of golems, ships and fortresses. These Noble Phantasms are released from the user’s body in their ethereal energy form before becoming corporal and usable as tangible entities. These objects contain copious amounts of concentrated Prana, so much so that the energy distorts their physical properties to a considerable degree. Thus unlike ordinary weapons, these Noble Phantasms can possess the unique and sometimes logic-defying abilities of Prana. For example, these weapons can escape the influence of gravity or be extremely durable regardless of their form. They may even exhibit traits such as corrosiveness or high reactivity despite possessing no chemical properties that would enable such. To put this in perspective, a Noble Phantasm in the form of a book could be immune to burning and capable of withstanding techniques up to A-Rank. It may burn or shock whatever touches it despite no visual emission of heat or surging of electricity. These traits cannot be stacked without limit nor are they allowed to clash or be of the same type (e.g. a weapon can either petrify or electrocute on contact, never both). They also cannot possess traits of elements that the user does not possess. As mentioned earlier, Noble Phantasms can leak Prana into the wielder's body to boost or alter their physical attributes or ability to mold chakra. Since Noble Phantasms contain copious amounts of concentrated Prana, when it the weapon enters it's "released form", it can emit Prana similar to the Surge of Evocation. However this Prana may not possess the absorption capabilities of the aforementioned surge. In which case, it will instead take on certain properties of the elements the user knows without taking on their elemental strengths and weaknesses. For example, lightning can be used to electrify the Prana while fire could be used to superheat it to scorching temperatures. Alternatively, some Noble Phantasms will instead release elemental attacks infused with Prana to erase their elemental strengths and weaknesses. Some Noble Phantasms will last a given duration on the field while others can last indefinitely, though in the case of the latter, such Noble Phantasms will either be weaker in their effects or will prevent the user from calling up further Noble Phantasms until it's returned. The incredible thing about these Noble Phantasms is that they can be wielded by anyone once called forth from the Throne. Surgebinders of Heroic Spirit rank and above will become capable of summoning Noble Phantasms passively (without costing a move or taking a slot in the timeframe once per two turns ). This does not mean techniques contained within the Noble Phantasm become passive, this only pertains to the simple act of drawing weapons from the Throne.

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Surge of Augmentation – Used in a similar manner to Armament, this surge can be used to enhance techniques or living beings through Prana but it cannot be applied to objects. Applying Prana to techniques is more limited and will simply act to change existing properties rather than incorporate new ones. This can be used to boost and in some cases, lessen their power. This normally manifests itself in an increase/decrease in rank or damage and will be outlined in CCJ. A fire technique enhanced with Prana can have it’s temperature raised while an augmented earth technique may become more durable. The reverse is also possible, with the user lowering the temperature of their fire to diminish it’s power or decreasing the structural integrity of their earth technique to make it extremely brittle. Energy-based and wind-based techniques infused with prana will change in colour to the hue of the user's Prana while matter-based elements will become luminous or develop a glowing aura of said prana. By default all of a Surgebinder's techniques are imbued with a small measure of prana, just enough to change their colour but accomplish nothing else. Finally, a prana infusion could also be used to erase a technique's elemental strengths and weaknesses. Applying Prana to living beings can be used to enhance the physical attributes of the entity in question.The Prana can be used to enhance their bodies to increase their speed, strength, agility, durability, ability to mold chakra or any other physical attribute. When divided between multiple attributes, these enhancements will be less pronounced but when focused upon a single attribute, the effects will be more profound. The more extreme the boost and the more it’s used, the greater the toll it will take on the user’s body when the Prana infusion is exhausted. The user’s body will "catch up" to reality once the infusion ends and they will suffer some kind of backlash related to the boosted attribute(s). For example, moving at 4x speed might result in the user's base speed falling to a quarter of the original for the same duration or may even prevent lower body movement altogether once the infusion ends. Augmentations can also be used to fortify the body e.g. allowing the user to see infrared energy or making them resistant to burning/corrosion.

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Surge of Transcendence – This surge is sometimes described as the opposite or superior counterpart to the Surge of Armament. Rather than summoning weapons to the battlefield, the user summons themselves, allies and any opponents to the Throne. The user will simultaneously convert this entire body into Prana and release a pulse of the ethereal energy that travels at thrice the user's running speed. Unlike the Surge of Evocation, this Prana isn't harmful to non-Surgebinders and will be capable of absorbing/transporting them. It will transport the user and anyone struck by the pulse to their personal sector in the Throne, a man-made realm known as a Reality Marble. Upon being transported, everyone will immediately reform into their physical bodies. This Reality Marble is essentially a Noble Phantasm in the form of an arena. The user can freely govern anything within this personal realm through mental commands or hand gestures, be it weapons suspended in the air or the very foundations of the battlefield. The user cannot manipulate anything within short-range of the opponent. Everything in the Reality Marble is infused with Prana and so the opponent cannot manipulate the ground or any water sources. Since all of the user’s Noble Phantasms exist in their Reality Marble, they can passively form them from the ambient prana in the air. This is merely materializing the weapons, the abilities and techniques of Noble Phantasms will still cost a move. However due to being within the Throne, the Surge of Evocation will now send anything Prana touches back into the real world.

The real power of a Reality Marble is that it grants the user total control over their personal dominion. By default, a Reality Marble is unbound by the laws of reality such as gravity due to existing within the Throne. However upon it’s construction, the user can decide which of these laws they want to apply (a maximum of five can be applied). For example, the user can have gravity apply or invoke a warped sense of space and/or time. An example of warped space is a Reality Marble having two or more portals that are connected. When a technique or person enters one portal, it will exit from the other, regardless of the distance between them. An example of warped time is an arena which exhibits a slower or faster passage of time. Slowing down time can be used to decrease the speed of techniques or people, halt the propagation of poisons, toxins or imminent physical damage or effectively increase the duration of techniques on the field (i.e. by making the passage of two turns the equivalent of one). Conversely speeding up time is capable of the opposite. Techniques will last a shorter duration on the field (i.e. by making the passage of one turn the equivalent of two), affected people or techniques will be capable of moving faster, poisons and toxins will propagate through the body at a much faster rate, et cetera. Reality Marbles will have to be submitted as PCCJ with the terrain and all of the effects outlined in those submissions. Every Reality Marble will require a duration/turn limit. This will be longer if they are tamer in their effects or shorter if they confer a very significant advantage to the user.

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⚔ Passive Abilities | ルックス ⚔
Once a Surgebinder is initiated into the clan, their body essentially becomes an "open doorway" for the ethereal energy. This means that prana energy will constantly enter and exist within their chakra systems and any quantity of foreign chakra or energy inserted into their bodies will immediately be transported to the Throne before they can take effect. Chakra inserted into their bodies for the use of illusions will be absorbed before their induction time is complete, meaning the genjutsu never occurs. However this also means Surgebinders will be incapable of having a Curse Mark or using Sage Mode. It will also become impossible for others to heal them through medical Ninjutsu or transfer chakra to them. If an ally or opponent tries to absorb the chakra of a Surgebinder into their own body, they will instead absorb this ambient Prana energy and be frozen internally.


⚔ Location and Purpose | ルックス ⚔
The Radiants reside in a land known as Avalon, a place once said to be the home of immortal Sidhe. It can only be accessed by clan members capable of using Prana (will be outlined in the Custom Landmark thread). They exist to be the protectors of the world and defenders of peace. They will often intercede in conflicts to aid nations being invaded or to stop certain individuals causing havoc in the Ninja World. The Fallen and the Divergents reside in no particular place and have no united purpose.


⚔ Special Information | ルックス ⚔
Divine Soul – This is the Clan Head and in addition to possessing all four Surges, they have the Grail fused with their soul.

Heroic Spirit – The top four members of the clan who possess all four Surges. Only the Clan Head and members in this rank are capable of teaching clan abilities.

Servants – These are full-fledged members of the clan who have achieved mastery in the three basic Surges (all but the Surge of Transcendence). Guardians and Wraiths are promoted to this rank once they have showcased enough skill in the clan abilities.

Guardians and Wraiths – These are members, who in addition to learning the prior two Surges, can learn the Surge of Augmentation.

Apparitions and Shades – This is the next level of Surgebinder and they can learn two Surges. The Surge of Evocation and the Surge of Armament.

Phantasms – These are new entrants to the clan and they can only learn a single Surge, namely the Surge of Evocation.


⚔ Requirements | ルックス ⚔
In order to join, one must reach certain requirements. One must have at least reached the rank of S-Class ninja in order to join the clan. One cannot join on a bio which posses a KG or HA nor can canon bios.

Noni, Drackos, Riker and Joker are ready and willing to join my clan.


C u s t o m C l a n C e r t i f i c a t e
I, Lord of Kaos, RolePlay Foreman of NarutoBase's RolePlay, in this day, 1st of March of the 9th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn, myself and all the RP gods before us, after reading the above submission and validating all the needed requirements, give you, Negative Knight, our loyal member, property and patent of the following custom clan:

Surgebinders

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Surgebinders
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Copyright ©2017, Negative Knight, NarutoBase.net​

Approved Surgebinder Techniques

(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra Cost: 10 – 40
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. A-Rank and S-Rank constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every two turns and no Prana above A-Rank in the turn after the deactivation of an S-Rank application.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. A-Rank and S-Rank applications can last a maximum of three turns, with A-Ranks usable thrice per battle and S-Ranks twice per battle. After an S-Rank application expires the user is unable to utilize Prana above A-Rank for a single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice per battle and no Prana above A-Rank in the user’s next turn after deactivation.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

Approved here: [x]

(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra Cost: 10 – 40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every three turns and no Prana above A-Rank in the user’s next turn. Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the chakra contained within a number of techniques they’ve sent to the Throne, even if only chakra is present (in the case of raw chakra techniques and similar abilities). It will then be returned to the user’s body as Prana energy in order to seamlessly integrate into their chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 100 chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique, costing a move to activate but not taking a slot in the timeframe.

Approved here: [x]

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space

The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time

This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.

Approved here: [x]

(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal, mist, etc to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move.

Bows of the Archer
The user will summon any kind of bow as well as a quiver full of arrows onto their back. The quiver will appear with a strap that will be fastened onto the user's body. Upon contact with the bow, the user's body will be flooded with an incredible amount of prana. This will enhance their sense of sight without making them more sensitive to bright lights or intense stimuli. This increased visual acuity will allow them to see everything in the landmark they're in as well as see through clouds of dust, mist and heavy rain. This means they will be completely unaffected by such conditions present in certain landmarks. Their eyes will also become capable of following the speed of quicker targets, which translates to a tracking increase of x3. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also cleanly slice through basic weapons and ninja tools them without being deflected off their trajectory in the slightest. They will seek out and be drawn to targets with chakra foreign to the user's own once they are fired. When multiple sources of foreign chakra exist, they will always be directed towards the ones with the greatest concentration of chakra. Once per turn, by pulling back the bowstring and releasing it, long stream(s) of wind-infused prana will be emitted from the front of the bow. The infusion of wind chakra will give the prana distinct slicing properties, enabling them to cut straight through solid targets. This is an A-Ranked ability, will cost a move and has a long-range reach. Both the normal arrows and the streams of prana will travel at twice the user's speed.

Chariot of the Rider
The user will summon a chariot, golem, fortress or anything else that can be ridden. All of the Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid or monstrous. Large-scale phantasms will displace the user's body in the same way as summons do if they're manifested beneath them. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of techniques. The phantasm can be made of any solid or liquid material and be used as a source for Custom Element or Advanced Element techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon and even during use and therefore can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user will summon a mask and cloak filled with daggers, which will manifest over their current attire. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, unaffected by air resistance, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. These daggers can be used in exactly the same manner as basic ninja tools.

Approved here: [x]

(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defence for battle. The cloak can neither be burnt nor made to be wet. It insulates both high heats as well as electrical currents, allowing it to insulate unfocused lightning techniques before they can affect the user. It is also non-reactive and immune to corrosion, rendering the cloak immune to chemical elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds (excluding freeform boosted beyond 80 damage), from bladed weapons to explosions spawned from paper tags. The weapon itself can’t be destroyed, but it can be forcibly returned to the Throne when struck by a jutsu that exceeds 80 damage. Both the cloak and the Knightmare shave 40 damage off techniques which strike it. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Demons of Mephistopheles - Seven Princes of Hell
What truly makes this cloak a Noble Phantasm, is that it contains a familiar composed entirely of prana energy. This familiar is also known as a Rashomon and is composed entirely of white Prana. It exists within the cloak, with the Noble Phantasm acting as the vessel of it's containment. The physical form it takes varies from user to user but it is always some kind of animal, creature or hybrid. Upon being summoned onto the body of a Surgebinder, the Rashomon will sap some of their chakra (equal to this jutsu's chakra cost) and essentially adopt the colour of their Prana. This will change it from it's 'dormant' state to it's 'active' state whereby it's capable of acting autonomously and independently of the user. This will neither cost a move nor occupy a slot in the timeframe, it occurs instantaneously upon the phantasm being summoned. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation. This Rashomon can be controlled through mental commands. It can seamlessly emerge from and reintegrate with the cloak at will. It can be released in any shape or form such as tendrils, spikes, limbs, weapons, animals or any other configuration. As it's body is composed of raw Prana energy, it will exhibit the absorption traits of Evocation. This translates to the ability to absorb objects, parts of the terrain and techniques that possess lower chakra than the Rashomon, however upon clashing with a technique of equal chakra, both it and the opposing technique will cancel eachother out. Upon absorbing a technique possessed of lower chakra, the Rashomon will passively leech the amount of chakra it took to neutralize the jutsu from the user's body to restore itself to full strength. Absorbing techniques will count as a move each time it's used (on the turn of summoning, any absorptions count as part of the single move slot used to summon the weapon) but the user is free to perform other techniques while it occurs. Even while released, the Rashomon possess the ability to constantly reshape and reform itself but it's total size can never exceed mid-range in dimensions. All of these manoeuvres, including its initial release and returning to its vessel are passive manoeuvres. However, it should be noted that when the Rashomon is used to attack an opponent, it will cost a move to do so but again, the user will be free to perform other techniques while this occurs.

Knightmares of Hijikata - Shinsengumi's Vengeance
Knightmares of Hijikata is a very similar variant to the Seven Princes but instead of a cloak, it creates an oversized suit of armour which surrounds the user entirely. The summoner or wielder of the NP is nestled at its core, and the Knightmare can be thought of as a suit of armour suited to a three or four-meter tall giant. The user's chakra is capable of diffusing through the suit, to perform techniques which require contact with the ground or a water source. It possesses all of the aforementioned abilities except in this variant of the technique, is that the Rashomon, is infused with one of the user's basic, advanced or custom elements. The prana then, does not absorb but rather burns, crushes, cuts or electrocutes upon contact and follows the S/W of the chosen element exactly. If the chosen element is solid, the Knightmare itself can also be made of that material but this is optional. It possess the same regenerative abilities as the first variant, allowing it to regenerate fully from A-Ranks it is weak to, S-Ranks it is neutral to and Forbidden Ranks it is strong to. A Knightmare's Rashomon can be destroyed quite easily if struck with any jutsu that exceeds those stated ranks in damage (an A-Rank of 70 damage of an element it's weak to will destroy the Rashomon and return the Noble Phantasm to the throne). Since the prana is infused with chakra, it no longer absorbs and therefore the Rashomon can freely interact with the terrain. It can grab a hold of trees and other features of the terrain to travel by rappelling the Knightmare towards that location, it can throw or catch objects and can interact with anything solid as well as energy-based. As with the cloak in Demons of Mephistopheles, any jutsu the user released or created from the user's body or skin, will manifest outside of the Knightmare. Any jutsu which teleport the jutsu or anything similar, will also teleport the Noble Phantasm as it is considered a physical extension of their body. Once a turn, the user can shoot beams, blasts or create geometrical shields that detach from the Rashomon or other projectiles, which are A-Rank in power and count as a move slot but leave the user free to perform other techniques. The Rashomon immediately regenerates its defensive power upon performing this ability, but as with earlier, it will absorb chakra from the wearer to do so. This Noble Phantasm can be worn by summons, as it can take on any humanoid or animal shape, for example a Griffin summon could have dragon-shaped armour.

Approved here: [x]

(Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Eon of Paragons is a unique variant of the Surge of Armament which allows Surgebinders to grant others access to their Noble Phantasms. This is accomplished through the formation of a contract via Fūinjutsu, akin to signing a summoning contract, that links a recipient to the user and their personal space within the Throne. Each contract is marked by a unique seal, preventing those outside the contract from accessing the Noble Phantasms, that is worn on articles of clothing or the body itself. The seal can only be placed by the user of this technique, and once established can only be activated by them and the recipient, preventing others from forcibly entering the contract by duplicating the contract seal. Only a single Noble Phantasm can be lent to a recipient per contract, which will be marked by the seal used to forge the contract, and any given Noble Phantasm can only exist on a single contract at once. The user will specify the Noble Phantasm they want to grant access to, and upon agreement, the contract will be forged. At any time, the user or the recipient may annul the contract, revoking the recipient's ability to access the Noble Phantasms, and until such time the contract will remain in place. While both the user and the recipient can access the Noble Phantasm being shared through their contract, it cannot be in two places at once as it is a unique existence. Since it originally belongs to the user of Eon of Paragons, it will always obey commands to summon it whether or not it is in use, whereas if the recipient were to try summoning it whilst it is already in use, the summon will fail. This does not apply if the user lends the Century of Champions Noble Phantasm, as it isn't a unique weapon and can thus be in use in several simultaneous instances, as well as exist in multiple contracts, though only the weapon type that was specified in the contract can be summoned. A contract can be forged with non-Surgebinders, allowing them to access Noble Phantasms as well though this requires Fūinjutsu access to use. Should a non-Surgebinder be given a Noble Phantasm that infuses Prana into their body, it will behave as described in the technique rather than freeze them internally. Eon of Paragons can only be used thrice per arc.

Approved here: [x]

(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user’s chakra system and ability to control it through an infusion of Prana. Activating this ability is instant and occurs in the same time-frame as another technique. Each Augmentation can last up to four turns and can be used twice per battle. However this technique can only be used three times per battle. After an Augmentation ends, the user suffers a backlash related and proportional to the ability used and how long it was active. The cool down before re-using any of the augmentations is proportional to the duration it was previously activated for.

Crown of the Ruler - Munificence of Jeanne
In this Augmentation the user will augment their chakra system with Prana to increase the efficiency and scale of their techniques, allowing them to travel further and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of the techniques can be influenced with this ability; although, this cannot bypass creation limitations. This means that techniques cannot directly manifest themselves on an opponent, unless the base technique already allows for this like Swamp of the Underworld. While this ability is active, short-range techniques will reach mid-range and mid-range techniques will reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. The same goes for techniques which affect the user's body or anything on their person or those which do not physically travel (e.g. techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but its maximum size would remain unaffected. When this ends, for the same duration Crown of the Ruler was active, the range of all of the user's techniques will be decreased by one (except short-range techniques). Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range.

Helm of the Avenger - Wrath of Dantes
In this Augmentation the user will augment their chakra system with Prana in order to increase the strength and potency of their techniques. This Augmentation can be selectively applied to certain elements and abilities, or simply universally applied, but in the case of the former, they must be specified beforehand. The chosen elements and abilities will gain one rank if they are A-Rank or below and in the case of S-Ranks and above they will gain +20 damage. In the case of Defensive/Supplementary techniques which possess no inherent damage, they too will gain a rank in effective strength (capable of defending against 20 more damage). This ability can also affect advanced elements/abilities without being applied to one or any of their individual components. When this enhancement ends, the user will be subject to backlash proportional to how long the Helm of the Avenger was used. For the same duration as the Helm of the Avenger was active, techniques of the fields that were boosted will now be decreased by one rank. In the case where all techniques were subject to the boost, the loss in rank after the technique's end will affect all of the user's jutsu.

Aegis of the Shielder - Devotion of Galahad
In this Augmentation the user will augment their chakra system with Prana in order to increase the power of their techniques. This will enable them to empower all of their techniques or only selected fields by an additional ten chakra. Sealing and absorption-type techniques will be effective against jutsu with ten more chakra than their usual limit. When Aegis of the Shielder ends, techniques of every field boosted by Aegis will utilize ten less chakra for the same number of turns the Augmentation was active.

Approved here: [x]

(Zokyo: Eiyuu no Nendai) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra Cost: 15-40
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). In the turn following an S-Rank usage, the user's Prana is restricted to A-Rank and below, and the user cannot reactivate Age of Heroes.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. Level 1 will increase their Taijutsu damage by +15, Level 2 will increase it by +20, Level 3 will boost it by +25 and Level 4 will boost it by +30. To quantify this beyond digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by for a duration equivalent to its use (excluding level one).

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed will divide the user’s speed by three for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce physical damage the user takes by 20, Level 2 will reduce damage by 30, Level 3 will reduce the damage the user takes by 40, Level 4 will reduce the damage by 50. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level 2 will make it so the user sustains 30 more damage from freeform attacks and offensive techniques, Level 3 will make them take 40 more damage and Level 4 will do so for 50 damage. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

Agility of Perseus - Blessing of Hermes
Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atalanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x2, Level 2 multiples it by 2.5, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes as the pupils dart from left to right. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single instant at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. In effect, the speed boost will only apply for the time it takes to perform one action, before fading again. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a distance but rather in short bursts. When used to avoid techniques, the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used (excluding level one).

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Custom Technology

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(Horokuron) – Holocron
Type: Ninja Tool
Rank: D
Range: N/A (Long)
Chakra: N/A
Damage: N/A
Description: A holocron is a digital storage device made of a durable metal and possessing various polyhedral shapes. Within it, information the user knows or comes across can be stored by creating a data entry. Landmarks, people, events, objects, stories, it is entirely up to the user what information they store within a holocron. As one discovers new places and meets new people, they can record the information and store it within the databank, which is shared and thus instantly transmitted to all other holocrons connected to a shared database. When in use, the holocron will project a hologram display, and the user can navigate the various menus and utilise the functions of the device with eye contact and mental command. When a new data entry has been created on a particular holocron, the other devices will vibrate and display a notification of the new entry. This allows for indirect communication between allies on different landmarks, even if on completely opposite sides of the land. Unless one is underground, or disabled by other means, its function will not be inhibited. The user is also able to house a larger holocron, more akin to the size of an ATM, should they have a landmark under their claim. This larger holocron is simply a data terminal, and offers no special or other function that handheld holocrons don't have. The user is able to keep an entire library of individual holocrons stored within a landmark, as well as one Data Terminal.
Note: User is able to have up to 10 Holcrons synced with one Data Terminal and up to 3 Terminals.

Approved here: [ ]

Taught to:
1. Negative Knight
2. Matt
Netsu kibaku sōchi | Thermal Detonator
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: N/A
Damage: 40
Description: Thermal Detonators are spherical palm sized metal containers, similar to smoke bombs, however the detonators contain a mixture of several types of powder that causes the detonator to explode in a blindingly bright explosion that sends highly lethal shrapnel and flames in a five meter radius around their detonation point. Activated with the press of a button the internal fuse will cause detonation after a few moments, giving the user enough time to hurl these up to mid range. Cyborgs are capable of installing these in their bodies, however normal shinobi may just carry them.

Notes:
-The blinding flash can inhibit vision for the same turn that the detonator explodes, if looked at directly.
-Must be placed within the users biography.
-May only carry 3 as a Shinobi and 6 as a cyborg.

Taught here: [x]
 
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Custom Element Japanese Name: Kōshiton

Custom Element English Name: Atmospheric Lightning

The Element is Based On: Lightning & Fire

Facts that Prove the Element to be Possible (in the manga context):

This element combines the two Basic 5 elements of Fire Release and Lightning Release in order to replicate a phenomenon known as ‘upper-atmospheric lightning’. Upper-atmospheric lightning is a form of electrical discharge, only occurring during thunderstorm systems, specifically when lightning with sufficient power emerges from a thundercloud to strike the ground. ‘Sprites’ occur above the thundercloud during a sufficiently powered lightning strike, and are large-scale electrical discharges with a varied range of shapes. Sprites only occur when a buildup of electricity above the thundercloud becomes great enough that, in the instance of a lightning strike, the energy experiences a sudden spike and releases a huge electrical discharge. ‘Jets’ occur on the ground during a sufficiently powered lightning strike, and manifest when the positive end of the leader network fills the negative charge region before the negative end fills the positive charge region, causing the positive leader to exit the cloud, where the lightning is generated, and propagate upwards.

The initial lightning strike must generate enough charge within the clouds in order to manifest upper-atmospheric lightning. Thus, in the case of a ninja attempting to harness it, it is required that the energy within the lightning be enhanced by another source. In the NV, we have seen before that the 2 elements required for this CE, Fire Release and Lightning Release, are capable of generating particular atmospheric conditions and manipulating them to create techniques revolving around lightning. For example, when Uchiha Sasuke utilised Fire Release: Great Dragon Fire to heat the atmosphere and generate thunderclouds, and Lightning Release: Chidori to harness the natural lightning and form Lightning Release: Kirin. There are also Lightning Release jutsu which are able to generate lightning strikes on command, e.g. Lightning Release: Fangs of Lightning. As such, it is feasible for one to create the suitable conditions necessary to manifest the element.​

How It Works:

Using Lightning Release, the base component for Atmospheric Lightning is created. Using Fire Release to suddenly spike the ambient temperature of where Lightning Release would be generated, and the lightning itself, would increase the total amount of energy present within the lightning to the point where it can become upper-atmospheric lightning. The timing is extremely precise, as naturally occurring upper-atmospheric lightning is only generated in the same instant as a lightning strike, and Atmospheric Lightning seeks to recreate that exact process, making it very difficult to master. The element will manifest as a wispy substance akin to that of flames, which, through shape manipulation, can be compressed to create a more tangible form. Thus, the number of forms the user can create with this element range from streams and waves resembling flames to more complex shapes, all composed of plasma.

When creating this element, the air where chakra is being concentrated and manipulated is ionised, resulting in the chakra giving off light. Normally, the element would exude either blue or red colors, but the user’s chakra, based on its specific wavelengths and frequencies, is able to influence the color given off by the energy. As such, the user is able to make the element emanate any color they desire that exists on the visible light spectrum. This is a cosmetic feature, and doesn’t alter or inhibit any of the functions or abilities of Atmospheric Lightning.

Atmospheric Lightning is a particularly unique variant of Lightning, in the sense that the element itself is much cooler than that of normal lightning. Upper-atmospheric lightning, the phenomenon Atmospheric Lightning replicates, is noted to be different from normal lightning, what is known as tropospheric lightning. This is because, when produced, the electrons have a much higher temperature than that of the present ions and neutrals. This leads to the creation of a gas which has much lower temperatures due to drastically lower thermal energy, reaching as low as 30° C. Though, it should be noted that the temperature is only considered as “low” compared to temperatures normally seen in lightning (30000° C), and is still able to reach temperatures of 70 - 100° C, which can still be quite harmful to a human. In terms of interacting with elements, the heat which is naturally generated through the ionization of the air as it travels or where it is manifested does not play any significant role. One of the most important things to note about Atmospheric Lightning is its status as a ‘superconductor of electricity’. Due to its nature as a plasma, it possesses virtually infinite capacity for storing electrical energy; capable of self-sustaining by creating its own energy through intense oscillations and easily drawing in energy from other sources of electricity. When it comes into contact with another substance, Atmospheric Lightning's potent electrical energy will attempt to conduct through and/or permeate it, which will result in the object meeting it being forcefully torn apart and destroyed.​

Jutsu Usage Examples:

Kōshiton: Sōzō no Hikari – Atmospheric Lightning Release: Primeval Light
Type: Offensive / Defensive / Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-10 per turn)
Damage: 20 - 80
Description: This technique encompasses the most basic applications of Atmospheric Lightning Release by utilising it to create attacks which possess a state of matter closer to that of flames, e.g. waves, beams, blasts. The user is capable of forming basic attacks of varying shapes and sizes, including constructs. This energy can be released directly from the user, or through the ground, or in the air. When releasing it in the air or from the ground, it cannot be manifested within short-range of the opponent, unless the user is also within short-range. The rapid heating of the area where Atmospheric Lightning is being created serves as a warning to anyone who is within that same area. The energy can be compressed to the point of being able to punch through solid matter. At its weakest, it will cause minor electrical burns, and at its strongest, can cause lethal electrocution and scorching of the body. B-Rank and higher usages will require handseals (B - 1 , A - 2 , S - 3), but otherwise possess no usage restrictions. The S-Rank usage can be performed 4 times per battle and cannot be used in consecutive turns.
Kōshiton: Uchū no Yoake – Atmospheric Lightning Release: Cosmic Dawn
Type: Offensive / Defensive / Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-10 per turn)
Damage: 20 - 80
Description: Similarly to Primeval Light, this jutsu deals with basic applications of Atmospheric Lightning, though this technique encompasses usage of its more compressed, plasma state. The user is able to perform basic shapes and attacks, and form constructs possessing more geometric form. In the same vein as Primeval Light, energy may be created anywhere on the battlefield, except for within short-range of the opponent, unless the user is also within short-range of them, and the rapid heating of the area where a construct is made serves to warn anyone nearby of its manifestation. Due to the energy being highly compressed, it does not flow or stream like flames, but crackles and tears through matter as it moves unless specifically shaped into a construct. It is more akin to Lightning Release in this sense. It easily rends flesh and bone, destroying solid matter it comes into contact with. These constructs possess an aspect of tangibility, meaning that the user is able to create appendages that would assist with mobility. Usages of B-Rank and higher will require seals to be formed (B - 1 , A - 2 , S - 3), but otherwise possess no restrictions. S-Rank usages can be performed 4 times per battle and cannot be used in consecutive turns.
Kōshiton: Taiyō no Shisha – Atmospheric Lightning Release: Celestial Emissary
Type: Offensive / Defensive / Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-10 per turn)
Damage: 20 - 80
Description: Celestial Emissary allows the user to create familiars composed of Atmospheric Lightning in either it’s flame-like or plasma-like state (as stated in the descriptions of Primeval Light and Cosmic Dawn). These familiars possess an extent of sentience that, though limited, allows them to act independently from or at the command of the user. Their shape and size are at the behest of the user, and can be made to fight directly alongside the user as smaller humanoid figures or as slightly larger beings, or shaped according to whatever purpose the user desires. These familiars are able to utilise Atmospheric Lightning techniques up to their own rank, with techniques equal to their rank being usable once per turn (e.g. an A-Rank familiar can only use A-Rank Atmospheric Lightning or below, and can only use a single A-Rank per turn), and unrestricted use of lower ranked techniques. The familiars themselves are able to shape certain parts of themselves into appendages resembling weapons etc, even after they have manifested. Familiars of B-Rank and higher require seals (B - 1 , A - 2 , S - 3) and have a turn duration on A-Rank and above usages (A-Rank - 4 turns, S-Rank - 3 turns). Once dispelled, after utilising an A-Rank familiar, this technique cannot be used again for one turn to create a familiar above A-Rank strength. After an S-Rank familiar dispels, a familiar above B-Rank cannot be created for a single turn. The A-Rank usage can be performed thrice per battle, whilst an S-Rank usage can be performed twice per battle.

Conditions to be Able to Use It:

User must be Jonin Rank or higher.​

Is Weak To:

Wind Release – Though Fire Release is a component of Atmospheric Lightning, the extent to which the thermal energy of it can be stimulated is almost nil. With the Wind acting as an insulator, the electrical energy will be dispersed easily, with the thermal energy following suit as its container, the electrical energy mass, is destroyed.

Water Release – The thermal energy in Atmospheric Lightning, though small in relative amount, it is sufficient to create problems when the electrical energy in the element attempts to conduct in water. The water will naturally erode the chakra control that keeps the Fire Release / thermal energy and Lightning Release / electrical energy together as a single element, as it quenches the Fire Release chakra. This results in the entire element becoming destabilised in the water, dispersing it.​

Is Strong Against:

Lightning Release – Atmospheric Lightning is a natural electrical conductor as a plasma, a ‘superconductor’ specifically, meaning that other sources of electricity, e.g. Lightning Release, which it comes into contact with will have its energy partially drawn from it and taken into the energy of Atmospheric Lightning, allowing the opposing energy to be overpowered with greater ease. This does not result in the element being strengthened or boosted.

Fire Release – Due to Atmospheric Lightning's high levels of energy, it is also extremely thermally resistant. This allows Atmospheric Lightning to ignore the thermal energy of Fire Release, and disperse it with ease.

Earth Release – Earth Release easily conducts electrical energy, something Atmospheric Lightning has an abundance of. Because of this, Earth Release techniques are easily broken.​

Co-creator: N/A

Students I Passed this Custom Element on to: N/A

Credit to Iᴍᴘᴇяғᴇᴄᴛ for the CE icon

Approved here: [x]


Approved Atmospheric Lightning Release Techniques

(Kōshiton: Gensho no Shin) – Dendera Light Release: Primordial Abyss
Type: Offensive / Defensive / Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-10 per turn)
Damage: 20 - 80
Description: Primordial Abyss encompasses the most basic applications of Dendera Light Release in its wispy, intangible state of matter closer to that of flames. Through it, the user is capable of forming basic attacks of varying shapes and sizes, including constructs and even cloaks on the body. What the user creates through this technique, for whatever purpose, is limited only by imagination. This energy can be released directly from the user, or through the ground, or in the air. There is no restriction to where this energy is created, except that it cannot be manifested within short-range of the opponent, unless the user is also within short-range. The crackling sound of the energy where Dendera Light is being created serves as a warning to anyone who is within that same area. The energy can be compressed at will to the point of being able to punch through solid matter. At its weakest, it will cause minor electrical burns, and at its strongest, can cause lethal electrocution and scorching of the body. B-Rank and higher usages will require handseals (B - 1 , A - 2 , S - 3), and all usages of this jutsu will last for up to four turns at maximum. The S-Rank usage can be performed 4 times per battle and cannot be used in consecutive turns.

Approved here: [ ]
(Kōshiton: Anku no Eien) – Dendera Light Release: Key of Eternity
Type: Offensive / Defensive / Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-10 per turn)
Damage: 20 - 80
Description: Key of Eternity is a jutsu which deals with basic applications of Dendera Light, encompassing usage of the element’s more compressed, plasma state. The user is able to create basic shapes and attacks made of compressed, solid-like energy, and form constructs possessing more geometric form, including armors. Energy may be created anywhere on the battlefield, except for within short-range of the opponent, unless the user is also within short-range of them, and the crackling, sizzling sound of the area where energy is manifested is made serves to warn anyone nearby of its manifestation. Due to the energy being highly compressed, it does not flow or stream like flames, but crackles and tears through matter as it moves. It is more akin to Lightning Release in this sense. It easily rends flesh and bone, destroying solid matter it comes into contact with. These constructs possess an aspect of tangibility, meaning that the user is able to create appendages that would assist with mobility. Usages of B-Rank and higher will require seals to be formed (B - 1 , A - 2 , S - 3), and all usages of this jutsu will last for up to four turns at maximum. S-Rank usages can be performed 4 times per battle and cannot be used in consecutive turns.

Approved here: [ ]
(Kōshiton: Shisha no Kuni) – Dendera Light Release: Hand of Anubis
Type: Offensive / Defensive / Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: Hand of Anubis allows the user to create familiars composed of Dendera Light in either it’s flame-like or plasma-like state. These familiars are controlled by the user, acting as minions to serve various purposes on the battlefield. Their shape and size are at the behest of the user, and can be made to fight directly alongside the user as smaller humanoid figures or as larger beings, up to the size of the Great Stone Golem, and can be shaped according to the user’s desire. These familiars are able to utilise Dendera Light techniques up to their own rank (e.g. an A-Rank familiar can only use A-Rank Dendera Light or below). Due to being composed of the element itself, they are capable of utilising techniques of Dendera Light on the level of an Apex Handseal specialist. The familiars themselves are able to passively shape certain parts of themselves into appendages resembling weapons etc, even after they have manifested. Additionally, the user is capable of manifesting these familiars around his person, similarly to that of Susano’o, with the user floating in the chakra anywhere in the body of said familiar. Unless otherwise stated, the user will always be located in its head. Familiars of B-Rank and higher require seals (B - 1 , A - 2 , S - 3) and all usages above B-Rank can last up to four turns at maximum. Once an S-Rank usage of this technique ends, this technique cannot be used again for one turn to create a familiar above A-Rank strength. S-Rank usages can be performed thrice per battle.

Approved here: [x]
(Kōshiton: Jedo Jeseru) – Dendera Light Release: Spine of Osiris
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The Spine of Osiris is a supplementary infusion, performed in the same timeframe as another energy-based technique, or anytime one is on the field (requires a handseal), which allows the user to manipulate their jutsu through what is called a ‘refractive index’. A refractive index is a scale which indicates how focused the energy is. Energies with a higher refractive index are more focused, whilst energies with a lower refractive index are less focused. Differences in refractive index, how focused the energy is, can have varying effects on how it performs or behaves. This technique allows the user to passively (same timeframe, but occupies a move slot) manipulate the refractive index of a jutsu, allowing for different behaviour and capabilities. Should the user choose to increase the refractive index of a target jutsu, the energy will become more focused, reaching speeds equivalent to the 2x the user’s base speed. Should the refractive index be lowered, the energy will become less focused, but as a result, its shape will gain an extent of malleability, being able to passively alter its physical characteristics while it is on the field. This can be used to make a jutsu more difficult to deal with, changing its shape to evade attacks, changing the travel path and size of the technique, even maneuvering around defences and obstacles to reach a target. Spine of Osiris is compatible with AE and CE, but they must possess Lightning or Fire as a component, and can only be utilised once per turn, but each infusion lasts for the same duration as the targeted technique.

Approved here: [x]
(Kōshiton: Shin'ō no Amun-Ra) – Dendera Light Release: Vessel of the God-King
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: Vessel of the God-King is a manipulation of Dendera Light Release applied to one’s own body. By performing a sequence of three seals, the user will fill their body with the electrical energies of the element. This results in the user’s body being transformed into pure Dendera Light, their physical form becoming a shimmering silhouette of raw energy. Whilst in this form, one's usage of Dendera Light is greatly enhanced, giving them the ability to utilise any and all Dendera Light techniques on the level of an Apex Handseal Specialist. Additionally, the user is capable of passively manipulating their aura to form basic constructs, such as swords or shields, though these cannot be any larger than two meters in length and width. Furthermore, the user can even form appendages from the energy, granting them capabilities based on the appendage created, e.g. using wings to fly. Constructs and appendages are merely extensions of the energy, and thus are equally powered. This technique is able to interact with others based on the S&W scheme of Dendera Light Release, defending the user from techniques accordingly. Should a technique of equivalent strength neutralize the energy, the user will revert to their original form without sustaining harm or injury. However, a technique which neutralizes the armor-like state by overpowering it will deal damage equal to the difference (the remaining damage after clashing with the transformed energy state). While within this form, the user is restricted to using Dendera Light, its component elements, and other non-elemental skills. Once a usage of this technique ends, it will require a single turn cooldown before subsequent use. This jutsu lasts for four turns, and can be used twice per battle.

Approved here: [x]
(Kōshiton: Ra-Horakhty) – Dendera Light Release: Pillar of the Two Horizons
Type: Supplementary
Rank: A – S
Range: N/A (Short – Long)
Chakra: N/A (+10 – 20)
Damage: N/A
Description: Pillar of the Two Horizons focuses on the nature of Dendera Light as a superconductor of energy. This technique is an infusion with two usages that revolve around this quality, imbuing any energy-based technique of choice with unique effects upon the incorporation of extra chakra into said technique. Performing either of these applications can be done so in the same timeframe as the creation of the chosen target, or anytime it is on the field, and each infusion’s duration is equivalent to that of the chosen target.

East Horizon: The lesser A-Rank application, Earth Horizon infuses the targeted technique with additional chakra (+10), and applies two effects. The first, and more basic effect, is a simple increase in power, equivalent to +1 Rank, with techniques above S-Rank being granted +20 damage instead. The second is the effective transformation of the targeted jutsu into a superconductor, allowing for the total absorption of techniques it clashes with. Though Dendera Light already has the natural capacity to absorb energy, this technique enhances that quality. Absorption follows the S&W scheme of the host technique (equal rank for neutral elements, one rank higher for elements weak to it, one rank lower for elements strong to it). Techniques based in Lightning Release (having Lightning as a component or being Lightning Release) and respecting the S&W of the jutsu targeted by East Horizon will be passively absorbed without weakening it, but techniques which are of sufficient strength or aren't based in Lightning Release will clash normally instead. The East Horizon requires a single turn cooldown between uses, and can be used four times per battle.

West Horizon: The West Horizon is the greater S-Rank application, and greatly enhances the effects exhibited by the East Horizon. The first being the amount of power granted by the infusion. By infusing a greater quantity of chakra (20 chakra cost, but the technique only gains +10 points), the technique will gain an additional 30 damage points. The absorption capability is identical to the effects outlined in East Horizon, though the range at which the targeted jutsu can absorb other techniques is greatly increased (jutsu up to mid-range away can be absorbed, respecting the aforementioned conditions). The West Horizon can be used twice per battle, and requires a two turn cooldown between usages. For the remainder of the turn in which West Horizon is activated, the user cannot perform other Dendera Light techniques above B-Rank, and for the duration of the subsequent turn, the user's Dendera Light is limited to A-Rank and below.

Approved here: [x]
(Kōshiton: Aru no Hata) – Dendera Light Release: Fields of Aaru
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Fields of Aaru is a supplementary infusion technique which derives its function from one of Dendera Light’s natural qualities; its capacity to self-sustain by constantly generating intense oscillations. By infusing an additional amount of chakra into a chosen energy-based technique, be it in the same timeframe as the creation of that technique, or anytime it is on the field, that jutsu will be bestowed with the passive ability to regenerate itself upon sustaining damage. Should an interaction with another jutsu result in it being weakened in any way, but not neutralised entirely, it will naturally restore itself to its original strength and physical state prior to the interaction. This technique can be used once per turn, up to four times per battle, and each usage lasts for the same amount of time as the targeted technique.

Approved here: [x]
 
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Mystic Fire Release

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Custom Element Japanese Name: Shiraton
Custom Element English Name: Mystic Fire Release
The Element is based on: Fire Release, Lightning Release & Fūinjutsu
Facts that prove the element to be possible (in the manga context):


Mystic Fire Release is composed of Fire Release and Lightning Release. The use of one’s Fire chakra grants it unique burning capabilities and properties while Lightning Release grants it an energetic and versatile form. The simultaneous combination of these element and their qualities gives birth to Mystic Fire Release, a magnificent plasma/energy. Mystic Fire Release is perhaps best compared to the existence of a basic skill within the broader category of Fūinjutsu. The Four Violet Flames Battle Encampment utilizes a violet barrier to produce special violet flames. Alone these violet flames possess no special or inherently powerful characteristics, they simply act like generic flames. However, with the manipulative abilities of Fire and Lightning Release the user becomes able to create their own specialized flame, Mystic Fire.

How it works:

The primary method of forming Mystic Fire from one’s own body involves the simultaneous combination of one’s Lightning and Fire chakras, with added characteristics of Fūinjutsu. In its purest essence Mystic Fire Release operates similarly to the Four Violet Flames Battle Encampment. Its union with Fūinjutsu is based on the principle that, while Fūinjutsu is not an elemental nature itself, it is a characteristic and organization of chakra granting it sealing, and unsealing, qualities.

The basic nature of Mystic Fire Release, by its composition, is an energy based element. Like Fire and Lightning Release, the element operates by concentrating chakra in an area, whether it is from one’s body, through the ground, or even in the air. Once concentrated the user vibrates the chakra, which is a product of Lightning and Fire Release, causing the air to ionize resulting in the creation of Mystic Fire. Like its parent elements, the generated plasma is able to take the form of bolts or fire, and can even be used in tangible forms by applying shape manipulation, much like concentrated Fire. However, most techniques retain the form of flames, which brings forth the name Mystic Fire.

In terms of its other physical characteristics the flames of Mystic Fire are quite similar to the flames of the Four Violet Flames Battle Encampment because of their neutrality to elemental natures and inherent strength against raw chakra. When a target is struck the flames will ignite and spread to engulf the target at high temperatures until extinguished, much like the black flames of Amaterasu being able to burn even fire itself. However, unlike typical Fire Release, the energy it not ‘hot’ in the normal sense; one who holds their hand near Mystic Fire will not feel heat as if they would with normal fire. The energy only produces a burning and searing sensation when coming in contact with a victim making them a somewhat deceptive elemental nature. Unlike normal Fire Release, Mystic Fire does not fuel itself by feeding off oxygen in the air. Because of this those who stand near high quantities of Mystic Fire do not suffer from oxygen deprivation. As previously mentioned Mystic Fire can be compressed, much like normal Lightning and Fire Release, to gain a form of solidity and tangibility in order to cause explosive damage and allowing them to punch through physical obstacles, should they be used in such a manner.

The most remarkable physical characteristic of Mystic Fire Release is its numerous colors. During its creation process, when the chakra is concentrated and the air is ionized, molecules release light (a process identical to Fire releasing light). Typically, the violet spectrum is naturally favored in Mystic Fire. However, chakra concentration varies from user to user causing the wavelengths produced by the molecules to rest anywhere within the visible spectrum of light. As such, Mystic Fire can effectively take on any color imaginable through the user’s control. However, because they are on the visible light spectrum the flames cannot have the properties of invisibility, transparency, or translucency, unless gained from an external technique. Additionally, through the sealing properties gained through its Fūinjutsu-based nature, the flames can also prevent light from emitting altogether resulting in absolute black coloration, much like a cosmic black hole. This is the same property which prevents heat from radiating from the flames. Mystic Fire, normally, only releases heat by conduction, this allows the flames to burn for longer periods of time or even continue to burn on top of water.

Fūinjutsu is frequently noted to possess elemental neutrality, in both barrier-based techniques as well as normal seals due to its characteristics, organization, structure, and its sealing nature. Mystic Fire's foundations in the Four Violet Flames Formation, and the flames which it produces, allows the elemental interactions of Mystic Fire to be simplified significantly. The flames and plasma produced are extremely similar to the flames created in Shishienjin. When used against energy based elements the element with the higher energy overpowers the other. When used against matter based elements it becomes a question of whether or not Mystic Fire has enough energy to burn through their chemical bonds of the opposing element (all matter changes state when exposed to enough energy). Through its foundations Mystic Fire is capable of storing immense amounts of energy in remarkably small areas. This causes clashes to become purely based on raw strength allowing Mystic Fire to retain absolute neutrality against all elemental natures, even if an opposing element possesses a natural strength against energy based elements, resistance to fire, lightning, or other plasmas; it is neutral to all and strong against raw chakra.

The strongest advantage to Mystic Fire is its nature and origin in Fūinjutsu, as well as the elemental natures of Fire and Lightning Release. Mystic Fire possesses unique burning and destructive capabilities, beyond what is normally possible through Fire or Lightning Release. It possesses remarkably high energy; noted to be a rather ‘rebellious’ elemental nature aiming to bring chaos to structure and disorder to order. Because Mystic Fire is born from the two highest energy-based elemental natures it is able to reproduce their characteristics in order to create an extremely efficient offensive against opposing Fūinjutsu, barrier techniques, and absorptive-based natures and techniques. Lightning Release is noted to be capable of entering Earth and ripping it apart from within. Fire Release is noted to possess potent external burning capabilities. With these two characteristics, along with its origins in Fūinjutsu, it creates a potent three-pronged offensive against the above techniques. The final prong, and arguably the most important, in the offensive, through its origins in Fūinjutsu, calls on the nature of techniques such the Barrier Shatter Technique and Sealing Technique: Sealing Release, as well as other highly disruptive Sealing techniques. This effectively makes Mystic Fire a very disruptive element able to strike at the core of techniques which aim to seal, consume, absorb, or block with barrier based techniques. It effectively gives it an inherent neutrality against techniques, meaning it will require absorption techniques of the same rank or above to seal/absorb them. This includes techniques and elemental natures such as Dark Release Absorption and Water Release Absorption.

Usage Examples:

(Shiraton: Kurohāto no Uchū) – Mystic Fire Release: Dark Heart of the Cosmos
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: This technique is the most basic application of Mystic Fire Release allowing the user to release from any point on their body or from their body itself Mystic Fire. The Mystic Fire can take any color within the visible light spectrum. As a highly versatile energy the user can shape it however they please. They can form bolts, fire, waves, and even weapons. The energy can also be compressed creating a form of explosive damage allowing Mystic Fire to punch through physical obstacles. When it comes in contact with matter it will burn and spread over the target until extinguished, much like Amaterasu.

(Shiraton: Sōzō no Hashira) – Mystic Fire Release: Pillars of Creation
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied techniques)
Damage: N/A
Description: Pillars of Creation is considered the sibling technique of Splendor of Orion and is the strongest Mystic Fire supplementary infusion technique. Pillars of Creation is designed to be used in conjunction with a full/partial body elemental or non-elemental transformation; this can be done when initiating the transformation or when the user is presently in it. This does not apply to all elemental transformations, only those which are considered energy based or ethereal in nature. This includes, but is not limited to, Fire Release, Lightning Release, Explosion Release, and even barrier-type Fūinjutsu. Pillars of Creation is based on the principles of infusion-type techniques, as such when utilized it the infusion occurs instantaneously and can be used within the same timeframe as a transformation. Typical techniques of this category involve an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. However, when a different chakra nature is utilized it forms a ratio between the technique’s base chakra and the infusion’s added chakra. The greater the infused chakra the greater the influence that the infusion holds; as such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Pillars of Creation can be used four times per battle. B and A-Rank applications count as one application and an S-Rank application counts as two applications. Despite counting as a second or third application this technique will still require one move, it simply reduces it from the total number of times Pillars of Creation can be used. The infusions are as followed:
First Pillar: is the B-Rank application of Pillars of Creation and is considered the weakest infusion. With an additional infusion of 10 chakra the user’s transformed state will gain the specialized characteristics of Mystic Fire Release. This means the user’s form will become naturally strong against sealing and absorptive-based techniques, such as Fūinjutsu and Dark Release Absorption.
Second Pillar: is the A-Rank application of Pillars of Creation. With an additional infusion of 20 chakra the user’s transformed state will gain the strengths and weaknesses of Mystic Fire Release, being nearly converted in full. This means, along with the First Pillar’s effects, the user’s elemental transformation will become neutral to all elemental natures while also becoming strong against sealing and absorptive-based techniques, such as Fūinjutsu and Dark Release Absorption.
Third Pillar: is the S-Rank application of Pillars of Creation and is considered the strongest and most dangerous infusion. With an additional infusion of 40 chakra the user’s transformed state will become a perfect union between Mystic Fire and the infused nature, elemental or non-elemental. As the most potent infusion the user’s elemental transformation will shift in appearance becoming Mystic Fire almost entirely, gaining a color of the user’s choice as well as the characteristics of Mystic Fire and its strengths and weaknesses.

Conditions to be able to use it:

User must have completed training in Fire Release and Lightning Release.

User must be Sage Rank or higher.

It is noted that to control the flames of Fire Release one must possess notably high skill in the elemental nature. This principle extends toward Mystic Fire Release as an even more advanced elemental nature going beyond Fire Release. As such, in order to control the flames and energy as well as grant them their counter-sealing properties, one must have completed training in basic Fūinjutsu in order to possess the skill necessary to do so.

Weak to: N/A

Mystic Fire Release is considered neutral to all elemental natures.

Strong to: N/A

Mystic Fire Release is considered neutral to all elemental natures.

Co-creator: Xylon

Students I pass this custom element on too: Scaze & Goetia


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

I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Drackos, our loyal member, gave on the date March 1st 2017 a request for a Patent on his custom element (Mystic Fire Release); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;

Shiraton

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Copyright © 2017, Drackos, NarutoBase.net



Learned here: [ ]

Approved Mystic Fire Release Techniques

(Shiraton: Genshi Sōzō) – Mystic Fire Release: Primordial Creation
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the flame-like, wispy, energy base of Mystic Fire Release and allows the user to concentrate chakra in an area, whether it is from their body, through the ground, or even in the air. In the case of the flames being produced from the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. Flames produced from the ground possess an audible queue giving slight warning to the target should they emerge from beneath them. These flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Primordial Creation can also be used to create simple streams, fireballs, blasts, and waves of flame. These flames can be, at the user’s volition, concentrated to effectively solidify allowing them to punch through physical obstacles and cause explosive damage. The flames of Mystic Fire by default adhere to the violet spectrum but can be manipulated to fit any color in the visible light spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black flames of Amaterasu. Applications above A-Rank require a single hand seal. Sustaining this technique requires the user expend ten chakra per turn. S-Rank can be used four times per battle and cannot be used in consecutive turns.

Approved here: [ ]

(Shiraton: Kurohāto no Uchū) – Mystic Fire Release: Dark Heart of the Cosmos
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the concentrated plasma-based energy of Mystic Fire Release and allows the user to produce currents, bolts, streams, and waves of lightning-like Mystic Fire from the user’s body, through the ground, or even in the air. In the case of the energy being produced from the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. Energy channeled through the ground is akin to lightning being channeled through the ground, rippling outward from its location created or directed through manipulation by the user. This technique can be concentrated allowing for the energy to take a more solidified state enabling it to punch through physical obstacles. Like its sibling technique Primordial Creation the energy by default adheres to the violet spectrum but can be manipulated to fit any color in the visible spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black energy. Applications above A-Rank require a single hand seal. Sustaining this technique requires the user expend ten chakra per turn. S-Rank can be used four times per battle and cannot be used in consecutive turns.

Approved here: [ ]

(Shiraton: Sōzō no Hashira) – Mystic Fire Release: Pillars of Creation
Type: Supplementary
Rank: B – S
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied technique)
Damage: N/A
Description: Pillars of Creation is considered the ultimate infusion technique utilized in conjunction with energy-based elemental natures (Fire, Lightning, Explosion, etc) as well as barrier Fūinjutsu. As a technique based around the principles of infusion it occurs instantaneously and can be used within the same timeframe as the technique it is applied to. Typically techniques of this category involves an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. This could be compared to ratios and the effects that chakra can have on a technique; the more chakra utilized the greater the changes. As such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Unique to this technique is that it can be stated in one’s biography to allow for the passive infusion of the user’s energy-based techniques, listed above, causing their coloration to shift in accordance to Mystic Fire’s unique colors. As a passive occurrence this application does not require any chakra and is simply a cosmetic ability of Pillars of Creation. The infusions are as followed:

The First Pillar: This is the B-Rank application of Pillars of Creation and utilizes an infusion of ten chakra. As the simplest infusion this technique causes the effected energy-based technique to gain Mystic Fire’s quality of absolute neutrality. For example, when used on a Fire technique, the applied technique will effectively shed its strengths and weaknesses becoming neutral to all elemental natures. Additionally, this infusion causes the applied technique to gain Mystic Fire’s specialized interactions with sealing/absorptive-based techniques. When an S-Rank Lightning technique is infused with the First Pillar, for example, it will, in addition to gaining the neutrality of Mystic Fire, will also only be able to be sealed or absorbed by a technique of equivalent rank (meaning the rank of the seal or absorbing technique itself, not the rank of what it can seal, must be equivalent). Additionally, the First Pillar cannot be infused on channeling-based energy techniques (e.g. streams of fire).

The Second Pillar: This is the A-Rank application of Pillars of Creation and utilizes an infusion of twenty chakra. The Second Pillar, unlike the first, employs the ability to not only infuse an energy-based technique with Mystic Fire chakra but to convert it to the nature entirely; this effectively converts any energy-based nature, or barrier Fūinjutsu, into Mystic Fire. Because the technique is effectively transformed it will change its inherent color into any color allowed by Mystic Fire Release, namely any color on the visible spectrum while being able to become absolute black, like the flames of Amaterasu. Techniques which radiate heat, like Fire Release, will lose those qualities due to their inherent sealing nature. Additionally, these techniques will gain an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Second Pillar can be used on any number of A-Rank and below techniques but it can only be used four times per battle on S-Rank and above techniques. It also cannot be used in consecutive turns.

The Third Pillar: This is the S-Rank application of Pillars of Creation and utilizes an infusion of forty chakra. Unlike the previous two pillars this Third Pillar only incorporates techniques which employ a partial or fullbody elemental transformation, much like the Hozuki, and must be energy-based in nature. This technique, through an enormous flooding of Mystic Fire chakra, converts any energy-based elemental transformation to become purely Mystic Fire based, while retaining its original abilities and qualities. For example, should a Bakuton based elemental transformation be converted to Mystic Fire it will retain its default explosive qualities while obtaining all qualities of Mystic Fire Release. Additionally, as long as the elemental transformation utilized allows for Fire and Lightning natures to be accessed, the user will still be able to mold chakra for techniques based on the original elemental transformation, even after conversion. The Third Pillar, like the Second, also enhances the applied transformation by an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Third Pillar can be used twice per battle, requiring a two turn cooldown in between uses.

Learned here: [x]

(Shiraton: Kami no Me) – Mystic Fire Release: Eyes of God
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: The Eyes of God, or sometimes referred to as the Helix nebulae, are two nebulae within the Milky Way galaxy. This technique is considered the sibling to Primordial Creation and the Dark Heart of the Cosmos. The Eyes of God allows the user to manifest creations imbued with a higher form of sentience on the battlefield. These creations are limited only by the rank applied and the user’s imagination. While animalistic creations are generally preferred they are not limited to this, allowing for a wide range of familiars. As familiars created from energy they are capable of flight, regardless if they possess wings or not. Familiars can only reach a maximum height of twenty meters. There exist two separate applications of the Eyes of God: forming and manifesting familiars on the battlefield or manifesting familiars as an ethereal guardian around one’s person. S-Rank usages of the Eyes of God, regardless of which application, can only be used two times per battle and cannot be used in consecutive turns. No S-Rank or above Mystic Fire on the turn an S-Rank familiar is deactivated. A-Rank and above familiars can only exist on the battlefield for a maximum of four turns. B-Rank applications require the user weave a single hand seal, two for A-Ranks and three for S-Ranks.

Single Helix (Tan’itsu Rasen Seiun): The Single Helix, named after the commonly known Helix nebula itself within the constellation Aquarius, is used to manifest creations on the battlefield with a higher degree of sentience. As creations with a higher degree of sentience these can be created anywhere on the battlefield including around the user’s own person, although this is a lesser used application. Familiars cannot be created within short-range of the opponent unless the user is present within that range as well, in which case familiars cannot be created within two meters of the opponent. These creations are limited only by the user’s imagination. The default abilities of creations made through the Single Helix allows them, at the user’s volition, to possess a concentrated state allowing the energy which they are composed of to take a physical form. The default abilities of creations made through the Single Helix allow them to utilize Mystic Fire techniques up to and including the rank of the created familiar. Mystic Fire Release techniques which require hand seals can be utilized by the guardian, much like Susano’o’s ability to utilize hand seals, but requires the created guardian to possess hands. Because they are familiars which possess a higher degree of sentience they are capable of acting independent of their user’s concentration. Multiple familiars can be created and will follow normal splitting rules.

Double Helix (Nijūrasen Seiun): The Double Helix, named after the lesser known Double Helix Nebula near the core of the Milky Way, is used to manifest an ethereal guardian around one’s person. Like the Single Helix, this Guardian also possesses a higher degree of sentience and can act independently of the user’s concentration. These familiars, like its lesser versions, can be created within the limitations of the user’s imagination. The default abilities of creations made through the Double Helix allows them to utilize Mystic Fire techniques up to and including the rank of the created guardian. Mystic Fire Release techniques which require hand seals can be utilized by the guardian, much like Susano’o’s ability to utilize hand seals, but requires the created guardian to possess hands. The guardian possesses a form of solidity, much like the concentration of energy found in other constructs, however this does not hinder the user’s techniques to pass through the guardian should the need arise.

Learned here: [x]

(Shiraton: Mokusei no Yūrei) – Mystic Fire Release: Ghost of Jupiter
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is named after the nebula the Ghost of Jupiter and employs Mystic Fire’s ability to manifest itself freely on the battlefield. Through Mystic Fire’s unique relationship with Fūinjutsu the Ghost of Jupiter is capable of utilizing the highly disruptive capabilities of Mystic Fire Release against Fūinjutsu and barrier Fūinjutsu. Through a release of Mystic Fire chakra, much akin to that of Hindering Sound Ninjutsu, one is capable of applying three distinct applications of Ghost of Jupiter, all applying similar principles. Seals which are tampered with are left useless, regardless of whether or not the Mystic Fire is removed from the battlefield as its purpose is to simply disrupt the seals functionality. All applications utilize a saturation of the battlefield in harmless Mystic Fire chakra. This technique, regardless of application, can be used four times per battle and cannot be used in consecutive turns. In the following turn the user is unable to utilize Mystic Fire Release above A-Rank.

Diffuse Nebulae (Kakusan Seiun): Named after the common diffuse type nebulae which span enormous distances. This encompasses the first application of the Ghost of Jupiter. Through a saturation of the battlefield free standing seals, such as the generic Sealing Tag, Flying Thunder God seals, and other free standing seals are destroyed. This is because the seals themselves are simply sheets of paper or simple inscriptions which possess unranked durability. The Mystic Fire chakra permeates the seal and disrupts its mechanics, rendering it useless. This application is unable to be applied to seals located on the body, but it can be applied to seals which are applied to the body after the fact, such as Flying Thunder God seals. The exception to this application is seals which have been fortified through an infusion of chakra. Should an applied seal be fortified with elemental chakra, or some form of infusion which bolsters the seal’s physical durability, then the absolute neutrality of Mystic Fire must be respected. This in effect causes the first application to be deferred to the second application. The Diffuse Nebulae application will not tamper with the user’s own seals.

Planetary Nebulae (Wakuseijōseiun): Named after the lesser common emission-type nebulae released from the death of red giant stars. This embodies the second application of the Ghost of Jupiter. Unlike the first the Planetary Nebulae is a precise and targeted application aimed toward seals classified as body seals. Due to their complexity the user may only tamper with seals equivalent to the rank of Ghost of Jupiter. As such, when used at A-Rank, the user is capable of tampering with one A-Rank body seal, rendering it useless. Should the Ghost of Jupiter be boosted in strength, it will be capable of tampering with one S-Rank seal, or two A-Rank seals, and so on. However, as a more precise application, the user must also be aware of the seal which they are targeted on the opponent’s body requiring they have already seen it and have knowledge of its existence. The user can apply this second application to barrier Fūinjutsu as well, following the same principles as above. The Planetary Nebulae is also used against fortified seals, as outlined in Diffuse Nebulae.

Learned here: [x]

(Shiraton/Fūinjutsu: Jikai Kairo) – Mystic Fire Release/Sealing Technique: Cygnus Loop
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique employs a tag seal with the word ‘Repository’ inscribed on it and placed somewhere on the user’s body or on a weapon; in the case of a weapon the weapon must remain in contact with the user at all times. The seal can either be placed on the user’s biography and stated or placed during travel or battle, counting as a move. Cygnus Loop is a technique which utilizes Fūinjutsu’s ability to seal infinite quantities of various objects within a vessel, in this case the Cygnus seal. This acts as an effect chakra storage unit and can store infinite quantities of chakra absorbed and drained from another target through two methods. The first method passively allows the seal to link itself to the user’s absorptive techniques, such as the Multiple Infinite Embraces. Typically the Embraces will drain chakra and immediately deposit it in the user’s body; with the Cygnus seal this chakra is instead deposited in the seal itself. The second method is through the seal’s unique relationship with Mystic Fire Release and Fūinjutsu allowing the user to utilize Ultraviolet Radiance, a technique based on the Cygnus seal. Regardless of the application used when chakra is drained from an opponent or their techniques the chakra will be deposited within the seal. In essence Cygnus Loop acts as a bank and middleman. When chakra is stored in the seal the chakra is ‘purified’ within the seal. This effectively converts stolen chakra back into raw chakra. For example, should the user absorb Fire chakra and store it within the seal it will be converted into stored chakra and made readily available for the user to use for a future technique. Alternatively stored chakra can be freely absorbed into the user’s body to replenish their reserves. The Cygnus seal itself is an A-Rank seal and is fortified as such due to its relationship and infusion of Mystic Fire.

(Shiraton: Uchuichiji) – Mystic Fire Release: Cosmic Transience
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: N/A (Depends, +20 chakra to the applied technique)
Damage: N/A (Depends)
Description: Considered the sibling of Ultraviolet Radiance and based on the use of the Cygnus Loop seal, Cosmic Transience is based on Mystic Fire’s characteristics of sealing and unsealing. This technique is usable after the user has sealed a technique with Ultraviolet Radiance, or other techniques that have stored chakra within the seal, and stored it within the Cgynus Seal; this makes it unusable with chakra that the user has already integrated with their chakra reserves. In simple terms, it enables the user to, rather than integrating the chakra into their own systems, reserve it upon another as an attack. These techniques which are absorbed are released as blasts, beams, and basic shapes of raw Mystic Flames upon chosen targets. Because techniques which have been absorbed by Ultraviolet Radiance lose all characteristics and inherent abilities, simply being converted to raw chakra within the Cygnus Seal, they are merely released as raw blasts of Mystic Flames with an additional infusion of 20 chakra. These blasts possess the same chakra, increased by 20, and damage as the absorbed technique and can be split and manipulated as the user desires. Once used, Cosmic Transience cannot be used for three turns and, in the following turn, the user is unable to use Mystic Fire Release above A-Rank. These flames do not possess the absorption properties of Ultraviolet Radiance.

Approved here: [x

(Shiraton/Fūinjutsu: Shigaisen Kagayaki) – Mystic Fire Release/Sealing Technique: Ultraviolet Radiance
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: This technique stems from the Cygnus seal and is based on Primordial Creation. Ultraviolet Radiance utilizes chakra stored within the Cygnus seal in order to produce creations of Mystic Fire Release, much like those created in Primordial Creation. Should the Cygnus seal be void of chakra it can be directly drawn from the user’s own reserve. However, because of the Cygnus seal’s unique composition these flames are notably different from the typical flames created in Primordial Creation. They are granted remarkable chakra draining and sealing qualities. The flames can be produced from the user’s body, through the ground, or even in the air. Should the flames be produced in the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. The flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Ultraviolet Radiance can be used to simply create streams, fireballs, blasts, and waves of flame. By default the flames adhere to the violet spectrum of visible light, but they can seal their light entirely allowing them to appear much like the black flames of Amaterasu. Because of their unique chakra draining and sealing qualities the flames are able to consume the chakra of opposing techniques and targets in order to supply the Cygnus seal. Ultraviolet Radiance’s draining capabilities reflect the chakra it is granted; for example, should an A-Rank flame be produced it will be capable of draining 30 chakra. This occurs when striking a target directly. The chakra drained will be stored within the Cygnus seal. Alternatively, when clashing with opposing techniques the flames of Ultraviolet Radiance will act to seal the technique’s chakra within the Cygnus seal. For example, an A-Rank Radiance flame will be able to seal A-Rank and below techniques and be neutralized, respecting Absolute Neutrality. The remains of the chakra-void technique will be burned away by the Mystic Fire, leaving nothing behind in the case of a complete neutralization. The flames of Radiance can be weakened; should an A-Rank flame seal a B-Rank technique it will be weakened to B-Rank. While the flames possess ranked damage, the rules of sealing take precedence in technique clashes. Thus, the ranked damage simply is applied when striking an unranked target or opponent and inflicting the physical damage applied. Applications of Ultraviolet Radiance above C-Rank require a single handseal, two for above B-Rank and three for above A-Rank. S-Rank applications can be used three times per battle and cannot be used in consecutive turns; in the same turn and next turn that the S-Rank application is used the user is unable to use Mystic Fire Release above A-Rank. The user cannot boost the chakra of this technique in any way.
 
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Fūinjutsu

(Fūinjutsu: Chikai) – Sealing Technique: Oathbound Insignia
Type: Supplementary
Rank: C
Range: N/A (Short – Long)
Chakra: 15
Damage: N/A
Description: The Oathbound Insignia is a seal with supplementary purpose, and is designed to be utilised in tandem with one’s weapons or tools. The seal can be placed on any piece of equipment or item of the user’s, or even ones they do not own, provided they make physical contact with said object. Once placed, the seal creates an invisible, form-fitting barrier on the object which is able to exert directional force and pressure on it, similarly to that of Infinite Embraces. This allows for the weapon to be controlled in a manner visually similar to that of the Lightning Blades Levitation, but through manipulation of a barrier, rather than an infusion of elemental chakra. This method of control only requires the user's thought, and does not cost a move slot to utilise in any way. This saves the user the trouble of having to physically reach for their weapon, and makes retrieval from a holster or from afar much easier. The user possesses total control over the behaviour of movement through the barrier, able to freely manipulate a marked object as they see fit. The speed at which a marked object can move via the barrier is 1.5x the user’s base speed at maximum, and always moves at this speed unless otherwise stated, allowing for swift recovery of the object. The user is able to mark their weapons and tools, but it must be stated in the user’s biography, otherwise one must manually place the seals during battle or when the situation allows. Only three objects can be marked at any given time, living targets cannot have this seal applied to them.

Approved here: [x]

Taught to:
1. Negative Knight

(Fūinjutsu: Sainō Kōshōjin) – Sealing Technique: Ars Notoria
Type: Supplementary
Rank: C
Range: Short – Long
Chakra: 15
Damage: N/A
Description: A technique derived from the Dead Demon Consuming Seal; this technique enables one to view the spirits of the dead. The Dead Demon Consuming Seal, when summoning the Shinigami, enables some level of spiritual awareness and connection to the Death God. This is evident in Hiruzen’s capability to view the Death God alone when summoning it, something that Orochimaru was only able to do when his spirit was being pulled from his body. With this technique the user establishes a connection to the afterlife, rather than the singular Shinigami, allowing them to view the spirits of those who have perished long ago wandering the earth. This does not allow the user to view spirits of those from Yin Release, or other clan abilities. Rather, this is a cosmetic technique designed to allow the user to view the dead strictly for RP purposes. Once activated, lasts until deactivated.

Approved here: [ ]

Taught to:
1. Drackos
2. Negative Knight
 
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Custom Element Japanese Name: Ōsmuton Custom Element English Name: Osmium Release The Element is Based On: Fūin + Fire + Earth + Wind + Advanced Chakra Control Facts that Prove the Element to be Possible (in the manga context):
The proof of possibility for this element is shown, in one way, numerous times throughout the series, in the form of Magnet Release. An Advanced Element displayed by the Third and Fourth Kazekage, and Fifth Kazekage, it allows for the manipulation of minerals in an extremely fine form through the use of Earth and Wind Release. The different versions displayed by each Kazekage proves two things; that the elemental manipulation required to use this element is possible, and that there are other unique minerals that are all within the capacity for manipulation using this method. Osmium itself is a naturally occurring mineral in the Earth's crust, though it is actually the least abundant stable element to be found within the planet. Therefore, it is necessary to create more, as the use of Earth and Wind alone would naturally yield very little Osmium for use. A way to remedy this is through the usage of Fire Release on one's Earth chakra, or the natural earth around them. This creates igneous deposits, of which Osmium is a product, and is therefore a feasible method through which to create more of the element. At that point, one needs only use their Earth chakra to grind the element into a fine form, and then manipulate it through Wind Release as they please. The presence of Fire Release keeps the element sufficiently heated, so that it does not simply evaporate in the air due to being a pyrophoric substance. We have seen before in the series how Fūinjutsu is used to safely confine and protect the user through barriers, a basic application which, though minor, allows for safer usage of the element, as well as greater utility.​
How It Works:
Osmium Release, in its physical form, is that of fine grains. A single grain is equivalent in size to that of an ordinary sand grain. Osmium has high reflectivity in the ultraviolet range of the electromagnetic spectrum, allowing it to exhibit a wide range of colors when exposed to things such as light and other forms of energy. Normally, the element is silver. Though it exists in a form much smaller than that of when it is originally made, it is no less durable. The element itself possess a 7.0 rating on the Mohs scale, meaning that it is significantly more durable than other mineral elements such as Earth Release. In terms of head on interactions with said element, and others of similar durability, Osmium would simply outclass them in terms of strength and toughness. Osmium itself naturally has a high boiling point, due to the nature of its creation, and as such is particularly resistant to methods of attack via temperature increases, as well as being naturally resistant to corrosive or acidic agents. Osmium also has an immense half-life, reaching up to 2x1015 years (approximately 140000 times the age of the universe). The most unique quality of Osmium is its innate toxicity, which proves to be quite lethal if direct exposure occurs. This is due to Osmium being a pyrophoric substance, meaning that it dissolves into a solvent upon contact with liquids. Inhalation, ingestion, even absorption through the skin due to its immense toughness acting as a means of penetrative capability, can result in this reaction occurring, causing harmful effects to whatever entity it moves into. The extent and severity of the debilitating effects varies with concentration, allowing for users to inflict status ailments on an opponent which could prove useful in battle (a CEJ will be made outlining the potential effects and their severity when contact is made with the element). Though there are different effects, the method by which they're achieved (the element disseminating and spreading completely throughout the area of contact to achieve full area of effect) is all the same.​
Skin Contact: Upon making direct contact with skin, Osmium will easily penetrate the epidermis and flesh, causing irritation and inflammation at the point of contact. In this sense, it works in a similar manner to numerous small scalpels, each one slicing into the skin and leaving numerous minuscule open wounds. This can cause the impaired function of the body part in question, such as an arm or leg. Eye Contact: Should one's eye(s) be exposed to Osmium, the grains will easily slice through the lens and damage the organ. This will impede a target's visual clarity to varying degrees and, in the worst case, leave them totally blinded. Inhalation: Breathing in Osmium draws the element directly to one's lungs, where the element disseminates and can cause respiratory issues in a target by shredding the organs, which then causes an imbalance in the presence and flow of gases and fluids. If left untreated, this could result in death.​
Should Osmium undergo this reaction when clashing with another element, such as Water Release, it will lose its current granular form, turning into a solvent and thus unable to be manipulated or controlled further by the user. In terms of basic manipulation, the element's form as a mass of granular material allows for the user to create objects of virtually any shape or size, and for numerous purposes. The user can simply utilise the element as a shapeless mass of pseudo-corrosive grains that surge over the field, like a current, or condensed it into constructs. It would be accurate to think of each individual grain as a miniature scalpel, capable of slicing through flesh and bone like butter. The final aspect of Osmium, and a more minor feature on that note, is the incorporation of the barrier aspect of Fūinjutsu. During the process of creating Osmium, the user would create miniscule barriers around the grains that would respond to the user’s chakra and contact with their body. The barrier naturally acts as a barricade between the user’s body and the element as a response to any moment of contact, meaning that the user is able to make direct contact with their use of the element without being hurt by it. However, the barrier only behaves in this way when it comes to contact with the user, and thus has no bearing on elemental interactions or contact with other living things.​
Jutsu Usage Examples:
(Ōsmuton: Orekkusu no Chi) – Osmium Release: Blood of Oryx Type: Offensive / Defensive Rank: D – S Range: Short – Long Chakra: 10 – 40 Damage: 20 – 80 Description: Allows the user to create manipulate Osmium in its shapeless, wispy state. (Ōsmuton: Nokurisu no Hāku) – Osmium Release: Grasp of Nokris Type: Offensive / Defensive Rank: D – S Range: Short – Long Chakra: 10 – 40 Damage: 20 – 80 Description: Allows the user to create manipulate Osmium in the form of condensed constructs. (Ōsmuton: Kurota no Supōn) – Osmium Release: Spawn of Crota Type: Offensive / Defensive Rank: D – S Range: Short – Long Chakra: 10 – 40 Damage: 20 – 80 Description: Allows the user to create familiars made of Osmium.​
Conditions to be Able to Use It: Jōnin Rank & Mastery of Fire, Earth, Wind and Fūinjutsu Is Weak To:
Water & Seraphic Water Release: Osmium is a pyrophoric element, which means that it naturally dissolves when in contact with liquids. This is due to the fact that Osmium can only maintain its granular, mineral form at temperatures equal to or exceeding 50° Celsius. Upon dissolving, the element can no longer be controlled by the user, though it is no less toxic, and can still be dangerous if contact occurs. Like with normal Water Release, Seraphic Water would simply cool the element to the extent that it can no longer maintain its form. Wind & Empyrean Wind Release: Though Wind Release doesn’t exhibit the natural strength to overcome Osmium, it is a typically cool element, and this quality will result in the element being dispersed in an interaction between the two. The nature of Wind also interferes with the chakra control required to control Osmium itself. Empyrean Wind is more effective against Osmium due to the intensity of its kinetic forces. The nature of Empyrean Wind affects the chakra control required to manipulate Osmium to an even greater extent than normal Wind Release. Corium Release: Corium is a form of liquid which allows it to trigger the reaction in pyrophoric substances such as Osmium, dismantling the element. Not only that, but Corium also exudes heat that is orders of magnitude above the melting point of Osmium, granting it even greater advantage against the element.​
Is Strong To:
Fire Release: Osmium has a natural melting point of 3033° Celsius, counteracting Fire’s inherently high temperatures. The use of fire is what sustains Osmium in its granular form, making it counterproductive to use as a tool to destroy it. Earth Release & Shikotsumyaku: Osmium is a particularly durable element, and its granular form gives it the edge in physical clashes, as its naturally rigid and sharp form allows it to behave as a saw-like material that grinds away at Earth. The same principle applies to Shikotsumyaku. Ice & Burning Ice Release: Similar to the case of Earth and Shikotsumyaku, Osmium is simply too dense to be adequately defended against by either element, especially considering that both elements are particularly fragile. Radiation & Decay Release: Osmium’s extraordinary half-life makes it naturally effective against both Radiation and Decay, as its sheer length makes even the accelerated rate of decay a time-consuming process. Magnet Release & Sand Ninjutsu: Osmium’s density gives it a natural advantage over the Iron Sand and Gold Sand variants of Magnet Release, and Sand Ninjutsu. Their minerals, while of a similar physical form, are far lighter, and are simply overpowered by Osmium in direct clashes.​
Co-creator: Matt Students I Passed this Custom Element on to: Imperfect & ?
P a t e n t C e r t i f i c a t e
I, Joestar, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following: Goetia, our loyal member, gave on the date January 27th, 2019, a request for a Patent on his custom element (Osmium); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;
Osmium|Ōsmuton
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Copyright © 2019, Goetia, AnimeBase.me
Approved here: [x] Approved Osmium Release Techniques
(Ōsmuton: Katana no Ronri) – Osmium Release: The Sword Logic
Type: N/A Rank: N/A Range: N/A Chakra: N/A Damage: N/A Description: The Sword Logic is an outline on the effects of Osmium when it makes contact with other objects. In particular, it details how the body is affected by the element, and how one’s abilities may be impeded by its harmful influence. D-Rank: At D-Rank concentrations, the effects of Osmium are minorly irritating at most, only serving to be a nuisance to anyone afflicted by them. For up to 2 turns after the turn of initial contact, the target will suffer minor inflammation at the point(s) of contact, before the body naturally deals with the effects. Should the eyes be exposed to any Osmium of this level, their vision will be blurred beyond distances of mid-range for the same duration. C-Rank: C-Rank concentrations of Osmium carry only slightly more harmful effects. For up to 2 turns after the turn of initial exposure, the target will suffer inflammation, itchiness and minor blood loss. If the eyes come into contact with Osmium, one’s vision will be blurred for an equivalent amount of time, though their vision will be blurred beyond 10 meters. B-Rank: Osmium of B-Rank levels begin to interfere at a greater level with the body. In addition to now causing continual damage (10 points) over 2 turns, the element will cause deterioration in the area of contact. Handseal sequences now take more time to perform due to the strain put on the hands, counteracting handseal specialties which increase the speed of seal formation, should they have been exposed to Osmium. Should the element reach the lungs by cutting into the chest or inhalation, the opponent’s base speed will be reduced by 1 level, and experience a slight difficulty breathing and coughing. One will suffer total blindness to anything beyond 10 meters for 2 turns. A-Rank: A-Rank Osmium is particularly damaging to the body, causing 15 points of damage for up to 2 turns after the initial turn of contact, and will cause great deterioration in area affected. The top layers of skin will be removed, exposing raw flesh and muscle and even bone in the less dense parts of the body. Damage caused to the arms prevents handseal sequences longer than 4 seals from being performed, and any seals performed are done so at an ordinary speed. Should the legs or lungs be exposed to the element, their base speed will be reduced by 2 levels, due to tissue and nerve damage, or infection of the lungs. Exposure of the eyes to Osmium of this level results in greatly blurred vision beyond short range for 2 turns after the turn of contact. S-Rank: The severity of the effects are greatest when exposed to S-Rank Osmium. The opponent will sustain 20 points of damage over two 2 turns after the turn of contact, and the tissue deterioration will be total. At this level, flesh and muscle will be nearly entirely stripped from the body. Damage to the arms would prevent handseal sequences longer than 3 seals from being performed, and any seals performed are done at an ordinary speed. Should Osmium connect with the opponent’s legs or reach their lungs at this rank, their base speed will be reduced by 3 levels, due to severe damage. Exposure to the eyes will cause complete blindness for up to 2 turns after the turn of contact. Approved here: [x]
(Fūin/Ōsmuton: Futei Keijō) – Sealing/Osmium Release: Unfinal Shapes
Type: Supplementary Rank: N/A Range: N/A (Short) Chakra: N/A Damage: N/A Description: Unfinal Shapes is a basic, supplementary application of Osmium combined with Fūin, designed to enhance its utility to mimic the usage of Sand Ninjutsu by Gaara. By having the element itself pre-made, and kept stored in a gourd or container of some kind, it is carried on hand by the user. In order to perform Osmium techniques using this premade reserve of the element, the user only needs to flush the container with the necessary amount of chakra, and they can control the element as they see fit. This is considered an alternative method of using Osmium techniques, and thus they are not considered as passive unless stated in the original technique, and usages of Osmium techniques through Unfinal Shapes count towards usage limits. Should they choose, the user can use that same source of Osmium for another Osmium technique, and it will behave according to its new rank/power and any other properties described in the technique, simply requiring that the user expend the stated amount of chakra. Osmium techniques made from the reserves carried on the user that are neutralised in a clash with other techniques, or by other methods, will be resealed into the gourd, unable to be used for the remainder of the turn of neutralisation, as well as the subsequent turn. Use of Unfinal Shapes requires that it be posted in the user’s bio, or at the start of battle. Approved here: [x]
(Ōsmuton: Orekkusu no Chi) – Osmium Release: Blood of Oryx
Type: Offensive / Defensive Rank: D – S Range: Short – Long Chakra: 10 – 40 (-10 per turn) Damage: 20 – 80 Description: This technique encompasses the creation and manipulation of Osmium in a shapeless, wispy form, resembling flowing currents of dust. The element can be created from the terrain itself, manifested within the air, or drawn from existing structures of Osmium on the field. The element cannot be made within short-range of an opponent, unless the user is within short-range, then it may be created anywhere outside of a meter from the opponent. In this state, each of the individual grains composing the technique will grind and shave away at whatever it comes into contact with. Maintaining any usage of the element beyond the turn of initial creation requires 10 chakra points per turn, with A-Rank and above applications lasting up to 4 turns. The element can be manipulated through mental control or physical gestures. The S-Rank usage may be performed up to 4 times per battle, rendering the user incapable of activating Osmium techniques in the next turn. B-rank version requires one handseal, increasing by one handseal per rank. Approved here: [x]
(Ōsmuton: Nokurisu no Hāku) – Osmium Release: Grasp of Nokris
Type: Offensive / Defensive Rank: D – S Range: Short – Long Chakra: 10 – 40 (-10 per turn) Damage: 20 – 80 Description: This technique encompasses the creation and manipulation of Osmium in the form of constructs, made by condensing the individual grains of the element. The element can be created from the terrain itself, manifested within the air, or drawn from existing structures of Osmium on the field. The element cannot be made within short-range of an opponent, unless the user is within short-range, then it may be created anywhere outside of a meter from the opponent. As opposed to the Blood of Oryx, the constructs deal damage by way of smashing through a target, using great weight combined with the sharpness of Osmium grains. Maintaining any usage of the element beyond the turn of initial creation requires 10 chakra points per turn, with A-Rank applications lasting up to 4 turns(3 for S-rank). The element can be manipulated through mental control or physical gestures. The S-Rank usage may be performed up to 4 times per battle, rendering the user incapable of activating Osmium techniques in the next turn. B-rank version requires one handseal, increasing by one handseal per rank. Approved here: [x]
(Ōsmuton: Kurota no Supōn) – Osmium Release: Spawn of Crota
Type: Offensive / Defensive Rank: D – S Range: Short – Long Chakra: 10 – 40 (-10 per turn) Damage: 20 – 80 Description: Spawn of Crota involves the creation of familiars which can possess the wispy, mist-like form of Blood of Oryx, or the condensed, solid shape characteristic of the constructs in Grasp of Nokris. The familiars are manipulated via mental command, and are able to use Osmium Release techniques up to their own rank on the level of an Apex Handseal specialist. Additionally, they can passively their form to create appendages which serve a purpose based on the nature of said appendage, e.g. bladed weapons can slice and stab, wings will allow for flight etc. The size of the familiars may range from that of an ordinary human to as large as the Great Stone Golem at maximum size, and any usage of above B-Rank can be maintained for up to 4 turns(3 for S-rank). Upon expiration of an S-Rank application, this technique cannot be used again for one turn. S-Rank usages can be performed thrice per battle. B-rank version requires one handseal, increasing by one handseal per rank. Approved here: [x]
(Ōsmuton: Boyaketa Seihai) – Osmium Release: Blighted Chalice
Type: Supplementary Rank: B Range: Short – Long Chakra: 20 Damage: N/A Description: Blighted Chalice is a supplementary technique which is designed to transform the terrain by coating it with Osmium, thereby giving the user a territorial advantage. By forming two seals, the user can focus their chakra into the terrain, whether it is the entirety of the ground or specific parts of the environment, performing nature manipulation to produce grains of Osmium that convert the selected surface(s). This process occurs instantly upon usage of the technique, but if the chosen surface is occupied by an opponent, the Osmium will rapidly converge on their position, starting from short-range, rather than instantly manifest beneath them. This technique can be used up to four times per battle. Approved here: [x]
(Ōsmuton: Kurobuchi) – Osmium Release: Black Edge
Type: Supplementary Rank: B Range: N/A Chakra: 20 (+10) Damage: N/A Description: Black Edge is a supplementary technique aimed to enhance the strength of the user's techniques which are derived from solid and liquid elements, such as Earth and Water Release, and other CE/AE of a similar nature to the aforementioned basic elements. By infusing additional chakra into a chosen technique, in the same timeframe as its creation or anytime it is on the field, the user forcibly produces Osmium within its mass, bolstering its structural integrity by taking advantage of the element's own density. This results in the strength of the targeted technique being increased by an additional rank, or +20 damage for jutsu above S-Rank. Defensive techniques or ones without damage will be capable of defending against one rank higher than usual. For Earth Release techniques and AE/CE of a solid nature, the strengthened jutsu will turn darker, its surface resembling a writhing mass of minerals due to the nature of light reflecting off the element itself, as a result of the infusion. In the case of Water Release and AE/CE of a liquid nature, they will darken to the point of almost resembling oil. Black Edge does not alter the inherent properties of targeted techniques, or their strengths and weaknesses. This technique can be used four times per battle with a one turn cooldown and requires a single handseal upon use. Approved here: [x]
(Fūin/Ōsmuton: Itan no Ana) – Sealing/Osmium Release: Pit of Heresy
Type: Offensive Rank: A Range: Short – Mid Chakra: 30 Damage: 60 Description: The user will perform a sequence of three seals, channeling their chakra into the earth and creating a great mass of Osmium ten meters beneath the surface of the ground. In doing so, they will hollow out the earth beneath the surface of the ground, creating an open space lined with stalagmites and other sharp formations of Osmium. Some of the formations are as tall as five meters, others no taller than that of a human child. The creation of the pit disrupts the structural integrity of the remaining earth between the pit itself and the surface of the ground, causing it to cave in. Anything situated atop the ground which hangs over the pit will be dislodged, falling down into the stalagmites below. The Fūinjutsu component of this technique is designed to alter the nature of the barriers which exist in all Osmium techniques. In the case of Pit of Heresy, the barriers are manipulated to take on the properties of the Crimson Mist Barrier technique, masking the sound it creates when it hollows out the earth beneath the ground's surface. As such, the technique cannot be detected via the vibrations in the ground one would normally feel from a technique of this nature. The size of the pit itself can be controlled by the user, so long as it is between three to fifteen meters radial in length and width. This technique can be performed up to three times per battle with a single turn cooldown between uses. Approved here: [x]
(Fūin/Ōsmuton: Akui no Tachi) – Sealing/Osmium Release: Touch of Malice
Type: Offensive Rank: S Range: Short – Mid Chakra: 40 (-10 per turn) Damage: 80 Description: Touch of Malice is a unique technique which taps into the barriers inherent to all Osmium Release techniques. These barriers are basic, in that their sole purpose is to allow the user to come into physical contact with the element without exposing themselves to its harmful effects. Touch of Malice weaponises these barriers, altering their nature to grant them the pseudo-gravitational effect of Multiple Infinite Embraces. Through this technique, the user can generate spherical masses of Osmium known as 'blights', either from the ground itself of by channeling into a source of Osmium on the field. These blights are one meter in radius and will float a meter away from where they are created, and will generate a spherical barrier which spans a five meters radial distance in all directions. Should an opponent enter its perimeter, the barrier's effect will cause them to be pulled into the blight, forcibly dragging their body into the Osmium itself. Making contact with the blights will cause damage to an opponent and inflict debilitating effects as outlined in the Sword Logic. The force of the pressure exerted by the barriers is of a similar caliber to that of the Multiple Infinite Embraces technique, overpowering any attempts to move the body due to its potency. In order to free oneself from the blight, it must be destroyed with an equally powered technique. The user can create up to four blights with a single usage of this technique, the power of each blight being equally divided with each additional blight. A single blight is considered as S-Rank, with two blights being A-Rank each and so on. Creating a single blight requires two handseals, and every additional blight requires one more handseal. Regardless of how many are created, blights will last up to five turns per usage. When all the blights dissipate, whether they are destroyed or their duration expires, Touch of Malice cannot be reactivated for another turn, and the user's Osmium techniques are limited to A-Rank and below in the turn of deactivation. While in use, the user's Ninjutsu becomes limited to Osmium and its components. Approved here: [x]
 
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Goetia

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(Dōjutsu: Mahō Ao) – Eye Technique: Magic Blue
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 70 (-20 per turn)
Damage: N/A
Description: Magic Blue is the Dōjutsu belonging to Aoko Aozaki, and allows her to harness the powers of 'The Root', an infinitely spanning dimension with only a mass of spiraling, azure energy in the distance. It is the archive of the universe which contains all events and possibilities throughout time. All that was, all that could be, and all that ever will be are recorded within. Imbued within Aoko's eyes is the power to control Space-Time itself, either altering the flow of time or manipulating space to make manifest a timeline unexplored. The powers of Magic Blue earned it the moniker of the 'Fifth Magic' (Daigo Mahō). In addition to its unique abilities, Magic Blue possesses all the basic abilities shared by all Eternal Mangekyō, such as increased perception and tracking, seeing through S-Rank visual illusions, and the ability to cast non-Dōjutsu illusions with only line of sight.

(Sekaihen'i) – Worldshift: This ability, imparted in Aoko's left eye, allows her to manipulate space in a manner akin to teleportation. On focal point, she is capable of shifting objects through space to the Root, or some other location of her choosing on the field. While it resembles teleportation, it's instead forcing an object into its state of being as it exists in the future, or another timeline. Because all possibilities and points of existence are contained in the Root, and Aoko's eyes are connected to it, she is capable of manifesting the contents of that timeline within the current one in a limited manner. This technique can target parts of the terrain, techniques, an opponent, or even Aoko herself. Should an opponent be transported to the Root, they'll be unable to escape without the aid of their own Space-Time techniques to transport themselves out. When transporting an object through time, it cannot be transported within short-range of an opponent and vice versa, unless they are already within short-range, in which case they cannot be transported within one meter. Aoko can use this to strategically teleport around the field, or for travel purposes (following standard travel and interception rules). When activated, a visual effect is produced around the area Aoko targets with Worldshift, as if large shards of glass begin turning in the air as space is forcibly warped. The effect is almost instantaneous, meaning that only greatly enhanced movement (above 3x) or teleportation can allow one to avoid being transported by Worldshift. This counts as an F-Rank ability.

(Sekihōhen'i) – Redshift: This ability, imparted in Aoko's right eye, allows her to manipulate the flow of time. Similarly to Worldshift, this ability works on focal point, but rather than warp an object into a different point in time, it instead alters the rate at which time flows around and within that object, effectively increased or decreasing its base speed. Aoko is capable of increasing or decreasing the flow of time by up to three levels, with higher levels producing greater effect as outlined below:

Level One: 2x Increase / -3 Decrease
Level Two: 3x Increase / -4 Decrease
Level Three: 4x Increase / -5 Decrease

Aoko herself is an applicable target for Redshift, allowing her to modify her own base speed. Doing so causes her hair to turn red. The individual effects of the right eye can be activated individually or simultaneously, though in case of the latter, this is only possible if Aoko targets herself and one other object on the field. Redshift has no effect on objects which aren't in motion, though objects with potential for motion, such as an opponent or their familiar, will have any and all of their future motion impacted by Redshift. Changing the target of the ability returns the original target to its previous state before being altered. Upon full deactivation, all speed alterations will be reverted, and Aoko will suffer a reduction to her original base speed, corresponding to the level of Redshift used, that will last for the duration in which it was active. Only speed deductions from the most recent activation of Redshift apply. An added effect of Redshift is that the way it interacts with Aoko's body allows her to break Genjutsu. By accelerating her physiological processes, the rate at which chakra is produced by and circulates throughout the body is increased, behaving similarly to a disruptive surge of chakra that can break illusions up to S rank. Redshift counts as an F-Rank ability and must be sustained by expending 15 chakra points per turn.

Note: Once activated, the Dōjutsu lasts for up to ten turns. Once held for four months, it can be done passively
Note: Each eye's ability can only be used four times per activation, and either of the Dōjutsu's unique abilities can be used six times in total per activation

Approved here: [x]
 
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