Custom Element's Jutsu Submission

Status
Not open for further replies.

Ushiro

Active member
Legendary
Joined
Apr 23, 2010
Messages
13,005
Kin
768💸
Kumi
99💴
Trait Points
50⚔️
CE

(Lithos rirīsu: Shūsei unmei) Lithos Release: Guile of Oxylus
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20 to affected jutsu
Description: The user first performs a single hand seal at the end of one of their solid based attacks or slams their hands on the ground and infuses a part of the ground somewhere up to long range with their Lithos chakra. This infusion causes the affected area to display a strong magnetic field towards anything in the nearby vicinity. The purpose of this magnetic field is to affect the user’s earth and solid based techniques from the user and will serve to increase their strength. Whenever the user releases a jutsu in the direction of the infused area it will be affected by the magnetic field and due to the attraction of the field it will increase the speed and momentum of the attack allowing for it to pick up more force allowing for a greater impact. For example, the user can infuse an area ten meters behind the opponent with Lithos chakra and can launch an earth projectile in the same direction and it will cause for the attack to be affected by the magnetic field. Due to how magnetic fields do not work in a strictly linear manner it is possible for one infused area to affect jutsu from certain angles and what not. However, it is not ideal to set up a magnetic field to the west and send an attack North of it, because it will not receive the desired effects, so the jutsu and the magnetic field have to be set up in somewhat the same direction so the magnetic field can affect it properly. If desired, the user can use this in the same time-frame (or right after they perform a jutsu) as one of their solid-based attacks or in a separate time frame, but if doing the latter then the field only last three turns at most. Due to the users control over magnetic fields it is possible for the user to manipulate the magnetized object with more control that usual. This just means that if a technique that is launched has a fixed direction after it has been launched the user’s control over the magnetic field will allow them to manipulate the object with a bit leeway and control the direction/position of it. This control is nothing drastic and does not allow the user to avoid attacks coming towards the magnetized object. Instead of using this technique to boost their strength, the user can use it is conjunction with one of their jutsu, but this time around they will create the magnetic field so that it is targeting the opponent’s jutsu. Essentially, the opponent’s jutsu will feel a powerful backwards pull draining their attack of twenty damage points. It is important to note that only attacks that can be affected by magnetic fields will be able to be drained of damage.

Note: Can only be used four times
Note: No Líthos above A-rank after each use

(Lithos rirīsu: Shūsei unmei) Lithos Release: Chaos Upheaval
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: N/A or 80
Description: The user slams their hands on the ground after forming three handseals and infuses the land up to ten meters around the target in a circular manner with Líthos release. Soon afterwards, the enemy will feel a powerful downward force on them which is the magnetic field of Líthos stone in work. This downward pull has tremendous power and influence meaning that nearly anything in the vicinity up to ten meters will be pulled down. Enemies are affected by this because of how the user can manipulate the magnetic fields of Líthos Stone and cause for the target to be attracted by it. While this technique is in place it will render targets virtually immobile, however the magnetic fields can only affect targets up to three meters above the targeted area. On to the main purpose of this technique, which will be to encase targets inside of a powerful binding technique. By further controlling the magnetic fields, the user will manipulate them to attract all nearby earth in the surrounding vicinity towards the epicenter of the magnetic field. Essentially, all the earth around the enemy up to ten meters from the magnetic field will begin to be attracted towards the target. In mere moments the enemy will find themselves being buried inside of a thick ten meter wide sphere of earth. All of the earth will attract towards the victim rather quickly giving them little time to counter the influx of earth coming. Once all has been said and done the enemy will be rendered immobilized or crushed depending on what the user desires. After completion, the previously targeted area will resemble that of a massive sphere while the land around it would have lowered ten meters.

Note: No Líthos above A-rank next turn.

(Lithos rirīsu: Shūsei unmei) Lithos Release: Timidness of Beelzebub
Type: Offensive/Supplementary/Defensive
Rank: A-S
Range: Short-Mid (Mid-long)
Chakra: 30-40
Damage: N/A
Description: The user will perform two hand seals and cause for tiny particles of Lodestone to emerge from the ground and surround the opponent. These particles will be positioned at least five meters away from the opponent themselves if it targeting them, but can appear closer if targeting a stray sword or kunai that is not attached to the opponent. The purpose of this technique is primarily to target the opponent’s weapons/tools such as their swords, kunai, shuriken ect. Upon emerging from the ground the particles will attract themselves to the nearest solid/magnetic based substance around. Once contact has been made with the object, the particles of lodestone will begin to coat the item in a thick layer of lodestone. Immediately as the particles begin to make contact with said weapon the opponent will lose control over it as the lithos will then begin to attract itself to the ground and will be rendered immobile. Essentially, any weapon, such as a sword, would be thrown out of the user hands and pinned to the ground. If desired, the user can choose to attract the weapon towards them and use it as they please. This version of this jutsu is equivalent to A-rank and can submerge weapons/tools up to the same rank as it.; this version also only creates enough particles to cover a short-range area. In order to perform the S-rank version the user must perform three hand seals. These hand seals cause for particles of lodestone to shoot up from the ground around the opponent. This time around the quantity of particles will have increased to the point where they can cover a ten meter radius. Once the particles begin to emerge they will all begin to attract themselves to their target(s) and cover them in lodestone. One difference between this version and the A-rank one is that the S-rank version can be use to submerge large structures such as the Great stone golem and render them useless. Also, both versions can be used to target the opponent if they are wearing something like armor or they can target them in general, but the lodestone must appear at least five meters away. If using this technique to control an opponent's tool/weapon the control can only last up to three-turns for the A-rank version and two turns for the S-rank one. Let it be noted, that the user can choose to cause damage to the targeted and cause damage to it equivalent of the rank used by causing the lodestone and its magnetic fields to constrict and crush the object or hey can choose to simply trap the object and it render it immobile or use it to their advantage. This jutsu is also not limited to items that are closely attached to the enemy’s body and can also be used to target objects around the field. If choosing to control an enemy’s technique, the A-rank version only works on jutsus up to A-rank and up to S-rank for the S-rank version.

Note: A-rank version can only be used three times with a turn cool down
Note: S-rank can only be used twice with a two turn cool down and no Lithos above A-rank next turn.

¤ Declined, same notes as before on the second Lithos jutsu. Lithos is a magnetic stone that attracts metals to it. The customs need to reflect this and not just repel objects nearby and affecting their magnetic fields by proximity, something the normal Magnetism element isn't allowed to do. Allowing this to do it makes your element beyond what is already allowed for magnetism based customs. ¤
 
Last edited by a moderator:

Daemon

Legendary
Joined
Jul 12, 2009
Messages
18,724
Kin
1,754💸
Kumi
72,430💴
Trait Points
25⚔️
Awards
(Tourmarin :Akumajō Ririsu) - Hellstone Release/Fuuinjutsu: Lilith, Lament of the Underworld
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Based off of Body of the Behemoth, Lilith Lament of the Underworld(LLotU/LLU) is a technique that uses a similar kanji formula, having the same properties to seal away fire based elements/KG/CE (Volcanic Ash, Lava Release, Scorch etc), but instead of keeping the element sealed, it converts it into raw chakra that is then transferred to the user to either 1) Enhance the power of the technique the user releases by 20 damage or 2) Replenish the chakra reserves of the user equivalent to how much damage is sealed away. The user will perform a singular handseal focusing Hellstone chakra in an area within short range of the user causing the ground to splinter resulting a large branching structure of Hellstone, creating a dense crystalline forest of trees that uproot the ground and travel towards the opponent to crush them under its weight. If the forest comes in contact with a fire based KG/CE/element etc, the forest will seal the technique within its branches and roots. A red glow takes over the crystalline foliage as a powerful electrical current runs through it. The electrical current is strong enough to cause 3rd degree burns to the opponent and numb their movements. Once the technique is sealed, the user has the option of using the technique to either empower their next attack or replenish their chakra reserves as mentioned earlier in the technique. Lilith, Lament of the Underworld also has a supplementary effect when a technique is not sealed within itself. LLU can be used as a source for other Hellstone techniques. Hellstone techniques spawned from this technique gain the kanji formula of this technique. However, this removes Lilith's ability to use the kanji formula itself. Lament of the Underworld can be used three times per battle with a two turn cool down in between usages. No Fuuinjutsu above A rank can be used in the turn after this technique was used. The Kanji formula in this technique is B ranked but similar to the Fire/Water/Wind/Earth/Lightning Sealing Method Technique can seal techniques up to S rank

¤ Declined, you know better. Where the link?¤
 
Last edited by a moderator:

Korra.

Sage of Snakes
Supreme
Joined
Apr 25, 2011
Messages
22,836
Kin
2,212💸
Kumi
4,343💴
Trait Points
0⚔️
Red Sand Approved Here

(Akai Sabaku no Tagu) - Tags of the Red Desert
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A
Damage: N/A ( +20 to paper ninjutsu, tag based ninjutsu or Red Sand Techniques )
Description: These tags were created by Korra to use in conjunction with her Paper Ninjutsu and are a replacement for the explosive tags a shinobi usually carries thus making them passive. These tags are red in color with a desert/sand look with 漠 on the middle. The tags contain red sand in them and can be detonated by the user merely through thought. The sand in the tags help give the user a source of red sand throughout the battle field. Each single tag contains enough red sand to support an A rank Red Sand technique. The user can use the red sand from the tags for other Red Sand techniques but only if enough tags go off for example the remainders of a single tag can support an A rank technique. The remainder of two tags can support an S rank etc. If used alongside basic ninjutsu that summons Explosive Tags like Hidden Explosive Tags Technique, or that uses Explosive tags that technique is considered a Red Sand technique and will release Red Sand upon detonation. These tags can also be used alongside Red Sand techniques by funneling them into the formation of a technique empowering a Red Sand technique allowing it to overcome it's usual weaknesses as when it clashes with another technique the tags will detonate releasing more Red Sand and increasing the strength of that technique enough to overcome it's weakness.
Note: Must post this in the user bios to be able to use them or post them in the start of the battle

¤ Declined, your Korra bio that has Paper ( or the one in your link below anyway ) is now dropped. Resubmit with a link to the appropriate bio ¤
Paper Bio
Red Sand Approved Here
(Akai Sabaku no Tagu) - Tags of the Red Desert
Type: Supplementary
Rank: N/A
Range: Short - Long
Chakra: N/A (-5 per tag)
Damage: N/A ( +20 to paper ninjutsu, tag based ninjutsu or Red Sand Techniques )
Description: These tags were created by Korra to use in conjunction with her Paper Ninjutsu and are a replacement for the explosive tags a shinobi usually carries thus making them passive. These tags are red in color with a desert/sand look with 漠 on the middle. The tags contain red sand in them and can be detonated by the user merely through thought. The sand in the tags help give the user a source of red sand throughout the battle field. Each single tag contains enough red sand to support a D rank Red Sand technique. The user can use the red sand from the tags for other Red Sand techniques but only if enough tags go off for example the remainders of a single tag can support a D rank technique. The remainder of two tags can support a C rank etc. If used alongside basic ninjutsu that summons Explosive Tags like Hidden Explosive Tags Technique, or that uses Explosive tags that technique is considered a Red Sand technique and will release Red Sand upon detonation. These tags can also be used alongside Red Sand techniques by funneling them into the formation of a technique empowering a Red Sand technique allowing it to overcome it's usual weaknesses as when it clashes with another technique the tags will detonate releasing more Red Sand and increasing the strength of that technique enough to overcome it's weakness.
Note: Must post this in the user bios to be able to use them or post them in the start of the battle and cannot be utilized alongside other seals to increase tag damage.





(Nirro Suna: Ryokō-sha no Tsūru) Red Sand Release: Tools of the Traveler
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra cost: 20 - 40
Damage points: 40 - 80
Description: The user can form strong tools out of Red Sand either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. The tools will be able to repel water and the sand is heated significantly giving them a burning property. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them. The tools can only be created short range from the user if the technique is used to create its own source of red sand.
Additionally the user is able to surround other solid techniques, items or constructs in Red Sand giving them a defensive layer of Red Sand allowing them to take more damage than they usually would. Alternatively the Red Sand can be molded alongside less solid techniques to have a similar effect but doesn't work with fire or lightning due to the way the two interact with Red Sand. If used with a liquid the liquid will be surrounded in a dense shell of Red Sand affording it a defense from a clash before the liquid technique itself is left to deal with the remainder or to move on. This grants the technique a rank and gives it twenty additional damage excluding S rank and Forbidden techniques which it just gives it an additional ten damage. This is an A rank ability and can happen alongside another technique in the same timeframe.
Note: S rank can be used once per turn and four times per battle
Note: Defensive ability can be used three times per battle with a one turn cool down



Update Declined

It's a no on allowing this to be combined with other techniques.





(Nirro Suna: Nain Heruzu o Atsumeru ) Red Sand Release: Gathering of the Nine Hells
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: N/A ( +20 damage to other Red Sand techniques )
Description: The user will perform a single hand seal and channel either already existing Red Sand or their chakra into the ground to change the ground into a fine sand like dust quality. Then they mold that sand into Hydrophobic Sand. This can create a massive amount of Red Sand at a relatively quick pace allowing the user to turn the battlefield to his advantage. Obviously this Red Sand is already infused with the users chakra causing the ground to become unusable by the opponent for Earth Release techniques as there won't be any solid earth left to use. Additionally any Red Sand technique used from this source has more chakra than normal in it due to the chakra already found in it strengthening the technique increasing it's rank by one and adding an additional twenty damage. Due to the nature of the technique the user is able to use it in the same timeframe as another Red Sand technique almost instantly providing an empowered source for that additional technique. The size and scale of the ground that is converted is roughly the same as Swamp of the Underworld allowing the user to trap multiple opponents or even large summons. If something living happens to sink into the Red Sand they begin to take damage due to the sheer heat of the sand which has the potential to cause third degree burns. This damage is roughly twenty per turn while partially or fully submerged in the sand and the Red Sand itself has the consistency of quicksand allowing it to pull a person in deceptively quick.
Note: Usable four times a battle and can only be used in the same timframe of another technique twice


Update Declined

You're trying to get too much out of this. Focus on the original concept (converting everything up to long range into red sand is too much as well, this will go up to mid range). I really don't see the logic behind saying this can be used in the same timeframe as another Red Sand technique. You use this, then any other RS techniques thereafter with this used as a source are boosted. No need to throw in that timeframe clause. Add a duration limit on this before the battlefield returns to normal sand, this won't last indefinitely.


(Nirro Suna: Ryokō-sha no Tsūru) Red Sand Release: Tools of the Traveler
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra cost: 20 - 40
Damage points: 40 - 80
Description: The user can form strong tools out of Red Sand either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. However B rank will need one hand seal, A rank will need two hand seals and S rank will need three hand seals. The tools will be able to repel water and other liquids and the sand is heated significantly giving them a burning property. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them. The tools can only be created short range from the user if the technique is used to create its own source of red sand. As a defensive mechanism the user is able to produce Red Sand directly from their body in a large enough quantity to push hazardous substances such as liquid, oil, fire, mud, etc away and off of them.
Note: S rank can be used once per turn and four times per battle

(Nirro Suna: Nain Heruzu o Atsumeru ) - Red Sand Release: Gathering of the Nine Hells
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: N/A ( +20 damage to other Red Sand techniques )
Description: The user will perform two hand seals and channel either already existing Red Sand or their chakra into the ground to change the ground into a fine sand like dust quality. Then they mold that sand into Hydrophobic Sand. This can create a massive amount of Red Sand at a relatively quick pace allowing the user to turn the battlefield to his advantage. Obviously this Red Sand is already infused with the users chakra causing the ground to become unusable by the opponent for Earth Release techniques as there won't be any solid earth left to use. Additionally any Red Sand technique used from this source has more chakra than normal in it due to the chakra already found in it strengthening the technique increasing it's rank by one and adding an additional twenty damage. The size and scale of the ground that is converted is roughly the same as Swamp of the Underworld allowing the user to trap multiple opponents or even large summons. If something living happens to sink into the Red Sand they begin to take damage due to the sheer heat of the sand which has the potential to cause third degree burns. This damage is roughly twenty per turn while partially or fully submerged in the sand and the Red Sand itself has the consistency of quicksand allowing it to pull a person in deceptively quick.
Note: Usable four times a battle and the red sand lasts three turns before reverting to normal sand

¤ All Approved, made edits. ¤
 
Last edited by a moderator:

Shinta

Active member
Legendary
Joined
Dec 11, 2010
Messages
19,097
Kin
1,184💸
Kumi
9,485💴
Trait Points
0⚔️



(Waraugasuton: Warau Hito) - Laughing Gas: The Man who Laughs
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A ( 40 damage healed )
Description: Through a small dose of nitrous oxide the user is able to increase their reactions by negating any anxiety or fear. This can dull harmful emotions such as hate, fear, paranoia or anxiety brought on by other techniques or stressful situations. It increases the users reactions x1.5 for four turns and can only be used three times per battle as the user becomes temporarily immune to the effects after successive applications. It also can dull pain receptors allowing the user to dull the sensations of pain in the body allowing them to carry on through light damage such as B ranks and below without healing them however the bodily effects such as bleeding or bruising can only be negated through healing jutsu this effect lasts as long as the first effect. Additionally by spending an additional twenty chakra and playing upon the medical ninjutsu aspect of the element itself they can heal minor wounds by applying the laughing gas either directly to the wound or having it enter the body. What this does is circulate around the site of the wound first dulling the sensations of pain before genuinely healing the wound itself through the application of chakra. This ability can only be used twice per battle once per turn.
The user is also able to take a medicine or medicinal substance on their person and apply it through this technique using the Laughing Gas as a carrier gas. This allows them to administer or take pills in the middle of combat, or on the battlefield without pulling out the substances or the pills themselves, using the gas to carry the ingredients through the gas and into an ally or them self. The pills or medicine must be referenced alongside this technique but is done passively just as taking a pill or consuming medication is passive and obviously follows that medicines usage limit.
Note: Can be used on allies giving them the same beneficial effects

(Waraugasuton: Rasuto Rafu) - Laughing Gas: Last Laugh
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A ( 60 damage if laced with a poison )
Description: The user creates a mass of gaseous Nitrous Oxide all around their opponent covering a short - mid range radius able to cover an entire battlefield akin to the Hiding in Mist technique. The user is able to decide upon how large and how far the gas extends from the epicentre allowing him to stay outside of it's area of effect. He is also able to know where the gas is due to his chakra connection to it allowing him to stay out of its area. Due to it's colourless and odourless nature it can only be distinguished through chakra sensing or breathing it in. Once breathed in it tips the opponent off to it's presence by a very sweet taste. This causes the body to react dulling the sensation of pain meaning as long as the opponent is affected they cannot break genjutsu through pain. it also creates a euphoric state where thoughts are cloudy, accompanied by dizziness, light-headedness, and a loss of balance. This dulls the mind and body reducing reaction speed by twenty five percent and reducing speed by the same twenty five percent. If the opponent stays inside the gas for four turns they will suffocate due to lack of oxygen if they leave the area of effect their speed and reactions stay effected for three additional turns. The gas is non-flammable and will not ignite, but is weak to fire because it is an oxidiser.
Note: By spending a move slot and ten chakra the user can move the area, adjust its size and refill the area
Note: By spending an additional move slot upon creation of the gas cloud a secondary substance such as poison can be laced into the gas. If this is done, the normally ethereal and colourless gas becomes tinted by the poison gaining the colour, the smell, and the effects of the poison or toxin as well as adding damage to the technique. This can only be done with a sample the user has on his person.

(Waraugasuton: Satsugai Jōku) - Laughing Gas: The Killing Joke
Rank: B-S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The most basic and versatile technique for the element the user creates tools, weapons or constructs out of gaseous nitrous oxide using them to attack or defend. These constructs have a purple hue. These tools, weapons and constructs range in power dependent on how much chakra is used to create them. The user can create B rank and A rank items with no hand seals within short range of themselves or throughout the battlefield with a single hand seal, but the S rank variation will always require a hand seal. At any time these items can be released causing a cloud of nitrous oxide to form creating a cloud of laughing gas with a five meter diameter. If this gas is breathed in the opponent suffers a decrease in reactions, speed and mental faculties for two turns this cuts their reaction speed in half. They will also begin to laugh for the next two turns unable to release techniques from the mouth. This effect can be applied up to three times, before the opponent becomes temporarily immune to the effects brought on by this technique for two turns but does not stack the reaction speed debuff. By forming an additional hand seal, spending a move slot and lacing into the laughing gas a poison the user can push the lethality of the technique even further increasing its potential.
Note: S rank variation can be used three times per battle with a one turn cool down.

¤ Auto Declined, get the first one approved first since these all carry those traits ¤
Resubbing the above since the basic Laughing Gas Technique/description of effects was approved. It is linked in the techniques where applicable.




(Waraugasuton: Warau Hito) - Laughing Gas: The Man who Laughs
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (+20 for healing use)
Damage Points: N/A ( 40 damage healed )
Description: After the use of two hand seals, the user while use his chakra to create a small amount of nitrous oxide; using this to increase the reactions of themselves or an ally by negating any anxiety or fear. This application of Nitrous Oxide can dull harmful emotions such as hate, fear, paranoia or anxiety brought on by other techniques or stressful situations. It increases the users reactions x2 for four turns and can only be used twice per person as the user becomes temporarily immune to the effects after successive uses. It also can dull pain receptors allowing the user to dull the sensations of pain in the body allowing them to carry on through light damage such as B ranks and below without healing them however the bodily effects such as bleeding or bruising can only be negated through healing jutsu this effect lasts as long as the first effect. Additionally by spending an additional twenty chakra and playing upon the medical ninjutsu aspect of the element itself they can heal minor wounds up to 40 damage by applying the laughing gas either directly to the wound or having it enter the body. What this does is circulate around the site of the wound first dulling the sensations of pain before genuinely healing the wound itself through the application of chakra. This ability can only be used twice per battle once per turn.
The user is also able to take a medicine or medicinal substance on their person and apply it through this technique using the Laughing Gas as a carrier gas. This allows them to administer or take pills in the middle of combat, or on the battlefield without pulling out the substances or the pills themselves, using the gas to carry the ingredients through the gas and into an ally or them self. This carrier application is a passive action when this aspect is used, thus not taking up another move slot along-side the pills. Pills or medicine must be referenced alongside this technique however they obviously following the medicines usage limit.
Note:
-Can be used on allies giving them the same beneficial effects
-As stated, can only be used two times per person up to a total of five uses per battle.

(Waraugasuton: Rasuto Rafu) - Laughing Gas: Last Laugh
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A ( 60 damage if laced with a poison )
Description: The user creates a mass of gaseous Nitrous Oxide by performing a series of three hand-seals, forming it around their opponent covering a short - mid range radius and even being able to cover an entire battlefield akin to the Hiding in Mist technique. The user is able to decide upon how large and how far the gas extends from the epicentre allowing him to stay outside of it's area of effect. He is also able to know where the gas is due to his chakra connection to it allowing him to stay out of its area. Due to it's colourless and odourless nature it can only be distinguished through chakra sensing or breathing it in. Once breathed in it tips the opponent off to it's presence by a very sweet taste. This causes the body to react as per the effects of (Waraugasuton) - Laughing Gas. The gas is non-flammable and will not ignite, but is weak to fire because it is an oxidiser.
Notes:
-By spending a move slot and ten chakra the user can move the area, adjust its size and refill the area
-By spending an additional move slot upon creation of the gas cloud a secondary substance such as poison can be laced into the gas. If this is done, the normally ethereal and colourless gas becomes tinted by the poison gaining the colour, the smell, and the effects of the poison or toxin as well as adding damage to the technique. This can only be done with a sample the user has on his person.
-Follows the effects of exposure outlined in .

(Waraugasuton: Satsugai Jōku) - Laughing Gas: The Killing Joke
Rank: B-S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The most basic and versatile technique for the element the user creates tools, weapons or constructs out of gaseous nitrous oxide using them to attack or defend. These constructs have a purple hue. These tools, weapons and constructs range in power dependent on how much chakra is used to create them. The user can create B rank without and hand seals up to mid-range away; A rank items without use of hand seals within short-range or by using the seal of confrontation for uses mid-long range; and S rank applications though requiring a hand seal for use at any range. At any time these items can be released causing a cloud of nitrous oxide to form creating a cloud of laughing gas with a five meter diameter. If this gas is breathed in the opponents body will react as per the effects of (Waraugasuton) - Laughing Gas. By forming an additional hand seal, spending a move slot and lacing into the laughing gas a poison on the users person, the user can push the lethality of the technique even further increasing its potential.
Notes:
-S rank variation can be used three times per battle with a one turn cool down.
-Follows the effects of exposure outlined in .

‡ All Declined ‡ I believe what the previous checker meant was that you need to dedicate one of your CEJ to a technique which outlines the effects of Laughing Gas in a capsulized and less ambiguous form. Look at elements like Panthalassic Water and Ichor to get an idea of what I mean. Also, the healing aspect needs to go from the first technique unless you want it to count as one of your medical CJ. I'm also highly skeptical of the 2nd custom, at the very least you need to cap it's range but even then I may not allow it.
 
Last edited by a moderator:

Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️
New Cycle: 19/06/2018 - 26/06/2018

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in . Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Goetia

Active member
Supreme
Joined
Mar 12, 2014
Messages
34,486
Kin
3,218💸
Kumi
109,579💴
Trait Points
0⚔️
Dendera Light Approval: [ ]

(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.

(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.

⛧Both approved.⛧
 
Last edited by a moderator:

Zatanna

Elite
Joined
Mar 2, 2012
Messages
8,683
Kin
4,926💸
Kumi
18,043💴
Trait Points
40⚔️
CE link

Amaiton: Ashura Mōdo | Sugar Release: Carnage Mode
Type: Supplementary
Rank: A-F
Range: Short
Chakra: 30-50
Damage: N/A (-15 to user for each turn of F rank)
Description:
The user will gather Sugar chakra around their body, creating a direct source for every muscle and fibre, providing a huge boost to energy allowing the body to be push to extreme limits.

Bakafu - Blast (A Rank)
With one instant surge of chakra around the body to the muscles, the user is able to move at 2x the speed they normally can allowing them to move and dash at incredible speeds. This movement lasts for mere seconds useful as an escape or closing distance technique.
Restrictions:
Can only be used 4 times per match
No techniques above S rank Next turn

Moeru - Blaze (S Rank)
Channelling Amaiton chakra around the body, the user creates a source of readily available energy allowing the muscles to work at their limits without losing any energy. The draw back to this is the lactic acid build up that comes afterwards. By fueling the muscles with sugar for 3 turns, the user moves at 3x their speed, giving a +15 to taijutsu due to the increase in speed.
Restrictions:
Can only be used 3 times per match
No other Sugar release techniques upon ending for 2 turns
No Techniques above S rank for 2 turns upon ending.

Kirakira - Glitter (F Rank)
One of the most dangerous and reckless uses of Amaiton, is the Glitter. Glitter surrounds the muscles in sugar chakra, with a ready supply effectively drowning the muscles in the chakra. Pushing the users body beyond normal safe limits, this mode effectively stresses and tears muscles due to the extreme strain put on them. While extremely dangerous, this does also give the user for 2 turns to move at 4x their speed, with an added bonus of +25 to their taijutsu. After the jutsu ends, the user is left extremely drained to the overloaded build up of lactic acid in their system and the risk of hypoglycemia.
Restrictions:
Can only be used twice per match
No other sugar release for 3 turns upon ending
No other techniques above A rank for 2 turns after ending.

¤ Declined, for starters this needs handseals for it's different usages. Second, I don't approve boosts above +20 or x3 speed without drawbacks at the same time as the technique. For this to be approved (Forbidden rank I mean), you will need to have some active drawback while it is in place as well as normal F rank drawbacks. Also, it would have one usage not 2. ¤
CE link

Amaiton: Ashura Mōdo | Sugar Release: Carnage Mode
Type: Supplementary
Rank: A-F
Range: Short
Chakra: 30-50
Damage: N/A (-15 to user for each turn of F rank)
Description:
The user will gather Sugar chakra around their body, creating a direct source for every muscle and fibre, providing a huge boost to energy allowing the body to be push to extreme limits.
-A rank requires 2 handseals, while S rank requires 3 and F rank requires 5.
-While in S rank mode, the user can only use Non elemental Ninjutsu apart from Amaiton, as well as nonelemental Taijutsu, Kenjutsu and Genjutsu.
-While in F rank mode, the user can only use Amaiton elemental ninjutsu, non elemental Taijutsu/Kenjutsu


Bakafu - Blast (A Rank)
With one instant surge of chakra around the body to the muscles, the user is able to move at 2x the speed they normally can allowing them to move and dash at incredible speeds. This movement lasts for mere seconds useful as an escape or closing distance technique.
Restrictions:
Can only be used 4 times per match
No techniques above S rank Next turn

Moeru - Blaze (S Rank)
Channelling Amaiton chakra around the body, the user creates a source of readily available energy allowing the muscles to work at their limits without losing any energy. The draw back to this is the lactic acid build up that comes afterwards. By fueling the muscles with sugar for 3 turns, the user moves at 3x their speed, giving a +15 to taijutsu due to the increase in speed.
Restrictions:
Can only be used 3 times per match
No other Sugar release techniques upon ending for 2 turns
No Techniques above S rank for 2 turns upon ending.

Kirakira - Glitter (F Rank)
One of the most dangerous and reckless uses of Amaiton, is the Glitter. Glitter surrounds the muscles in sugar chakra, with a ready supply effectively drowning the muscles in the chakra. Pushing the users body beyond normal safe limits, this mode effectively stresses and tears muscles due to the extreme strain put on them. While extremely dangerous, this does also give the user for 2 turns to move at 4x their speed, with an added bonus of +25 to their taijutsu. After the jutsu ends, the user is left extremely drained to the overloaded build up of lactic acid in their system and the risk of hypoglycemia.
Restrictions:
-Can only be used once per match
-No other sugar release for 3 turns upon ending
-No other techniques above A rank for 2 turns after ending.
-User takes an additional 20 damage for 2 turns after ending from attacks

⛧Approved⛧​
 
Last edited by a moderator:

Korra.

Sage of Snakes
Supreme
Joined
Apr 25, 2011
Messages
22,836
Kin
2,212💸
Kumi
4,343💴
Trait Points
0⚔️
Red Sand Link
Bio with Fuuin
Using Sage Bonus to submit an extra jutsu this cycle

( Nirro Suna/Fuuinjutsu: Wādo no gurifu ) - Red Sand/Sealing Arts: Glyph of Warding
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A ( 60 )
Description: A seal where the kanji for "ward" is placed upon the body with a predetermined amount of Red Sand sealed into the seal. When a hostile foreign chakra source such as another person or a technique comes within a certain distance of the seal itself passively acts releasing the sealed Red Sand outward in a torrential pulse. This works extremely well against taijutsu attacks as if another hostile physical body tries to touch the seal holder the seal will auto activate and release the source of red sand knocking away the attacking limb or taijutsu based motion. This source is equivalent to an A rank technique and has enough force to knock a taijutsu movement up to S rank away having the same effect on basic ninjutsu, weapon based ninjutsu or similar techniques. The red sand doesn't make direct contact with the user at all and will release from the seal itself outward. During it's release in the same timeframe as the seal the source can be manipulated by another technique to compound the usefulness of the autonomous seal. The seal also has the potential to defend against incoming elemental techniques up to A rank with techniques higher than A rank being reduced by one rank during the clash. Instead of a basic red sand source the user is able to seal up to an A rank red sand technique into the seal before combat allowing the seal to release an autonomous defense allowing the user to attack or defend in tandem with this defensive mechanism. The seal in this instant would be passive but the sealed red sand technique would count as a move, but can be done alongside another technique in the same timeframe. The seal itself moves along the body to release the red sand at the best point to defend from the incoming offensive motion. This technique allows one Glyph of Warding seal to be placed upon the body at one time with the potential to use it once per turn. The seal can alternatively be placed upon a location or a weapon as a trap based technique.
Note: Can be placed upon a bio with only one ward seal at a time
Note: The seal can only be used once in a move even if the user gets attack multiple times in one move


⛧Approved⛧​
 
Last edited by a moderator:

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,022
Kin
3,688💸
Kumi
31,205💴
Trait Points
0⚔️

Resubbing all to make it clear:






Combining the two above jutsu to meet today's Rp and fix chakra costs ect:

(Taibu kurokongouseki no jutsu ) Greater Carbon technique
Rank: D-S
Type: Attack/Defence
Range: short - long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is the basic application of carbon release where the user will gather carbon in the air, the ground or create it from their own chakra (spitting it out ect) to form structures of carbon. This can be anything from weapons, to walls, to spikes, domes, anything inanimate which they can use as projectiles as well. For example the user could create a kunai of carbon and launch it at their opponent. The larger the object, the higher the rank. For objects larger, than the user they will need to be A rank. To use the A rank version and higher, the user will need to perform 1 handseal. This can also be used to reshape current carbon the user controls which they can use to attack with again, in a similar way to earth release but on a unique level. Due to the control required, the user is not able to form microscopic carbon, the carbon they gather will be around the same size of a small pebble and so always visible to normal ninja. B rank and below carbon structures can be made with arm movements or a single handseal. A rank can only be used once per turn. S rank can be used 3 times per battle, with two turns in between uses and no carbon above B rank in following turn.

✦ Approved ✦



Updating:

(karumera) - Caramel release
Rank: D - S
Type: Supplementary/Attack/Defense
Range: Short-long
Chakra cost: 10-40
Damage points: 20-80
Description: The user will focus their chakra combining the necessary elements and create a caramel on the battlefield that they can use to attack, defend, or just bind the opponents. The caramel can be made in various shapes and forms. This can be made from the ground, the users chakra or via them spitting it out or releasing it from their body. This can be done in one of two forms, either solid or liquid Caramel. Liquid Caramel can only be used in projectile, blasts, attacks from the ground or familiars, basically unable to be held by the user. Hardened Caramel however can be used in any way reasonable. The user can make solid forms such as weapons and walls or waves and pulses of caramel. For B rank and below, the user will use hand gestures to form the caramel, for A rank the user will need to perform one handseal. A rank can be used once per turn, S rank can be used 3 times per battle with two turns between uses and no caramel A rank and above in the following turn.
Note: Liquid caramel dries up in 2 turns

✦ Approved, edited parts ✦
New techniques:

[karumera: Ichi Kurume Baindo Arankagiri] - Caramel Release: One Caramel To Bind Them All
Rank: Forbidden
Type: Attack
Range: Short-long
Chakra cost: 50
Damage points: 90
Description: This is the strongest of the all the caramel jutsu, using the more deadly form of caramel, Liquid caramel. In this form it's pretty much molten sugar with extreme heat which sticks and binds with a heavy weight behind it. The user will clap their hands together performing a single handseal to active this jutsu, upon making this seal they will have chosen and epicenter for the jutsu, the center of concentration if you will. From under this spot and all around super heated liquid caramel will shoot up from every direction like a sudden 360 degree tital wave of liquid caramel. This caramel shoots up as fast as the Water Release: Gushing Water Imprisonment but with several differences. This comes from all around the epicenter up to mid range around the target and shoots up to touch at the top (20m high) and all comes crashing down in a compression type way in a giant orb of molten caramel stretching up to mid range. The user will need to be mid range from this so he doesn't get caught in it and will be 1m away from the edge of the orb. The caramel shoots up from the floor upd range around the epicenter, this will include under the target, meaning their feet would be stuck in the caramel much like the swamp jutsu. As the caramel shoots up all around it quickly compresses in into a binding orb as the outside of the caramel solidifies. The heat and preasure of the binding being more than enough to crush and kill who are inside (unless the use an effective armor ect), all this happens within a few seconds and when the orb forms the user can use an addition handseal creating an A ranked sealing formula sealing the caramel orb and anything inside it. This will cost an addition one of the users three jutsu per. This jutsu and method is similar to Gaara's sand binding and sealing style but through the use of molten hot caramel. The caramel would need to be hot so it can be controlled and bent and moved at the required speed.

Note: Useable once
Note: If sealing method is used it takes up one of the three jutsu per turn.
Note: No caramel for 3 turns after
Note: No jutsu above A rank in the following two turns.

✦ Declined, for starters, clapping your hands and then performing a seal is so weird lol. Ayway, this can't work as fast as the Gushing Water Imprisonment; GWI creates a sudden burst of water that firsts blasts upwards with no damage then falls and reforms into a sphere around them. If approved like that, there isn't a counter because we can't counter the initial burst of water in the RP, iirc. Also, to heat your CE to levels beyond the normal heat would require adding in Fire release. From the first line it seems to suggest that it's hotter than normal liquid caramel. It also seems to suggest it's a mid range sized geyser "this comes from all around up to mid range" which is too much even for an F rank jutsu. ✦


( kurokongousekiTainai no Jutsu ) - Carbon Body Technique
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( - 10 per turn )
Damage points: 60 (for tai strikes)
Description: The user turns his own body into Carbon, or simply parts of it. While in carbon form, the user can stay solid for defense and attacks or break their body down into grains of carbon so he can cross long distances by soaring as a sandstorm of carbon. In this form, he is also invulnerable to attacks based on strengths and weaknesses of carbon. However, he is unable to attack during this form if he breaks down into the sandstorm of carbon. While in the solid state the users body is sense and can be used for stroke tai attacks, but is vulnerable to carbons weaknesses. If used to move, the user will move as fast as their normal movement speed, able to travel up to long range. Though the carbon grains need to stay close to each other. In this form if the users body is damaged, they can reform part of their body from a source of carbon by touching it.
Note: Can only use carbon and elements that make up carbon in this form
Note: Useable 3 times lasting up to 4 turns

✦ Pending approval/declining of first jutsu ✦
The first was approved, but i wanted to resub this with a few edits.

( kurokongousekiTainai no Jutsu ) - Carbon Body Technique
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( - 10 per turn )
Damage points: 60 (for tai strikes)
Description: The user turns his own body into Carbon, or simply parts of it. While in carbon form, the user can stay solid for defense and attacks or break their body down into grains of carbon so he can cross long distances by soaring as a sandstorm of carbon. In this form, he is also vulnerable to attacks based on strengths and weaknesses of carbon. However, he is unable to attack during this form if he breaks down into the sandstorm of carbon. While in the solid state the users body can take on any form of carbon to be adaptable, based on the nano structure. For example they can make their outer body softer like granite to absorb blows and cushion a fall, or on the other side of things they can compact and restutucture the carbon to become nearly as hard as diamond, increase allowing for free form strikes to deal 60 damage, or increasing the power of a taijutsu attack by +1 rank up to S rank, then adding 10 damage onto S rank and above techniques.. If used to move, the user will move as fast as their normal movement speed, able to travel up to long range. Though the carbon grains need to stay close to each other. In this form if the users body is damaged, they can reform part of their body from a source of carbon by touching it. The user is also able to use their body as a source for carbon techniques, or are able to blend with another carbon technique. If that carbon technique is destroyed, the user will suffer the same damage and be reverted back to their normal form. They can fuse and unfuse with other carbon techniques at any time at the cost of one of the users three moves per turn and expending 5 chakra points.
Note: Can only use carbon and elements that make up carbon in this form.
Note: Usable 3 times lasting up to 4 turns, two turns between each use
Note: Taking the form of a sandstorm of carbon costs a move per turn, 10 chakra points and can be used to avoid jutsu depending on the speed of the user, allowing them to move up to mid range to avoid a technique.

⛧Approved⛧​
 
Last edited by a moderator:

ZK

Active member
Legendary
Joined
Oct 1, 2010
Messages
16,237
Kin
821💸
Kumi
46,283💴
Trait Points
0⚔️
Awards


(Sōruiton: Chīsana Rōsoku) – Algae Release: Little Lights
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra cost: 20 (2x the amount healed)
Damage points: N/A
Description: This technique allows the user to create patches of healing algal sludge of a slightly bioluminescent nature that can absorb chakra and are naturally drawn towards injured areas of either the user or targets of their choosing. By infusing a pre-existing source of algae with medical chakra, or creating the patches from their own body, Little Lights takes the form of a mass of algal sludge that can be directed by the user’s will, or alternatively be allowed to seek out injuries on their own. The algae will cover injured areas, or even enter the body and bloodstream through open wounds or orifices, and then begin to first absorb chakra from the target and use this to heal the injury. The algae react to the absorbed chakra by becoming slightly bioluminescent and they seem to heave slightly as they perform their function. Being simple eukaryotes the algae cannot heal complex injuries, such as restoring organs or mending bone fractures, but they will close and restore even deep wounds, heal bruised bones, or even revert scar tissue back to smooth skin. The extent of their healing powers also allows them to combat fatigue, stamina drain and similar issues of physical energy in the Narutoverse medical sense. As the algae sustain themselves on the absorbed chakra they remain active so long as they perform their function, or until the user will them otherwise, then enter a hibernation state and die after a turn of inactivity if new damage does not occur.
- This technique can only heal a maximum of 20 health points per turn, but this can be split between multiple targets.

‡ Declined ‡ Unless you want this to count as one of your medical CJ.
 
Last edited by a moderator:

Vegeta

Active member
Supreme
Joined
Apr 14, 2012
Messages
36,544
Kin
1,047💸
Kumi
7,487💴
Trait Points
0⚔️
( Chōkuton - Rudī wa chōku ) Chalk Release - Rudy's Got the Chalk
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The user performs two hands seals and forms objects such as weapons, tools or constructs out of chalk to attack an opponent, or defend against other techniques with relative ease. These objects can be made of solid chalk. If the user is using an already formed source of chalk they can do so with slight motions of the hands or they can create chalk from their body or materialize it in short range and have it move outward to attack or defend. Forming a source outside of short range will require the two hand seals. At any time the user can form an additional hand seal forcing the chalk particles in a solid source to grind against one another breaking down solid chalk into it's dust-like form. Additionally when solid chalk from this technique clashes with another technique it has the potential to be broken down into it's dust-like nature.
Note: S rank can only be used once per turn

( Chōkuton - Ikiru ) - Chalk Release - Coming to Life
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The basis for the animation abilities of Chalk Release the user is able to either draw an object, creature or construct on a hard or solid surface or materialize chalk powder directly upon a solid or hard surface to create a drawing. Then by performing two hand seals the user can create animations allowing them to attack or defend as well as bind the opponent or even allow the user to fly. The major drawback of this technique is the fact that the user must draw or create the animation in battle thus for B to A rank animations this can be done merely with the two hand seals but S rank animations will require an additional hand seal. This is similar to ( Ninpou: Choujuu Giga ) - Ninja Art Beast Imitation and ( Ninpou: Chou Choujuu Giga ) - Ninja Art: Super Beast Imitation and like those techniques the animations are able to grow larger after being drawn with S rank's size limitations being that of the Great Stone Golem technique. Once created the animations can attack or defend at the will of the user and have substance until they are dispersed. They can disperse into a massive amount of chalk dust that can be used as a source for other techniques. Additionally the user can draw a word if they are less artistically inclined or if they are trying to hurry and these words will take the form of the animal or construct that was written. However these animations will seem malformed and will appear like a mixture between the word and the animal or construct. By combining the abilities into one construct the user is able to draw an animation and write the word explode, explosion, or detonate and upon attacking something the animation will explode in a puff of chalk dust with a decent amount of explosive force comparable to the damage that would have been dealt by a direct attack. Alternatively the word explode or similar words can be written on a surface and they themselves will just explode into a source of chalk dust.
Note: S rank can only be used once per turn with a one turn cool down
example of a word creation:
You must be registered for see images

¤ Both Approved ¤
resub

( Fūinjutsu/Chōkuton - Ikiru ) - Sealing Arts/Chalk Release - Coming to Life
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The basis for the animation abilities of Chalk Release the user is able to either draw an object, creature or construct on a hard or solid surface or materialize chalk powder directly upon a solid or hard surface to create a drawing. Then by performing two hand seals the user can create animations allowing them to attack or defend as well as bind the opponent or even allow the user to fly. The major drawback of this technique is the fact that the user must draw or create the animation in battle thus for B to A rank animations this can be done merely with the two hand seals but S rank animations will require an additional hand seal. This is similar to ( Ninpou: Choujuu Giga ) - Ninja Art Beast Imitation and ( Ninpou: Chou Choujuu Giga ) - Ninja Art: Super Beast Imitation and like those techniques the animations are able to grow larger after being drawn with S rank's size limitations being that of the Great Stone Golem technique. Once created the animations can attack or defend at the will of the user and have substance until they are dispersed. They can disperse into a massive amount of chalk dust that can be used as a source for other techniques. Additionally the user can draw a word if they are less artistically inclined or if they are trying to hurry and these words will take the form of the animal or construct that was written. However these animations will seem malformed and will appear like a mixture between the word and the animal or construct. By combining the abilities into one construct the user is able to draw an animation and write the word explode, explosion, or detonate and upon attacking something the animation will explode in a puff of chalk dust with a decent amount of explosive force comparable to the damage that would have been dealt by a direct attack. Alternatively the word explode or similar words can be written on a surface and they themselves will just explode into a source of chalk dust. This is done thru the use of an additional hand seal during creation applying a sealing jutsu into the technique, the seal would contain enough chakra to power the explosion similar to (Kekkai Houjin) - Barrier Method Battle Array. Additionally, other traits of Fūinjutsu may be applied. If the word "contain" was written, the seal would form a short range cuboid to contain a target or defend from an attack similar in principle to (Fusen no Kekkai) Tag Barrier. If the word "absorb" was written, the seal would take on similar properties to (Mugen Hōyō) - Infinite Embrace technique, draining -50 chakra per turn to the target if caught in the short range barrier, and giving +30 to user per turn.
Note: S rank can only be used once per turn with a one turn cool down
Note: Sealing formula is A rank if used and only 1 type may be applied
example of a word creation:
You must be registered for see images

‡ Declined ‡ As much as I like the technique, you're trying to do way too much with this now. Keep the original.



( Chōkuton/Doton - Sukurōru no fukushū ) Chalk/Earth Release - Skrawl's Revenge
Type: Offensive/Defensive/Supplemental
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: Depends
Description: By infusing their Chōkuton into an Earth technique, the user is able to passively infuse it with Chalk dust in the form of small words, all the same word, "Explode". While this will not allow the user to create/animate anything with the chalk, by adding the chalk dust it will however translate into a damage increase of +20 to techniques S rank and below from the explosion, while techniques which originally did no damage will now deal it in occurrence to it's rank (but will not gain the inherit damage increase). The user is able to localize where they want the chalk dust to be on the earth technique, to assure they are not hit by collateral damage. Using chakra control, they are able to direct the explosion in the direction they wish, ie; away from themselves. When the explosion occurs, chalk dust will fill the air further irritating the enemies eyes and hindering their view. Since it is the users chakra, it is possible to use the remnant chalk dust present from the explosion as a source for other techniques.
Note: If used on A rank and above Earth it will require 1 hand seal to activate on top of whatever seals are needed for the Earth technique.
Note: 4x per battle, 1 turn cool down between uses

¤ Declined, Chalk doesn't have explosive properties ¤
resub:

( Fūinjutsu/Chōkuton/Doton - Sukurōru no fukushū ) Sealing/Chalk/Earth Release - Skrawl's Revenge
Type: Offensive/Defensive/Supplemental
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: Depends
Description: By infusing their Chōkuton into an Earth technique, the user is able to passively infuse it with Chalk dust in the form of small words, all the same word, "Explode" mixing a sealing formula into the technique combined with the chalk. While this will not allow the user to create/animate anything with the chalk, by adding the chalk dust it will however translate into a damage increase of +20 to techniques S rank and below from the explosion, while techniques which originally did no damage will now deal it in occurrence to it's rank (but will not gain the inherit damage increase). The user is able to localize where they want the chalk dust to be on the earth technique, to assure they are not hit by collateral damage. Using chakra control, they are able to direct the explosion in the direction they wish, ie; away from themselves. When the explosion occurs, chalk dust will fill the air further irritating the enemies eyes and hindering their view. Since it is the users chakra, it is possible to use the remnant chalk dust present from the explosion as a source for other techniques.
Note: If used on A rank and above Earth it will require 1 hand seal to activate on top of whatever seals are needed for the Earth technique.
Note: 4x per battle, 1 turn cool down between uses

‡ Declined ‡ This takes away too much from elements like Paper and Blast, especially the former. You're already pushing the envelope with an element very similar to Ink.
 
Last edited by a moderator:

Daemon

Legendary
Joined
Jul 12, 2009
Messages
18,724
Kin
1,754💸
Kumi
72,430💴
Trait Points
25⚔️
Awards
(Tourmarin :Akumajō Ririsu) - Hellstone Release/Fuuinjutsu: Lilith, Lament of the Underworld
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Based off of Body of the Behemoth, Lilith Lament of the Underworld(LLotU/LLU) is a technique that uses a similar kanji formula, having the same properties to seal away fire based elements/KG/CE (Volcanic Ash, Lava Release, Scorch etc), but instead of keeping the element sealed, it converts it into raw chakra that is then transferred to the user to either 1) Enhance the power of the technique the user releases by 20 damage or 2) Replenish the chakra reserves of the user equivalent to how much damage is sealed away. The user will perform a singular handseal focusing Hellstone chakra in an area within short range of the user causing the ground to splinter resulting a large branching structure of Hellstone, creating a dense crystalline forest of trees that uproot the ground and travel towards the opponent to crush them under its weight. If the forest comes in contact with a fire based KG/CE/element etc, the forest will seal the technique within its branches and roots. A red glow takes over the crystalline foliage as a powerful electrical current runs through it. The electrical current is strong enough to cause 3rd degree burns to the opponent and numb their movements. Once the technique is sealed, the user has the option of using the technique to either empower their next attack or replenish their chakra reserves as mentioned earlier in the technique. Lilith, Lament of the Underworld also has a supplementary effect when a technique is not sealed within itself. LLU can be used as a source for other Hellstone techniques. Hellstone techniques spawned from this technique gain the kanji formula of this technique. However, this removes Lilith's ability to use the kanji formula itself. Lament of the Underworld can be used three times per battle with a two turn cool down in between usages. No Fuuinjutsu above A rank can be used in the turn after this technique was used. The Kanji formula in this technique is B ranked but similar to the Fire/Water/Wind/Earth/Lightning Sealing Method Technique can seal techniques up to S rank

¤ Declined, you know better. Where the link?¤
Link to Body of the Behemoth:
Link to CE:

(Tourmarin :Akumajō Ririsu) - Hellstone Release/Fuuinjutsu: Lilith, Lament of the Underworld
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Based off of Body of the Behemoth, Lilith Lament of the Underworld(LLotU/LLU) is a technique that uses a similar kanji formula, having the same properties to seal away fire based elements/KG/CE (Volcanic Ash, Lava Release, Scorch etc), but instead of keeping the element sealed, it converts it into raw chakra that is then transferred to the user to either: enhance the power of the technique the user releases by 20 damage or Replenish the chakra reserves of the user equivalent to how much damage is sealed away. The user will perform two handseals focusing Hellstone chakra in an area within short range of the user causing the ground to splinter resulting a large branching structure of Hellstone, creating a dense crystalline forest of trees that uproot the ground and travel towards the opponent to crush them under its weight. If the forest comes in contact with a fire based KG/CE/element etc, the forest will seal the technique within its branches and roots. A red glow takes over the crystalline foliage as a powerful electrical current runs through it. The electrical current is strong enough to cause 3rd degree burns to the opponent and numb their movements. Once the technique is sealed, the user has the option of using the technique to either empower their next attack or replenish their chakra reserves as mentioned earlier in the technique. Lilith, Lament of the Underworld also has a supplementary effect when a technique is not sealed within itself. LLU can be used as a source for other Hellstone techniques. Hellstone techniques spawned from this technique gain the kanji formula of this technique. However, this removes Lilith's ability to use the kanji formula itself. Lament of the Underworld can be used three times per battle with a two turn cool down in between usages. No Fuuinjutsu above A rank can be used in the turn after this technique was used. The Kanji formula in this technique is B ranked but similar to the Fire/Water/Wind/Earth/Lightning Sealing Method Technique can seal techniques up to S rank

‡ Approved ‡
 
Last edited by a moderator:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
.

(Fūin/Seraphumizuton: Metatoron no Meirei no Takai Shikō)- Sealing Seraphic Water: Metatron's Order of Higher Consciousness
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: N/A
Description: A dangerous and wild sealing technique meant to trap even the greatest of foes. The technique begins with three hand seals, after which the user will slam a palm on the ground/surface they're on. Immediately, sealing marks will spread from their position all they up to long ranged (20 meters) in the form of a peculiar shape [ ] with the kanji marks '神の' meaning "Of God" at the center, under the user (seal A ranked). From there, Seraphic Water begins shooting upward from the seal, pushing anything above it high into the air as it rises. Anything caught in this initial flood has its chakra severely limited due to the sealing script, preventing the use of A ranked and above techniques. At the same time, an equally large and identical seal (also A ranked) appears over the battlefield exactly 20 meters up and 20 wide like its ground counterpart. Just like the first shape, Seraphic Water begins pouring down from this sky seal at the same rate and volume as its pouring up from the ground, and anything caught inside this second flood is also equally restricted. As expected, both sources meet in a middle point in space and complete the shape. Once both sources of SW connect, the sealing lines run from both seals, through the water, and then connect to create a three dimensional replica of Metatron's Cube. This quickly becomes realized as a prison both due to SW's ability to prohibit movement through selective concentration and the now combined power of the seal which has been completed. The opponent(s) will be restricted from molding chakra entirely as long as the technique is kept active. All objects and people caught within the Cube become unable to move, locked in place. The user remains unaffected through this, even if he is caught within the shape. By willing the concentration of the water around his body (or any objects/allies) he retains the ability to move through it as normal and being his own seal, his chakra is unaffected. Due to the nature of the seal in conjunction with Seraphic Water, this technique does not directly harm the opponent but is rather defensive/supplementary in purpose.

Note(s):
- Can only be performed twice, with a 3 turn cool down between usages.
- Once performed, no Seraphic Water and/or Fūin techniques above A ranked for 2 turns

⛧Declined. Your wording implies that it can be either the contact with Seraphic Water when it floods out that restricts the opponent's usage of chakra, or contact with the sealing script when it's made. You're gonna have to specify which it is; in the case of the latter,you will need to specify that the script spreads outwards gradually. In the case of the former, it can be formed all at once, but will need a delay, enough that the opponent can react accordingly. Also, if the script is 20 meters wide, that will be a 20 meter radius with you in the center. 20 meters high for the script above the battlefield is way too much. The rest is fine.⛧


(Seraphumizuton: Asuberu no Noroi; Kowasu)- Seraphic Water: Asbeel's Curse; To Ruin
Type: Supplementary/Offensive
Rank: C-S
Range: N/A
Damage: N/A (Dependent)
Description: To Ruin is a technique meant to be used in conjuction with preexisting and subsequent Seraphic Water techniques. Firstly, it can only come into play whenever the opponent/select targets come into contact with Seraphic Water in any of its forms, where the user will passively activate this technique and cause the source which the target is in contact with to suddenly penetrate their bodies whether it be through orifices or simply the pores of their skin. Once inside the target's body the Seraphic Water then has two potential uses; the first is it's ability to act as a catalyst for future techniques of the user that would require their chakra inserted into the opponent such as Genjutsu. The Seraphic Water will increase the effectiveness of Genjutsu techniques up to A ranked with a simple rank increase while cutting the required hand seals in half. The second use of "To Ruin" would be to directly relay the effects of its parent technique onto the opponent(s) insides to cause damage, even if said parent technique was never offensive in the first place. This relaying of damage is equal to the rank of the technique it spawned from.

Note(s):
- Although passive, this technique's effects can only be applied to one SW technique every turn.
- Requires two extra hand seals when being applied in conjunction with an SW texnique being performed (A ranked and up).

⛧No.⛧
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
CE Approval:
Permission:


(Tentai no tō no ikari) ⌭ Scoria Release/Sealing Arts: Claw of the Beast
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 (+20)
Description: The user will perform three hand seals and manifest their scoria chakra around one of their arms. The scoria will extend up to the user’s forearm and will crafted into the shape of a claw that is about a meter in width and length. Upon being created the user will imbue the claw with sealing properties so upon it being created the claw will begin glowing with a golden hue. Once created, the user will strike the ground with their claw and upon doing so a translucent golden barrier will extend up to five meters of where the claw is. The purpose of this barrier is to seal any fire based technique up to s-rank inside of the barrier as long as it is within five meters of the barrier. Once the fire has been sealed, the barrier will then shrink back inside of the claw. The main purpose of doing so is to channel the chakra sealed from the previous fire technique into the claw itself in order to empower its upcoming attack by twenty damage points. While the claw is still on the ground and after the user has sealed a fire jutsu, the user will manipulate their scoria chakra in order to convert a portion of the battlefield that is up to ten meters in width/length into scoria. This will cause the surface of the ground and up to ten meters below to be changed into scoria. After this has been done, the battlefield will begin rumbling as two monstrous arms composed of scoria emerge from somewhere on the field. These arms are up to ten meters wide/long and the user will control them at their will in order to move in the direction that they choose. The main purpose of doing this is to corner the opponent in a large and gruesome explosion that extends up to five meters of where the arms where located. The portion of the ground that was converted into scoria is able to be triggered by the slightest movement which just means that a kunai or a shuriken could trigger it or if the user converted the ground underneath the opponent or themselves, the person would could trigger the explosion if they moved from their current location. If the explosion does go off it will trigger a free form explosion that will leave a gaping hole depending on how much of the ground the user converted, this is because of how once the scoria has exploded there will be nothing in its place.

Note: Can only be used twice
Note: No Scoria above A-rank next turn.
Norw: User must keep the claw in the ground in order to maintain.


⛧Declined. You say the barrier extends five meters out from the claw/point in the ground where you jab the claw, and then say the barrier can absorb any fire within five meters of itself. So that means absorbing any fire jutsu that's ten meters away from you, make it so that the barrier absorbs any fire it touches.⛧

Permission to submit Bleach Customs:

(Hyōhaku-zai rirīsu: Revu~isu) ◈ Bleach Release: Leviathan’s Voracious Hunger
Type: Offensive
Rank: S
Range: Short (on creation) Mid-Long (on propulsion)
Chakra: 40
Damage: 80
Description: The user starts off by first, manifesting their Bleach chakra into one of their arms followed by thrusting it forwards towards their target. As their hand is thrusted the Bleach chakra they have built up is poured out of their arm in the form of a spiraling dragon entity. This specific dragon is actually composed of two dragons which are closely intertwined making them appear as one entity. Once unleashed the dragons immediately split into two individual bodies each set to go after a target; one dragon will begin to leap into the air while the under will submerge itself underground. It is able to submerge itself underground quite easily due to how the earth is weakened and corroded upon contact with bleach, so it can easily force itself underground. In a matter of seconds each dragon will hastily make its way towards their target(s), expanding in size as they do. Once underneath, and above their target(s), both dragons expand more ferociously than before. The submerged dragon cracks the earth underneath the target as it explodes outward; while the aerial dragon casts a wide shadow as it does the same thing. Each dragon is around the size of the Earth and Stone dragon, and when they expand they become bloated to the point that they become up to five meters in width. Both dragons explode into a fury of Bleach constructs that come in the form/size of ordinary shuriken; which are sent out in a sporadic, omnidirectional manner covering everything within 10 meters, thereby tearing them apart. Both dragons act in unison. They are released, move, expand, and explode simultaneously, aiming to trap the target(s) between both attacks.

Note: Each dragon is A-rank in strength.
Note: No Bleach, Water and Lightning jutsus above A-rank in the following turn.
Note: No jutsu above A rank in the following turn.
Note: While active the user cannot use other jutsu.
Note: Can only be used twice per battle, with two turns between each usage.

‡ Approved ‡

(Afurodīte no yutakana kaori) ◈ Bleach Release/Sealing Arts: Aphrodite’s Bountiful Fragrance
Type: Supplementary
Rank: A
Range: Mid
Chakra: 30
Damage: NA (60)
Description: To initiate this technique, the user performs three hand seals causing three dragons composed entirely of bleach to manifest themselves directly in front of the user. The very moment the dragons manifest themselves, the user places three sealing tags onto them. Like in other bleach techniques where the user does not wish to have bleach affect their own utilities, the user first coats each tag in a layer of chakra in order to prevent actual physical harm to the seals. Once the sealing tags are in place, each dragons will be propelled froth in a certain direction: the dragon on the left will move in an arc to the left, the one on the right will move in an arc to the right, and the middle one will move in a linear manner straight ahead. Each dragon is around five meters in length, and the moment they reach the ten meter mark that is when the sealing tags activate due to the distance between the user and the seal. Once activated the seal begins to glow a bright light as it begins to heat the bleach constructs to extreme temperatures. Right before the dragons can reach their target they will evaporate causing the area past the ten meter mark to be filled with the toxic fumes of bleach.

Note: Can only be used thrice with a two turn cool down.
Note: Smoke lasts three turns.
Note: No bleach techniques above A-rank while this is active.

‡ Declined ‡ On request.

(Burīchi rirīsu/ shīru ātsu: Hāmitto no irei) ◈ Bleach Release/Sealing Arts: Solace of The Hermit
Type: Supplementary
Rank: A
Range: NA
Chakra: 30
Damage: NA (+20 or +1 rank)
Description: This technique involves increasing the actual components of bleach techniques and in the process creating a more powerful and potent attack. Since bleach is renown to have corrosive properties due to its pH level of 12.6, this technique was created in order to increase its acidic properties. To start off, the user will coat a sealing tag in a layer of chakra before placing it on a bleach jutsu which can be done with direct contact or steamed towards the technique. Applying the tag can be done in the same time frame of the Jutsu, but will take up one of the user's moves per turn. Once the attack has been launched towards the target the seal will activate and it begins to seal off/reduce a portion of the Bleach techniques pH causing the substance to become more acidic while in the process increasing its strength; which can be translated as +1 rank for up to S-rank and +20 for above S-rank. This entire technique revolves around the fact that any substance with a pH of below 7 is an acid, which will be the case after the seal absorbs the pH of the technique it is contact with. Any substance with a pH of lower than 7 become more acidic, so essentially if bleach a substance that possesses a pH of 12.6 it capable of being corrosive then if it's pH level were to be lowered it would become more dangerous to utilize. Of course upon shifting Bleach’s pH level it will change the substance and the user will be unable to the manipulate the bleach anymore quite similarly to when bleach is converted to a gas. It is crucial that when utilizing this technique that the bleach affected already has a fixed direction or is already heading in a certain direction with momentum/force behind it.

Note: Can only be used four times with a turn cool down between usages.

‡ Declined ‡ This is illogical. DNR.

(Hyōhaku-zai rirīsu: Naga no tokutoku) ◈ Bleach Release: Venomous Poison of Naga
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user starts off by performing a single hand seal, and begins to focus their bleach chakra around the target. In a matter of moments small bleach constructs shaped after snakes will appear in a ring formation around the target. These snakes are around ten inches long and are all placed at least five meters away from the target. With haste, as soon as the snakes are manifested they will expel a small beam of concentrated bleach towards a target. This stream of bleach is capable of being adjusted as the user chooses simply meaning the angle of trajectory can be shifted if wanted. At maximum, the beams of bleach are able to reach up to Mid-range. Let it be noted, that this is not the actual assault of the technique, but instead serves as a distraction for when the user causes two snakes to emerge underneath the opponent and while still semi-submerged will release a stream of bleach towards the opponent. If desired the user can choose to emerge the snakes at the same time as the snakes positioned in a ring formation Release the concentrated beam of bleach, in order to cover up the sound and emergence of the snakes.

Note: Can only be used four times with a turn cool down between usages.
Note: No other Bleach techniques above A-rank while this is active/next turn.

‡ Declined ‡ You need to specify how the Bleach is created away from your body (i.e. converting air moisture into bleach). Also, this is badly worded and needs to be made clearer.

Updating notes to make sense:
Bleach Approval:
Bleach Permission:

(Hyōhaku-zai rirīsu: Revu~isu) ◈ Bleach Release: Leviathan’s Voracious Hunger
Type: Offensive
Rank: S
Range: Short (on creation) Mid-Long (on propulsion)
Chakra: 40
Damage: 80
Description: The user starts off by first, manifesting their Bleach chakra into one of their arms followed by thrusting it forwards towards their target. As their hand is thrusted the Bleach chakra they have built up is poured out of their arm in the form of a spiraling dragon entity. This specific dragon is actually composed of two dragons which are closely intertwined making them appear as one entity. Once unleashed the dragons immediately split into two individual bodies each set to go after a target; one dragon will begin to leap into the air while the under will submerge itself underground. It is able to submerge itself underground quite easily due to how the earth is weakened and corroded upon contact with bleach, so it can easily force itself underground. In a matter of seconds each dragon will hastily make its way towards their target(s), expanding in size as they do. Once underneath, and above their target(s), both dragons expand more ferociously than before. The submerged dragon cracks the earth underneath the target as it explodes outward; while the aerial dragon casts a wide shadow as it does the same thing. Each dragon is around the size of the Earth and Stone dragon, and when they expand they become bloated to the point that they become up to five meters in width. Both dragons explode into a fury of Bleach constructs that come in the form/size of ordinary shuriken; which are sent out in a sporadic, omnidirectional manner covering everything within 10 meters, thereby tearing them apart. Both dragons act in unison. They are released, move, expand, and explode simultaneously, aiming to trap the target(s) between both attacks.

Note: Each dragon is A-rank in strength.
Note: No Bleach above A-rank in the following turn.
Note: While active the user cannot use other jutsu.
Note: Can only be used twice per battle, with two turns between each usage.

⛧Approved.⛧

(Nikkusu no noroi) Bleach Release/Sealing Arts: Curse of the River Styx
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA
Description: A technique designed to take advantage of Bleach’s corrosive properties and use it to weaken enemy jutsu. The user will first perform two hand seals at the end of one of their techniques and cause kanji transcripts to appear across the technique. The purpose of these kanji transcripts only come into action once the user’s technique clashes with one of the enemy’s jutsu. Upon contact being made, the kanji transcripts will begin to release bleach from the seal that will begin to move outward and made contact with the opposing jutsu. The thing about this technique is that the bleach will layer the technique that it is on and cause any opposing jutsu in contact to be exposed to the corrosive effects of bleach. Curse of the Nyx is a technique whose sole purpose is to weaken opposing jutsu and it does this by slowly corroding and and causing caustic burns to techniques that are in contact with a jutsu that is under the influence of this technique. The effects of this technique are slow acting meaning that the opposing jutsu will first be weakened of twenty damage points from the bleach itself, but for every turn the enemy’s jutsu is in contact with this technique it will lose twenty damage points, but this only applies for up to two turns. Curse of the Nyx also works upon the Strengths/Weakness of Bleach as well as any element that is neutral to bleach. Depending on the technique that makes contact with a jutsu that has Curse of the Nyx applied determines how much the opposing jutsu is weakened. For example, a jutsu that is strong against bleach will simply have the effects of this technique be neutralized while on the other neutral jutsu will just be depleted of twenty damage points, and jutsus weak to bleach will still act normally when in the face of bleach.

Note: Can only be used four times with a turn cool down between each use.

⛧Declined. This jutsu is fine up until the end where you start to talk about S/W's of Bleach coming into play. You say jutsu weak to Bleach will continue to act normally, which doesn't make sense if it's weak to Bleach.⛧
 
Last edited by a moderator:

Drackos

Legendary
Joined
May 28, 2014
Messages
13,832
Kin
5,496💸
Kumi
97,804💴
Trait Points
0⚔️
Awards
(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 rank 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. S-Rank applications can be used three times per battle and cannot be used in consecutive turns; in the same turn that the S-Rank application is used the user is unable to use Mystic Fire Release above A-Rank.
Updating

(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.

‡ Update Approved ‡ Made edits.



(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 ‡

(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. A-Rank and above familiars can only exist on the battlefield for a maximum of four turns. S-Rank applications require the user weave a single hand seal.

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. When in this physical form their bodies become far more volatile; matter or opposing forces which they strike or are struck against will cause them to explode inflicting significant damage five meters around the created familiar. 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.

‡ Approved ‡
(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.

‡ Update Approved ‡ Made edits.
 
Last edited by a moderator:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Re: Custom Element's Jutsus

HELL FIRE

Name: Jigokuton nekkami: HellFire Release: Heat wave
Rank: Supplementary
Type: Forbidden
Chakra : 50
Damage: N/A
Description: User puts hands on ground and starts to charge hellfire chakra and spreads in around the battle field thus increasing the heat of the area and making all water , hyouton ( water based ) attacks useless, coz water wont be able to materialize, it would turn into steam.
Notes:
1. Lasts 3 turns
2. Can be used once in a battle
3. User wont be able to use water based attacks himself

-approved-

Name: Jigokuton: kaki kaishin : hellfire release : Fire conversion
Rank: S
Type: Supplementary
Chakra: 40
Damage: N/A
Description: User concentrates hell fire chakra to convert all the fire based attack into hell fire thus enabling than to overpower other fire based attacks. If 2 b rank fire attacks are collided the one with hell fire will easily overpower the normal fire, It increases fire based attacks 40% damage.

-restrict it to 3 times per battle and for how many rounds does it last?-

Name: Jigokuton: Getsuga Tenshou Hell Fire Release : Moon Crescent
Rank: Forbidden
Type: Attack
Chakra: 70
Damage: 140 + 3rd degree burns
Description: User concentrates Hell fire in his hand and Sweeps them thus sending a crescent wave of Hell Fire which works similar to intense pain but on very large scale, incinerating the orignal battlefield turning it to molten state. The wave expands as the range is increased and its power is decreased.
Note:
1. Can be used twice in a battle

-what i said before about forbidden rank jutsus-



Name: Jigokuton : Jigoesengan : Hell Fire release : Hell Fire Rasengan

Rank: Forbidden
Type: Offense
Chakra: 80
Damage: 160
Description: User makes rasengan and mixes it with hell fire. its almost same as fire rasengan but with Hell More power, When the jutsu strikes the opponent, produces extreme heat that can melt it down to its Bones
Notes:
1. 80 Damage to user itself.
2. Once a battle.

-approved-


Name: Jigokuton : Za-ate : Hell Fire Release : The End

Rank: Forbidden
Type: Extreme Attack
Chakra: 150
Damage: 300
Dscription: User when in Hell Fire mode , Holding The sword of Hell Fire concentrates all the Hell Fire chakra through the sword making an very small orb of Very condensed Hell fire chakra, Then then orb rises into the sky and for about 20 feet and explodes with tremendous force thus incinerating the area of 20 km. This jutsu is unavoidable unless Space / Time jutsu. User is Exhausted as well. Big crater is formed after the attack and it takes almost 75% of the user's chakra.
Note:
1. Once per battle
2. Last resort
3. User is almost out of chakra No s rank or a rank jutsu of any element
4. User cant use Fire or Hell fire anymore
5. Hell Fire mode wears off immediately
6. Sword of fire is deactivated

-This jutsu is unavoidable unless Space / Time jutsu delete that part, i don't approve jutsus like this one-

APPROVED HELL FIRE MODE and SWORD OF HELL FIRE
Hell Fire Mode
Rank: Forbidden
Type: Supplementary
Chakra: 80
Damage: N/a ( 50 to user )
Description: User absorbs Hell Fire chakra from sword thus entering into Hell Fire Mode. User can manipulate any fire jutsu ( his opponents also{up to a rank} ). This mode Allows Me to sense fire AT ANY DISTANCE ( i hav heat sensing ability approved in my bio THIS ENHANCES IT TO EXTREME ). All fire based Jutsu's are done with minimum time. All this comes to great cost as user's body is burned badly as the mode wears off in 3 turns.

Note:
1. Must hav Sword of Hell fire In battle
2. Lasts 3 turns
3. User cant battle after the mode wears off.
( Can only be taught by alimujtaba786 )

Name: ken no jigoku hi : english name: Sword Of Hell Fire
Rank:Forbidden
Type:Supplementary
Range: All
Chakra Cost: 60 ( +10 to keep t active )
Damage Points: 40 to 100
Description: A sword of fire which is brought from the depths of hell. can use all fire based attacks. enhance fire atatcks and increase fire attacks damage by 40.
NOTE:
1) while this sword is in play no other summonings can be done .
2) Sword can remain in play for 3 turns
( only alimujtaba786 can teach this jutsu )
You must be registered for see images
Name: Jigokuton: kaki kaishin : hellfire release : Fire conversion
Rank: S
Type: Supplementary
Chakra: 40
Damage: N/A
Description: User concentrates hell fire chakra to convert all the fire based attack into hell fire thus enabling than to overpower other fire based attacks. If 2 b rank fire attacks are collided the one with hell fire will easily overpower the normal fire, It increases fire based attacks 40% damage.

Note: Lasts 2 turns excluding the one its used
Note: can be used twice

-approved-

Name: Jigokuton: Getsuga Tenshou Hell Fire Release : Moon Crescent
Rank: Forbidden
Type: Attack
Chakra: 70
Damage: 140 + 3rd degree burns
Description: User concentrates Hell fire in his hand and Sweeps them thus sending a crescent wave of Hell Fire which works similar to intense pain but on very large scale, incinerating the orignal battlefield turning it to molten state. The wave expands as the range is increased and its power is decreased.
Note:
1. Can be used twice in a battle
2. User cannot us Hell Fire next turn
3. Using it twice and user cannot use Highr than A rank jutsu's for the match

-same as above: Forbidden rank jutsus require damage for the opponent-



Name: Jigokuton : Za-ate : Hell Fire Release : The End

Rank: Forbidden
Type: Extreme Attack
Chakra: 150
Damage: 300
Dscription: User when in Hell Fire mode , Holding The sword of Hell Fire concentrates all the Hell Fire chakra through the sword making an very small orb of Very condensed Hell fire chakra, Then then orb rises into the sky and for about 20 feet and explodes with tremendous force thus incinerating the area of 20 km. User is Exhausted as well. Big crater is formed after the attack and it takes almost 75% of the user's chakra.
Note:
1. Once per battle
2. Last resort
3. User is almost out of chakra No s rank or a rank jutsu of any element
4. User cant use Fire or Hell fire anymore
5. Hell Fire mode wears off immediately
6. Sword of fire is deactivated

-approved-

-



Jigokuton: Kaki Kaishin - Hellfire Release: Fire Conversion
Rank: S
Type: Supplementary
Range:N/A
Chakra: 40 (+10 to every justu converted)
Damage: N/A
Description: The user combines a larger amount of fire and raw chakra into any fire element techniques they know and therefore convert them into the Hellfire element. By doing this the user's fire-based techniques grow by one rank up to S-rank which gains a flat +20 damage. Since this technique is based on infusion, it is capable of being used within the same time frame of another technique.
Note:
Usable twice per battle.
Last three turns per use.


⛧Declined. It was allowed at one point in the past, but it was established a short while ago that CEJ that transform base five elements into the CE bypass the CEJ limit by turning basically the entire canon list into your CEJ. DNR.⛧
 
Last edited by a moderator:

Joker

Active member
Supreme
Joined
Jun 25, 2013
Messages
29,426
Kin
213💸
Kumi
2,291💴
Trait Points
0⚔️
Awards
Resubmitting

(Chiriton: Panteon no Orinpasu no Namida) - Pantheonic Dust Release: Tears of Olympus
Type: Supplementary
Rank: C-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Taking inspiration from, "Rain Tiger at Will Technique" and, "Dropping Lid", this technique encompasses the more supplementary aspect of Pantheonic Dust. By focusing their chakra into the air above the entirety of the battlefield, the user will manipulate the dust earth particles found naturally in the air and in doing so will form a large cloud of Pantheonic dust in the sky which would rain down a mass of dust, very akin to a blizzard. As this dust falls in large quantities, it's very essence is connected to the user in the sense that if the opponent has a sensory technique active, they would be incapable of divulging where the user was, due to the dust acting as a sort of buffer in order to prevent detection (this is due to the user's chakra being present within the blizzard). It doesn't stop there, not only does this dust allow the user to hide their location from the opponent, but it also has another function. As it falls and latches onto object fueled by foreign chakra (deducting a rank of damage points), this dust will sap the energy from the constructs (only applicable on techniques with a solid form, e.g, Earth, Ice, Steel), lowering their damage output and overall strength in comparison to their former state, this ability of the sand is passive in nature. The intensity of the blizzard can also be remotely controlled passively (if the opponent is long-range away, they can only see up to mid-range, if the opponent is mid-range away, they can only see up to short-range, if the opponent is within short-range of the user, they can only see directly in front of them, within a two foot distance). There are also two additional usages of this technique that can be applied to the weaknesses of pantheonic dust namely earth and water and wood, which is the combination of both. By applying this technique to an inert creation of these elements I.E an old earth pillar no longer in use or a water source not in use, the user will be able to focus pantheonic dust chakra in to the source causing it to splinter and fracture in the case of wood and earth or be absorbed in the case of water before ascending in to the sky very rapidly dragging anything that was on top of the source along with it be it weaponry such as kunai or even a person, though it wouldn't drag larger summoning creatures or anything bigger than five meters diameter such as a giant weapon. This ability can also be used on items containing chakra following strengths and weaknesses meaning it could destroy up to B-Rank earth and water and C-Rank wood, when used in this version the dust will continue to fall for an extra two turns reverse the original release, this is due to an increase in the materials available for the dust and will also boost its rank up to B-Rank.

Note: The "blizzard" lasts for four turns, and requires a three turn cooldown in between usages

(Chiriton: Sāberasu, Futō no Haundo) - Pantheonic Dust Release: Cerberus, Hound of the Unjust
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique will begin with the user forming two handseals followed by clapping his hands together, upon doing so the earth in the surrounding area will begin to rumble violently knocking anyone more than ten meters from the focal point off balance as it spirals inward in a way similar to the Antlion technique only in reverse instead of causing a pit to form the dust will rise up dragging any of the unusable gel deposits from prior pantheonic usages up with it. The solid dust will form something akin to a mold used for forging weapons that behaves as a chest cavity for the Cerberus of Pantheonic Dust that follows the chest forming. The hound itself stands at thirty meters in height and once formed is self sustaining. It's chest cavity will be filled with the formerly mentioned gel it drew up from the earth which will be shaped in to senbon in the chest cavity. The Cerberus is capable of performing free form attacks that reach up to ten meters using its limbs but is also capable of firing these gel senbon from its chest using solid Pantheonic Dust from its body as a propellant. These needle barrages are capable of causing A-Rank damage following Pantheonic Dust's strengths and weaknesses. However the creature can be created with no prior source being able to use only the freeform strikes which are capable of causing B-Rank damage.

Note: Can only be used once. If formed with the gel core it can use the needles three times before depleting it's reserves, each usage costs a move slot. If destroyed the user may reform using a move slot in his turn.

¤ Auto Declined, link approval to CE when submitting and link the original submission if you are resubmitting anything, not the one where he said to resubmit when unbanned. ¤


(Chiriton: Panteon no Orinpasu no Namida) - Pantheonic Dust Release: Tears of Olympus
Type: Supplementary
Rank: C-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Taking inspiration from, "Rain Tiger at Will Technique" and, "Dropping Lid", this technique encompasses the more supplementary aspect of Pantheonic Dust. By focusing their chakra into the air above the entirety of the battlefield, the user will manipulate the dust earth particles found naturally in the air and in doing so will form a large cloud of Pantheonic dust in the sky which would rain down a mass of dust, very akin to a blizzard. As this dust falls in large quantities, it's very essence is connected to the user in the sense that if the opponent has a sensory technique active, they would be incapable of divulging where the user was, due to the dust acting as a sort of buffer in order to prevent detection (this is due to the user's chakra being present within the blizzard). It doesn't stop there, not only does this dust allow the user to hide their location from the opponent, but it also has another function. As it falls and latches onto object fueled by foreign chakra (deducting a rank of damage points), this dust will sap the energy from the constructs (only applicable on techniques with a solid form, e.g, Earth, Ice, Steel), lowering their damage output and overall strength in comparison to their former state, this ability of the sand is passive in nature. The intensity of the blizzard can also be remotely controlled passively (if the opponent is long-range away, they can only see up to mid-range, if the opponent is mid-range away, they can only see up to short-range, if the opponent is within short-range of the user, they can only see directly in front of them, within a two foot distance). There are also two additional usages of this technique that can be applied to the weaknesses of pantheonic dust namely earth and water and wood, which is the combination of both. By applying this technique to an inert creation of these elements I.E an old earth pillar no longer in use or a water source not in use, the user will be able to focus pantheonic dust chakra in to the source causing it to splinter and fracture in the case of wood and earth or be absorbed in the case of water before ascending in to the sky very rapidly dragging anything that was on top of the source along with it be it weaponry such as kunai or even a person, though it wouldn't drag larger summoning creatures or anything bigger than five meters diameter such as a giant weapon. This ability can also be used on items containing chakra following strengths and weaknesses meaning it could destroy up to B-Rank earth and water and C-Rank wood, when used in this version the dust will continue to fall for an extra two turns reverse the original release, this is due to an increase in the materials available for the dust and will also boost its rank up to B-Rank.

Note: The "blizzard" lasts for four turns, and requires a three turn cooldown in between usages

⛧Declined. Not gonna allow you to depower any rank technique by one rank with a C-rank and without some kind of further restriction. Everything else is fine.⛧

(Chiriton: Sāberasu, Futō no Haundo) - Pantheonic Dust Release: Cerberus, Hound of the Unjust
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique will begin with the user forming two handseals followed by clapping his hands together, upon doing so the earth in the surrounding area will begin to rumble violently knocking anyone more than ten meters from the focal point off balance as it spirals inward in a way similar to the Antlion technique only in reverse instead of causing a pit to form the dust will rise up dragging any of the unusable gel deposits from prior pantheonic usages up with it. The solid dust will form something akin to a mold used for forging weapons that behaves as a chest cavity for the Cerberus of Pantheonic Dust that follows the chest forming. The hound itself stands at thirty meters in height and once formed is self sustaining. It's chest cavity will be filled with the formerly mentioned gel it drew up from the earth which will be shaped in to senbon in the chest cavity. The Cerberus is capable of performing free form attacks that reach up to ten meters using its limbs but is also capable of firing these gel senbon from its chest using solid Pantheonic Dust from its body as a propellant. These needle barrages are capable of causing A-Rank damage following Pantheonic Dust's strengths and weaknesses. However the creature can be created with no prior source being able to use only the freeform strikes which are capable of causing B-Rank damage.

Note: Can only be used once. If formed with the gel core it can use the needles three times before depleting it's reserves, each usage costs a move slot. If destroyed the user may reform using a move slot in his turn.

⛧Declined. You can't manipulate the gel, so you're gonna have to explain how you shape it into needles. Also, you say that the Cerebrus has enough gel for three rounds of fire, but you're gonna need to specify how long the actual thing as a whole lasts.⛧
 
Last edited by a moderator:

Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️
New Cycle: 11/09/2018 - 18/09/2018

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in . Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
CE Approval:
Permission:


(Tentai no tō no ikari) ⌭ Scoria Release/Sealing Arts: Claw of the Beast
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 (+20)
Description: The user will perform three hand seals and manifest their scoria chakra around one of their arms. The scoria will extend up to the user’s forearm and will crafted into the shape of a claw that is about a meter in width and length. Upon being created the user will imbue the claw with sealing properties so upon it being created the claw will begin glowing with a golden hue. Once created, the user will strike the ground with their claw and upon doing so a translucent golden barrier will extend up to five meters of where the claw is. The purpose of this barrier is to seal any fire based technique up to s-rank inside of the barrier as long as it is within five meters of the barrier. Once the fire has been sealed, the barrier will then shrink back inside of the claw. The main purpose of doing so is to channel the chakra sealed from the previous fire technique into the claw itself in order to empower its upcoming attack by twenty damage points. While the claw is still on the ground and after the user has sealed a fire jutsu, the user will manipulate their scoria chakra in order to convert a portion of the battlefield that is up to ten meters in width/length into scoria. This will cause the surface of the ground and up to ten meters below to be changed into scoria. After this has been done, the battlefield will begin rumbling as two monstrous arms composed of scoria emerge from somewhere on the field. These arms are up to ten meters wide/long and the user will control them at their will in order to move in the direction that they choose. The main purpose of doing this is to corner the opponent in a large and gruesome explosion that extends up to five meters of where the arms where located. The portion of the ground that was converted into scoria is able to be triggered by the slightest movement which just means that a kunai or a shuriken could trigger it or if the user converted the ground underneath the opponent or themselves, the person would could trigger the explosion if they moved from their current location. If the explosion does go off it will trigger a free form explosion that will leave a gaping hole depending on how much of the ground the user converted, this is because of how once the scoria has exploded there will be nothing in its place.

Note: Can only be used twice
Note: No Scoria above A-rank next turn.
Norw: User must keep the claw in the ground in order to maintain.


⛧Declined. You say the barrier extends five meters out from the claw/point in the ground where you jab the claw, and then say the barrier can absorb any fire within five meters of itself. So that means absorbing any fire jutsu that's ten meters away from you, make it so that the barrier absorbs any fire it touches.⛧


Updating notes to make sense:
Bleach Approval:
Bleach Permission:

(Hyōhaku-zai rirīsu: Revu~isu) ◈ Bleach Release: Leviathan’s Voracious Hunger
Type: Offensive
Rank: S
Range: Short (on creation) Mid-Long (on propulsion)
Chakra: 40
Damage: 80
Description: The user starts off by first, manifesting their Bleach chakra into one of their arms followed by thrusting it forwards towards their target. As their hand is thrusted the Bleach chakra they have built up is poured out of their arm in the form of a spiraling dragon entity. This specific dragon is actually composed of two dragons which are closely intertwined making them appear as one entity. Once unleashed the dragons immediately split into two individual bodies each set to go after a target; one dragon will begin to leap into the air while the under will submerge itself underground. It is able to submerge itself underground quite easily due to how the earth is weakened and corroded upon contact with bleach, so it can easily force itself underground. In a matter of seconds each dragon will hastily make its way towards their target(s), expanding in size as they do. Once underneath, and above their target(s), both dragons expand more ferociously than before. The submerged dragon cracks the earth underneath the target as it explodes outward; while the aerial dragon casts a wide shadow as it does the same thing. Each dragon is around the size of the Earth and Stone dragon, and when they expand they become bloated to the point that they become up to five meters in width. Both dragons explode into a fury of Bleach constructs that come in the form/size of ordinary shuriken; which are sent out in a sporadic, omnidirectional manner covering everything within 10 meters, thereby tearing them apart. Both dragons act in unison. They are released, move, expand, and explode simultaneously, aiming to trap the target(s) between both attacks.

Note: Each dragon is A-rank in strength.
Note: No Bleach above A-rank in the following turn.
Note: While active the user cannot use other jutsu.
Note: Can only be used twice per battle, with two turns between each usage.

⛧Approved.⛧

(Nikkusu no noroi) Bleach Release/Sealing Arts: Curse of the River Styx
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA
Description: A technique designed to take advantage of Bleach’s corrosive properties and use it to weaken enemy jutsu. The user will first perform two hand seals at the end of one of their techniques and cause kanji transcripts to appear across the technique. The purpose of these kanji transcripts only come into action once the user’s technique clashes with one of the enemy’s jutsu. Upon contact being made, the kanji transcripts will begin to release bleach from the seal that will begin to move outward and made contact with the opposing jutsu. The thing about this technique is that the bleach will layer the technique that it is on and cause any opposing jutsu in contact to be exposed to the corrosive effects of bleach. Curse of the Nyx is a technique whose sole purpose is to weaken opposing jutsu and it does this by slowly corroding and and causing caustic burns to techniques that are in contact with a jutsu that is under the influence of this technique. The effects of this technique are slow acting meaning that the opposing jutsu will first be weakened of twenty damage points from the bleach itself, but for every turn the enemy’s jutsu is in contact with this technique it will lose twenty damage points, but this only applies for up to two turns. Curse of the Nyx also works upon the Strengths/Weakness of Bleach as well as any element that is neutral to bleach. Depending on the technique that makes contact with a jutsu that has Curse of the Nyx applied determines how much the opposing jutsu is weakened. For example, a jutsu that is strong against bleach will simply have the effects of this technique be neutralized while on the other neutral jutsu will just be depleted of twenty damage points, and jutsus weak to bleach will still act normally when in the face of bleach.

Note: Can only be used four times with a turn cool down between each use.

⛧Declined. This jutsu is fine up until the end where you start to talk about S/W's of Bleach coming into play. You say jutsu weak to Bleach will continue to act normally, which doesn't make sense if it's weak to Bleach.⛧
CE Approval:
Permission:

(Tentai no tō no ikari) ⌭ Scoria Release/Sealing Arts: Claw of the Beast
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 (+20)
Description: The user will perform three hand seals and manifest their scoria chakra around one of their arms. The scoria will extend up to the user’s forearm and will crafted into the shape of a claw that is about a meter in width and length. Upon being created the user will imbue the claw with sealing properties so upon it being created the claw will begin glowing with a golden hue. Once created, the user will strike the ground with their claw and upon doing so a translucent golden barrier will extend up to five meters of where the claw is. The purpose of this barrier is to seal any fire based technique up to s-rank inside of the barrier as long as it makes contact with the barrier. Once the fire has been sealed, the barrier will then shrink back inside of the claw. The main purpose of doing so is to channel the chakra sealed from the previous fire technique into the claw itself in order to empower its upcoming attack by twenty damage points. While the claw is still on the ground and after the user has sealed a fire jutsu, the user will manipulate their scoria chakra in order to convert a portion of the battlefield that is up to ten meters in width/length into scoria. This will cause the surface of the ground and up to ten meters below to be changed into scoria. After this has been done, the battlefield will begin rumbling as two monstrous arms composed of scoria emerge from somewhere on the field. These arms are up to ten meters wide/long and the user will control them at their will in order to move in the direction that they choose. The main purpose of doing this is to corner the opponent in a large and gruesome explosion that extends up to five meters of where the arms where located. The portion of the ground that was converted into scoria is able to be triggered by the slightest movement which just means that a kunai or a shuriken could trigger it or if the user converted the ground underneath the opponent or themselves, the person would could trigger the explosion if they moved from their current location. If the explosion does go off it will trigger a free form explosion that will leave a gaping hole depending on how much of the ground the user converted, this is because of how once the scoria has exploded there will be nothing in its place.

Note: Can only be used twice
Note: No Scoria above A-rank for two turns.
Norw: User must keep the claw in the ground in order to maintain.

Bleach Approval:
Bleach Permission:

-Removed the S/W's stuff.
(Nikkusu no noroi) Bleach Release/Sealing Arts: Curse of the River Styx
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA
Description: A technique designed to take advantage of Bleach’s corrosive properties and use it to weaken enemy jutsu. The user will first perform two hand seals at the end of one of their techniques and cause kanji transcripts to appear across the technique. The purpose of these kanji transcripts only come into action once the user’s technique clashes with one of the enemy’s jutsu. Upon contact being made, the kanji transcripts will begin to release bleach from the seal that will begin to move outward and made contact with the opposing jutsu. The thing about this technique is that the bleach will layer the technique that it is on and cause any opposing jutsu in contact to be exposed to the corrosive effects of bleach. Curse of the Nyx is a technique whose sole purpose is to weaken opposing jutsu and it does this by slowly corroding and and causing caustic burns to techniques that are in contact with a jutsu that is under the influence of this technique. The effects of this technique are slow acting meaning that the opposing jutsu will first be weakened of twenty damage points from the bleach itself, but for every turn the enemy’s jutsu is in contact with this technique it will lose twenty damage points, but this only applies for up to two turns.

Note: Can only be used four times with a turn cool down between each use.

¤ Both Approved, small edits made. ¤
 
Last edited by a moderator:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
.

.

(Fūin/Seraphumizuton: Metatoron no Meirei no Takai Shikō)- Sealing Seraphic Water: Metatron's Order of Higher Consciousness
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: N/A
Description: A dangerous and wild sealing technique meant to trap even the greatest of foes. The technique begins with three hand seals, after which the user will slam a palm on the ground/surface they're on. Immediately, sealing marks will spread from their position all they up to long ranged (20 meters) in the form of a peculiar shape [ ] with the kanji marks '神の' meaning "Of God" at the center, under the user (seal A ranked). From there, Seraphic Water begins shooting upward from the seal, pushing anything above it high into the air as it rises. Anything caught in this initial flood has its chakra severely limited due to the sealing script, preventing the use of A ranked and above techniques. At the same time, an equally large and identical seal (also A ranked) appears over the battlefield exactly 20 meters up and 20 wide like its ground counterpart. Just like the first shape, Seraphic Water begins pouring down from this sky seal at the same rate and volume as its pouring up from the ground, and anything caught inside this second flood is also equally restricted. As expected, both sources meet in a middle point in space and complete the shape. Once both sources of SW connect, the sealing lines run from both seals, through the water, and then connect to create a three dimensional replica of Metatron's Cube. This quickly becomes realized as a prison both due to SW's ability to prohibit movement through selective concentration and the now combined power of the seal which has been completed. The opponent(s) will be restricted from molding chakra entirely as long as the technique is kept active. All objects and people caught within the Cube become unable to move, locked in place. The user remains unaffected through this, even if he is caught within the shape. By willing the concentration of the water around his body (or any objects/allies) he retains the ability to move through it as normal and being his own seal, his chakra is unaffected. Due to the nature of the seal in conjunction with Seraphic Water, this technique does not directly harm the opponent but is rather defensive/supplementary in purpose.

Note(s):
- Can only be performed twice, with a 3 turn cool down between usages.
- Once performed, no Seraphic Water and/or Fūin techniques above A ranked for 2 turns

⛧Declined. Your wording implies that it can be either the contact with Seraphic Water when it floods out that restricts the opponent's usage of chakra, or contact with the sealing script when it's made. You're gonna have to specify which it is; in the case of the latter,you will need to specify that the script spreads outwards gradually. In the case of the former, it can be formed all at once, but will need a delay, enough that the opponent can react accordingly. Also, if the script is 20 meters wide, that will be a 20 meter radius with you in the center. 20 meters high for the script above the battlefield is way too much. The rest is fine.⛧
(Fūin/Seraphumizuton: Metatoron no Meirei no Takai Shikō)- Sealing Seraphic Water: Metatron's Order of Higher Consciousness
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: N/A
Description: A dangerous and wild sealing technique meant to trap even the greatest of foes. The technique begins with three hand seals, after which the user will slam a palm on the ground/surface they're on. Immediately, sealing marks will spread from their position all they up to long ranged (20 meters) all at once in the form of a peculiar shape [ ] with the kanji marks '神の' meaning "Of God" at the center, under the user (seal A ranked). The seal will then shine brightly for a moment, a telltale of what's about to come before Seraphic Water begins shooting upward from the script, pushing anything above it high into the air as it rises. Anything caught on the seal after the shinning/warning will have its chakra severely limited due to the sealing script, preventing the use of A ranked and above techniques. Also, due to the unique properties of the element itself, the user can cause anything caught in the water to have it's movement(s) restricted. Essentially, this technique is able to restrict both movement and chakra manipulation abilities of victims, but not at the same exact time. The chakra molding restriction comes first upon contact with the seal, then movement restriction with the flooding. At the same time as the ground seal activates, an equally large and identical seal (also A ranked) appears over the battlefield exactly 15meters up and 20 wide like its ground counterpart. Just like the first shape, it will glow first as a warning, after which anything in contact with it will have its chakra limited. Seraphic Water then begins pouring down from this sky seal at the same rate and volume as its pouring up from the ground, and anything caught inside this second flood also has its movement restricted. As expected, both sources meet in a middle point in space and complete the shape. Once both sources of SW connect, the sealing lines run from both seals, through the water, and then connect to create a three dimensional replica of Metatron's Cube. This quickly becomes realized as a prison both due to SW's ability to prohibit movement through selective concentration and the now combined power of the seal which has been completed. The opponent(s) will be restricted from molding chakra entirely as long as the technique is kept active. All objects and people caught within the Cube become unable to move, locked in place. The user remains unaffected through this, even if he is caught within the shape. By willing the concentration of the water around his body (or any objects/allies) he retains the ability to move through it as normal and being his own seal, his chakra is unaffected. Due to the nature of the seal in conjunction with Seraphic Water, this technique does not directly harm the opponent but is rather defensive/supplementary in purpose. This technique can only be performed twice, with a 3 turn cool down between usages. Also, once performed, no techniques of the CE and Fūin techniques above A ranked can be performed by the user for 2 turns.

¤ Declined, for starters if this is comprised of two A rank seals, it will require 2 of the 3 allocated jutsu per turn. This also needs a duration limit as one isn't stated or implied. If you intend for it to prevent chakra usage or movement completely, then you likewise will not be able to use any other jutsu while it's effect is in place. Actually, nah I'm not approving that willingly for a normal seal, that effect is incredibly powerful. I have no clue why that wasn't pointed out ¤

(Seraphumizuton: Zaqiel, Kare wa Yurusu; Seisei)- Seraphic Water: Zaqiel, He Who Absolves; Purification
Type: Supplementary
Rank: S/Forbidden
Range: Short-Long
Chakra cost: 40/50 (-10/-20 per turn)
Damage: N/A
Description: Taking from the magnanimity of Zaqiel, Seisei is a supplementary technique entirely, made only for aiding. The technique draws from Seraphic Water's innate ability to affect various functions of a living system. The technique is initiated with a surge of chakra through the user's body, flushing the tenketsu and releasing acceptable amounts (see submission for details) of Seraphic Water into the blood stream. What this does is not only aid in releasing the user from chakra infiltrating techniques like Genjutsu, but also deliver and protect him from poisons, toxins, and even heavy metals. In addition to this, the user can also escape from paralyzing techniques such as those that lock down the usage of one's muscles. Seraphic Water is able to soothe hyperactive muscles like those in a seizure and also coax activity in lackadaisical ones (applicable to techniques of such nature up to the rank used, i.e S ranked variant can defend against S ranked paralysis/muscle affecting techniques. The same goes for poisons/toxins/heavy metals). However, if the user has knowledge of Medical Ninjutsu, they area able to use the higher ranking variant of this technique, Forbidden, allowing them to escape from Genjutsu up to S ranked, and poison, toxins, heavy metals, and paralyzing techniques up to Forbidden as well. In addition to this, Medical Ninja are also able to perform this on others through physical touch rather than themselves alone, where they can choose between the two variants. The only downside to this is that the technique takes a longer time than the usual and can leave the user wide open while it is being performed, although it can be canceled at any time. Time frame wise this technique would take as long as performing two techniques (doesn't take up two move slots though), whether it is being used on oneself or on others. And finally, once initiated, the technique can be sustained for two turns more (for both variants) to protect the user or his allies from any further attacks of the natures it was intended for.
Note(s):
- S ranked variant twice (2x), and Forbidden variant once (1x)
- Requires Medical Ninjutsu knowledge to employ the Forbidden variant as well as use this technique on others
- Both variants last two turns with each usage, each costing different values for upkeep
- If the Forbidden variant is used whether on the user or someone else, the others can still be used on oneself or anther person up to their max usages
- No Seraphic Water techniques above A ranked in the user's next turn (if the S variant is performed)
- No Seraphic Water techniques period for one turn after (if the Forbidden variant is performed)

Declined - he drawbacks just aren't enough. Also F ranks cause pain through physical stress, which, when you look at how this jutsu works, it would actually counterat the jutsu in itself. For example, the surge is aimed to sooth muscles and be of medical help, but the strain of F rank release would nulify it straight after and end up doing more harm in the long run anyway
(Seraphumizuton: Zaqiel, Kare wa Yurusu; Seisei)- Seraphic Water: Zaqiel, He Who Absolves; Purification
Type: Supplementary
Rank: C-S
Range: Short-Long
Chakra cost: 15-40 (-10 per turn)
Damage: N/A
Description: Taking from the magnanimity of Zaqiel, Seisei is a supplementary technique entirely, made only for aiding. The technique draws from Seraphic Water's innate ability to affect various functions of a living system. The technique is initiated with a surge of chakra through the user's body, flushing the tenketsu and releasing acceptable amounts of Seraphic Water into the blood stream. What this does is not only aid in releasing the user from chakra infiltrating techniques like Genjutsu, but also deliver and protect him from poisons, toxins, and even heavy metals. In addition to this, the user can also escape from paralyzing techniques such as those that lock down the usage of one's muscles. Seraphic Water is able to soothe hyperactive muscles like those in a seizure and also coax activity in lackadaisical ones (applicable to techniques of such nature up to the rank used, i.e S ranked variant can defend against Forbidden ranked paralysis/muscle affecting techniques. The same goes for poisons/toxins/heavy metals) based on the element's S/W's. However, if the user has knowledge of Medical Ninjutsu, they area able to use the technique on others through physical touch rather than themselves alone. The only downside to this is that the technique takes a longer time than the usual and can leave the user wide open while it is being performed, although it can be canceled at any time. And finally, once initiated, the technique can be sustained for two turns more (for all variants) to protect the user or his allies from any further attacks of the natures it was intended for. S ranked variant thrice (3x)all other ranks require a turn cool down in between usages. After using said S ranked variant, the user will be unable to perform Seraphic Water techniques of A ranked for the rest of the turn and the next.

¤ Declined, "The same applies to the user as well: only basic applications of Seraphic Water's medical advantages can be used such as soothing the muscles and general, non-specific detoxification. Even then, the process is very lengthy and requires too much concentration to be effective during conflicts."

As per your CE submission, you're not able to pull off something as complicated as this in short time or effort. It will need to be a drawn out process over a turn minimum and will not work better than Medical jutsu in that aspect (i.e. the canon Medjutsu require 40 chakra per turn to slow a toxin, not even remove it). This needs more work. ¤
 
Last edited by a moderator:
Status
Not open for further replies.
Top