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Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the flame-like, wispy, energy base of Mystic Fire Release and allows the user to concentrate chakra in an area, whether it is from their body, through the ground, or even in the air. In the case of the flames being produced from the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. Flames produced from the ground possess an audible queue giving slight warning to the target should they emerge from beneath them. These flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Primordial Creation can also be used to create simple streams, fireballs, blasts, and waves of flame. These flames can be, at the user’s volition, concentrated to effectively solidify allowing them to punch through physical obstacles and cause explosive damage. The flames of Mystic Fire by default adhere to the violet spectrum but can be manipulated to fit any color in the visible light spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black flames of Amaterasu. Applications above A-Rank require a single hand seal. Sustaining this technique requires the user expend ten chakra per turn. S-Rank can be used four times per battle and cannot be used in consecutive turns.
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Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the concentrated plasma-based energy of Mystic Fire Release and allows the user to produce currents, bolts, streams, and waves of lightning-like Mystic Fire from the user’s body, through the ground, or even in the air. In the case of the energy being produced from the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. Energy channeled through the ground is akin to lightning being channeled through the ground, rippling outward from its location created or directed through manipulation by the user. This technique can be concentrated allowing for the energy to take a more solidified state enabling it to punch through physical obstacles. Like its sibling technique Primordial Creation the energy by default adheres to the violet spectrum but can be manipulated to fit any color in the visible spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black energy. Applications above A-Rank require a single hand seal. Sustaining this technique requires the user expend ten chakra per turn. S-Rank can be used four times per battle and cannot be used in consecutive turns.
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Type: Supplementary
Rank: B – S
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied technique)
Damage: N/A
Description: Pillars of Creation is considered the ultimate infusion technique utilized in conjunction with energy-based elemental natures (Fire, Lightning, Explosion, etc) as well as barrier Fūinjutsu. As a technique based around the principles of infusion it occurs instantaneously and can be used within the same timeframe as the technique it is applied to. Typically techniques of this category involves an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. This could be compared to ratios and the effects that chakra can have on a technique; the more chakra utilized the greater the changes. As such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Unique to this technique is that it can be stated in one’s biography to allow for the passive infusion of the user’s energy-based techniques, listed above, causing their coloration to shift in accordance to Mystic Fire’s unique colors. As a passive occurrence this application does not require any chakra and is simply a cosmetic ability of Pillars of Creation. The infusions are as followed:
The First Pillar: This is the B-Rank application of Pillars of Creation and utilizes an infusion of ten chakra. As the simplest infusion this technique causes the effected energy-based technique to gain Mystic Fire’s quality of absolute neutrality. For example, when used on a Fire technique, the applied technique will effectively shed its strengths and weaknesses becoming neutral to all elemental natures. Additionally, this infusion causes the applied technique to gain Mystic Fire’s specialized interactions with sealing/absorptive-based techniques. When an S-Rank Lightning technique is infused with the First Pillar, for example, it will, in addition to gaining the neutrality of Mystic Fire, will also only be able to be sealed or absorbed by a technique of equivalent rank (meaning the rank of the seal or absorbing technique itself, not the rank of what it can seal, must be equivalent). Additionally, the First Pillar cannot be infused on channeling-based energy techniques (e.g. streams of fire).
The Second Pillar: This is the A-Rank application of Pillars of Creation and utilizes an infusion of twenty chakra. The Second Pillar, unlike the first, employs the ability to not only infuse an energy-based technique with Mystic Fire chakra but to convert it to the nature entirely; this effectively converts any energy-based nature, or barrier Fūinjutsu, into Mystic Fire. Because the technique is effectively transformed it will change its inherent color into any color allowed by Mystic Fire Release, namely any color on the visible spectrum while being able to become absolute black, like the flames of Amaterasu. Techniques which radiate heat, like Fire Release, will lose those qualities due to their inherent sealing nature. Additionally, these techniques will gain an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Second Pillar can be used on any number of A-Rank and below techniques but it can only be used four times per battle on S-Rank and above techniques. It also cannot be used in consecutive turns.
The Third Pillar: This is the S-Rank application of Pillars of Creation and utilizes an infusion of forty chakra. Unlike the previous two pillars this Third Pillar only incorporates techniques which employ a partial or fullbody elemental transformation, much like the Hozuki, and must be energy-based in nature. This technique, through an enormous flooding of Mystic Fire chakra, converts any energy-based elemental transformation to become purely Mystic Fire based, while retaining its original abilities and qualities. For example, should a Bakuton based elemental transformation be converted to Mystic Fire it will retain its default explosive qualities while obtaining all qualities of Mystic Fire Release. Additionally, as long as the elemental transformation utilized allows for Fire and Lightning natures to be accessed, the user will still be able to mold chakra for techniques based on the original elemental transformation, even after conversion. The Third Pillar, like the Second, also enhances the applied transformation by an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Third Pillar can be used twice per battle, requiring a two turn cooldown in between uses.
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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.
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Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is named after the nebula the Ghost of Jupiter and employs Mystic Fire’s ability to manifest itself freely on the battlefield. Through Mystic Fire’s unique relationship with Fūinjutsu the Ghost of Jupiter is capable of utilizing the highly disruptive capabilities of Mystic Fire Release against Fūinjutsu and barrier Fūinjutsu. Through a release of Mystic Fire chakra, much akin to that of Hindering Sound Ninjutsu, one is capable of applying three distinct applications of Ghost of Jupiter, all applying similar principles. Seals which are tampered with are left useless, regardless of whether or not the Mystic Fire is removed from the battlefield as its purpose is to simply disrupt the seals functionality. All applications utilize a saturation of the battlefield in harmless Mystic Fire chakra. This technique, regardless of application, can be used four times per battle and cannot be used in consecutive turns. In the following turn the user is unable to utilize Mystic Fire Release above A-Rank.
Diffuse Nebulae (Kakusan Seiun): Named after the common diffuse type nebulae which span enormous distances. This encompasses the first application of the Ghost of Jupiter. Through a saturation of the battlefield free standing seals, such as the generic Sealing Tag, Flying Thunder God seals, and other free standing seals are destroyed. This is because the seals themselves are simply sheets of paper or simple inscriptions which possess unranked durability. The Mystic Fire chakra permeates the seal and disrupts its mechanics, rendering it useless. This application is unable to be applied to seals located on the body, but it can be applied to seals which are applied to the body after the fact, such as Flying Thunder God seals. The exception to this application is seals which have been fortified through an infusion of chakra. Should an applied seal be fortified with elemental chakra, or some form of infusion which bolsters the seal’s physical durability, then the absolute neutrality of Mystic Fire must be respected. This in effect causes the first application to be deferred to the second application. The Diffuse Nebulae application will not tamper with the user’s own seals.
Planetary Nebulae (Wakuseijōseiun): Named after the lesser common emission-type nebulae released from the death of red giant stars. This embodies the second application of the Ghost of Jupiter. Unlike the first the Planetary Nebulae is a precise and targeted application aimed toward seals classified as body seals. Due to their complexity the user may only tamper with seals equivalent to the rank of Ghost of Jupiter. As such, when used at A-Rank, the user is capable of tampering with one A-Rank body seal, rendering it useless. Should the Ghost of Jupiter be boosted in strength, it will be capable of tampering with one S-Rank seal, or two A-Rank seals, and so on. However, as a more precise application, the user must also be aware of the seal which they are targeted on the opponent’s body requiring they have already seen it and have knowledge of its existence. The user can apply this second application to barrier Fūinjutsu as well, following the same principles as above. The Planetary Nebulae is also used against fortified seals, as outlined in Diffuse Nebulae.
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Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique employs a tag seal with the word ‘Repository’ inscribed on it and placed somewhere on the user’s body or on a weapon; in the case of a weapon the weapon must remain in contact with the user at all times. The seal can either be placed on the user’s biography and stated or placed during travel or battle, counting as a move. Cygnus Loop is a technique which utilizes Fūinjutsu’s ability to seal infinite quantities of various objects within a vessel, in this case the Cygnus seal. This acts as an effect chakra storage unit and can store infinite quantities of chakra absorbed and drained from another target through two methods. The first method passively allows the seal to link itself to the user’s absorptive techniques, such as the Multiple Infinite Embraces. Typically the Embraces will drain chakra and immediately deposit it in the user’s body; with the Cygnus seal this chakra is instead deposited in the seal itself. The second method is through the seal’s unique relationship with Mystic Fire Release and Fūinjutsu allowing the user to utilize Ultraviolet Radiance, a technique based on the Cygnus seal. Regardless of the application used when chakra is drained from an opponent or their techniques the chakra will be deposited within the seal. In essence Cygnus Loop acts as a bank and middleman. When chakra is stored in the seal the chakra is ‘purified’ within the seal. This effectively converts stolen chakra back into raw chakra. For example, should the user absorb Fire chakra and store it within the seal it will be converted into stored chakra and made readily available for the user to use for a future technique. Alternatively stored chakra can be freely absorbed into the user’s body to replenish their reserves. The Cygnus seal itself is an A-Rank seal and is fortified as such due to its relationship and infusion of Mystic Fire.
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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.