Re:
Custom Jutsu Submission 
(Jiton: Satetsupansa ) - Magnetism release: Iron sand panther
Rank: A
Type: Defense/Offensive/Supplementary
Range:Short
Chakra Cost: 35 (+5 per turn, +10 for reforming, +20 for every multiply [one panther becomes two is counted at a multiply])
Damage Points: 60
Description: The user makes 6 handseals (ram,dog,boar,snake,rabbit,tiger), he collects chakra lower hand (fist) than he hits the iron sand covered ground making a large panther made out of iron sand appear. The panther is 20m tall and can be used for both attacks and defenses. The panther can multiply itself twice costing some chakra to the user. The panther can use up to C rank iron sand techs without handseals.
Note: Can only be used by 3rd kazakage bios
- Only 3 panthers can be operational at a time.
- Reforming and multiplying are both counted as moves.
- The panther can use up to C rank iron sand techs without handseals (2 techs per a panther that the panther will disperse and fall to the ground near the user)
- The panther can go from short to mid range in 5 seconds.
- The panther can be dispersed when close enough to the opponent, short range, (Ram handseal) making a cloud of iron sand around him attacking him like thousand senbons.
- Even if one particle of the iron sand touches the opponent he becomes magnetised for 3 turns.
- While the opponent is magnetised only kunais and shurikens will be drawn towards him (NO IRON SAND!)
(Kanchiki Satetsu no Jutsu) - Sensor Iron Sand Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (-10 per turn active if used in mid range, -5 if long)
Damage points: N/A
Description: The user will release a special type of sensory iron sand across a terrain and then upon contact with an enemy target the iron sand can alert the user of the location and presence of an enemy target. The iron sand can even detect invisible targets and stick to their body.
Note: Can only be used by The Third Kazakage
-Can only be taught by DecimoBG
-Can be used as a medium to iron sand techs up to C rank
-If the opponent is touched by this technique he becomes magnetised, meaning all kunais and shurikens thrown at the battle field will all go at him with great speed (NO IRON SAND WILL BE DRAWN BY THE MAGNETISING EFFECT !)
(Satetsu Kuchiyose) - Iron sand summoning
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 35 for short-mid range, 45 for short-long
Damage points: N/A
Description: The user will make 3 handseals (tiger,dog,ram), than he'll put his hands on the ground and will summon a very large quantity of iron sand. The iron sand can be used as a medium for any kind of iron sand attacks.
Note: Can be only used by The Third Kazakage
-Can be tought only by DecimoBG.
-Can be used 2 times per battle.
-Iron sand techs need 0.5 seconds less to be made.
-If any iron sand particle is touched by the opponent he becomes magnetised and will draw all kunais and shurikens on the battle field that are throw at him (even his!), this lasts only 3 turns!
(Jiton: Satetsukunai) - Magnetism release: Iron sand kunai
Rank: A
Type: Defensive/Offensive
Range: Long - Short
Chakra cost: 35 (+5 to reform if needed)
Damage points: n/a
Description: The user opens his hand, iron sand starts gathering and forming into a kunai made out of iron sand. It can be thrown and it disperses if the user makes the Rabbit handseal and the kunai disperses into a cloud. The cloud can be used to make small needles of iron sand that can be shot at the opponent or just binding the opponent. If the iron sand touches the opponent, he becomes magnetised.
Note: Can be only used by The Third Kazakage bios.
- Can only be taught by DecimoBG
- Collecting the iron sand happens almost instantly and requires no handseals.
- Can be used every 2 turns.
- If the opponent inhales iron sand he will become a living magnet that will draw anything made out of any kind of metal at him except iron sand.
-If the opponent touches any iron sand particle he becomes magnetised for 2 user turns.
(Jiton: Satetsudoragon) - Magnetism release: Iron sand Dragon
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Mid
Chakra cost: 30 (+10 per new one, +5 per turn for every, +15 for reforming)
Damage points: 60
Description: The user will make four handseals (Ram,Snake,Dog,Rabbit) and than he will stomp on the ground (must have iron sand beneath legs) putting his chakra in it. Using his shape manipulation he will make a Iron sand dragon (much like Gurens crystal dragon) that's tall 20m. The dragon can be used for defensive purposes or offensive, it can be used for making a tunnel underground or crashing into the ground making a giant smoke screen (dust screen).
Note: Can only be used by 3rd Kazakage bios
- At a time only 2 dragons can be operational.
- Reforming counts as a turn.
- Drilling an tunnel is counted as a turn and can be used only to escape from mid to long or short to mid range (CANNOT BE USED FOR ATTACKS!).
- Crashing to the ground will make a giant smoke (dust) screen around 10x10 that will conceal any kind of presence (NOT CHAKRA!) of the user, the screen will stay there until is blown away (At least a C rank fuuton tech or an explosively tagged kunai x3 that are thrown inside it), crushing to the ground the dragon will need +5 chakra to reform. Crushing to the ground IS counted as a move.
- If the dragon is close enough (short range) it can be dispersed (with the ram seal) and all that iron sand (powder) will attack the opponent like a thousand needles.
- If any particle touches the opponent he becomes magnetised for 3 turn (meaning all shurkens or kunais thrown by the user will go straight for him even if he tries to dodge the weapons will take a turn and again will attack)
- The opponent is magnetised for 3 turns.
- The dispersion can be used 2 times a battle.
- Can only be taught by DecimoBG
~All Declined~ Why wouldn't Iron Sand be drawn to someone who is magnetized? It's iron isn't it? A metal.
Edit if needed <_<


(Jiton: Satetsupansa ) - Magnetism release: Iron sand panther
Rank: A
Type: Defense/Offensive/Supplementary
Range:Short
Chakra Cost: 35 (+5 per turn, +10 for reforming, +20 for every multiply [one panther becomes two is counted at a multiply])
Damage Points: 60
Description: The user makes 6 handseals (ram,dog,boar,snake,rabbit,tiger), he collects chakra lower hand (fist) than he hits the iron sand covered ground making a large panther made out of iron sand appear. The panther is 20m tall and can be used for both attacks and defenses. The panther can multiply itself twice costing some chakra to the user. The panther can use up to C rank iron sand techs without handseals.
Note: Can only be used by 3rd kazakage bios
- Only 3 panthers can be operational at a time.
- Reforming and multiplying are both counted as moves.
- The panther can use up to C rank iron sand techs without handseals (2 techs per a panther that the panther will disperse and fall to the ground near the user)
- The panther can go from short to mid range in 5 seconds.
- The panther can be dispersed when close enough to the opponent, short range, (Ram handseal) making a cloud of iron sand around him attacking him like thousand senbons.
- Even if one particle of the iron sand touches the opponent he becomes magnetised for 3 turns.
- While the opponent is magnetised only kunais and shurikens will be drawn towards him (NO IRON SAND!)
(Kanchiki Satetsu no Jutsu) - Sensor Iron Sand Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (-10 per turn active if used in mid range, -5 if long)
Damage points: N/A
Description: The user will release a special type of sensory iron sand across a terrain and then upon contact with an enemy target the iron sand can alert the user of the location and presence of an enemy target. The iron sand can even detect invisible targets and stick to their body.
Note: Can only be used by The Third Kazakage
-Can only be taught by DecimoBG
-Can be used as a medium to iron sand techs up to C rank
-If the opponent is touched by this technique he becomes magnetised, meaning all kunais and shurikens thrown at the battle field will all go at him with great speed (NO IRON SAND WILL BE DRAWN BY THE MAGNETISING EFFECT !)
(Satetsu Kuchiyose) - Iron sand summoning
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 35 for short-mid range, 45 for short-long
Damage points: N/A
Description: The user will make 3 handseals (tiger,dog,ram), than he'll put his hands on the ground and will summon a very large quantity of iron sand. The iron sand can be used as a medium for any kind of iron sand attacks.
Note: Can be only used by The Third Kazakage
-Can be tought only by DecimoBG.
-Can be used 2 times per battle.
-Iron sand techs need 0.5 seconds less to be made.
-If any iron sand particle is touched by the opponent he becomes magnetised and will draw all kunais and shurikens on the battle field that are throw at him (even his!), this lasts only 3 turns!
(Jiton: Satetsukunai) - Magnetism release: Iron sand kunai
Rank: A
Type: Defensive/Offensive
Range: Long - Short
Chakra cost: 35 (+5 to reform if needed)
Damage points: n/a
Description: The user opens his hand, iron sand starts gathering and forming into a kunai made out of iron sand. It can be thrown and it disperses if the user makes the Rabbit handseal and the kunai disperses into a cloud. The cloud can be used to make small needles of iron sand that can be shot at the opponent or just binding the opponent. If the iron sand touches the opponent, he becomes magnetised.
Note: Can be only used by The Third Kazakage bios.
- Can only be taught by DecimoBG
- Collecting the iron sand happens almost instantly and requires no handseals.
- Can be used every 2 turns.
- If the opponent inhales iron sand he will become a living magnet that will draw anything made out of any kind of metal at him except iron sand.
-If the opponent touches any iron sand particle he becomes magnetised for 2 user turns.
(Jiton: Satetsudoragon) - Magnetism release: Iron sand Dragon
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Mid
Chakra cost: 30 (+10 per new one, +5 per turn for every, +15 for reforming)
Damage points: 60
Description: The user will make four handseals (Ram,Snake,Dog,Rabbit) and than he will stomp on the ground (must have iron sand beneath legs) putting his chakra in it. Using his shape manipulation he will make a Iron sand dragon (much like Gurens crystal dragon) that's tall 20m. The dragon can be used for defensive purposes or offensive, it can be used for making a tunnel underground or crashing into the ground making a giant smoke screen (dust screen).
Note: Can only be used by 3rd Kazakage bios
- At a time only 2 dragons can be operational.
- Reforming counts as a turn.
- Drilling an tunnel is counted as a turn and can be used only to escape from mid to long or short to mid range (CANNOT BE USED FOR ATTACKS!).
- Crashing to the ground will make a giant smoke (dust) screen around 10x10 that will conceal any kind of presence (NOT CHAKRA!) of the user, the screen will stay there until is blown away (At least a C rank fuuton tech or an explosively tagged kunai x3 that are thrown inside it), crushing to the ground the dragon will need +5 chakra to reform. Crushing to the ground IS counted as a move.
- If the dragon is close enough (short range) it can be dispersed (with the ram seal) and all that iron sand (powder) will attack the opponent like a thousand needles.
- If any particle touches the opponent he becomes magnetised for 3 turn (meaning all shurkens or kunais thrown by the user will go straight for him even if he tries to dodge the weapons will take a turn and again will attack)
- The opponent is magnetised for 3 turns.
- The dispersion can be used 2 times a battle.
- Can only be taught by DecimoBG
~All Declined~ Why wouldn't Iron Sand be drawn to someone who is magnetized? It's iron isn't it? A metal.
Edit if needed <_<
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