Custom Element's Jutsu Submission

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Lili-Chwan

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Re: Custom Element's Jutsu

( Masshuru-muton: Tenshin Onnauma ) Mushroom Release: Zenith of the Centaurides

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a large arrow made of highly concentrated chakra-enhanced yeasts. Upon creation, the user is able to shoot it in any direction she wants, with or without the aid of an actual bow (Mostly for the looks, as the arrow will have the same speed nonetheless).
*Can be used only once every 4 turns, and only 3 times per battle*
The arrow has 3 properties:
  • Upon contact with a water source/technique, it will suck it all, growing significantly in size into a fluffy dough like pillow, the size being proportional to the amount of water. In addition to the natural Earth advantage, the bread shield will be highly powerful against blunt impacts, blocking extraordinary amounts of force, and will acquire a resistance to fire equal to the water absorbed. Is weak to sharp attacks, such as Lightning and Wind techniques.
  • Upon contact with the opponent, it will have the same piercing effects of a steel spear, yet it will spread yeast into the opponent's organism, causing a severe and extensive mycosis, known as Candidemia. Symptoms are often described as extreme flu-like symptoms. Pain, mental disorders, chronic fatigue, infections, are a few of the long list of associated symptoms with Candidemia. Skin infections can include persistent or unhealing wounds and lesions, sweating, itching, unusual discharge or drainage and more. An opponent will be disabled with high fever in the following turn, and in deathbed at the second, if the fungal infection goes untreated/unblocked.
  • Fermentation: The arrow can be manipulated into brewing wine, beer, alcoholic and nonalcoholic beverages, baking, medicine, etc, in a matter of instants. It is more of a functional attribute than a battle-related one.
A smaller version of this jutsu can be used by the Children of Beelzebub, equivalent to B rank, where the user is able to create one small arrow. Everything is toned down to A rank (Water, Earth, Taijutsu) and C rank (Wind, Lightning). The Fungal infection is less powerful, the loss of consciousness due to fever is only felt after two turns and the deathbed part will require an extra two. The user must wait 1 turn between usage, for a maximum of 3 times per battle.
____________
-Decline- Declined for so many reasons. Split this into on kuchiose for the arrow and 3 jutsu for the stuff you wanna do with it (excluding the mycosis you wanna induce), and remove the part about the children of beelzebub completely.


(Masshuru-Muton: Shuju no Dokusei ) Mushroom Style: Toxic Dwarf
Rank: A
Rank: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Creates one large mushroom anywhere within range, with either a bright red top with white large dots, a black top, or a green top with white rings.

If red, the mushroom will release a blinding mist of spores that will secrete a liquid that causes irritation to the eyes, nose and throat of anyone who inhales them.
If black, the mushroom will release an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.
If green, the mushroom will release a greenish mist. It won't do anything on it's own, but when it meets with water, it turns it into a powerful acid. This can be achieved by running a water jutsu through it or by direct inhalation. Running a pressurized water jutsu through the mist will enable it to pierce through even metal of the same rank.

The mushroom will release it's toxins over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom, if wanted)
*Only one mushroom at a time*
*Must wait 2 turns after the mushroom decays in order to use the jutsu again*
*The user and her summons aren't affected by neither mist. Allies can be given antidotes beforehand, which will only last 5 turns in the organism*
____________
-Declined- Green top not approvable


(Masshuru-Muton: Mori no Jusshi ) Mushroom Style: Fingers of Pan
Rank: B-A
Range: Short-Mid
Chakra Cost: 20-30
Damage Points: 40-60
Description: The user is able to release a large net of fungus, from her hands or from the ground which can withstand the impact of huge boulders of rock and cease their movement. The user can decide to preform this jutsu to trap the opponent. The net will form any structure the user wants, being it a hand, a shield, pillars, etc.
*Can only be used once every 2 turns*
____________
-Approved-
 
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~Hasashi~

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Re: Custom Element's Jutsu

(Kougyokuton: Hone Yoroi) - Corundum release: Armour of the Gods
Rank: A
Type: Defence
Range: N/A
Chakra Cost: 30+5 for every turn
Damage Points: N/A
Description: The user secrets a very thin but strong layer of Corundum which is unnoticeable to the naked eye which protects the user from most taijutsu attacks ( non-elemental tai and tai S rank and down excepting the Gates and Super strength, lighning tai can shatter corundum wind tai generally isn't strong enough wind to cut through corundum, even though it is strong against it) and can absorb great impacts, leaving the user unharmed. It can also withstand any jutsu element which it has strength against up to S rank.
*The User cannot go to speed exceeding the Second Gate without the layer of Corundum breaking.
~The user constantly focuses chakra into the armor, manipulating the corundum to move with him as he moves, allowing him to move with the armor.
____________
-Approved-


(Kougyokuton: Akunochimata Soushi) - Corundum style: Underworldly Creation
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points:N/A
Description: The user makes a few handseals and channels chakra into the earth within Short to Long range from him in a circular radius. This causes the earth beneath them to turn into corundum (not the force, however. It still takes on the look of regular earth). This is done to prepare for further Corundum jutsus and to get a sense of tracking if the enemy touches any part of it.
~the opponent can't use earth jutsu while this is in affect, as they can't manipulate Cory Dom, however the user can utilize any earth technique(I'm the form of corundum) from it as he can manipulate corundum.
~the user can sense the opponent by his vibrations, so an opponent without chakra can be sensed as well(I.e. Zetsu usin mayfly)
~all earth jutsu would be +10
____________
-Approved-


Divine Wind Release: Vortex (Kamikazeton: Kadou)
Rank: Forbidden
Type: attack
Range: short-long
Chakra: 50
Damage: 90 (+20 to the user)
Description: The user focuses divine wind chakra in the air around the him and the opponent. He then makes a series of hand signs and manipulate the divine wind chakra that was around them to create a huge vortex of divine wind. The wind acts as a tornado of sorts, causing anything other than the user and enemy on the inside of it to be swirled and tossed around. Once caught in the middle of it, the high levels of wind and pressure will make it hard to form handseals due to the speed and power of the wind. While trapped within, the power of the wind becomes stronger and thinner each turn, producing a slicing effect on anything within (meaning both the enemy and the user start to get cut from the wind, negating the effectiveness of any genjutsu due to continuous pain). By the second turn (if the user continues the jutsu that long), the wind and lightning both strike inwards, with lightning paralyzing every object and the wind slicing them to shreds.
Note: If used in short range, it is almost guaranteed death of both the user and enemy due to the power of the wind and lightning together. If used within mid-long range, the wind and lightning are enough to severely damage both the enemy and user if still within it once the wind cuts inwards.
Note:
~If used for two turns, on the second turn the user can only use two jutsus that turn.
~Once per battle
~No Divine Wind jutsus for remainder of fight
~No Wind or Lightning jutsus for two turns afterwards.
~Takes several seconds for the inwardly slice to happen
~The technique requires immense concentration, so if the user is forced to use more than 1 S rank technique the technique will cancel.
____________
-Declined- Don't re-submit, I changed my mind
 
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BlacKing

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Re: Custom Element's Jutsu

Taiyofuton: Ryokin Omocha [Solar Wind: Charged Kunai]
Type: Attack
Rank: D
Range: Short - Mid
Chakra Cost: 10
Damage Points: 20
Description: The user takes kunai or shuriken and charges them with solar wind chakra. These kunai travel just as fast as a lightning enhanced kunai and has the power of a wind enhanced kunai. These kunai overheat and melt very quickly, which is why they cannot go to long range.
Note: The speed and power of the kunai would cause it to go through a regular kunai or shuriken and keep going.
____________
-Approved-


Taiyofuton: Atsusa Nami [Solar Wind: Heat Wave]
Type: Attack
Rank: C
Range: Short - Mid
Chakra Cost: 20
Damage Points: 30
Description: User creates a wave of solar wind capable of making the target feel faint, and slows their reaction speed.
____________
-Declined- you need to define this according to the speed chart


Taiyofuton: Sahei Haretsu Ryokin Omocha [Solar Wind: Shrapnel Exploding Charged Kunai]
Type: Attack
Rank: C
Range: Short - Mid
Chakra Cost: 20
Damage Points: 30
Description: The user takes (up to three small or 1 large) kunai or shuriken and charges them with solar wind chakra. These kunai travel just as fast as a lightning enhanced kunai and has the power of a wind enhanced kunai. These kunai overheat and melt very quickly, which is why they cannot go to long range. The kunai are equipped with special ex tags or smoke tags. The user can detonate the tags with a handseal.
Note: Can overpower any charged lightning or wind charged Kunai and continue going.
Note: Detonation of the tags cause a larger explosion than normal, sending shrapnel to short range of the blast in both directions.
Note: Up to 3 small or 1 large kunai/shuriken per battle
____________
-Declined- Carrying a tag by itself doesn't makes a kunai stronger then the one not carrying it, there is no reason why it should overpower other charged kunai. The fact that it would detonate is an other story.


Taiyofuton: Kaze Furea [Solar Wind: Flared Breeze]
Type: Supplementary
Rank: B
Range:Short - Mid
Chakra Cost: 25
Damage Points: 40
Description: The user, after making 1 handseal, creates a light breeze of extremely hot concentrated solar wind and sends it towards the target. On a bright day when the sun is high in the air, the sun's rays will reflect off of the breeze and cause the breeze to emit a light, blinding all that look at it.
____________
-Approved-


Taiyofuton: Kaze Chaimu [Solar Wind: Wind Chimes]
Type: Attack
Rank: B
Range:Short - Long
Chakra Cost: 25
Damage Points: 40
Description: User throws 5 kunai that are all connected by strings while expelling a hurricane solar wind from their mouth (looks like and has the same push the user backwards power as Hurricane fist when expelled). The solar wind picks up the kunai and causes them to clang together like wind chimes. This noise however, is quite loud, and deafens the opponent, forcing them to hold their hands to their ears in an attempt to drown out the sound.
____________
-Approved-


Taiyofuton: Nenshou Ryuusui [Solar Wind: Burning Stream]
Type: Attack
Rank: A
Range:Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Doing 4 handseals, the user creates a 10 foot wide stream of wind that is extrememly hot to the touch. It is capable of burning an enemy as it is made up of high speed charged paricles ejected from the Sun.
Note: Cannot be used over a large body of water.
____________
-Declined- Provide a better description


Taiyofuton: Tsura Hen Metsubou Yane [Solar Wind: Surface Area Collapsing Roof]
Type: Defense/Attack
Rank: S
Range: Short -(Long)
Chakra Cost: 40
Damage Points: 80
Description: the user concentrates an immense amount of solar wind chakra into the air to create a squared horizontal wall of solar wind above him to protect him from incoming attacks. If the wall hasnt been cancelled out by the attack, the user can then perform two handseals and send the wall like a stream up to Long Range towards a target.
Note: Creation of the wall does not require handseals and happens quickly, covering the entire range of the user.
Note: Can only be used once every 3 turns.
Note: If the user is standing on a large body of water, this technique cannot be done.
Note: No Solar Wind Above A Rank Next turn.
____________
-Declined- Something like this would need some time to come into place, enough to be defined here in a note


Taiyofuton: Orora Sumashu Yaibas[Solar Wind: Aurora Smash Blades]
Type:Attack/Defense
Rank: S
Range:Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After doing 5 handseals, the user creates two crescent blades of wind [) (]that come from the sides of the target at the speed of Mountain Smash. These two blades of wind give off such an immense amount of heat that the target will feel it before blades of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and handseals by making there body shaky and in need of water.
Note: Can only be used 3 times per battle.
Note: User must wait 2 turns before each use.
Note: If used at Short - Mid Range, User takes 50 Damage and can only use the technique once that battle.
Note: no A ranked and above Solar Wind for 2 turns.
Note: Speed reduction of one rank (per chart.......Sage - Kage - Sannin - etc)
Note: Techniques that require 3 handseals take the time of 4 (etc)
____________
-Approved-
 
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Yūsuke1

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Re: Custom Element's Jutsu

(Tsukene : Mizuhoryuu) - Root Release : Water Reserve
Type : Supplementary
Rank : B
Range : Short - Long
Chakra cost : 25
Damage points : N/A
Description : With this technique, the user is able to collect water found underground. The purpose of this technique is to act as a water source for water techniques for the user, without having the enemy realize it. All water will be stored within an single, enormous root which can be found underground at the desired location the user wants it to be. When the user activates the water technique that requires a water source, the root will open itself, releasing all the water which burst into the surface and hence the water technique that the user wants to use will happen starting from there. After the water technique is done, the user is able to call roots connected to the large root that stores the water, to emerge out of the ground and suck whatever water that it is able to get a reach of, back into the reserve. of Enemies are unable of controlling the water stored within the reserve as the root that holds it is layered with the user's chakra that is capable to deflecting away incoming chakra that is targeted towards the water.

Note : Must know Root Release
Note : Can only be used or taught by -Yusuke-
Note : Water within that root can only be utilized by the user
Note : Once created, the root will last there as long as it is not used or is not released
Note : Requires at least a turn after activation for a water source, two turns for a large water source
___________
-Approved-


(Tsukene : Tanshinfunin) - Root Release : Transfer
Type : Supplementary
Rank : A
Range : Short - Long
Chakra cost : 35
Damage points : N/A
Description : With this technique, the user is able of dispersing his body into chakra by concentrating it around him. At the same time, the user will make a not-so-big root poke out of the ground and the user must make contact with that root that is connected underground for this technique to be used. Once that's done, the user's chakra will be transmitted into that root and hence, the user is now able to be sent through the entire root system that can be found underground and pick his next re-appearance location. The process might sound slow but is actualt quite fast and does not take more than a minute. During the time the user is underground, he is told as to what is happening above similar to how the technique 'Hiding Like A Mole' does too.

Note : Must know Root Release
Note : Can only be used three times per battle
Note : While the user is traveling underground, he is unable of using any techniques
Note : No S-rank or above root techniques can be used the same turn this technique is used
___________
-Approved-
Zetsu rip-off but ok

(Tsukene : Ikusenkongen) - Root Release : Thousand Roots
Type : Offensive
Rank : S
Range : Short - Long
Chakra cost : 40
Damage points : 80
Description : The user will first hold both his hands high up in the air as though holding up a championship belt and while doing this, he charges high amounts of Root chakra into both hands. As hard as he can, the user is able to materialize roots that will encircle the user just like how a ninja is able to materialize fire, lightning and water. Shortly after that, the user releases the high amount of chakra he has gathered into a single blow which he will release nearly a thousand roots at the enemy. This attack is one of the most obvious, frontal attack that is of Root Release and holds no special effects other than attacking.

Note : Can only be done five times per battle
Note : Must have mastered Root Release
Note : No other Root Techniques can be performed as long as this is active
Note : Looks like this,

You must be registered for see images
___________
-Approved-


(Tsukene : Sawakaibutsu) - Root Release : Swamp Monster
Type : Offensive / Defensive / Supplementary
Rank : Forbidden
Range : Short
Chakra cost : 50
Damage points : N/A (-20 to self)
Description : The user makes a row of five handseals and ends with the forming of a clap. Right after the clap is made, thousands of roots will start erupting from the ground, some of which are naturally from the ground and some materialized using Root Release chakra. Much of an advanced version of, 'Root Release : Cocoon', this creates a huge figure known to be a monster in the minds of child. This creature is equipped with an earthen lid as a mask, the level of B-rank, and behind the mask is where the user is, inside the roots. During the period the user is within the creature, he may not perform any other techniques till it is either destroyed or released. While inside, the user is able to control the monster's movements. Just like 'Root Release : Cocoon', this creature is able to releasing root-like bullets that are much larger than the weaker version and is on the level of A-rank. Other than that, this monster can regenerate roots at places which have been hit and damaged if the attack used is weak and is given a bit of time. The only way of destroying the monster is by having it destroyed as a whole or accurately pierce through the mask, roots and hit the user. Once per battle, the swamp monster is capable of releasing pressurized water leveling an S-rank technique, to a targeted direction but this can only be used the two turns after activation since the water has to be collected from underground and pressurized within the swamp creature first.

Note : Can only be used once per battle
Note : Lasts for five of the user's turn
Note : The user will take 20 damage activating this
Note : User must sacrifice 10 chakra points every turn to maintain this
Note : Able of regenerating destroyed areas if given the least bit of time
Note : Capable of being destroyed as a whole or killing the user within it
Note : User cannot perform any other techniques apart from Root Release while this technique is active

Looks like this :
You must be registered for see images
You must be registered for see images
You must be registered for see images
___________
-Approved-


___________________________________________

(Shindou : Fusenmei) - Vibration Release : Blur
Type : Supplementary
Rank : C
Range : Short - Long
Chakra cost : 15
Damage points : N/A
Description : One of the most basic of Vibration release techniques. The user first concentrates his Vibration Release chakra into a moving projectile or object and causes it to vibrate. Once done, the object will look blur and seems as though its on the left and right at the same time. Small objects such as kunais will look as though they have doubles or triples. This technique's main purpose is to cause confusion to the enemy and is one of the fastest techniques that can be activated among most Vibration Release techniques.

Note : Must know Vibration Release
Note : Can only be used or taught by -Yusuke-
___________
-Approved-


(Shindou : Hibana) - Vibration Release : Spark
Type : Offensive / Supplementary
Rank : B
Range : Short - Long
Chakra cost : 25
Damage points : 50 (70 if used in conjunction with a Wind Technique)
Description : The user will concentrate two layers of his Vibration Release chakra into the desired location and start rubbing it against each other. Naturally, Vibration Release chakra has its own vibration but when there are two of it rubbing against his other, it is strong enough to cause a spark in the air which would turn into a blazing fire soon enough. The spark is there as a sign to the target instead of an instantaneous light-up, giving the target a few moments to react to it.

Note : Must know Vibration Release
Note : Can only be used or taught by -Yusuke-
___________
-Declined-
Define what kind of surfaces they must be, as clearly not all will produce a spark

(Shindou : Joutatsu Yuresacchi) - Vibration Release : Advanced Vibration Sensing
Type : Supplementary
Rank : B
Range : Short - Long
Chakra cost : 25
Damage points : N/A
Description : The user will emit his Vibration Release chakra throughout the battlefield, into the ground and air. When this is done, whatever vibrations that come into contact with the chakra such as breathing, muscle movement or any of the sort that basically produces vibrations, will be sensed. This information will be sent back to the user through the Vibration Release chakra and instantly, the user will know each and everything that is on the field once it has made the slightest bit of vibration.

Note : Lasts for the entire battle
Note : Must know Vibration Release
Note : Can only be used once per battle
Note : Can only be used or taught by -Yusuke-
Note : Can only sense things that make the slightest bit of vibration
___________
-Declined-
This is Vibration Release, not Vibration Gathering

(Shindou : Yure) - Vibration release : Tremor
Type : Offensive
Rank : A
Range : Mid - Long
Chakra cost : 30
Damage points : 60
Description : This technique is cause by the mass amount of vibrations that occurs in the ground beneath the target or desired location. Due to the vibrations, it is able to shake the land, causing long tremors that can cause the target to lose balance and fall to the ground, unable to get up till the tremor is over or another method that can overcome this. The tremor is so wild that ninjas are unable of even utilizing their chakra in their feet to keep them standing which is a common and easy counter for enemies to use and render these types of attacks useless.

Note : Usable five times per battle
Note : Must know Vibration Release
Note : Can only be used or taught by -Yusuke-
Note : Cannot be used in short-range or else the user will get affected as-well
___________
-Declined-
Add that you feel the vibrations too, minimally atleast

(Shindou : Urutoraotohimei) - Vibration Release : Ultrasound scream
Type : Offensive
Rank : A
Range : Short - Long
Chakra cost : 35
Damage points : 70
Description : The user first focuses his Vibration Release chakra into his throat and once ready, he will emit a scream as loud as he is able to. This releases a painful ultrasound screech into the targeted direction. Naturally, ultrasound are sounds over the hearing limit of a human, in the Narutoverse, this ultrasound attack is capable of even making obvious slash marks upon trees and rocks. When this hits a human, they won't be able to stand up straight and instead, start wobbling, falling to the floor from time to time with the target's ear in pain.

Note : Must know Vibration Release
Note : Can only be used or taught by -Yusuke-
___________
-Approved-


(Shindou : Katsudanpen) - Vibration Release : Rip to Shreds
Type : Offensive
Rank : S
Range : Short
Chakra cost : 40
Damage points : 80
Description : The user will first have physical contact with the target, either with the hand, leg, head or any part of the body. Once thats achieved, the user exerts a mass amount of Vibration Release chakra into the target body and within a few moments, the target's inner body where the user touched will rip to shreds due to the Vibration Release chakra forcing the target's molecules to separate, destroy each other by vibrating against each other and burn on the inside. This causes him to fall on the floor due to sheer pain like the target has never felt before, bleeding and hurt with that body part destroyed. Depending on the which part of the body was destroyed, determines whether the target is still able to continue in combat.

Note : Usable twice per battle
Note : Must have mastered Vibration Release
Note : Can only be used or taught by -Yusuke-
Note : Requires physical contact with the target
Note : If a major part of the body was destroyed, for example, the heart or brain, the target will die
___________
-Declined-
Make it usable only once and say it can't be used on the head to avoid instant death

(Shindou : Ryuushichacha) - Vibration Release : Particle Disruption
Type : Offensive / Supplementary
Rank : Forbidden
Range : Short - Long
Chakra cost : 50
Damage points : (Same as redirected attack) (-20 to user)
Description : The user releases a large amount of Vibration chakra into the desired target. This technique can then produce vibrations within the attack and alter the vibrations that the particles inside the attack heads towards and from there, the user makes a single handseal and implements the changes. The user can then decide where the attack is shot at by having the particles vibrate faster to that direction. For the whole time the particles are rewriting themselves, the user must keep his hands in a 'clap' formation as to maintain his Vibration chakra within the desired target.

Note : Must have mastered Vibration Release
Note : Can only be used once per battle
Note : The user receives twenty damage
Note : Can only be used or taught by -Yusuke-
Note : Cannot be used on a living thing (Summoning, Ninjas)
Note : Can only be used on an incoming technique that contains particles
Note : No Vibration Release techniques can be used in the same time or the next two turns
___________
-Approved-


These two jutsus rely on each other :

(Shindou : Koudo choushueki) - Vibration Release : Enhanced Cochlea Fluids
Type : Defensive / Supplementary
Rank : A
Range : Short
Chakra cost : 30
Damage points : N/A
Description : The user will first have infuse both sides of his inner ear with Vibration Release chakra and with this, it will cause an opposite vibration that will work together with Cochlea Fluids to hinder out large amplitudes of sound. This works when a sound vibration enters the user's ear, and before it even reaches the eardrum, the opposite vibration, pushes it out with the cochlea fluids handling the wee bit parts that have managed to go through hence damage that could have been caused by the entering sound vibrations have been weakened drastically. The side effects of this is that if the user does not get rid of it after a certain period of time, he will be unable to listen properly for the rest of the entire battle

Note : Lasts for five of the user's turn
Note : Can only be used once per battle
Note : Must have mastered Vibration Release
Note : While this is active, the user cannot hear properly but is not hearing impaired just yet
Note : Once this technique has reach its time limit without being used, it will permanently be stuck there for the rest of the battle hence the user will not be able to hear anything properly.
___________
-Approved-


(Shindou : Shougekiha) - Vibration Release : Shockwave
Type : Offensive
Rank : Forbidden
Range : Short - Long
Chakra cost : 50
Damage points : 100 (Same to user)
Description : The user charges a tremendous amount of Vibration Release chakra into his hands and then performs a row of five handseals. After performing the five handseal, the user will then have to rub his hands for a minimum of a few seconds and while doing this, the user will be completely vulnerable as he cannot perform any handseals for this period of time. Once the preparations have been done, the user will then clap his hands together and release all that charged vibrations into a huge shock wave which speeds through the entire battlefield. The amount of sound waves created by this technique is enough to cause a person to faint and lose control of their minds, making them suffer a tremendous amount of pain once it reaches into his or her ear. If the user does not do anything to even protect himself from this, the user will also suffer the same consequences as the enemy.

Note : Can only be used once per battle
Note : Must have mastered Vibration Release
Note : This is a last resort technique hence is at the rank of Forbidden
Note : No more Vibration Release techniques for the entire battle
Note : The damage will only be reduced by three-quarters even when Enhanced Cochlea Fluids have been used
Note : The user's speed in forming handseals has been reduced for three turns due to the strain he has put on his hands
___________
-Approved-
 
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Vincent

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Re: Custom Element's Jutsu

(Fussuton: Gasu-dōri kikō) Fluorine Release: Gas Vent
Rank:S
Type:Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a vent of fluorine from underneath the opponent, this gas then proceeds to violently react with the opponents skin and clothing severely injuring them
Note: usable twice
___________
-Declined-
Poor description.

(Fussuton: Taiki no henka) Fluorine Release: Atmospheric Alteration
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra Cost: 60
Damage: 100 (-20 to user due to chemical burn on the skin from exposure to the gas)
Description: Over the course of 3 turns, fluorine is slowly released into the atmosphere of the battlefield, kept there by the chakra of the user. The gas is not noticable to non dojutsu users. After the second turn the opponent begins to feel a slight burning in their chest as the fluorine reaches levels that are harmful and begins reacting with the mucous in their airways forming an acidic compound, upon the third turn this reaches fatal levels, killing the opponent
Note: Usable once and cannot use fluorine again in the battle
Note: user can only use one more technique in the turn this is used and 2 techs in the next 3 due to the need to concentrate on the fluorine
Note: The user has 1 turn to protect himself from the gas or suffers the same fate as the opponent
___________
-Approved-


(Fussuton: Fusso no bakuhatsu) Fluorine Release: Fluorine Explosion
Rank: S
Type: Attack
Range: Mid -Long
Chakra Cost: 40
Damage: 80
Description: The user releases the chakra restraining the fluorine's reactive qualities, causing a previously used Fluorine technique to rapidly and violently combust (aka explode) in the atmosphere
Note: Must be used no later than 1 turn after the fluorine technique
Note: Usable twice
___________
-Approved-
 
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Ryūjin

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Re: Custom Element's Jutsu

[Arumiton: Arumi Bakatsu] - Aluminum Release: Metallic Explosion
Type: Attack/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: After performing the following handseals (Ram → Horse → Tiger) The user releases a large amount of aluminum chakra into an already existing aluminum metal in the field that's made beforehand by a separate aluminum technique, using the aluminum chakra the user gather into the already existing metal the user causes the atmos of the aluminum particles to be pushed together violently making a large amount of pressure causing the aluminum particles to make trigger a huge explosion.
___________
-Approved-


[Arumiton: Arumi Soujuu] - Aluminum Release: Particle Manipulation
Type: Supplementary
Rank: A
Range: All Ranges
Chakra Cost: 30
Damage Points: N/A
Description: This technique is used mainly for manipulating the atoms structure in pre-existing aluminum techniques to unlock certain effects, After performing a single handseal (Horse) The user releases a large amount of aluminum chakra throughout the whole battlefield causing any already existing aluminum based technique on the battlefield to fall under his will by re-arranging the atoms of the aluminum structure, the user freely manipulates the aluminum metal/liquid into any form depending on the situation at hand, this technique only manipulates particles of already existing aluminum structures.
___________
-Approved-


[Arumiton: Koudo Senjigusuri] - Aluminum Release: Earth Infusion
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: This is an advanced aluminum technique purely used for further enhancing the physical power of earth based techniques, right after the usage of any earth technique the user simultaneously releases a large amount of aluminum chakra into the earth technique he made turning the external earth features into aluminum metal that greatly increases the physical capabilities of the standard earth based techniques gaining greater power, however the earth technique that's turn into aluminum doesn't increase in size whatsoever.
~Can only be used 4 times per battle.
~All earth based techniques enhanced by this gain +20 additional damage points.
___________
-Declined-
You need to define to what degree it enhances the earth tech
 
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The_Empire

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Re: Custom Element's Jutsu

Silicone Release: Extract (Shirikon: Ekisu)
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user slams his hand on the ground extracting silicone powder from the ground. This makes a layer of silicone sand all over the ground of the battlefield. This jutsu renders any earth jutsus that require the ground to be unuseble. Also the user can manipulate the silicone sand for jutsus.
-Only used twice per battle
____________
-Approved-
Dropping the above jutsu for the below jutsu if it gets approved.

Summoning Technique: Silicone Sand (Kuchiyose no Jutsu: Shirikon Suna)
Rank: A
Type: Supplementary
Range: Short(appears)-Long(how far it can move)
Chakra cost: 30
Damage points: N/A
Description: The user makes one hand seal and a pale of silicone sand the size of the amount that can feet into bural ground. The sand appears with no white smoke just a white pale of sand on either side of the user. The sand comes from a source of sand the user has their chakra infused in it at a secret location. The sand can be used for silicone release jutsus. The sand doesn`t act on its own. It acts on the user will aka control just like a puppet user expect without the hand motions. So the sand follows the user as long as the user controls it to just like Gaara does.
-Only used three times per battle.

The whole purpose of this jutsu so it doesn`t be a rip of Gaara`s gourd and without using the above jutsu which to me I shouldn`t have made.
___________
-Declined-
You can't substitute the previous Jutsu for this one, and this one is declined either way.
 
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~Hasashi~

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Re: Custom Element's Jutsu

Corundum release: Grenade (Kougyokuton: tekidan)
Rank: A
Type: Attack
Range: Short-mid
Chakra: 30
Damage: 60
Description: The user focuses his corundum chakra into his hand and creates a small ball like object, made entirely out of corundum. Inside the user focuses an immense amount of fire chakra, he then throws the ball at the opponent and making one hand seal can cause the ball to explode releasing an explosion mixed with corundum shrapnel, due to the shrapnel being corundum(so it's density is extremely high) the technique is very hard to block.
~3 times per battle

~Declined~ How big is the explosion radius? And this would count as 2/3 jutsu as its a Corundum/Fire combination.

Summoning/Corundum release: Warriors of the dead (Kuchiyose/Kougyokuton: musha-sono-nai)
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: N/a
Description: The user bites him thumb, does a series of hand signs and slams his hands on the ground, instantly 10 warriors, made entirely out of corundum appear standing next to the user, 5 to his left and five to his right. Each warrior fashions armor, a spear, and a long sword all made up of corundum and have the users blood mixed in with them. The warriors can't use any jutsu, however they can focus chakra, allowing them to chakra enhance their weapons to be sharper, and such, furthermore, they have the ability to regenerate their weapons in the event they are destroyed. The warriors are extremely strong, due to their body's being made of corundum one of their punches would be equivalent, if not more destructive than one of tsunade's chakra infused punches. Due to the fact that the warriors have the users blood mixed within them, the user can make one hand sign and summon a warrior from anywhere on the battle field right in front of him, defending him from an incoming attack.
~Once per battle
~The warriors can only regenerate their weapons 2 times each
~Summoning to defend from an attack counts as a turn
~The speed of the warrior depends on the speed of the user, if the user is a considerably fast ninja than the warriors are faster, if the user is slower than the warriors are slower, and so on.

~Declined~ Keep in mind that nothing in our RP is "instant" aside from space/time ninjutsu. Also if you want this to have a chance at approval you're going to have to tone down the strength of your warriors. Equal strength to one of tsunade's punches? That's too much. As for the speed in which they can move make sure they can't exceed Lee without weights speed.

Hellfire release: Hell geyser (Jigokuton: Jigoku funsha)
Rank: S
Type: Supplementary
Range: Short-long
Chakra: 40
Damage: 80
Description: The user focuses hellfire underneath the ground where the opponent is standing, after 1 turn of focusing the user will make 1 hand seal and a huge geyser of hellfire will shoot up from under the opponent, nearly impossible to avoid once activated. Even if the opponent manages to avoid the full brunt of the technique, at the very least he has third degree burns all over his body, due to the intense heat of hellfire. The downside to the technique is the user must focus his hellfire chakra underground 1 turn in advance, if the opponent moves from the initial spot than the technique will ultimately fail.
~Once per battle
~The user can't use any jutsu while focusing chakra into the ground
~Substitution is not fast enough to avoid the technique once activated.

~Declined~ Up to long range is too much and make sure to state that the opponent at least notices the heat underneath their feet. Considering how hot hellfire is, its only natural to feel the heat building up over time. How big is the radius of the geyser? Lastly, remove the substitution not being fast enough, I will not allow such a note to be approved.
 
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McKnockout

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Re: Custom Element's Jutsu

(Hakkin: Fushou Kiri) – Platinum Release: Ominous Mist
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 20
Damage Points: N/A
Description: The user performs a single handseal and will manipulate his chakra to raise Platinum powder from the ground i.e. a mist of fine particles of Platinum powder that is highly infused with the user’s chakra which spreads throughout the battlefield. The chakra infused mist reports movement made within the area to the user which helps him identify the location of enemy target(s) within the mist. The user may also use the mist to identify chakra and heat disturbances within the area. The user has more visibility inside the mist than does his opponent and thus, not even opponents with a Sharingan, for example, can see while inside the mist due to the large amount of chakra. The powder will remain in the air for 4 turns and will then settle on the ground.
Note: Useable thrice.
Note: Lasts for four turns.
~Declined do not resubmit~ What's keeping both you and the opponent from breathing in these platinum particles? Just stick with Chakra sensing rain, there are enough sensing mists as it is.

(Hakkin No Jutsu) – Platinum Style Technique
Rank: B-A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 20-30
Damage Points: 40-60
Description: The user uses their chakra to create moderate to strong pillars, tools and shields made out of Platinum. The user may manipulate the intensity of the metal’s lustre from glistening to blindingly bright/shiny (preventing the target from seeing) – the user must state the degree of lustre.
~Declined~ I will not allow multiple ranks inside a single technique. And no hand seals or usage restrictions? I don't think so..

(Hakkin: Soujuu) – Platinum Release: Manipulation
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: This jutsu is used to manipulate the atomic structure in pre-existing Platinum jutsus to allow the user to alter/enhance and control the unique properties of Platinum. That is, allow the user to bend and reshape the Platinum into different shapes/forms, as well as, allowing him to manipulate the intensity of the metal’s lustre (from normally glistening to blindingly bright).
~Declined~ Again, no hand seals or usage restrictions?

(Hakkin: Shainingu Sansui) – Platinum Release: Shining Landscape
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage Points: N/A
Description: The user performs two quick handseals and releases his chakra into the ground surrounding him, manipulating it to create a layer of Platinum metal to form and cover the battlefield. This layer of Platinum severs all connection with the ground beneath, preventing the opponent from utilizing it as a source from Earth Jutsus as well as acting as a source of Platinum for future jutsus.
Note: Useable thrice.
~Declined~ The entire battlefield is too much, make it up to at least mid range and after a certain amount of turns the platinum layer turns back into regular earth.

(Hakkin: Bakuhatsu!) – Platinum Release: Detonate!
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Description: The user concentrates his chakra into a pre-existing source of Platinum that they have created or taken control of and apply considerable chakra pressure to manipulate the atoms within the Platinum to become extremely dense and close together – and will then abruptly stop using his chakra to cause the particles to violently explode and expand outwards, and release shards of Platinum shrapnel as it explodes. The resulting explosion will shatter the Platinum into minute toxic, dust-like particles (due to the heat and pressure of the explosion) which will be suspended in the air leaving a smoke/mist containing the particles after the explosion. That is, if the target somehow manages to survive the initial explosion, they are at risk of inhaling the toxic smog left behind which inhaled, will affect their performance i.e. reduced speed, reaction time, strength and concentration making them only able to use 2 jutsus in the next turn (only for 1 turn).
Note: Can only use thrice per battle.
Note: Must wait 1 turn to use again.
Note: No S-rank Platinum jutsus in the same turn.
Note: No Platinum jutsus in the next turn.
Note: The user is also damaged if caught in blast.
Note: If the target inhales the leftover smog, the next turn (for 1 turn) they can only use 2 jutsus.
~Declined do not resubmit~ I will not be approving any techniques that cause pre-existing sources to explode/implode.

(Hakkin: Chika Hakkin Ami) – Platinum Release: Underground Platinum Network
Rank: S
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 40
Damage Points: 80 (-10 to user)
Description: The user concentrates chakra in his palms (or feet) and then places them on the ground, creating an extensive underground network of Platinum. Spiky vines/roots of Platinum will appear all over underground, some of which will be sticking out of the ground akin to roots of a tree. This jutsu is primarily used to prevent the opponent from travelling underground because if he does he will get stabbed/pierced by the underground Platinum. By sending additional chakra through the underground network and performing a handseal, the user can make the spiky vines/roots that are sticking out from the ground to burst out under the opponent and wrap around him, at very high speed, restricting his movement. If the opponent attempts to break out of the vines, it will only tighten its grip, impaling the opponent with spikes.
Note: Usable twice per battle and lasts 5 turns.
Note: Opponent doesn't actually receive any damage unless he tries to break free.
Note: The user takes 10 damage due to mental strain.
~Declined~ I want you to re-work the description and tone it down. Also if the user is receiving damage then this should be classified as a Forbidden rank.
(Hakkin: Renkinjutsu Gifuto) – Platinum Release: The Alchemist’s Gift
Rank: D-S
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 10-50 (+10 chakra per usage)
Damage Points: 20-90
Description: By using fire chakra and chakra pressure, the user is able to turn his regular earth techniques into Platinum. That is, his earth techniques won’t have any additional damage but rather will acquire the properties of natural, unaltered Platinum. The user can choose which earth technique is turned into Platinum.
Note: Last whole battle.
Note: There is no additional damage boost.
Note: Only up to S-rank earth techniques.
If you want, I could change it to a lower rank.
~Declined~ I will not allow multiple ranks inside a single technique.
 
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The Seven-Scaled boy

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Re: Custom Element's Jutsu

(Sekiyuton: Ko Kotingo) - Petroleum release: Obscure coating
Type: Defense/Supplementary
Rank: S
Range: Around one's body
Chakra Cost: 40
Damage Points: N/A
Description: The user will quickly release quanitities of his petroleum chakra from every pore of his body eventually covering the user in a thick coat of petroleum. The user is immune to any toxic agents the petroleum may carry and that may be abosrbed through the body, since it is an expression of his own chakra. The coating is retractable, meaning, it'll go back to the chakra system and can be resummonned in a limb with all it's volume or even around a single finger.
Notes: May be used thrice per battle.
Notes: Lasts 4 turns unless cancelled.
Notes: No petroleum jutsus for the same and next turn.
Notes: The user may do an extra row of handseals to access the variants of petroleum:
~Nitroglycerin: The user's taijutsu will gain tremendous force due to the explosions it'll generate on contact with any surface be it an opponent or a jutsu. The user, since the explosion is a resultant of his chakra, manages to deviate it's force all the way to the contact surface leaving the user safe.
~Ethyne: The user may generate jet's of ethyne (since the volume of petroleum is high so much more it is of ethyne) from any part of his body (they reach up to mid-range) which can be used, for example, to boost one's own fire jutsu. However, this leaves him vulnerable to any kind of fire or explosion.
~Asphalt: The user creates plates of asphalt to cover his body, they can soak up heat easily (fire), block water, wind and earthen techniques. It slows down the user by a rank and it's flexibility, yet it's taijutsu gains more power (+10). It can resist even gates taijutsu (up to and including the 6th gate) If used in it's liquid variant, the user will summon it while at the very same time keeping a cloak of chakra protecting him, much like when jiraya does goen rasengan.
~Petroleum Jelly: The user will get covered in a coating of jelly which will seemingly protect him from any harm caused by pressure or cuts, be it taijutsu (even gates taijutsu. The fire caused by friction would just consume the jelly), doton, suiton, kenjutsu and even futon. Fire would just consume the jelly, yet not reach the user and lightning is diffused at the cost of the jelly. Also, the user can repel the force used against him by re-directing the jelly accordingly and thus return the momentum somewhere else.
~Declined do not resubmit~ Grossly OP

(Sekiyuton: Seikyu Rappa) - Petroleum release: Petroleum Horn
Type: Attack/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user will perform the sanke handseal (+ the needed handseals for the variants) and then quickly mold his petroleum chakra and release it in the form a compressed yet wide and big stream which travels than reach mid-range very fast. It it not in contact with the user whatsoever and it can be cut at any time.
Notes: It can be used with the variants:
~Ethyne: A Gas like attack, it can boost the range and power of fire techniques (it boosts fire techniques' temperature to 3300°C) .
~Petroleum Jelly: Just like syrup capturing field, it has sticky properties with all the defensive functions it can have.
~Asphalt: It creates a wide wave of various sized and formed ravaging rocks of asphalt which are hard to avoid and destroy all together, unless hit by a wide-spread lightning technique. If liquid it'll create a wave of asphalt which will then dry in a turn and can melt through ice, low melting point elements (<525°C).
~Nitroglycerin: Same, wide blast coated with chakra so that, if friction with air would make the nitro blow up, it does not. Upon contact with an opponent or object it violently blows up up to short range. Due to the dangers of this variant, it is usually spewed in a bullet.

~Declined~ Clarify your technique a bit more. Reaching mid range "very fast" isn't enough, and the same thing with wide waves. How wide exactly? For all we know it could be a tsunami wave or bigger.

(Sekiyu no jutsu) - Petroleum technique
Type: Defense/Supplementary
Rank: B-A
Range: Short-Long
Chakra Cost: 20-30
Damage Points: 40-60
Description: The user will be able to freely manipulate existing petroleum via the use of this jutsu and create blasts/waves/shapes/weapons or a huge reservoir of petreoleum beneath the battlefield, which, via another use of of this same jutsu can be manipulated. Also the user can use this technique to create a mist of petroleum patricles (or it's variants) up to long-range.
Notes: It can be used with it's variants.

~Declined~ I will not approve multiple ranks into one technique.
(Sekiyuton: Jigoku no numa) - Petroleum release: The pits of hell
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will perform a row of two handseals and summon right beneath their opponent a pit of petroleum of variable depth, range and shape. The swamp's petroleum will climb to any unfamiliar chakra to the user (the opponent, enemies, his summons or companions of any kind. User's allies are familiar to him, therefore it'll not climb them.)
Notes: May be used thrice per battle.
Notes: The user may add the handseals to use the variants of the Petroleum style.
~Declined~ Summon? Change it to create and up to long range is too much.

(Sekiyuton: Burīzu Buresu Bomu ) - Petroleum release: Breeze breath bomb
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user will perform a row of 6 handseals, while concentrating his petroleum chakra and molding different volumes of it with each of the handseals. The result is that the user will spit a three-way petroleum combo of Ethyne-Asphalt-Nitroglycerin. Inside coat of asphalt in shape of sharp edged triangle, the user encapsulse a volume of nitroglycerin which will explode upon contact with any solid surface sending asphatl sharpenel all around the bullets. In order to boost them, the user covers the bullet in ethyne, using it as a medium to shoot this bullets at insane speeds reaching mid-range in less than a blink. If the ethyne is ignited, the bullet will gain a temperature of 3300°C, making it's penetrative force raise far beyond raiton, this means the bullets will just rip through anything without exploding. The asphalt will still be compressed around the nitroglycerin, preventing it from exploding by diverting the heat. However, if the ignited bullets reached long-range the asphalt will have liquified and it'll make the nitroglycerin explode ferociously, shooting liquid asphalt sroplets up to mid-range of their current location.
Notes: The user may spit up to 5 bullets of this in a row, they are not very big, they are comparable to Danzou's Great balls of wind.
Notes: May only be used three times per battle, with a one turn cool down.
Notes: With a 7th special handseal the user will explode ALL of the produced bullets, at whatever point and state they are.
Notes: No petroleum jutsus for the next and same turn.

~Declined~ I was going to DNR this but I will give you one chance. No 7th hand seal to make the bullets explode and less than a blink? I don't think so..

(Sekiyuton: Boogera bomu /gataring gan/ ) - Petroleum release: Booger bomb /Gatling gun/
Type: Offensive/Supplementary
Rank: C (B if used in it's gattling gun variant)
Range: Short-Long
Chakra Cost: 15 (+5 if used in gatling gun)
Damage Points: 30 (+10 if used in gatling gun)
Description: The user will create in the tips of his fingers, a volume of pretoleum which will the shoot at the target in the size of a sand granule, traveling fast enough not even a 3-tomoe sharingan user can keep up with them once shot. The user can use it to shoot hundreds of bullets that will strike the opponent. Also it can used with the variants.
Notes: No petroleum jutsus for the same turn, after it's usage,
Notes: B-ranked version may only be used 4 times per battle.
Notes: ~Asphalt: hard bullets capable of breaking bones.
~Nitroglycerin: Exploding on contact bullets each with the power of a exploding tag in a smaller explosion.
~ Petroleum jelly: Sticky/slippery bullets
~Ethyne: Boosts fire techniques, creates a big volume of that gas in an area equivalent to short-range.
~Declined~ I will not approve multiple ranks in a single technique. And travels so fast that not even 3T can keep up, seriously?..
(Sekiyuton: Flubbera-chan ) - Petroleum release: Flubber-chan
Type: Supplementary
Rank: D
Range: Short-Long
Chakra Cost: 15
Damage Points: 20
Description: The user will spit a volume of petroleum as big as gamabunta's eye, infused with the user's chakra at the opponent. If it misses, the turn after it was performed and if not destroyed, it'll gain "life" and reach for the foe's chakra aiming to drown him and cover him. It may be used with it's variants, except liquid asphalt since it'll harden turning into normal asphalt.

~Declined~ This should be a higher rank and make it so the coming to "life" counts as one of your three jutsu.
 
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BlacKing

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Re: Custom Element's Jutsu

Diethyl Ether Gas State Inhalation Effects:

1st Turn after Inhalation - The person that inhales gaseous Diethyl Ether will not notice and pain will not affect their body. There will be no difference to them at all other than this.

2nd Turn after Inhalation - Numbness kicks in. The person runs but does not feel their feet hitting the ground. The wind on their skin, the sun on their face, a cut, a bruise, a stab wound, poke in the eyes.

3rd Turn after Inhalation - Lose of Consciousness. Person will be unable to continue the fight. The gas will have caused the brain itself to go completely numb and unresponsive, almost to the point of the individual becoming brain dead.

Counter to this -There are Medical jutsu to counter this effect as I'm sure you are aware of, and there is a more direct approach that does not require medical knowledge. I am willing to divulge these to you, but will refrain from posting it here if you dont mind.
____________
I am fine with this, except for the 3rd being a bit too.... too much, it makes the element very dangerous, so scale that down a bit.


(Jiechiruēteruton: Eteru Tekidan ) - Diethyl Ether: Ether Grenade
Type: Attack
Rank: B
Range: Short – Long
Chakra: 25
Damage: 40 (If ignited)
Description: The user will reach into his pouch and take out 1/3 of his grenades filled with Diethyl Ether in its gaseous state(He could take out all three at once if he wishes). This grenade looks exactly like a regular smoke bomb. When it explodes, unless the opponent possesses Sharingan or Byakugan, believes that the detonation is simply a smoke bomb gone wrong because he cannot see the colorless gaseous form. The grenade releases gaseous Diethyl Ether around the range that the user explodes it in. The Ether grenade can be used in the same ways a regular smoke can be used in. (ex. Attach it to projectiles, throw it). After using the first grenade, the user will have two left to use as he pleases throughout the battle.
____________
-Declined-
These are items, those grenades. This jutsu doesn't appear to be making them or doing anything special with them if they already exist, so it's more or less pointless.

(Jiechiruēteruton: Funki Ana) - Diethyl Ether: Fumarole
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: 25
Damage: 40
Description: The slams his hands together and then a horizontal rip in the earth opens up beneath the below the opponent. The fissure is continuously emitting Diethyl Ether from it with geyser like force for as long as the hole is open.

Notes:
- The Fumarole stays active for two turns if not dealt with.
____________
-Declined-
Describe the size and the depth of the hole, as well as how fast it fills the field.

(Jiechiruēteruton: Youshiki Hensen) - Diethyl Ether: Form Manipulation
Type: Supplementary/Defense
Rank: B
Range: Short – Long
Chakra: 25
Damage: N/A
Description: The user, through sheer concentration, is capable of converting already formed Diethyl Ether from liquid to gas or gas to liquid by rapidly separating the molecules or rapidly bringing them together. The user, at will, can also then manipulate already existing Diethyl Ether.
____________
-Approved-
I shortened the description a bit but the tech stayed the same.

(Jiechiruēteruton: Kuki no Yona Jotai) Diethyl Ether: Ethereal State
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: User after performing 4 handseals. The user gives himself the properties of Ether, making his body (clothing and all things attached to him including user’s Shadow) colorless and transparent, and completely blends in with his surroundings. Whatever weapons or objects that are taken off of the user, when thrown, gradually lose their Ethereal state, becoming fully visible when it gets out of short range of the user. With an additional Ram Handseal, the user can dispel the Ethereal State before the 3 turn limit.

Notes:
- Can only be used twice per battle
- Lasts for three turns
- No Fire or Lightning techniques can be used while in this state.
____________
-Declined-
DNR

(Jiechiruēteruton: Joushou Gasu Utsuwa) - Diethyl Ether: Rising Gas Chamber
Rank: S
Type: Attack
Range: Mid - Long
Chakra cost: 40
Damage Points: 80
Description: After performing three hand seals, the user will raise a 10x10 meter chamber of earth entrapping the target. As the chamber is rising, ether gas is coming out from within the cracks in the ground, filling the chamber up with gas. The chamber, while rising, appears simply as a plain earth container trying to trap the opponent since Ether gas is colorless.

Notes:
- Can only be used twice per battle.
- Must wait two turn before re-using.
- No Diethyl Ether techniques next turn.
____________
-Declined-
Make it part Doton so it'll make sense.

(Jiechirueteruton: Anda-Guraundo Bun'ya) - Diethyl Ether: Underground Field
Rank: S
Type: Attack
Range: Short - Long
Chakra cost: 40 (+10 per turn)
Damage Points: 80 (If the gas is ignited)
Description: After performing three quick hand seals, the user will create Diethyl Ether in its gaseous form underground, hiding within the small pores in the earth. This technique does not harm the opponent in any way unless the gas is inhaled or ignited. The opponent won't be able to realize what's being created underground unless he has the Sharingan or Byakugan to see the Diethyl Ether in its gas form. Every time an earth style technique is used and comes directly from the ground, Diethyl Ether gas will leak out of the pores in the ground through the technique itself and thus who ever is near the gas will inhale it or possibly ignite it.

Notes:
- The field stays active for four turns.
- Can only be used once per battle
- No Diethyl Ether techniques for the next two turns.
____________
-Approved-


Diethyl Ether Liquid State after Swallowing:

1st Turn after Swallowing - Speed slowed by One Rank (Sage-Kage-Sannin etc) Techniques that require handseals take the time of one additional handseal.

2nd Turn after Swallowing - Begins to enter a drunken like state. Reflexes, balance, reaction time slowed. Sweating occurs.

3rd Turn after Swallowing - Lack of judgement. Only allowed to use 2 moves per turn.

Counter to the effects - One is quite obvious as I stated it above how to do so is chakra based and I can tell that to you also unless you want me to place them here. The other is Medical Jutsu.
____________
No
You cannot decide with your CE how many moves per turn someone can make, setting aside the fact that it has physical effect on them. Change that.

(Jiechiruēteruton: Sansui Sochi) Diethyl Ether: Sprinkler System
Type: Attack
Rank: A
Range: Mid– Long
Chakra: 30
Damage: 60 (If ignited)
Description: The user after making 3 handseals, slams his hands onto the ground sending Diethyl Ether chakra into it, and raises miniscule patches of earth behind the opponent. From these miniscule patches of earth, liquid Diethyl Ether will sprout from it and spread all throughout the range of the opponent, spinning around like a sprinkler system, dosing the opponent in it.

Note:
- Can only be used three times per battle.
____________
-Approved-


(Jiechiruēteruton: No Insanetto) Diethyl Ether: Ethernet
Type: Attack
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: The user slams his hands together and then materializes a volume of liquid Dietheyl Ether like a net with small holes in it 10 meters above his desired target.

Notes:
- Can only be used four times per battle
____________
-Declined-
Vague description. Add a picture maybe.

(Jiechiruēteruton: Eteru no Uzu) Diethyl Ether: Ether Vortex
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user forms liquid Diethyl Ether around his arms and claps his hands together. The liquid Diethyl Ether is then shot out towards the target as a very wide and powerful vortex of liquid Diethyl Ether. The Ether vortex gets wider the further it travels, to the point where it scrapes the surface of the ground.

Notes:
- Can only be used three times per battle
- No Diethyl Ether techniques the next turn
____________
-Approved-


(Jiechiruēteruton: Kanen-sei No Shōtotsu Tsunami) Diethyl Ether: Flammable Collision Waves
Type: Attack
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will materialize two Tsunami waves which come from both sides of the opponent. When the waves collide, they crush anything in between them. The earth is then soaked in Diethyl Ether. If ignited by fire or lightning, the area will stay on fire until dosed appropriately.

Notes:
- Can only be used twice per battle
- No Diethyl Ether the previous turn
- No Diethyl Ether for the next turn
____________
-Approved-


(Jiechiruēteruton: Araumi) - Diethyl Ether: Riptide
Type: Attack
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 100
Description: The user concentrates a large amount of Diethyl Ether chakra in their body while doing a row of 5 handseals. The user takes a large amount of Diethyl Ether from the molecules in the air, and from below the surface, to form a large rip current. This is done in such a way that the user has drawn such an excessive amount of Diethyl Ether from the Earth and Air that it is enough to form two completely separate waves/channels. However, these two waves, instead of heading towards the target immediately after being formed, are drawn towards the user from the amount of Diethyl Ether that the user has conducted. The user will quickly expel all the Diethyl Ether chakra from his body to force the two waves to collide and join together while heading towards the target. If it hits the target, they will be swept away and drowned in the the current. The Diethyl Ether, having been formed of molecules from both the air and the ground, is stronger than normal Diethyl Ether. If ignited with a fire or lightning jutsu, will cause the Diethyl Ether to burn a bright blue, an extremely hot fire that can only be dosed by the strongest of Wind/Water Combination techniques.

Notes:
- Can only be used once per battle.
- No Diethyl Ether techniques can be used in the same turn.
- Takes two of the three moves per turn.
- No Diethyl Ether techniques for 3 turns.
- Cannot be done at Short Range.
- User takes -40 damage due to strain on the body.

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____________
-Declined-
Bit overpowered
 
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Lili-Chwan

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Re: Custom Element's Jutsu

(Masshuru-Muton: Shicchi no Ibo ) Mushroom Style: Warts of Mokele-mbembe
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Poins: 40
Description: The user creates a large amount of mushrooms throughout the ground/body. This mushrooms can either release normal alternative release poison or normal alternative release spores (which, upon contact will rapidly grow into full fledged main release fungus), one type per usage, there can't be mixed usages.
*After using this technique, one must wait 3 turns before using it again*
*Description is in the CE submission*
Dropping the above for:

(Masshuru-Muton: Shicchi no Ibo ) Mushroom Style: Warts of Mokele-mbembe

Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Poins: 40
Description: The user creates a large amount of mushrooms throughout the ground/body. The user is able to grow both types of Alternative Release mushrooms described in the CE submission (Releasing Poison or Spores, which will grow into Main Release Fungus) or enhanced versions of any existing mushroom species in nature. Enhanced will mostly translate into stronger and faster acting Medicine or Poison, or stronger light, in Bioluminescent species.They won't have any added characteristic appart from those shown in nature, as such, they're not directly applied in battle, apart from the first 2 mentioned species.
One species per usage, there can't be mixed usages.
*After using this technique, one must wait 3 turns before using it again*
*Description is in the CE submission*

( Masshuru-muton: Tenshin Onnauma ) Mushroom Release: Centaurides' Zenith

Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user creates up to 5 large arrows (in a row, or in a succession, depending on the archery mastery of the user) made of highly concentrated chakra-enhanced pre-developed yeasts. Instead of a especific type of yeast, they react upon a certain situation and mature based on the need of the user. Contact with enemies will activate the more aggressive type of yeasts, contact with other subtstances will activate other types of yeast, such as bread or beer yeast, which the user is able to control with chakra. Upon creation, the user is able to shoot them in any direction she wants, with or without the aid of an actual bow (Mostly for the looks, as the arrow will have the same speed nonetheless).
*The arrow is able to pierce anything a normal arrow is able to)*
*Can be used only once every 4 turns, and only 3 times per battle*

(Masshuru-Muton: Shuju no Dokusei ) Mushroom Style: Toxic Dwarf
Rank: A
Rank: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Creates one large mushroom anywhere within range, with either a bright red top with white large dots, a black top, or a green top with white rings.

If red, the mushroom will release a blinding mist of spores that will secrete a liquid that causes irritation to the eyes, nose and throat of anyone who inhales them.
If black, the mushroom will release an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.
If green, the mushroom will release a greenish mist. It won't do anything on it's own, but when it meets with water, it turns it into a powerful acid. This can be achieved by running a water jutsu through it or by direct inhalation. Infusing the water with the mist will result in making it strong vs organic matter and will remove the elemental weakness to Earth, making the jutsus equal to the element. It has no effect against other elements.

The mushroom will release it's toxins over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom, if wanted)
*Only one mushroom at a time*
*Must wait 2 turns after the mushroom decays in order to use the jutsu again*
*The user and her summons aren't affected by neither mist. Allies can be given antidotes beforehand, which will only last 5 turns in the organism*


Note: Lowered the power of the Green Mushroom. No more defeating Metal.

~All declined~ When resubmitting or updating/dropping a technique please include a quote with the approved/checked version.
 
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Toku

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Re: Custom Element's Jutsu

(Rubiton- De~yuaru Rubi Bīmu) Ruby release- Dual Ruby Beams
Type: Attack
Rank: S-rank
Range: Short- Long
Chakra cost: 40
Damage points: 80
Description: the user will mold his ruby chakra to create a ruby in each hand (size of a fist). The user will then release his lightning chakra through the ruby firing a beam of energy able to cut through even diamond.
*Note: Can’t use s-rank and above Ruby next turn.
*Note: Can only be used 3x per battle.
~Declined~ This is consider a Ruby/Lightning combination and thus should count as 2/3 moves per turn. And cutting through even diamond is too much.

(Rubiton- Kingu no Minoshirokin Sumasshu) Ruby release- King’s Ransom Smash
Type: Attack
Rank: Forbidden
Range: Short- Long
Chakra cost: 50
Damage points: 120
Description: the user focuses his ruby chakra and raises two enormous rubies that close in on the opponent from two opposing sides with tremendous force, smashing everything caught in between them. Both of these rubies are capable of dwarfing even the Demonic Statue of the Outer Path in size.
*Note: can’t use any S-rank Rubiton jutsu for the next 3 turns.
*Note: can only be used once per battle.

~Declined~ Wrong damage information and where are the restrictions? Its a forbidden rank, it should pose some physical drawbacks to the user.

(Rubiton: Kingu o Mamoru) Ruby Release: Protect the King
Type Attack/Defence
Rank: A
Range: Short-Long
Chakra Cost: 30 (+10 per turn it stays active)
Damage: 60 (+10 for Taijutsu)
Description: The user molds a very thin but dense layer of ruby that covers their body w/ coat of ruby to strengthen taijutsu and to defend from direct attacks. The armor can withstand any elemental jutsu and elemental taijutsu, to which it is strong against, up to S-rank. The user will constantly focus chakra into the armor, manipulating the ruby to move with him as he moves, allowing him to move with the armor. The user can deactivate the armor at whatever time he pleases.
*Note: Once deactivated it cannot be activated again during battle.
*Note: Any speed enhancing jutsu would cause the armor to break under the strain of fast movement.

~Declined~ An armor that can withstand S-ranked attacks from lightning, wind, and earth? OP.
 
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BlacKing

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Re: Custom Element's Jutsu

Taiyofuton: Ryokin Omocha [Solar Wind: Charged Kunai]
Type: Attack
Rank: D
Range: Short - Mid
Chakra Cost: 10
Damage Points: 20
Description: The user takes kunai or shuriken and charges them with solar wind chakra. These kunai travel just as fast as a lightning enhanced kunai and has the power of a wind enhanced kunai. These kunai overheat and melt very quickly, which is why they cannot go to long range.
Note: The speed and power of the kunai would cause it to go through a regular kunai or shuriken and keep going.
____________
-Approved-


Taiyofuton: Atsusa Nami [Solar Wind: Heat Wave]
Type: Attack
Rank: C
Range: Short - Mid
Chakra Cost: 20
Damage Points: 30
Description: User creates a wave of solar wind capable of making the target feel faint, and slows their reaction speed.
____________
-Declined- you need to define this according to the speed chart


Taiyofuton: Sahei Haretsu Ryokin Omocha [Solar Wind: Shrapnel Exploding Charged Kunai]
Type: Attack
Rank: C
Range: Short - Mid
Chakra Cost: 20
Damage Points: 30
Description: The user takes (up to three small or 1 large) kunai or shuriken and charges them with solar wind chakra. These kunai travel just as fast as a lightning enhanced kunai and has the power of a wind enhanced kunai. These kunai overheat and melt very quickly, which is why they cannot go to long range. The kunai are equipped with special ex tags or smoke tags. The user can detonate the tags with a handseal.
Note: Can overpower any charged lightning or wind charged Kunai and continue going.
Note: Detonation of the tags cause a larger explosion than normal, sending shrapnel to short range of the blast in both directions.
Note: Up to 3 small or 1 large kunai/shuriken per battle
____________
-Declined- Carrying a tag by itself doesn't makes a kunai stronger then the one not carrying it, there is no reason why it should overpower other charged kunai. The fact that it would detonate is an other story.


Taiyofuton: Kaze Furea [Solar Wind: Flared Breeze]
Type: Supplementary
Rank: B
Range:Short - Mid
Chakra Cost: 25
Damage Points: 40
Description: The user, after making 1 handseal, creates a light breeze of extremely hot concentrated solar wind and sends it towards the target. On a bright day when the sun is high in the air, the sun's rays will reflect off of the breeze and cause the breeze to emit a light, blinding all that look at it.
____________
-Approved-


Taiyofuton: Kaze Chaimu [Solar Wind: Wind Chimes]
Type: Attack
Rank: B
Range:Short - Long
Chakra Cost: 25
Damage Points: 40
Description: User throws 5 kunai that are all connected by strings while expelling a hurricane solar wind from their mouth (looks like and has the same push the user backwards power as Hurricane fist when expelled). The solar wind picks up the kunai and causes them to clang together like wind chimes. This noise however, is quite loud, and deafens the opponent, forcing them to hold their hands to their ears in an attempt to drown out the sound.
____________
-Approved-


Taiyofuton: Nenshou Ryuusui [Solar Wind: Burning Stream]
Type: Attack
Rank: A
Range:Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Doing 4 handseals, the user creates a 10 foot wide stream of wind that is extrememly hot to the touch. It is capable of burning an enemy as it is made up of high speed charged paricles ejected from the Sun.
Note: Cannot be used over a large body of water.
____________
-Declined- Provide a better description


Taiyofuton: Tsura Hen Metsubou Yane [Solar Wind: Surface Area Collapsing Roof]
Type: Defense/Attack
Rank: S
Range: Short -(Long)
Chakra Cost: 40
Damage Points: 80
Description: the user concentrates an immense amount of solar wind chakra into the air to create a squared horizontal wall of solar wind above him to protect him from incoming attacks. If the wall hasnt been cancelled out by the attack, the user can then perform two handseals and send the wall like a stream up to Long Range towards a target.
Note: Creation of the wall does not require handseals and happens quickly, covering the entire range of the user.
Note: Can only be used once every 3 turns.
Note: If the user is standing on a large body of water, this technique cannot be done.
Note: No Solar Wind Above A Rank Next turn.
____________
-Declined- Something like this would need some time to come into place, enough to be defined here in a note


Taiyofuton: Orora Sumashu Yaibas[Solar Wind: Aurora Smash Blades]
Type:Attack/Defense
Rank: S
Range:Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After doing 5 handseals, the user creates two crescent blades of wind [) (]that come from the sides of the target at the speed of Mountain Smash. These two blades of wind give off such an immense amount of heat that the target will feel it before blades of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and handseals by making there body shaky and in need of water.
Note: Can only be used 3 times per battle.
Note: User must wait 2 turns before each use.
Note: If used at Short - Mid Range, User takes 50 Damage and can only use the technique once that battle.
Note: no A ranked and above Solar Wind for 2 turns.
Note: Speed reduction of one rank (per chart.......Sage - Kage - Sannin - etc)
Note: Techniques that require 3 handseals take the time of 4 (etc)
____________
-Approved-

Taiyofuton: Nenshou Ryuusui [Solar Wind: Burning Stream]
Type: Attack
Rank: A
Range:Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Doing 4 handseals, the user creates a 10 foot wide stream of solar wind that is extremely hot to the touch and heads towards a target. It is capable of burning an enemy as it is made up of high speed charged particles from the Sun.
Note: Cannot be used over a large body of water.

~Declined~ Restrictions?

Taiyofuton: Sōrāpaneru Metsubou Yane [Solar Wind: Solar Panel Collapsing Roof]
Type: Defense/Attack
Rank: S
Range: Short - (Long)
Chakra Cost: 40
Damage Points: 80
Description: the user concentrates an immense amount of solar wind chakra into the air to create a squared horizontal wall of solar wind above him to protect him from incoming attacks. If the wall hasnt been cancelled out by the attack, the user can then perform two handseals at any time and send the wall like a stream up to Long Range towards a target.
Note: Creation of the wall does not require handseals and happens quickly, covering the entire range of the user.
Note: Though the wall forms quickly, it takes one turn for it to fully form. If not fully formed, the technique can still block from above, but cannot be sent towards the enemy and will automatically be cancelled out.
Note: Can only be used once every 3 turns.
Note: If the user is standing on a large body of water, this technique cannot be done.
Note: No Solar Wind Above A Rank Next turn.

~Declined~ The two extra hand seals to create the stream should count towards your three jutsu per turn. Also I'd like you to add a note clearly explaining that the roof can only be created above you and no where near mid/long range above your opponent.

New

Taiyofuton: Ōroraōraburasuto [Solar Wind: Aurora Aura Blast]
Type: Attack/Defense
Rank: S
Range:Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: User channels Solar Wind chakra inside his body and with a handseal expels it in a great heat wave all around his body and in every direction up to Mid Range. The heat wave is capable of burning any and all things that it comes into contact with.
Note: No A Ranked or above Solar Wind Techniques for one turn.
Note: Though the Aura Blast goes in all directions, it is not hot enough to turn the ground into Lava, but instead it will be like walking on Hot coals.
~Declined~ Burning any and all things? So it would burn wind itself if it touched it? Or an ocean of water? I want you to re-word that.

Taiyofuton: Fukusū no uzu tatsumaki [Solar Wind: Multivortex Tornadoes ]
Type: Attack/Defense
Rank: Forbidden
Range:Short-Long
Chakra Cost: 50
Damage Points: 90
Description: the user does 7 handseals and sends his Solar Wind chakra into the sky. After a minimum of two turns have passed (maximum of 5 turns), the user can at any point open up a large hole in the sky by way of 2-5 handseals (depending on the turns that passed) to summon two to five (depending on the turns that passed) more columns of spinning Solar Wind Tornadoes that rotate around a common center. The Center of the Multivortex will form at the exact halfway point between the user and the target. The Winds create such a large suction that the user, if used at short range or Mid range, has to defend from the technique as well. These tornadoes give off such an intense burst of heat that it is felt immediately as it descends from the sky. The tornadoes itself turn any earth, earth-like or metal element into an extremely hot liquid state. (Earth to lava, Gold to Molten Gold etc.) Technique cannot dispel water, but can make it boiling hot to the touch.
Note: No Solar Wind Techniques for 3 turns
Note: If used at Short - Mid Range, user takes 50 damage from the heat and must defend from the tornadoes as well.
Note: Cannot be used over a large body or source of water.

Highlight.
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[Ways to get out of this....Make the clouds develop Rain/Water/Ice or any technique that would cause the clouds to fill with water in this way before the user uses the technique.
Any technique, no matter what the rank will suffice, as long as it is a large amount.

or

Summon a large amount of water on the ground or into the air above the target while or before the technique is used.]

{Technique can also stop or be enhanced by Kirin. Solar Wind is enhanced by Wind, Fire and Lightning. If shot into the clouds before or after the Dragon Fireball Jutsu used to make Kirin or any other way used to make Kirin, The Fireballs heat itself will still make the clouds, but if an opponent tries to use Kirin, it would work, however, it would only enhance the power of the Solar Wind and would not be able to be brought down. The user would have to use Solar Wind the turn after the opponent used Chidori to summon Kirin in order to reap the enhancement of Kirin. With the enhacnement of Kirin, comes its destructive force.


~Declined~ Where are the real restrictions? Your SW biography is immune to heat and thus makes this restriction void. Also where are the physical drawbacks and usage restrictions?
 
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Pervyy

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Re: Custom Element's Jutsu

(kurokongouseki Seirei) - Carbon spirit
Rank: S
Type: Supplementary/Attack/Defence
Range: All
Chakra Cost: 25 per turn
Damage Points: 60 per hit
Description: After having summoned the carbon gourd onto the users back, they can focus their chakra performing 1 handseal, causing it to take its true form. The carbon in the gourd is linked with the user and always has the users chakra infused into it, but when this activated, the true form requires more chakra due to it's power and abilities. The carbon gourd in it's true form takes the image of the demons that appear in most nightmares. The beast is 15 meters from head to the tip of it's tail, has a skellington appearence, is 8 meters tall and has a wing span of 15 meters. The beast has eyes and a tongue made of pure chakra that burns any one to touch it apart from the user. (see the image below). The beast takes on the same attributes as the gourd, it's speed and desity and it's link with the user. The used can control the beast just with their chakra but this takes it's toll on the user meaning they can only use 2 jutsu per turn while the carbon is in this form. Up to 3 times per battle, this demon can focus the chakra within its body into its mouth and fire it as a concentrated blast of pure chakra with a 1ft diameter in any direction. The beast has the ability to fly as its wings are made from carbon fibre, one of the lightest known solids. The beast can flap its wings with great force to increase wind currents sending a blast of wind at their target.

Note: As long as the carbon is in this form it counts as one of the 3 jutsu per turns.
Note: Must have summoned the carbon gourd first.
Note: The chakra blast from the beasts mouth is A rank and can only be used twice. (costs an extra 40 chakra from the user)
Note: The wind blast is as strong as a B rank blast of wind and can only be used twice.
Note: The beast can control carbon and use carbon techniques


True form:
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The approved carbon gourd:

(kurokongouseki kishimu Kuchiyos) - Carbon Gourd Summoning
Rank: S
Type: Supplementary/Attack/Defence
Range: (on users back, can be controlled at all ranges)
Chakra Cost: 20 per turn
Damage Points: N/a
Description: The user will perform 2 handseals slamming their hands oin the ground performing a summoning jutsu to summon a gourd of carbon. This is a gourd of carbon link Gaara's sand gourd on his back. This Carbon gourd is full of a powder form of carbon which the user carries around with them all the time and is constantly infused with the users chakra. This carbon powder can be reformed to make up different atomic structures of carbon for different purposes in battle. Much like gaara's sand, this Carbon can be used for attacks or defence that require a carbon source by the user at any time. Due to this carbon already being infused with the users chakra then can control and manipulate it almost instantly to suit their needs. The carbon is linked to the user and will come to there defence, as it is infused with the users chakra. It can keep up with up to 2nd gate speed, and can block S ranks and below.

Note: The defencive ability can only be used once ever 2 turns and only used 5 times per battle
Note: The defencive ability counts as a jutsu.
Note: -20 chakra for each turn the user has this.

~Declined~ That's the incorrect chakra cost for an S-Ranked technique. Also why would this technique all ranges if it comes from the gourd on your back? If you'd like you can include in the description that the dragon can be manipulated up to long range, but the technique itself can only be activated in short range for obvious reasons. Lastly, tone down the size of the dragon and make the pure blast and the wind blast count as one of the jutsu per turn.
 
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Zenryoku

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Re: Custom Element's Jutsu

(Erubiumuton: Fantomu no Akumu) - Erbium Release: Phantom Nightmare
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will manipulate an existing source of erbium particles to create a large cloud shape that takes on the form of a hooded ghoul that then travels towards the opponent covering a wide spread of 15 meters in length and about 10 meters high. This storm of erbium travels very fast and when it strikes its target, it can cause severe shredding due to the particles traveling extremely fast much like a sandstorm.
Note: This technique may only be used 3 times per battle and the user must wait two turns before using the technique again.
____________
-Approved-


(Erubiumuton: Narimasu no Atorasu) - Erbium Release: Will of Atlas
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will create multiple pillars to rise up from the ground made of solid erbium, which can be manipulated around an object or a person to bind them and restrict their movement.
____________
-Approved-


(Ekishousan'en: Jōki Kumo Ryū no Jutsu) - Liquid Nitrogen Release: Vapor Cloud Flow Technique
Rank: B
Type: Offensive, Supplementary, Defense
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: After performing the snake hand seal the user releases wind chakra from their mouth which instantly reacts and cools with water vapor in the air and creating a thick white cloud of liquid nitrogen that spreads out in the same manor as the poison mist technique. Its thick enough to obscure an opponents vision or if the target comes into contact with the cloud they then receive damage from the coldness.
____________
-Approved-
 
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Sheldon Cooper

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Re: Custom Element's Jutsu

(Oiru no jutsu) - Oil technique
Type: Defense/Supplementary
Rank: B-A
Range: Short-Long
Chakra Cost: 20-30
Damage Points: 40-60
Description: The user will be able to freely manipulate existing oil via the use of this jutsu and create blasts/waves/shapes/weapons or Create a huge reservoir of oil underneath or on the battlefield by spiting out the oil from the user's body or mining it from the ground.
Note:Must Know Oil release
Note:Can only be used by whom I teach
Note:A oil Battlefield will be oil which can't be manipulated by other but Me
~Declined~ I will not accept multiple ranks in a single technique.

(Oiru: shiroppu) Oil Release:Sticky oil
Rank: B
Type: Attack
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: User creates oil in his mouth and then spits it with a mixture of water into the ground creating a field covered with oil which will form an adhesive trap or onto a person to inhibit their mobility.The user can control the oil to his or her will.
Note: Usable thrice per battle
~Declined~ This one is very close to approval, however I want you to clear the "The user can control the oil to his or her will." Part. Are you saying you could use the oil for as an oil source for future oil techniques? Or that you can manipulate that same oil and create other things with the same technique? If that's the case then make the controlling to your will count as a jutsu per turn.

(Oiru: Oil bunshin) Oil release:Oil clone
Rank: A
Type: Supplementary
Range: Long
Chakra: 30
Damage: N/A
Description: User creates a Oil clone which will look like an exact replica of himself which the user can control,this clone can explode if the user decides to do so by warming up the chakra in the clones body.
Note:Can create oil clones five times
~Declined~ Make it short ranged and take away the exploding part.

(Oiru: Oiru/katon Dangan) Oil release:Grand Oil/fire bullets
Rank: A
Type: Attack
Range: Short-Mid
Chakra: 30
Damage: 60
Description:The User performs the snake handsign and then he creates a large amount of oil in his mouth and then he shapes it into a bullet size in a instant and then spits it out while at the same time the oil gets release he can spit a fire at the oil bullets which will ignite.
Note:Can use four times per battle
Note:No oil release for a turn
~Declined~ Make the fire ball count as one of the jutsu per turn if you decide to release it. Also I want you to the reword "instant" to something more suitable.

(Oiru:Kirioiru Shiryoku Hakudatsu) Oil release:Oil ignition mist Technique
Rank: A
Type: Attack
Range: Short-Mid
Chakra: 30
Damage: 60 (But N/A if the user doesn't ignite it)
Description:The user spits out oil onto the ground where once the oil hits the ground the user can use the chakra in the oil he can cause the water to heat up causing the pressure of the water to increase and then causing the oil to heat up and create a oil mist which can be ignited if the user uses any fire or by clicking his teeth after the oil turns into mist.
Note:Must have used Oil syrup before using this Jutsu
Note:If the user is in mid range in the mist he will get burnt when the mist ignites causing a -10 damage.
Note:Opponent with a Sharingan Tomoe 2 and above can see through this as there is chakra everywhere and a byakugan user can aswell.
~Declined~ Regular shinobi would also be able to see it because the oil source is disappearing. On the re-submission I'd like you to post the approved "Oil syrup". But if you mean to tell me that with this technique you will be turning any of your oil sources into igniting mists then I will not approve of it.

(Oiru:Kirioiru Shiryoku Hakudatsu) Oil release:Oil River
Rank: A
Type: Attack
Range: Short-Mid
Chakra: 30
Damage: 60 (But N/A if the user doesn't ignite it)
Description:The user performs the bird hand sign and then he can transform the ground upon which the enemy stands into a wide river of oil to throw them off balance but the oil can be ignited if the user decides to do so and this river is made of sticky oil.
Note:Can be used three times per battle
Note:No oil for a Turn
~Approved~ But remember that to ignite the oil you'd need an outside source like fire. If I find out that you're igniting the river with the same technique I will come back and decline it.

(Oiru: Ikusen fuka shuuha) Oil Release: Thousand Shark wave
Rank: S
Type: Offense
Range: Long
Chakra cost: 60
Damage points: 80
Description: The user will use a existing source of oil or create the oil from the ground, and make the oil rise up as a gigantic wave that surrounds the opponent. The wave will transform into an uncountable number of sharks. The wave of sharks will crash down upon the opponent from every angle, crushing anything else that comes in contact. If this jutsu is used while the opponent is on land, the oil can be ignited.
Note:Can use this three times per battle
Note:No Oil release for two turns
Note:Must use Oil syrup if the user wants to create the wave faster but creating it from the ground will take some time
~Declined~

(Oiru:Kirioiru Shiryoku Hakudatsu) Oil release:Grand Clone Blast
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 60
Damage: 120
Description:The user creates a massive clone that is 10 meters shorter than gamabunta,that is filled with oil,this clones movements are restricted due the the large quantity of oil and water thus making the clone useless for combat but this Clone can be used as a giant blast as to the structure of the clone the user can heat up the oil in the clone triggering the oil to burn but since the fire can't go out the clones body creates a shell which will trap all the pressure thus making a massive bomb in the clone which even the user cannot control and it explodes creating a massive explosion That can cause a devastating effect on the terrain.
Note:No Oil for the rest of the Battle
Note:Only Usable Once
Note:If the User makes the clone on Long range and he is on short range the user will not receive any damage but if the user creates the clone on Mid range and he is in Short range he will receive 1/4 of the damage and if the clone is created at short range and the user is also at short range he will receive 1/2 the damage.
~Declined~ Do not resubmit.
Oil release:Forever Scarred (Oiru:Matsudai Scarred)
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 80
Damage: XXX
Description:The User makes this as his final move,firstly the user will make the large amount of oil stored in his body into one tiny place and once done,he will the heat the oil to the maximum of his ability so the user is now a living bomb shell,the user then will release the explosion at once creating a gigantic version of the user body which is plain white and then once the body is completed there will be a massive explosion created that will cover an entire battle field wiping out every living/dead thing on the battle field and creating a massive scar on the battle field which will be there forever.
Note:The user and everything on the battle field will be dead
Note:Opponent with the ability to use space/time jutsu can escape this move
Note:Will count towards a bio death Streak
Note:Can only be used Once per week
Note:This is a suicide move so once the technique starts but the opponent escapes the user Cannot stop this move in the middle resulting in the continuation of the move and death of the bio.
Note:If the opponent manage to contain or seal the user away while using this move it is possible but it can't be done once the giant version of the user's body forms.
~Declined do not resubmit~ OP and Deidara rip-off.
 
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Daemon

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Re: Custom Element's Jutsu

(Kazan hai: Hai-Funsha) Volcanic Ash: Ash Wave
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: the user punches the ground and super heated Ash shoots up all around him. this can be used to defend ageist Taijutsu attack's and will burn an opponents flash clean off.
Note:
-Can only be used twice per battle
-Can only br used by Daemon or Serpent
~Approved~

(Kazan hai: Tete-Kesshou Hai) Volcanic Ash: Crystallized Ash Sheild
Type: Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user slams his hands together forming ash, this ash then Hardens into a dense crystallized ash that can defend against oncoming attack of the same Rank.
Note:
-Can only be used twice per battle
-Can only be used by Daemon or Serpent
~Declined~ As it stands, this technique can defend against elements of the same rank that its weak to and even Kirin or Amaterasu and I will not allow that.

(Kazan hai: Herusuto-mu) Volcanic Ash: Hell Storm
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After Using Kumo Kuro, the User will form an Large F5 Ash tornado. If the opponent is caught in the tornado, they will be burned and suffocate because of a lack of oxygen.
Note:
-Can only be used once per battle
-Can only be used by Daemon or Serpent
~Declined~ Posting the Kumo Kuro technique would help.

(Kazan hai: Herusuto-Keh) Volcanic Ash: Rain Storm
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 (-10 to user)
Description: After Using Kumo Kuro, the User will focus his chakra into the sky, this forms large amounts of super heated ash that rains down on the battlefield, this ash can catch clothing on Fire and cause major burns to the opponents skin.
Note:
-Can only be used once per battle
-No Volcanic Ash techs during this Jutsu
-No S-rank next turn.
-Last 2 turns
-Can only be used by Daemon or Serpent
~Declined~ Same as above

(Kazan Hai: Sensa-Hai Waza) Volcanic Ash: Sensor Ash Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: After making 5 handseals. The user will release a sensory ash cloud across the whole terrain. Upon contact with any chakra source, the user is instantly alerted of the location of an enemy target. The Ash is able detect invisible so long as they have a chakra source. The ash causes poor visibility making it hard to see pass Mid Range but the Byakugan can see through it easily.
Note:
-Can only be used once per battle
-Can only be used by Daemon or Serpent
-User losses 10 Chakra per turn.
~Declined do not resubmit~ What's keeping both you and the opponent from breathing in these ash cloud particles? Just stick with Chakra sensing rain, there are enough sensing mists/clouds as it is.
 
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Lili-Chwan

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Re: Custom Element's Jutsu

(Meromeroton: Igami Niza ) Perfume Release: Grande-Plié

Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points:40
Description: Allows the user to materialize a large quantity of Main Release perfume and direct it to the opponent. After the user directs the perfume, the user is able to change the direction once, with one handseals. The liquid has the appearance of a swarm of rose petals, even though it's a concise mass of liquid.
~Declined~ Make the changing direction count as one of the three jutsu per turn.

(Meromeroton: Hitofuro An'ya ) Perfume Release: Bathing Black Orchids

Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Allows the user to create a dark tainted liquid perfume with increased levels of toxicity. With 4 handseals, the user releases a mass of this dark perfume, as if multiple orchids are blossoming over an over, despite being a concise mass of liquid, which will then spread over to Mid-range, filling the whole field with it's scent. The toxic vapors it releases cause nausea and gradually multiple organ failure. If ingested directly, it will intensify and speed up the symptoms. The scent is heavily filled with blood, which produce the same effects of the Killer Intent Technique. The illusionary manifestation of the scent is the creation of hideous black maidens bathing on the perfume. These maidens will appear in the opponent's consciousness as the ones that use the Killing Intent, threatening to impale their eyes with their hands.
*Physical Effects: Toxicity, Nausea and Organ Failure.*
*Illusionary Effects: Black Maidens, Killing Intent*
*Can only be used once every 3 turns, for a maximum of 4 times per battle*
~Declined~ I will not allow a technique with such effects to reach up to long range.

(Meromeroton: Kourui Makkura) Perfume Release: Scented Tears of Lilith

Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 5 handseals, the user is able to spit out an extremely acid perfume of greenish colour, which can be spat as a pressurized stream or as a spread out volume of perfume. The acid is highly strong against earth techniques of the previous rank and earth based CE of the rank before, allowing the user to create a pathway in a manner of instants. The scent makes the opponent feel as if his insides are melting, translating in excruciating pain, and prevent the opponent from using complex jutsus (Above A rank). The manifestation of the illusion is the sight women with long green hairs, which will be touching and kissing the opponent, provoking the melting pain as they do it.
*Physical Effects: Acid, Strong vs A rank Earth Jutsus and B rank Earth Based Elements.*
*Illusionary Effects: Green Haired Women, Excruciating Pain of being Melted*
*Can only be used once every 3 turns, for a maximum of 2 times per battle*
~Declined~

(Meromeroton: Nemuri Tanpopo ) Perfume Release: Slumberous Dandelions

Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: After 3 handseals, the user is able to materialize several portions of a very clear and translucent liquid in a patch of roughly around 4 meters radius on the ground, which manifest themselves as countless of seed filled dandelions. The perfume dandelions softly spread out through the area and turn into ponds, allowing only the perfume in the air. The perfume's scent carries a powerful sleeping genjutsu. As the opponent feels his eyes getting heavier and his movements getting sluggish, they will see young women with angelical appearance caressing and massaging them. The opponent quickly falls asleep for 2 turns.
*Physical Effects: Powerful Soporific and Tranquilizer*
*Illusionary Effects: Angelical Maidens*
*Can only be used once every 3 turns*
~Declined~ Countless and Several, I'd like you to specify exactly how many and also make it up to mid range.

(Meromeroton: Kakisou Aimegami ) Perfume Release: Oyster Bassinet of Aphrodite

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: This is an enhanced version of the Main release perfume. The user makes several geyser-like streams of perfume protrude from the ground with a pink colour. The perfume carries strong pheromones which will cause the opponent to feel incredible sexual attraction towards the user. In such state, weak opponents (1 rank lower and Summons of A rank and bellow) won't be able to oppose the user at all, succumbing to the user's orders. Higher ranked opponents will only be able to use less complex jutsus, A and bellow, for 2 turns, after which they will feel the same as the low ranked opponents. The opponent will see countless copies of the user rise from the perfume, in luring poses.
*Physical Effects: Sexual Attraction*
*Illusionary Effects: Countless Copies of the User*
*Can only be used once per battle*
~Declined~ Same as above and also I'd like you to tone it down a bit.

(Meromeroton: Migoto ) Perfume Release: Embellir

Rank: Passive
Range: N/A
Chakra Cost: +5
Damage Points: N/a
Description: The user is able to preform any Water element jutsu using the main release perfume with an added +5 chakra cost. This does not add to the damage of the water jutsu. This technique works by expelling perfume in its vaporized form which will mix with the water and transfer it's properties to it, as such, when a water jutsu is used short range (spat, released from one's hands, etc), it comes out infused with the Main Release perfume. Embed in this skill is the ability to use Water chakra to manipulate a standing source of liquid perfume, as it is basically water heavily infused with scented minerals and chakra, thus allowing jutsu that require a water source to be used with perfume. The opponent is unable to do the same, as the perfume is infused with the user's personal chakra, likewise, the user is not able to manipulate other Perfume User's techniques, as each perfume is personal.
~Declined~

( Meromeroton: Tsukeru Hasukahen ) Perfume Release: Steeping Petals of Lotus

Rank: S
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user chains together 3 handseals, which will then make a mass of blueish perfume, with no toxicity at all, blossom as a large lotus flower anywhere within range, filling the arena with a soothing scent. Then the flower softly melts, spreading it's liquefied petals across the floor, but keeping the perfume strong. The scent carries a strong genjutsu that gives the opponent the feeling as if he has submerged underwater. It manifest itself in a feeling of being soaked in water, and seeing the periphery of the fields flowing. The opponent can see perfectly, as if his eyes are guarded by swimming glasses, but everything in the field will be slightly distorted as if underwater. But the real strength of the jutsu is that it unconsciously influences the opponent into not using Lightning or any Element weak to water, like Fire. This translates in manipulating the opponent's mind into not even thinking about those elements, even if the usage of those elements would bet fit the situation where the opponent is. This genjutsu lays dormant on the opponent's mind, separated from the initial one, making so that releasing that genjutsu, through chakra or through pain, will not release this one, as it requires a focused chakra burst to release it. As such, one needs to detect the jutsu first. Expert Doujutsu and Genjutsu users, as well as Chakra Sensors 1 rank above the user will be able to detect it after 2 turns. Anything lower will need 4 turns, while users without this kind of skills will require 8.
*Physical Effects: No Toxicity*
*Illusionary Effects: Primary Effect, feeling as if submerged underwater. Secondary Effect, dormant impossibility of using Lightning or Elements naturally weak to Water*
*Can only be used once per battle*

~Declined~ Do not resubmit.
 
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Coyote

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Re: Custom Element's Jutsu

Same jutsus as in my CE submission with tweaks to name/description/restrictions

Kansou Houmen|Kikou Sono San Kamigami /\ Arid Release|Season of the Sun Gods
Rank: B
Range: Short - Long
Type: Supplementary
Chakra: 30
Damage: N/A
Description:
By utilizing the air that lingers on the battlefield the user will cause the air to very quickly be drained of water and become extremely dry and heated. In turn this causes the field to become very barren-like; the ground gets rid of grass/leaves and other living plants and is turned to cracked land. This also causes the target to get a slight form of heat stroke, causing the target to become much slower is movements, reactions as well as handseal creation. This also sets up the battlefield for additional Arid conditions in nature. (separate jutsus)

Notes:
- Last 3 turns
- Usable twice per battle
- Only usable by Arid Release user
- Only usable/trainable by Coyote
~Declined~ Explain exactly how much their movements, reactions, and hand seal speeds decrease. Lastly, make it up to mid range.

Kansou Houmen|Shikke Henjou /\ Arid Release|Moisture Relinquish
Rank: A
Range: Short - Long
Type: Attack
Chakra: 35
Damage: 75
Description:
The Arid user will preform 1 handseal and utilize their chakra to almost instantaneously cause the air around the target to be completely quenched of all moisture in the air surrounding the target. This in turn causes the skin to be sucked of water and causes the water in the blood to be drained slightly yet not completely. This puts the target into a form of dehydration, the target will become dizzy very quickly in some sense being confused by a genjutsu when it isn't. Also prolonged exposure to the intense dryness will cause the target to faint. When the target becomes dizzy they wander around and are unable to think straight making them unable to react.

Notes:
- Doesn't kill the target
- Lasts 1 turn
- Usable once per battle
- Only usable by Arid Release user
- Only usable/trainable by Coyote
~Declined~ Incorrect chakra/damage information.

Kansou Houmen|Ra's Paranoia /\ Arid Release|Ra's Paranoia
Rank: S
Range: Short - Mid
Type: Supplementary
Chakra: 40
Damage: N/A
Description:
The user with use their Arid chakra to cause a large amount of water lost/dryness around the head of the target, causing his brain to lose function. the target will start to be in a state of Delirium, causing him to very confused and enter a state in which the the target is unable to preform anything. They seem to have become completely lot in their mind due to the extreme loss of water in the blood that circulates their brain.

Notes:
- Delirium works for 1 turn
- Usable once per battle
- Only usable by Arid Release user
- Only usable/trainable by Coyote
~Declined~ Do not resubmit.
Kansou Houmen|Suitoru Dorai! /\ Arid Release|Suck it Dry!
Rank: A
Range: Short - Long
Type: Supplementary/ Defense
Chakra: 35
Damage: N/A
Description:
The user is able to evaporate water very fast. The user will use his Arid chakra to cause water on the battlefield or a water techniques to be almost instantly dried up by the sheer dry air that the user forms in the area of the water. This technique also works to dry out the water in other elements such as Wood, Ice, etc. Causing them to be useless.

Notes:
- Works on water techniques and mostly water based elements up to A-Rank
- Able to dry the entire field of water but if a lake is on the field, it can dry up to half the size of it.
- Usable twice per battle
- Only usable by Arid Release user
- Only usable/trainable by Coyote
~Declined~ Change it up to B rank and that it would take a few seconds not almost instantly.

Kansou Houmen|Suihou! /\ Arid Release|Bubbles!
Rank: S
Range: Short - Mid
Type: Supplementary/Attack
Chakra: 40
Damage: 80
Description:
The Arid user will preform a short row of 3 handseals, once completed 3 or less pockets of extremely hot air will be in encased in these "bubbles". To the target they will look like spheres that seem to be wavy due to the heat. These 3 air pockets travel along with the user floating around them. The bubbles are roughly the size of cannonball if you made 3 of them, if you only made 2 they would be the size of a carriage wheel and if you only made one they would be the size of a smaller boulder. The effects of these "bubbles" are somewhat varied, they're able to launched at the target hitting them causing an extreme burn or they are able to pop causing the air in the "bubble to be like a explosion of air causing burns and swelling. The bigger the "bubble" the bigger the impact area is and severity. These "bubbles" are also able to weaken water techniques, more so then others based on the size of the water technique used and size of the bubble being used. You are able to combine the 3 bubbles to form the largest one possible depending on the situation.

Notes:
- Only usable once per battle
- Unable to preform any Arid techniques while "Bubbles" are being used
- Weakens water techniques by one rank (depending on size)
- Only usable by Arid Release user
- Only usable/trainable by Coyote
~Declined~ Are water techniques automatically weakened when performed due to the bubbles being created? Or do they need to clash with the water technique? Als I want you to clarify "depending no size" because we both know the size won't be considered, only the rank.

Kansou Houmen|Gure-Pu Doki /\ Arid Release|The Grapes of Wrath
Rank: A
Range: Short - Mid
Type: Supplementary/Attack
Chakra: 35
Damage: 75
Description:
After the battlefield has become an Arid wasteland due to the technique "Season of the Sun Gods" the user will preform a row of 3 handseals and begin to control dry air and rumble up the dust, dead grass, smaller rocks to form a large Dust Bowl that will surround the target moving at high speeds. Te effects o be caught up in the bowl would be injuries to the skin, slight burns from the hot dust, unable to see the enemy, dust in eyes, lack of breathing. Since the speeds of the dust if very fast these effects are quick acting and lasting. able to kill the opponent in prolonged exposure.

Notes:
- Only usable once per battle
- Only usable able battlefield has become Arid
- Only usable by Arid Release user
- Only usable/trainable by Coyote
~Declined~ Incorrect chakra/damage information.
 
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