§ The Royal Armoury §

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Earth Element:

(Doton: doton Keiteki Denka no Jutsu) earth Release: earth Rhino Charge
*Rank: S
*Type: Attack
*Range: long
*chakra: 40
*Damage: 80
*Description:A skill where the user creates a large rhino from the ground, being approximately four and a half feet tall and six feet long, with a large horn that is about five inches in diameter and three feet long. The rhino's charges towards the opponent with the same power as a train and peirce's them with its horn.


(Doton: Yuuen Rokuhenkei Daichi Bakuha) Earth Style: Grand Hexagon Earth Explosion
Rank: S
Type: Attack
Range: Short – Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes few hand seals and then slams his hands on the ground and creates a hexagonal pattern of chakra around the opponent and then it lights up and explodes causing the earth inside the hexagonal pattern to begin breaking up and shooting out of the ground colliding with the enemy and then they fall back down on top of the enemy and burry them underneath the rubble.
*Earth Jutsu cannot be used for 2 turns after this jutsu is performed
*Does 15 damage to the User
*Can only be used Twice per battle
*Can only be used by members of Sharinganmasters Hideout


(Doton: Doton wa-mu) Earth style: Earth worm
Type: Attack/Supplimentary
Rank: S
Range: Short-Long
Chakra: 40 (+15 if user goes down with it)
Damage: 80
Description: The user focuses his chakra to his foot then stomps his foot creating a large worm under ground (while its under ground the user has a choice to go under ground with him if wanted) with a drill shaped head that can move underground and attack when the user commands it.
Notes:
This worm can only last 2 turns
This worm can only be used once per battle


Doton: Kouseki Manipyure-Shon ) -Earth Style: Mineral Manipulation
Rank:A
Type:Supplementary
Range:Short-Long
Chakra Cost: 30(-5 each turn)
Damage: N/A
Description: User forces massive amounts of chakra into the earth, giving them the ability to manipulate the finite particles, and sediments that compose the dirt.Using extreme chakra compression/decompression user can then change the density/composition of the ground*

(Doton: Wakusei Haken) - Earth Release: Planet Dispatch
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After successive handseals, huge torrents of rock and stone begin to erupt around the user and create a tsunami-like effect that spreads across the battlefield in all directions and leaving a huge crater at the source of the attack.

Earth Style: Earth Eon ♦ [Doton: Tsuchi Ion]
Rank: B
Type: Supplementary/Defence
Range: Short-Long
Chakra Cost: 20
Damage Points: - [+40 for every crushed limb]
Description: Earth Eon is an unique jutsu, developed by Reido Kira in the Lightning Temple.The user creates swarms of earth, that are able to capture enemies' limbs, making them unable to move, the maximum swarms that can be created are four, for all four limbs, once captured, the limb cannot move the following turn.The swarms can go up in the air too, reaching a height of approx. 10 m.The user can summon the swarms at his will for three rounds, and the earth can crush his enemies' limbs.
- Effects of this jutsu last 3 turns.
- May be used only by Lightning Temple members under the guidance of Reido Kira.

(Doton: Dagekinami Higyou) – Earth Style: Shockwave Strike
Type: Attack
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will slam his or her hands down on the ground and send earth chakra into the ground. This earth chakra will then force the ground to ripple out towards the direction the user wants it to go. These Ripples go up to 10 feet and knocks down the opponent making them fall into cracked/gashed earth.
Note: Only Musasibou can teach this jutsu.
Note: 3 Ripples go in a row when this is used.
Note: Can only be used 3 times and must wait 1 turn to do it again.

(Doton: Rasenkujiku) - Earth Style: Spiral Crush
Type: Attack
Rank: S
Range: short to mid
Chakra cost: 40
Damage: 80
Description: The Ninja gathers earth chakra and slams his foot on the ground. 6 pillars of earth rise around the target and then begin to spin at a rapid rate. While this is happening the pillars will begin to crumble and get closer to the opponent slamming him with multiple medium sized boulders which ends with him being buried in rock.
Note: Only Musasibou can teach this move.
Note: Can only be used twice in battle and must be touching the ground.

(Doton: Kokeru) - Earth Style: Breakdown
Type: Attack
Rank: B
Range: Short-Mid-Long
Chakra: 25
Damage: 40
Description: The user will perform a seal and send earth chakra through the ground from where they stand. The earth chakra will create holes beneath the opponents feet in a very quick manner since it doesn't need to move a lot to make your feet fall in. Then right when about the earth with crush the ankles of the victim lowering foot movement. This is very quick and subtle making it hard for inexperienced fighters unable to track it.
Note: Only Musa can teach this.
Note: Can only be used twice times and must wait a turn to use again.
Note: User can not use another earth move this turn.
Note: Movement speed will go down a rank the first time this hits, then 2 more ranks if successful once again due to broken bones.
Note: Speeds of the Fifth Gate and above cannot be caught in this technique.

(Doton: tsuchi kurasuto no jutsu)- Earth release: earth crust restriction technique
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will stomp his foot on the ground and channel his doton chakra into the ground and mold their chakra into earth and use shape manipulation to make a slightly thick (enough for ninjas to walk on top of it) "crust" of earth cover the surface of a nearby water source (one that is in the ground and surrounded by earth on all sides). It would acts as a barrier for the use of water from that pond, rendering any water source unusable. This can be used to prevent water type techniques.
Note: can only be used thrice a battle

Sound Element:

(Ototon: Sen'yō no Sebun’nōto) – Sound Release: Seven Notes One Purpose
Rank: A
Type: Supplementary
Range: Short – Mid
Chakra cost: 30
Damage points: N/A
Description: The user is capable of focusing their sound chakra into their palms or feet and then releasing the concentrated sound chakra to create sonic jet waves which provide the user of means to travel through propulsion to evade or change the distance between the user and the opponent. The user may also aim these sound waves directly towards the target so that they can push them away at the same time as making ground from the target.
Note: User cannot perform Sound release in the same turn.
Note: User cannot perform taijutsu the following turn.

Element Combinations:

(Suiton Fuuton: Kouki Rekueimu) – Water and Wind Style: Final Requiem
Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 90 (-15 damage to user)
Description: The user will make a few hand seals and then create around them spheres of Water and Wind spinning around them which will then be shot at and around the target/s which then water and wind spheres will then combine and explode creating tornado vortexes of water and wind combination which then rips and shreds the terrain and then sends flying earth rubble at fasts speeds sending into the target/s creating further damage.
(-15 damage to user from the strain on the body)
Note: Can only be used once per battle
Note: Co-produced by Emperor

( Irukagiri ) Dolphin Drill
Rank: A
Type: Attack
Range: Short/Medium/Long
Chakra Cost: 30
Damage Points: 60
The user focuses wind element chakra into their hand, and then shapes it into a spiralling drill one meter long. The drill revolves at extremely high speeds. Though this drill is useful in close combat, it is primarily used to send forward a spiralling stream of slicing wind. The Jinchuuriki of the Five-Tailed Beast can merge his Steam Element with this to create a super heated stream while anyone above Jounin can merge some fire element with it to create the same heated stream but slightly less powerful - but a Kage's attack this way replicates the same power.
*Can only be used 3 times/battle*

Ice Element:

(Hyouton: Katenkoru Tokakensei) - Ice Style: Curtain Call Blackout
Type: Attack/Supplementary
Rank: S
Range: Short/Long
Chakra: 50 + 15 each turn active
Damage: N/a + 10 damage to both fighters while active.
Description: The user will gather wind and water chakra within him or her self. Then while doing so will release it during the battle. This set up takes time and with higher understanding of water, wind, and ice chakra this will become easier over time. When ready the user will perform a surge throughout the chakra that is released throughout the field. This surge will lower the temperature highly around the battlefield, making it freeze small to medium sized bodies of water on the surface, change the weather to windy, and even in the right conditions make it snow. Doing this saps chakra from the user, but in turn helps the user perform water, wind, and ice chakra based moves easier with a bit of a power up. This increase of damage and speed can't be stacked with other power ups. This field of winter will also bother fire and lightning users due to the fact wind and water will be easily manipulated to go against them.
Note: Only Musa can teach this.
Note: Takes one turn to set up and can only be used once per battle.
Note: This terrain and weather lasts for 4 turns.
Note: User and opponent take 10 damage per turn active. User loses 15 chakra per turn active.
Note: All Fire and lightning jutsus are weakened (Give - 10 damage and cost +10 chakra).
Note: All Wind, water, Ice are strengthened (A rank and below gain 10 damage).
Note: After effects wear off, user will be unable to use ice jutsu for 2 turns.

(Hyouton:Aisu Funjin) - Ice Style: Ice Dust
Type:Attack/Defence
Rank:A
Range:Mid-Long
Chakra Cost: 30
Damage: 60
Description: The user lift's the ice dust, that acumulates on the ice surrounding, in the air. The dust then sticks it's self on every surface the user want's to. The dust is cold enough, to kill bugs, bees and other creatures that small. The dust does not make any major damage to humans.
*Note:Can only be used on an Ice surrounding.*

(Hyōton Hijutsu: Jigoku's Kuro Buriza-do) - Secret Ice Release: Hell's Dark Blizzard
Type: Attack/Defence
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 100 (30 to the User)
Description: This jutsu requires a mastery upon ice. Using this jutsu you also take a turn away from Ancient Frost Mode, which is needed for this to work.
The user will first do 5 handseals, which take few seconds to do, then bite her thumb, completing the first part to using the jutsu.
After biting the user's thumb, a strong blizzard will form, in which the user will have a stronger control over, this blizzard will take form into a shape of a demon, in which, the blizzard will go full force at the opponent, in which beating the opponent in a cold and frozen blizzard, which will make the opponent freeze partly. This blizzard is also covering the User in a blanket of softness as a defence, which can defend from b-rank attacks and down, for the next two turns.
The opponent will have trouble moving as most body parts of the opponent will have froze slightly, this effect will last two turns.
-After use, only able to use b-rank ice and down then losing the ability completely as the Ancient Frost Mode ends-
-Must have activated Ancient Frost Mode or The user will freeze as using this-
-Can only be used once per battle-
-Causes 30 damage to User-

(Hyōton: Shimofurui Modo) - Ice Release: Ancient Frost Mode
Rank: Forbidden
Type: Supplementary
Range: -
Chakra Cost: 50
Damage Points: -
Description: The user will do a row of hand seals and will unlock all of his Hyōton chakra, thus, allowing him to use the Secret Ice Jutsus of the ancient ice user's. A blue aura will surround the user and he leaves a cold essence wherever he passes. All Hyōton jutsus have do 75% more damage. But this jutsu comes with the drawback that the user can only use Hyōton jutsus while on this mode. Lasts 5 turns and can only be used once per battle. After the last turn, the user has his water and wind elements sealed, therefore he also cannot use any Hyōton jutsus and his chakra reserves are only left at 25% (so he cannot anymore forbidden jutsu).

[Hyouton Hijutsu: Fudou Hi no Komichi] ♦ Secret Ice Release Technique: Floating Ice Path
Rank: C
Type: Supplementary
Range: Short-Long
Chakra Cost: 20 (+10 per path)
Damage Points: N/A
Description: The user infuses Ice chakra into their feet, freezing the ground under him and launching Ice paths along the air, similar to the paths Gaara creates with sand. The ice is connected to the ground, and the user can go maximum 100 meters in the sky, if the base and/or other parts of the Ice paths are broke, they naturally re-create and re-gain balance of the paths. Once in every 10 meters a solid block of ice is created, that acts as a base to the new path.
*Only one path(10 meters) can be created per turn.
*The paths can be created in any direction, and the paths are created extremely fast.
*Must be taught by Shigure.

Kiyoshi Clan Techniques:

(Konki Kashou: Inpurovaizexishon)- Energy Song: Improvisation
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: Using their ability to manipulate pure chakra and energy, the user forms that energy into a highly concentrated mass of pure chakra, creating any weapon (normal sized) of their desire (i.e. hammer, sword, ect.). This is a technique well known by Kiyoshi Warriors and above. The weapons can either be made in such a way that they create a pulsing effect, pushing the opponent away violently, when the weapon makes contact, or they can greatly concentrate it to increase its cutting ability.
~Must be a Kiyoshi Warrior and up

(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A)
Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra, so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.

(Konki Yari)- Energy Spear
Type: Supplementary
Rank: C
Range: N/A
Chakra Cost: 15
Damage: N/A
Description: The favored weapon of the Kiyoshi Clan, it is carried around by warriors at all times when they are on duty or on a mission. It gleams with celestial silver and gold from the tip to the bottom. Kiyoshi Philosophers who know how to fight, Captains, and Masters can summon this spear to their beacon. The spear’s ability is to conduct energy, so it can be enhanced when fighting in battle.
~Must be at least a Kiyoshi Warrior

(Yuuen Konki Shuuha)- Grand Energy Wave
Type: Attack
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: The upgraded version of the original energy wave. The user charges a great amount of pure chakra and releases it in a gargantuan burst of energy that has the force to push away an entire army and the power to shatter an entire rock that is as big as a house into pieces. Kiyoshi Masters can use this technique more extensively and even shoot it out through two hands.
~Must be at least a Kiyoshi Captain.
 
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16. ( Heiki X Puroguramu ) Weapon X Program
Type: Defensive/Supplementary
Rank: Forbidden
Range: Self-affecting
Chakra: 50
Damage: N/A

A Kaguya technique unique only to Deadpool, he instantly transforms his entire body into dense bone. The bone cells are accelerated in their growth so much that they are continually dying and being born, keeping Deadpool's mind and body in a state of perpetual regenerative flux. This causes his signature mental instability, which causes his brain to continually change its cells leading to him being unaffected by mind-based techniques or illusions. The bone is not as dense as maximum possible, but it remains roughly of the hardness of steel.
As his entire body is turned to constantly regenerating bone, fire, that depends on burning cells to death to hurt people is useless against him, as his bone regenerates at the high speed of Kaguya bone regeneration. If depending solely on this technique, techniques involving judicious application of heat to dry him out might cause unconsciousness or death.
Lightning can still slice him open if of sufficient strength ( above A-rank ), but its paralysis or shocking ability is lost as his nerve cells are made of bone now. The lightning must be aimed to remove his head for a killshot, if depending solely on this technique.
Water and Earth that depend on blunt force trauma are highly ineffective against him, due to his durability and regeneration. However, death by suffocation or drowning are still possible if he is relying solely on this technique.
Unlike lightning, wind is ineffective even though it slices, as lightning is able to kill nearby cells temporarily due to its heat while wind does not affect them and hence allows his near-instant regeneration to heal. A lack of air will kill him though, if relying solely on this technique.
Aside from decapitation, drowning, suffocation or overheating, indirect methods of death such as strangulation, hanging, etcetera can still bypass this technique.
Poisons, toxic gases or corrosives only affect him if they are targeted to damage bone, naturally, and work fast enough to overcome his regeneration.
Physical blunt force attacks are useless but slicing kenjutsu attacks that are strong enough to decapitate greater-than-steel hardness can kill him, if depending solely on this.
- This technique may be activated only once per battle, lasting for the rest of the battle but it cannot be deactivated
- Upon activating this technique, Deadpool cannot utilize any elemental techniques whatsoever above A rank, nor does his state of permanent flux allow him to take in natural energy or open the Inner Gates for the rest of the battle. He can, however, use Sound, as that is not an elemental chakra nature.
- As he cannot draw blood, Deadpool is rendered unable to summon.
- Deadpool cannot create more than one clone per use of the clone technique after activation of this. The clone will not have this technique activated and it cannot ever activate this.

36. ( Hentai Sagashite Shokushu no Seichō ) Perverted-Looking Tentacle Growth
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40

Once a Kaguya has created bone on some part of the battlefield, with a thought he is able to cause the bone to grow rapidly, expanding even small finger-sized pieces of bone to form rather risque-looking spiked tentacles capable of engulfing and stabbing a whole arm. Essentially, the bone becomes about five or six tentacles, each about five times its initial size. However, their strength is the same as that of the original technique.
 

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1. ( Déjà Fu: Getsumen Hokō ) Déjà Fu: The Moonwalk
Type: Supplementary
Rank: D
Range: Short-Mid
Chakra: 10
Damage: N/A

A simple movement technique of Déjà Fu, the practitioner begins shouting "Whoo!" as he starts moving around the battlefield in a straight line, either forward or backward, performing the moonwalk. The sound activates a weak illusion on the opponent, which when combined with the moonwalk's style that seems like its flowing together, creates an illusion of the movement either taking less or more time than usual, depending on the practitioner's preference.
The moonwalk makes the practitioner move in a straight line, up to mid-range from his initial position, at roughly the speed of Rock Lee without weights. Due to the constant "Whoo!"s, it is hard to disguise the movement from the opponent.
 

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( Genjutsu: O Ushiro ! ) - Illusion Technique: Behind You !
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user runs forward at the target, and makes one handseal, casting an illusion on a single target. To that person, it appears as if the user has put on a burst of speed and vanished, appearing behind him and attacking the target physically. In reality, however, the user is merely hidden from the target's sight due to the Genjutsu and is still in front of them, allowing him to quickly attack before the target realizes he is in an illusion.

( Genjutsu: Okuyuki Chikaku ) - Illusion Technique: Depth Perception
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user makes three handseals, casting an illusion on a single target that causes that target to see the user one metre closer to him than he really is. Although this is useless in terms of avoiding most Ninjutsu or Genjutsu, it is very useful in causing Taijutsu or Kenjutsu users to swing at the air one metre in front of the user's real position, safeguarding the user from damage.

( Genjutsu: Mayaku Yotsu Kamereon ) - Illusion Technique: Drug-Intoxicated Chameleon
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user makes two handseals, casting an illusion on any observing target(s), that make him observe an item of the user's choice as a different colour or multitude of colours. Although simplistic, this technique is very versatile, and can be used to fool the target, for example, into believing the user is covered with an earth defense, or by an Uchiha to fool the target into believing their normal flames are the flames of Amaterasu, or into fooling an opponent that an earth technique is infact a lava technique, among many potential applications.

( Genjutsu: Yotta Kōmori ) - Illusion Technique: Drunken Bat
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user snaps his fingers, making multiple target(s) who hear the sound fall under an illusion. Using this illusion, the user is able to change the sounds produced by an object, mask them entirely, or switch the direction from which they originate, fooling the target(s). This is particularly useful in situations where sight is unreliable, such as when hidden by mist.

( Genjutsu: Ikirei no Shitai ) - Illusion Technique: Doppelganger Corpse
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes three handseals, casting an illusion on a single target. The user, if under attack from another technique, causes the target to believe that the user has been struck by the technique, and is feeling its effects. The illusion is sophisticated enough to fool the target's sense of touch if he is attacking the user physically. This allows the user to then counterattack as a surprise. However, after casting this illusion, the user must further use some other technique to actually avoid the target's technique in reality. Since this might take a while, it is advisable not to use this illusion when under attack by a speedy technique.

( Genjutsu: Kakushitsu ) - Illusion Technique: Dead Skin
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes three handseals, casting an illusion on a single target. The illusion deadens all sense in the target's skin. This keeps the target from noticing any subtle indicators of other techniques, such as any physical contact, changes in temperature, breezes, wetness, etc. This could allow the user to place items such as tags, insects etc., or use a wide-range technique that raises or lowers temperature, and these will come as a complete surprise to the target since he cannot feel them building up but will only feel their effects.

( Genjutsu: Gunkaku Merutodaun ) - Illusion Technique: Arms Race Meltdown
Rank: B
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user makes four handseals, casting an illusion on multiple target(s). If any of those targeted possess some weapon on their person, the genjutsu activates. It makes the target(s) believe that the weapons on their person are melting into superhot metal and enveloping their skin, causing them severe pain. Reflexively, any target(s) holding a weapon in his hand opens it due to the perceived pain, making this illusion useful to both cause damage via mental stress and disarm an opponent.

( Genjutsu: Akumu Samasu ) - Illusion Technique: Waking Nightmare
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes four handseals, casting an illusion on a single target. The target then appears to 'wake up' in his own bedroom, unhurt and rested, as if the events of the preceding battle were a particularly realistic nightmare. This makes it difficult for the target to break the genjutsu, as he does not notice it. In reality, the target is immobile as his mind believes he is safe in his bed, allowing the user to strike.

( Genjutsu: Pechunia ni Yoru Shibō ) - Illusion Technique: Death by Petunia
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes four handseals, casting an illusion on a single target. To the target, it appears as if a large amount of petunias suddenly grows out of his mouth and into his windpipe, before the roots of the plant emerge from...various orifices....of his body. The opponent experiences a choking sensation, and falls over on the ground clutching his throat. This is particularly useful when the opponent is releasing techniques from his mouth to cause him to lose control.

(Genjutsu: Apollo no Te) Illusion Technique: The Hands of Apollo
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage. N/A
Description:
A technique used to pressure enemies, its most effective against non-dojutsu users. The user will make one hand seal (Rat) and trigger this dormant illusion in the enemies brain. From the point the genjutsu is activated, every time the enemy sees the user perform a handseal or more, these will be perceived by the enemy at a blazing speed. Basically, the enemy will see the user perform these handseals at a speed that makes it all look like a blur (a string of 15 handseals will appear to take less than 1 second to perform). The moment that the user starts to make the handseals, the illusion tricks the enemies perception of time, making him see what took a few seconds as almost immediate. This illusion only alters the enemies perception of handseals and has no effect on the speed in which he perceives the following techniques. Since this illusion works by using a visual trigger, the enemy must see the user perform the handseals, even if just a peripheral perception of such is needed. Also, while one needs to perform the genjutsu short-mid range of the enemy, once it takes effect, range no longer plays effect, and even from long range, the enemy will still see the handseals as performed at blazing speeds.
Note: Lasts 4 turns

( Kurogen: Za Niyurareiza ) - Black Illusion: The Neuralizer
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes four handseals, and a bright light emanates from his body. Any target(s) who observes the light will be placed under an illusion that suppresses their memories of the last two turns of the battle. The illusion will use their own memories of the battle two turns ago to fool their brain. This means they will see themselves, the user, and the terrain as it was two turns ago and see nothing out of the ordinary in that.
This could lead them to forget if they have activated any "modes", or be unaware of any "modes" the user has activated, as well as giving the user great terrain advantage if the terrain changed recently. However, once the user utilizes any such "modes" again, or uses the changed terrain, the target will snap out of the illusion instantly, his mind restoring the suppressed memories.
Note: This technique may be used only thrice per battle.

( Genjutsu: Sakasama no Seikai ) - Illusion Technique: Inverted World
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes five handseals, placing a single target under an illusion where, to the target, it appears as if all directions are inverted. The target perceives what is in reality above him to be below, and vice-versa; what is in front of him to be behind, and vice-versa; and what is to his left to be to his right. This utterly confuses the target and prevents him from being able to suitably block or dodge techniques. However, because of the drastic change wrought on the target's vision, it is easy to be aware of the fact that it is an illusion.
Note: This technique may be used only three times per battle.

( Irooni Genjutsu: Ketsueki to Sora no Rendan ) - Colourful Demon Illusion Technique: Duet of Blood and Sky
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes four handseals, casting an illusion on a single target. This causes the target to observe everything in the world around them in either a vibrant red or a cold blue. The user can pick which objects the target observes in what colour. This plays havoc with the target's judgment of distance, the objects coloured red seeming closer, more dangerous and setting off an adrenaline rush, whereas the objects coloured blue seem farther, less dangerous and soothe the target. The target is rendered unable to judge distance, identify major threats and is physically exhausted by switching from adrenaline to serotonin rapidly and often as the target sees numerous objects.
Note: This technique may be cast three times per battle.
Note: The target is unable to use A-rank and above Taijutsu due to exhaustion for the same and the next turn after the use of this technique.

(Dou Genkaku: Ina Kashira no Chikin) Mayhem Illusion: The Reverence of the Rooster
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
A very interesting and funny technique designed to counter mostly summoned animals but that can be used on ninjas as well, whose main use is to confuse and disturb the enemies concentration, rather than to cause damage. The user does 3 handseals and puts any enemy into a deep foul illusion. They feel as if their head just detacthed from their bodies and fell to the ground. As the head rolls on the ground to a halt, they see their body running around without a head and arms stretched forward, as if trying to feel their way around. In reality, the enemy will be mimicking the movements he sees his headless body perform in the illusion, left basically, without a sense of direction or even control on his own movements, "running around like a headless chicken".

(Dou Genkaku: Akuma Gojou no Nori) Mayhem Illusion: Demonic Carousel
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
The user does 2 handseals and puts any enemy in sight into an illusion where they suddenly feel as if they suddenly begin to spin, as if on a carousel. As they appear to rotate at enourmous speeds, the world before their eyes becomes blured and their senses dulled, as they feel gravity, sound, air displacement, etc all on par with the illusion they are perceiving. As the speed increases, not only does the enemy lose balance but he will also feel motion sickness and will eventually pass out due to the excessive G-Forces. Off course, all of this is an illusion and what happens is that the users mind is tricked into fainting through the perceived illusion.

(Suiton Genjutsu: Yama no Bachi) Water Release Illusion: Mountain's Curse
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description:
To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. By doing the horse hand seal, the user infuses the moisture in the battle field with his chakra. The chakra infused moisture will be inhaled by all enemies on field as they breathe. Once the chakra is inside the enemy, it disturbs their chakra flow from the inside in a parasitic manner, inducing a powerful illusion in which the enemy feels as if the air is progressively harder to breathe. He'll feel as if he's breathing in a 8000 metre high altitude, leading his body to react accordingly. With the illusion that the atmosphere is thinner and lacks oxygen, the enemy will tire quickly and will begin to feel his mind dull and slow, as his body reacts to the illusion. Of course the oxygen level is the same and nothing really happens to the enemy body a part from the symptoms his mind induces as a response to the illusion. The enemy has 2 turns to release the technique otherwise they'll faint. Once triggered, due to the illusionary fatigue, as each turn passes, the enemy will feel hard to use higher ranked techniques, some ranks even, completely inaccessible to him. In the first turn, he can't use Taijutsu above D-Rank and loses the stamina needed to use Forbidden ranked techniques. In the second turn and prior to his loss of consciousness, he becomes unable to move and can only use B-Ranks and below.

(Katon Genjutsu: Ahou no Shinkirou) Fire Release Illusion: A Fools Mirage
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description:
To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. By doing the tiger hand seal and unleashing his fire chakra into the field all around, the user is able to increase the temperature of the air all around him up to Long range. This increase in temperature, although barely noticeable is enough to alter the density and behavior of the air and, in the process, altering the way light passes through it. By using this simple principle, the user produces a visual illusion were the enemy will see a sea of water coming from the ground and heading towards him with an amazing speed. Looking around the user will see the same wave coming from all around him, regardless of were he looks to. The main advantage of this technique is that it can be used against Sharingan and Rinnegan users, since the illusion pertains to refraction of light instead of the normal process through which other illusions happen. In reality, the illusion is nothing more than the refraction and mis direction of light in the heated air, a similar albeit chakra enhanced effect of the same phenomenon that happens in deserts and other very hot locations.

( Kurogen: Dai Hachiken, Ningyō Gekijō ) - Black Illusion: Eighth Sword, Puppet Theatre
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user, having already had physical contact with the target, makes a string of fifteen handseals. Upon completion, the target is placed under an illusion where he observes the user holding a small doll shaped like him. The user then proceeds to open up the doll, revealing labelled organs, muscles, bones, etc. In the illusion, the user can then "crush" one of these organs. To the target, it actually appears as if his body is being damaged, and he takes damage due to mental stress. His body begins acting as if, for example, his hand was broken, even though it was not in actuality.
Note: This technique may be used once per battle, and lasts a maximum of two turns.
Note: Even if the user crushes the "heart" of the doll, or any vital organs, the target will not die nor will his body act dead, instead he will merely have trouble moving or breathing.
Note: If the target moves to long range from the user, he will not take any further damage.

( Genjutsu: Dangan no Jikan ) - Illusion Technique: Bullet Time
Rank: S
Type: Defensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user makes five handseals, placing himself under an illusion. The illusion takes advantage of the adrenaline coursing through the user's body when he is in a fight, and super-enhances his reaction time and speed by forcibly fooling his mind into thinking he is really that fast. Regardless of the speed of the opponent, the genjutsu speeds up the user's motion so much the opponent appears to be moving in slow motion, allowing the user to dodge or counterattack.
Note: This technique may be used only once per battle
Note: The speed and reflexes boost lasts for 5 turns
Note: After the 5 turns, the user's body is pushed to its limit, taking 20 damage, and rendering him unable to do any Taijutsu or physical attack ( Chidori, Rasengan etc. ) for 5 turns or until healed.

(Dou Genkaku: Oni no Hara) Mayhem Illusion: Belly Demon
Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
One of the most painfull genjutsu known in the ninja world, this illusion stands as a statement of mastery over the Illusionary Arts. Ther user does 1 handseal, putting his opponent into an illusion were he feels a sudden abdominal pain. Sharp and fast, the pain comes and goes, increasing its intensity as the technique borrows deeper and deeper into the enemies mind. For 3 turns the enemy will feel abdominal pain, disconfort, cramps, etc, mimicking the symptoms of a severe Gastroentritis. The illusionary effect is so great that at the end of the 3rd turn, when the pain becomes excruciating, the enemy will vomit compulsively and may even experience a blackout due to the mental stress and pain. The body, fooled by this powerfull illusion, is led to believe that the pain and symptoms are real, inducing vomit as a result of such pain and stress.
Note: Lasts 3 turns

(Doton Genjutsu: Dou Ion) Earth Release Illusion: Ionic Mayhem
Type: Offensive
Rank: Forbidden Rank
Range: Short-Mid
Chakra: 50
Damage: 90 (-15 to the user)
Description:
To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. The user will do 3 hand seals (Boar+Rat+Horse) and unleash his earth chakra into the enemies body. Doing so he manipulates the minerals in the enemies body to alter his metabolism and mess with his ionic balance. Although many effects could be achieved with this same principle, the only one that one is capable of achieving without direct physical contact and medical knowledge is a type of madness or confusion linked to the accumulation of urea and creatinine in the central nervous system (as the ionic balance of minerals is messed up so is the renal functions, leading to the accumulation of said toxins). This induces several illusions and visions that mess up the enemies perception of reality. A type of madness that manifests in demonic torturing visions that eventually lead to the enemies loss of conscience. The technique, however, has some severe weaknesses. Clones are completely unaffected by it and the technique can only target one enemy. Not only that, but due to the immense power and control it commands, one can only use it twice per battle and the sheer physical and energetic requirements to use it will damage the user, making him unable to mold other forbidden rank techniques the next turn after its use. If released, the enemy's metabolism will quickly (if he is healthy and in a normal state) return the ionic balance to normal and the enemy will only feel fatigue for 3 turns (due to the energy needed to restore the balance) that might hinder his reactions and weaken his Taijutsu (-15 damage) and Speed (loss of one rank, inability to open EIG). However, if unreleased, the mental stress will lead to complete loss of conscience and mental breakdown. To release this Genjutsu the enemy must only apply a large amount of pain that will expel the users chakra from his body and thus his influence.
 
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