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Corazon

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Sound Release

(Ototon: Levicorpus) - Sound Release: Levicorpus
(Ototon Genjutsu: Parseltongue) - Sound Release Illusionary Arts: Parseltongue

(Ototon Genjutsu: Me o kii) - Sound Release Illusionary Art: Listening Eyes
(Ototon: Sectumsempra) - Sound Release: Sectumsempra

Sealing Arts

(Fuuin/Ototon: Tenrai Kainyū) - Sealing/Sound Release: Divine Intervention
(Fuuinjutsu: Baundoenchanto) - Sealing Arts: Bound Enchantment
(Fuuinjutsu: Anchisuperu) - Sealing Arts: Anti Spell
(Fuuin: Yoroi no Koutei) - Sealing Technique: Assassin's Armour
(Fuuin: Genron no Genchuu) - Sealing Technique: Principles of the Paramecia
(Juinjutsu: Dorobō Botsuraku) - Cursed Seal: Trap Card Reversal

(Sealing/Sound Release: The Nine Muses [Clio, Euterpe, and Thalia]) - Fuuin/Ototon: Kyu no Myuzyu [Clio, Euterpe, Thalia]
Sealing Arts: Summoning: Gourd of Sealing | Fuuin: Kuchiyose: Yuugao no Yuugao
(Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement]
Fuuinjutsu: Do~ūmu no bodi (Sealing Arts: Body of Doom
Fuuinjutsu: Do~ūmu no jikan (Sealing Arts: Doom's Time)
(Fuuinjutsu - Shiketsu no Rikudo) Sealing technique - Six paths of Hemostasis
 
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Corazon

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Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Suiton: Satori o Aita Pengin no Chisei is a special suiton ninjutsu due to the fact that it is actually a combination of the summoning jutsu as well as regular suiton ninjutsu. To start with this technique, the user would perform five hand seals and slam their hand onto the ground, causing a cloud of smoke to appear, then the user would channel their suiton chakra into the cloud of smoke. After the cloud of smoke dissipates, a penguin made of water that is the size of the stone golem technique would appear, with hundreds of explosive tags embedded in it's body due to the fact that inside the penguin are air bubbles keeping the explosive tags from getting wet. The penguin itself cannot leave short range of the user, however the user can manipulate the penguin to reach up to mid range. The only special property to this penguin is the fact that explosive tags are embedded in it, as the penguin itself is just regular water and follows the strengths and weaknesses of regular water. Due to only water specialists being able to learn this jutsu, they could use the penguin as a water source three separate times throughout a fight, or even manipulate the penguin itself with a single handseal. However, the user can flash the seal of confrontation when needed to cause the explosive tags to explode on the current water construct the user is manipulating from the penguin. This would not increase the water's power, only it's killing potential when close to enemies.

Note: Can only be taught by Penguin
Note: Can only use this jutsu three times per match
Note: No S-rank suiton after for one turn after this jutsu is used
Note: Manipulation of the penguin is A-rank
Note: Can only use the penguin as a water source three times

Suiton: Senchinerupengin - Water Style: Sentinel Penguins
Type: Offensive/Supplementary/Defensive
Rank: S-rank
Range: Short
Chakra: 40 (-10 per turn to sustain)
Damage: N/A
Description: One of Tobirama's most diverse and unique techniques, Suiton: Senchinerupengin is a new take on suiton ninjutsu. With the rapid release and manipulation of suiton chakra, a suiton specialist will be able to form one hand seal and use the air's moisture to create two penguins of water, the same size of Shima and Fukasaku respectively, that fly around the user or stay on the user's shoulders. These penguins are special due to their signature techniques and composition, their names being Staryu and Starmie respectively.

Staryu - Staryu is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a chakra draining mist. Due to Staryu's composition, it is able to create various ninja tools (kunai, shuriken, spears, swords, etc.) and shields of chakra draining mist up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is b-ranked in power, but once the opponent is hit with this mist, they become significantly more sluggish due to chakra being drained from the opponent (speed drops by two ranks for two turns).

Starmie - Starmie is a penguin made of water and through the rapid release and conversion of suiton chakra, has it's composition changed to that of a crystalline water. Due to Starmie's composition, it is able to create various ninja tools (kunai, shuriken, spears, swords, etc.) and shields of crystalline water up to short range of the user and control them with relative ease, however, once the tool is moved out of short range, it continues it's course at the same speed to wherever it was headed. This ability is a-ranked in power, but has no other effects except for causing excess lacerations and having more power compared to regular suiton due to the crystalline like composition of said water, but still not enough to overcome it's elemental weaknesses.

Note: No S-rank or higher suiton for two turns after this jutsu is over
Note: Can only use suiton and non-elemental abilities whilst sustaining the penguins
Note: Can only be used by people who specialize in suiton
Note: Starmie and Staryu last a maximum four turns on the battlefield
Note: Only useable twice
Note: Can only be taught by Penguin.

Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin
Type: Supplementary
Rank: B]
Range: Short-Long
Chakra: 20
Damage: N/A (+20)
Description: Unlike many forms of water which include sticky syrup water, chakra absorbing mists, crystalline waters, etc., Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin focuses on water's natural ability to become sharp and pressurized, having unmatched cutting ability compared to other suiton ninjutsu. The user would chain an additional hand seal onto a suiton ninjutsu they perform, having it be activated within the same time frame as the original technique yet still cost a move. After this is done, the suiton technique would change from a regular, flowing water that has blunt force damage into a water that has become pressurized and sharp with amazing cutting ability, like Suiton: Suidanha - Water Release: Severing Wave. Due to the pressurization of the water technique, it would gain considerable killing potential compared to regular suiton ninjutsu, however, due to the pressurization of the technique, it becomes significantly smaller with a much smaller area of affect. The larger the jutsu the longer it takes to compress down as it still forms as though unchanged at the start.

Note: Can only be used three times per battle
Note: Can only be taught by Penguin
Note: This technique can only be applied to A-rank water and below

Suiton: Pengin no Sakuryaku - Water Style: Ploy of the Penguin
Type: Defensive/Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user would exert chakra up to short range of themselves and via shape and nature manipulation form a penguin of water whose body is composed of a chakra draining mist. The penguin is rather large, rivaling the size of an average shinobi. The user can passively control the penguin construct via mental commands at the cost of the penguin leeching chakra off of the user. The main attribute of this penguin construct is that wherever it travels, it leaves a considerable amount of hidden mist along the way. This means that over the course of one turn, the penguin would leak so much mist that it would cover everywhere up to short range of the penguin. Another ability of this penguin is that due to it being made of mist and understanding the mist's abilities, with a hand seal, the penguin can use the natural light to blind opponent's in the mist much like the Water Release: Hidden Mist Eye Sight Deprivation technique (costs a moveslot). The last ability of the penguin is due to it's chakra draining mist properties. If an A-ranked attack (according to water's elemental S&W's) is shot towards the user or penguin, the penguin can intercept the attack and absorb it due to the chakra draining properties of the mist. The penguin's body would then either be composed of a hot, paralyzing, or sharp (fire/lightning/wind) mist which could be used as a water source for one attack, gaining one rank in damage due to the absorbed properties being incredibly more lethal than regular water (up to S-rank). The only downfall to this technique is that the penguin cannot be used for offensive means, only defensive and supplementary unless the penguin is used for a water source, in which case it can only be used as a source once then it dissipates until used again.

Note: Only lasts five turns
Note: Can only be used twice per battle
Note: No water techniques over A-rank on the turn this technique ends
Note: Water must be a primary specialty to use this jutsu
Note: Can only be taught by Penguin

Rank: A-S
Type: supplementary
Rang: short-long
Chakra: 30-40
Damage: N/A
Description: A simple jutsu utilizing the manipulation ninja have over tangible elements. The user manipulates any earth or water in the area and create a large golum made of either earth or water, the golum being about 2 times
The size of a normal human, and having the basic humanoid structure minus the middle finger on each hand. The golum can manipulate earth or water(depending on what he is created from) at the users will, thus he can use all jutsu from that element, furthermore because o his manipulation over that element he can stop the opponent from using jutsu of that element. Utilizing basic yin yang knowledge, if the user has learned it, he can form a golum made of water and earth, having all the golums abilities for both elements, this is an S rank jutsu though. So Long as the golum is around the element he is created from he is indestructible, and will simply reform if he is hit by a jutsu.
~ can only be created from an already created source, meaning if there is no water around the user can't create a golum of that element.
~ once per battle
~ the user can't use jutsu of that element while the golum is on the field
 
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Corazon

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(Doton: Ken No Sankuchuari) Earth Release: Sanctuary Of Swords
Type: Offensive
Rank: S
Range: Short - Mid (Long range if fired)
Chakra: 40
Damage: 80
Description:The user will perform the Horse → Dog → Ox → Snake handseals and channel earth chakra into their sword(s) before thrusting it into the earth. This will cause countless earthen swords four feet in length to rise from the ground across the battlefield with either the blades or hilts facing skyward, and leaving only a small area around the user undisturbed. When this technique is used with the blades facing upwards, they will emerge with such devastating force that they would be able to impale a large summoning creature. The blades are then able to be shoot skyward to attack aerial targets at the user's will. The blades will then fall back upon the field due to gravity but they will fall with the blades facing downwards and lodge themselves in the ground. This provides the user with an virtually unlimited supply of weapons that can be thrown at the opponent or used to fight in close combat, but since traces of the user's chakra remains in the earthen swords, only the user will be able to dislodge them from the earth. If left lodged in the ground the created blades crumble after three turns. As an alternate form of releasing the swords from the earth, the user can point in any given direction and have the blades tilt towards it. Once this is done the blades will then be fired in that direction and will be capable of reaching up to long range.
-Can only be used twice per battle.
-No S-Rank or above earth techniques in the same turn.
-Must wait Three turns before it can be used again.
 
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Lightning Release: Lightning Ropes (Raiton: Raikou Saku)
Rank: S
Type: Attack/Supplementary
Range: Short-Mid
Chakra cost: 40
Damage points: 80
Description: The user channels a large amount of lightning chakra into their dominate hand. The lightning forms around the hand. Then using shape manipulation, shaping the lightning into a long rope capable to slash through solid rock and flesh numbing it for one turn. The rope is strong enough to pull a 200lbs man up a tree or drag on the ground.
-Only used three times per battle

(Raiton: Kenshi no Tsumibukai Haka) | Lightning Release: Swordsman's Sinful Grave
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40 (-20 for every turn)
Damage: 80
Description: This technique is primarily based on the effects of 2 general lightning techniques that being Blade Levitation and 16 Lightning Pillar Bind. By making one handseal the user will be releasing an omnidirectional burst of lightning chakra or called a lightning pulse. The lightning impulse is harmless in itself and will travel to the edges of mid-range in every direction. This lightning impulse could be perceived as a simple flash of light. This lightning impulse will travel through the earth or any stationary medium close-by within the range of the user. Once this special lightning impulse is released, in specific points of the battlefield, debris from the ground or other materials gather forming swords. If said material is too large, it will be passively detected by the lightning chakra, and sliced down into very small pieces, necessary for the formation of swords. The swords themselves can be made out of everything that the impulse encompassed, ranging from metals or weapons already present in the battlefield, earth, water ect. The moment one is created they focus themselves on the ground, standing sturdily into the ground. The number of the swords can vary greatly depending on the user’s desire, but the collective amount of lightning inside the swords adds up to S-rank. The swords will seemingly be of all shapes, while they are made up of materials scattered in the battlefield, like existing weapons or raw materials, as well as different elements. It will all greatly depend on the environment and the materials existent all around. The blades will be medieval in design with a dual cutting edge and different guards and handles for each one. The swords will vary in size greatly dependent on the amount of chakra and number. The fewer blades, the greater the size will be ranging from one size which is the normal size for every blade, to the size of objects which can be equal to that of S-Rank power and chakra amounts. The versatility of the blades will be comparable to normal weapons which have a small trace amount of chakra, comparing them to the harness of a kunai with an elemental affinity cloaked around it, in this case lightning. The most versatile ability of the swords present on the battlefield though, is the fact how all blades which are created can be used by the user and controlled freely. Since there are trace amounts of chakra, the blades can be directed, controlled and even accelerated towards enemies as the user wishes. The swords are controlled by mental commands. After the technique ends, the blades created existent in the battlefield will still remain, but all their abilities, such as lightning charge and the ability to be manipulated are lost, they can simply be used as normal weapons with the force and durability of a normal kunai or sword.
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Note: Can only be used three times
Note: Lasts four turns
Note: Can only be taught by Six Paths
Note: One turn cool down before re-use
Note: No other S-Rank or above Lightning in the user's same turn

Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique lightning technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to release lightning into the sky forming clouds at any point in the air that will then release a large torrent of focused and paralysing lightning shaped as snakes will pour out surrounding a target or targets and wrapping around them. The lightning while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense paralysing lightning in nature much like the Chidori senbon making their binding ability quite impressive preventing an enemy wrapped in them from moving freely, this technique has a 10m radius. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another lightning or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting lightning technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the lightning snakes. This usage is considered as an active boost and follows the rules and restrictions of such. The second application can only be used as a method of boosting not a stand alone technique.


Note: May be used two times per battle overall. Two turns between uses.
Note: If combined with a water technique in it's second form it will be considered a wind/lightning combo. Combined with a lightning technique just creates a stronger lightning. Boosting can only be applied to A ranks and below.
Note: No lightning jutsu A rank or above in the following turn.
Note: This must be created at least 10m above the opponent
Note: Controlling the direction of the snakes will cost as a move per turn and the user can only use lightning release while maintaining control.
Note: May only be taught by Jhin
 
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Wind Release: Crow Claw (Fuuton: Kuroukurou)
Rank: B
Type: Attack/Defense
Range: Short
Chakra Cost: 20 (-10 per turn to sustain)
Damage Points: 40
Description: The user channels wind chakra in their forarm(s) or shin(s). The user releases the chakra out and forms a scythe like blade of wind chakra. The user releases the chakra out of their forearms or shins and using shape manipulation, shapes the released chakra into a blade similar to a scythe. The blade is grey in color and can be as long as the user's arms. The blade is very sharp and dense enough to cut through the same rank attacks and below attacks.
Note: Usable 5 times per battle

(Futon: Kaze Kingu no Yūkai Fīrudo) | Wind Release: Bounded Field of the Wind King
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short-Long
Chakra: 40 (-10 per turn active)
Damage: 80
Description: This technique showcases the usage of the wind release, in accordance to the users body and or objects which he might be carrying or is in constant contact with, like weapons. Once the contact with the specific object is maintained, or without the object needed, the user will have the wind from all around, stick closely to a desired location in the body or object, forming 2, very distinctive layers from one another. The first layer which comes directly above the said object, has no particular effects, and strength. It plainly refracts the light allowing the said object to be invisible apart from some currents of wind, which move around, indicating the existence of that object. The second, is the most versatile one, giving the said object a lot of strength and versatility equal to an S-Rank above their original versatility. In cutting edge weapons, this layer even further enhances their sharpness as well. The second layer, which can be seen once the first one is used, is a very stable one. The second layer has a very characteristic effect, which is the ability of, at will, releasing blasts of air current, which might be either a rotating tornado which has a very strong pushing and very spread out cutting capabilities, to a very powerful, all destroying blast of wind, similar to Wind Release: Pressure Damage. A third and last form of releasing it, is a very thin, precise and powerful slash of wind, which has insanely large cutting capabilities, which can be directed, at the location where the said object or weapon is aimed towards. The strength of the said blast or tornado can be split a total of 2 times, creating 2 blasts at exact power of A-rank. The release of the blast will count towards the jutsu limit, and the releases can be independent in time from one another, as long as the effect of the technique is visible. Due to the effect of the last layer being largely visible, he cannot keep this layer active for longer than 4 turns, while the last one which carries no rank or visible boost, except than of rendering the weapon invisible, he can keep active for further, but needs to give a total of 5 chakra points each turn.

Note: Can only be used 3 times.
Note: Remains active for 4 turns (Last layer can be open for far longer, but it carries no attributes, and it consumes 5 chakra point every turn).
Note: Initial release of layers counts as a move, thereby as a jutsu usage limit.
Note: Weapon or object must be constantly in contact
Note: Can only be taught by Six Paths.
 
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Ninja arts: Spirt Arts = Ninpou: Supiritto Gijutsu
Rank: A
Type: Supplementary
Range: short-long
Chakra cost: 30
Damage points: 60
Description: The user will concentrate his elemental chakra and will create a spirit of the certain element. This spirit represents some kind of animal with the size from average person to the size of Gamabunta. It is naturaly made from the ceratin element (e.g made of fire, water wind etc.). It has the ability to use techniques from the certain element without any hand seals much more faster than usuall, and it applys the normal elemental weaknesses. However if made of fire the spirit will be extremly vulnerable from water attacks and even 2 ranks lower techniques of the elemental weakness of the spirit, would be able to destroy it. Also the spirit can only perform techniqes that does not require hand seals. *

*Last for 3 turns
*Can only be taught by PowerOfDarkness
*No taijutsu and genjutsu while the spirit is on the field
*Ryuji is the co-creator of this and all spirit arts
 
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Forbidden Taijutsu Art: Demonic Wrist Braking = Kinshi Taijutsu Gijutsu: Oni Te Hadome
Type: Defense - Offense
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80
Description: After being attacked, the user will move aside and catch his opponent’s wrist. Then the user will twist it really fast, and because of the pain the opponent will bow a little bit. Once this happens the user will concentrate large amount of chakra into his knee and kick his opponent, at the same time braking his wrist and also breaking his nose.
Note: the user can’t use any A or above rank taijutsu attacks for the next turn.
Note: the user can’t run due to his leg being shocked because of the chakra. However if the user is in sage mode or other mode that increases his spead or energy, he can still run.
Note: Can only be used 2 times per battle.
Note: Can only be taught by PowerOfDarkness
 
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(Ototon: Levicorpus) - Sound Release: Levicorpus
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra Cost: 15
Damage Points: N/A
Description: A rather weak Sound jutsu, this is used to cause a foe small annoyance by lifting him in the air. This works by the user speaking a Sound (Levicorpus) and causing a set of waves to form around the opponent's leg, isolating the lower leg with a powerful wave. The purpose of this isn't to deal damage, however; after forming the wave, the user then causes it to move, the isolated leg moving with it, flipping him upside down in the process. Causing no damage, this hindering Sound jutsu is used to cause annoyance to the opponent as it lifts him into the air, slowly hoistering him higher and higher. This is ideal to use against an opponent as they perform handseals, interrupting them and forcing a momentary pause in their actions as they are flipped upside down. The user must also accompany this phrase with a jerking movement, done with their hand or a held item.

( Ototon Genjutsu: Parseltongue ) - Sound Release Illusionary Arts: Parseltongue
Type: Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: N/A
Description: The user channels Ototon chakra and speaks in a snake like dialect called Parseltongue, aimed at various snakes. This serpentine language allows the user to talk to snakes in a language only the user and the animal can understand. The purpose of this is to deliver special coded messages that can't be deciphered by others. This however is only the basic application; by applying Ototon chakra, the user uses sound waves to cast a genjutsu upon the beasts that allow him to revert their minds to a primitive state, one where they rely on their normal, primal instincts and capabilities. This is achieved by simulating a period of unrest in the brain ( similar to going two days without sleep ) to rewire their brains, re-directing activity from the calming and rational prefrontal cortex to the "fear center" -- the amygdala. This causes the brain to revert back to more primitive patterns of activity, in that it was unable to put emotional experiences into context and produce controlled, appropriate responses. The purpose of this is to break them down and weaken mentally to a state where the user is able to use the same Sound waves to implant ideas into the snake's mind, encoding specific commands to them. This allows the user to "control" the snakes in a way that appears like the user in a way similar to Kotoamatsukami, but only works on beings of a lesser kind, only affecting snakes. The power needed to sustain and control a snake is based on it's individual ranking, allowing him to control up to S ranked snakes, i.e. to speak and control an A ranked snake, a genjutsu of A rank is needed to be cast. The user is able to use the C and B ranked variants without restraints; the A ranked version can only be used 5 times while the S ranked variant can only be used twice. The S ranked version lasts only two turns, which each lower rank lasting one turn longer than the previous rank, going from 2 for S up to 5 turns for C rank.

Note: Requires both Sound and the Snake Contract.
Note: Can only be used on Snakes (Vex included).
Note: A rank and above can only be used 3 times in total, split across A and S rank in whichever way the user chooses.
Note: After using the A rank version, the user is not able to use it in the next turn. If S rank is used, this time doubles.

(Ototon Genjutsu: Me o kii) - Sound Release Illusionary Art: Listening Eyes
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (-10 per-turn it's activated)
Damage: N/A
Description: This technique utilizes the user’s knowledge of sound and its vibrations. Through years of training to recognize objects and the way they vibrate and release sound waves, the user translates that knowledge into a visual sense by inducing himself into a genjutsu. Within the genjutsu, the user is able to physically see the sound-waves released from an object when it is created, moves, or produces any sort of sound. Stationary sound waves (from something such as a tree, boulder, etc) appear as blue waves. Sound-waves from moving objects (such as a person, kunai, technique, etc) can range from yellow to red depending on the object’s speed. By color differentiating the various sound waves, it allows the user to filter out the waves that are irrelevant to the current situation. Furthermore, this technique can also alert the user to movement of an object before the object actually moves. For example, if the opponent begins to move forward, his muscles, tendons, and other tissues would begin contracting and elongating in order to produce the movement. This produces sound-waves that can alert the user to the movement before it actually occurs.
Notes:
- Once activated, it lasts for three turns.
- Can only be used thrice per-match/four per-event.
- Can only be taught by Nathan.

( Ototon: Sectumsempra ) - Sound Release: Sectumsempra
Type: Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: A powerful Sound jutsu, the user points his arm or a weapon forward while speaking the word "Sectumsempra". Upon speaking the words, the user triggers the gathered Ototon chakra to be released, following the user's arm movements. Upon contact, the waves create deep and profuse gashes across the foe's body, seeming like an invisible sword strike has afflicted the foe's body. Due to the depths of the cut, the victims run the risk of dying from blood loss if treatment is not applied in time, if the wounds are not instantly fatal. The user is also able to use this as a means to sever obstacles in his way as well as sever certain parts of the opponent's body.

Notes:

-Can only be taught by Detective L
-Can only be used 3 times at max.
-After using, the user cannot use S rank and above Sound jutsu the next turn.
 
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(Fuuin/Ototon: Tenrai Kainyū) - Sealing/Sound Release: Divine Intervention
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-5 per turn if used on techniques such as Stone Golem, etc)
Damage: N/A (+20 to Suiton)
Description: A technique created specifically to counteract the weaknesses of Water and Earth techniques, allowing them to become neutral to said weaknesses when this is used. The user will perform an additional handseal at the end of a Suiton/Doton technique, creating a seal upon said technique. Once created, the seal will release Sound waves that the user is capable of controlling in order to give his technique, depending on the element, different properties.

Suiton - having activated the seal, the user will create low frequency, high amplitude sound waves that pass through his technique, giving it destructive properties, that allow it to fight on equal terms with Doton. These waves vibrate faster by passing through the water while simultaneously 'coating' the technique with sound waves that 'repel' anything in contact with the water which allows it to become destructive.

Doton - differing from the Suiton version, the user will create sound waves that pass harmlessly through the Doton technique whilst the sound waves on the outer part of the technique can be altered to mimic the frequency given off by Lightning techniques used by your opponent, causing them to dissipate.

♒ The seal is created in the same timeframe as the technique on which it is used
♒ Usable 4 times per battle
♒ Cannot be used on techniques above S rank
♒ Can only be taught by Lee

(Fuuinjutsu: Baundoenchanto) - Sealing Arts: Bound Enchantment
Type: Supplementary
Rank: C
Range: Short
Chakra: 15 (-5 per turn)
Damage: N/A
Description: This seal may only be used on weapons that are in contact with the user. This seal may also be passively applied to the users weapons or formed onto a weapon the user is holding by expending a move. Only activated when the user is utilizing a jutsu to enhance or otherwise affect said weapon, this seal (which is marked with the kanji for "bind") will activate and drain chakra from the user to fuel said jutsu , even when the user uses another jutsu. It will permanently (or for as long as the user chooses to keep paying chakra) bind the enhancement to the weapon by doing so, as it is constantly being fueled. Each turn the weapon will be able to be used as if the enhancement that was made on it was newly activated, so that they may block and attack with the weapon it was used on without breaking the freeform dodging/blocking rules.
- Only one of these seals may be active at a time on a single weapon
- Only works on weapons

(Fuuinjutsu: Anchisuperu) - Sealing Arts: Anti Spell
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Only useable once the opponent has activated a chakra cloak of some sort, the user will make a single handseal and release a barrier from their body that expands at the speed of a standard sound genjutstu. This barrier does no damage, it doesn't block their vision (it's completely see through), and otherwise the opponent won't know it's there unless they have some sort of way to sense it or see the chakra of it. It's completely harmless to the opponent. However, what it does do is cut off the opponents connection to any type of chakra cloak they may be using. It drains any energy based chakra (Raw, Fire, Wind, Lightning, etc) on the outer side of the barrier. Note that it does not drain the opponents chakra from his body. It will drain the chakra cloak only and only until it is completely gone, after which the technique will end. The draining and ending of the cloak is almost immediate. This technique will only work on cloaks that can be classified as Supplementary, and will work on all of them regardless of rank due to the fact that these cloaks carry no inherent damage to them. To stop the opponent from simply reactivation the cloak, the barrier lasts 3 turns

Note: Does not work on solid armors
Note: Can be used 2 times per battle
Note: 2 turn cool down between uses
Note: Doesn't work on Jinchuuriki chakra cloaks
Note: Cannot be combined with techniques that augment/enhance barriers

(Fuuin: Yoroi no Koutei) - Sealing Technique: Assassin's Armour
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal on their clothes with the Kanji for “Armour” that is active all the time (must be stated in the user’s biography). The seal will be imbued with the user’s earth chakra and as such, the user’s clothing will be hardened and appear darker in colour similar to the canon technique Earth Release: Earth Spear making it akin to wearing armour. It will develop a metallic sheen in addition to the hardening which is purely cosmetic. It will not decrease the flexibility or mobility of the clothing nor will it increase the weight of it in any way, similar to the canon technique. The user will essentially become capable of withstanding damage/impacts as the hardened clothes absorb damage either completely or to a certain extent. The user's clothes will be capable of blocking kunai, shuriken, swords and other bladed weapons (Kenjutsu up to and including C-Rank). This technique will also render D-Rank and below Taijutsu useless if used on clothed portions of the body and decrease the damage of Taijutsu techniques above C-Rank by 10 damage points. Though it hardens the clothing if the is destroyed or removed the hardening loses effects and it holds no defensive ability against elements that are strong to earth.

Note: This technique is always active
Note: Must be stated in the user's biography
Note: Must be posted at the beginning of a battle

(Fuuin: Genron no Genchuu) - Sealing Technique: Principles of the Paramecia
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal placed on their clothes with the Kanji for one of the basic five elements. The seal will be infused with elemental chakra of the chosen element (must be stated in biography) and will exhibit a unique effect depending on which of the elements is chosen. The seal will activate passively (instant but still counts as a move) when it’s first triggered.

Ruler of the Skies: This seal will activate whenever an unfocused current or stream of electricity is used within the vicinity of the user. The seal will release the user’s fuuton chakra in order to insulate the current of electricity as it comes into contact with the clothes, essentially neutralizing it before it can affect the user. The clothes will also become weightless as a byproduct of the infusion of wind chakra, allowing freer and more fluid movements. For the next three turns, the user’s clothes will be coated in a layer of invisible wind that can create an updraft to enable levitation and seamless flight.

The Earth Emperor: This seal will activate whenever the opponent comes into physical contact with the user’s clothes. The opponent’s weight will double (similar to the Added Weight technique) as earth chakra is released into them. For the next three turns, the user’s clothes will become darker in colour to signify the change and each additional contact with the clothes will double their weight further. The initial weight gain will last for three turns but each additional contact will extend it’s duration by one turn. Regardless of how much the opponent’s weight is raised by this technique, it can simply be neutralized through the use of Chidori Nagashi.

The Lightning Lord: This seal will activate whenever the opponent comes into physical contact with the user’s clothes. Upon being struck, the user's clothes will be imbued with ration chakra, making them static and shocking to the touch. Direct contact with clothing will cause the opponent's limb/body part to go numb for one turns and if a second contact is made in that time with the same part, that limb will be paralyzed for two turns as the lightning shocking stacks. These effects only apply to direct contact with the clothes themselves (an example would be the opponent's exposed fist striking the clothes). The user’s clothes will remain infused with ration chakra for five turns after activation and they will develop sparks of lightning across them to signify the change.

King in the North: This seal will activate whenever a fire technique comes into contact with the user’s clothes. The dormant chakra will activate immediately and essentially "moisturize" the clothing by imbuing it with suiton chakra without actually making it wet. This technique will not increase the user's susceptibility to lightning in any way either. It will also give the user's clothes (but not the user himself) immunity being ignited or burned up to a certain extent, translating to an immunity to C-Rank and below Katon techniques. This will last three turns but there will be no visual change to the clothes.

Sovereign of Fire: This seal will activate whenever the opponent comes into physical contact with the user’s clothes. Upon being struck, the user's clothes will be imbued with katon chakra, making them heat up considerably. Direct contact with clothing will cause the opponent's limb/body part to be burned. Momentary contact will only result in a first degree burn but more prolonged contact will lead to third or fourth degree burns. The user’s clothes will remain infused with katon chakra for three turns after activation and they will develop localized areas of orange-light (similar to smoldering coals) to signify the change.

Note: Only one element can be chosen per use
Note: Can only activate each seal once per battle

( Juinjutsu: Dorobō Botsuraku ) - Cursed Seal: Trap Card Reversal
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: A Juinjutsu designed to work under the activation of other Fuuinjutsus, the user passively creates a seal that lays dormant until triggered. When a foreign barrier is eructed within mid range of the user, this seal is triggered and a first pulsing release of chakra in the form of a wave like barrier is released from the created seal. The purpose of this is to pulse through any activated Fuuinjutsu of the opponent, done in no time due to it's passive nature. Should it be of up to A rank, the pulse corrupts the opponent's link to it, their chakra essentially eating away at the opponent's chakra binding the Fuuin. As this happens, a second pulse released touches the seal and it's chakra of the user binds it and allows the user the ability to apply the seal towards his own person or if a harmful, rebound it's effects back onto the opponent. The user can only reverse certain seals, ones who's effects target the opponent in their effects, primary sensory based ones excluded. What this means is seals that hinder the opponent's speed or ability to use something, it's effects will reverse back onto the opponent.

Note: Only works on Fuuinjutsu activated in the last turn
Note: Initial pulse happens instantly as this is purely defensive and supplementary in it's usage. When rebounding and reversing Fuuinjutsu, the user is able to reverse up to A rank seals if he fits the requirements (i.e. able to use Sound if Sound if involved, ability to use Chakra Chains, or Fire for seals or barriers related, etc), costing a move per turn to do so.
Note: Can only be used to reverse Fuuinjutsu every 2 turns and up to 3 in total. These four seals can be placed on the Bio to avoid having to manually place during Battle, defeating the purpose of the jutsu. Despite activating passively/on it's own, it still requires a move in the 3 allowed per turn.

(Sealing/Sound Release: The Nine Muses [Clio, Euterpe, and Thalia]) - Fuuin/Ototon: Kyu no Myuzyu [Clio, Euterpe, Thalia]
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The jutsu is a seal on the user's body in the form of a tattoo. The tattoo is stylized with a musical note, and a kanji 楽 - meaning 'To Sing'. The user, by singing softly to himself an incantation Sing to me, O Muse would release the seal, the user's voice and his singing acting as the 'key' to the seal. The seal contains a simply adorned, but ancient appearing music box. The music box would then release one of three chakra based constructs, taking the appearence of . The muses are extremely beautiful, The user is only able to summon one Muse at a time, and would be capable of summoning two of them total per battle with this tech. However, two muses cannot be on the field at the same time. The seal itself would be A ranked, while the muses are each S ranked sound constructs. Each of whom wears a classic Greek dress, and carries a unique intsturment, and having a unique ability. Rumored to require an incantation to serve ancient artists, philosophers, and poets inspiration - the nine muses was a jutsu developed by Vex utilizing sound jutsu. The Muses are meant to serve the user in battle, assisting him and providing support. Of course, each of them is based upon Sound Release, and has an ability relating to sound.The first three muses are:
Clio: The Muse of History and Wisdom.
This muse is the Muse of History and wisdom, and is commonly depicted with a book in one hand, and a clarion horn in the other hand. Her ability lies in the usage of echo location - by blowing upon her Clarion, she sounds out numerous low amplitude high frequency soundwaves around the entire field up to Mid range. Using principles of echolocation similar to the Inner Sonar Skill, the soundwaves travel across the field bouncing off of physical objects, allowing Clio to determine the location of objects, people, etc around the field up to mid range. The horn would constantly and passively redirect the information back to the user, giving him access to information that Clio gathers.
Euterpe: The Muse of Music
Euterpe is depicted as holding a flute in her hand, being able to use it as a medium for sound jutsu that the user knows. However, these sound jutsu's speed remains constant, equal to their original speed. Thus, destructive sound techniques would not, by any means, be 'sped up' through use through the flute. However, the jutsu would instead gain an increase in range, causing the sound to move one range higher than it normally would (I.E a short range sound jutsu would become mid ranged). This would not increase speed or power, simply range, and would only work on sound jutsu.
Thalia: The Muse of Comedy
The muse of comedy is depicted as a shorter woman, that however would carry a mask. The mask appears to be smiling, however this mask is imbued with sound chakra. Using her ability, Thalia becomes capable of putting on the mask and mimicking a person's physical appearance. Moreover, using sound chakra to gather the rhythm, melody, vocal patterns, and tendencies, Thalia becomes capable of mimicking their voice to such a degree that not even an extremely close friend would be able to tell them apart. However, if an enemy were to figure out her identity, she would be destroyed very easily.

Note: Teachable only by Vex
Note: Muses last 3 turns
Note: Tech can be used twice per battle, however two muses cannot be in battle at the same time
Note: No sound above A rank in the same turn
Note: Takes 5 chakra per turn
Note: Elemental weaknesses and strengths apply

Sealing Arts: Summoning: Gourd of Sealing|Fuuin: Kuchiyose: Yuugao no Yuugao
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user makes a string of handseals and summons a gourd onto the battlefield in front of him. The gourd is around the size of the gourd of Gaara's back and has five seals representing the five elements on the sides of it. The user then takes two of those seals and deposits them into the gourd. A bright flash emits from the seal (not of blinding proportion) and the two elemental seals deposited are sealed from use by both the user and enemy as long at the gourd is present on the field. The gourd has a very large, durable and strong shield and armor encasing it that protects it from attacks of A-rank and below, making it very difficult to destroy.*
*Can only be used once*
*After using, the user cannot using and Fuuinjutsu for the next two turns*
*The user nor opponent cannot use either of the two elements selected by the user for the remainder of the fight or until the gourd is destroyed, whichever is shorter*
*the shield stops all A rank attacks and below, one S rank though destroys the shield and gourd.

(Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red colour. This lasts until deactivated.

Notes:
-Can only be taught by Detective L
-Can only be used twice per battle

Fuuinjutsu: Do~ūmu no bodi (Sealing Arts: Body of Doom)
Type:Supplementary
Rank: B
Range:Short
Chakra: 20 (-10 per turn)
Damage:N/A
Description:This seal may be passively applied to the users bio, or it can be applied in the form of the Kanji for "Repeat" forming on the user's body in mid battle. When this seal is applied it remains active until the end of the battle. When active, it forms an almost skin tight barrier over the user and any weapons he may holding at the time, the color of such barrier being dependent on the user. This barrier is basically dormant and does absolutely nothing until 2 conditions are met. The first is that the user must be using a taijutsu or kenjutsu technique. The second is that while using the aforementioned type of technique, the user is touching an elemental technique made up of another being's chakra. When these two conditions are met, the barrier will absorb 10 chakra (note that this doesn't meant it takes anything away from its rank or power) from the jutsu it is touching and immediately use that chakra to passively infuse itself with whatever type of chakra that it absorbed. It should be noted that this gives the barrier no inherent power nor defenses, but what it does do is combine the chakra absorbed with the power of the Taijutsu or Kenjutsu move in order to give it an elemental infusion, making it play on equal terms with the whatever element it is touching at the time. This will also allow the users Tai/Ken techniques to interact with an opposing elemental jutsu without the user getting hurt, as again, the raw power of these types of techniques from the user now have the same elemental infusion as a type of coating over them against the technique they would be used against. For example, due to having an elemental coating over it, the user could the D rank Slap technique to slap a D rank fire ball out of the way. And again, the barrier is merely providing protection, the users tai or kenjutsu is providing the power to truly compete. If the barrier absorbs chakra from an opposing technique, it will negate the cost of 10 chakra for that turn due to the chakra absorbed fueling it. To clarify, the barrier itself does no damage and provides no defense. It only coats the users taijutsu and kenjutsu techniques in the same opposing element that the user is touching at the time, allowing the user to interact equally with an element he normally wouldn't be able to using those fields (such as fire) without being hurt. Without a taijutsu or kenjutsu move used with this barrier, the barrier is pretty much useless.
-The activation may be passively done but counts as a move slot
-Only works on the Basic Five Elements
-Can only be used four times per battle

Fuuinjutsu: Do~ūmu no jikan*(Sealing Arts: Doom's Time)
Type:Supplementary
Rank:A
Range:Short-Mid
Chakra:30 (-10 Per Turn)
Damage:N/A
Description:*The user will perform a single handseal and release millions upon millions of razor thin barrier stemming from himself and spanning out in every direction. The barriers will only react if another body touches them, and nothing else. So any elemental or otherwise technique will not be affected by the barrier whatsoever. Whenever another being reaches this barrier it will be activated. The barriers will begin to constantly be made and pushed outwards towards the opponent (but never extending past its range) so that with every centimeter the opponent tries to move towards him, they must resist the barriers being made and pushing out to them. This does no harm to the opponent, but it slows them down and thus gives the user more time to react, giving the user the equivalent of the additional reactions and tracking of Tobirama when this technique is in use (ie; Tobirama's reaction is 3x so it slows them down x3). The barriers, stemming from the user, move with him as well and thus he may move as he wishes.
-Can be used twice per battle
-Lasts 4 turns
-No A rank and above fuuin til the next turn
-Speed boosts for the user are nullified while this technique is active

(Fuuinjutsu - Shiketsu no Rikudo) Sealing technique - Six paths of Hemostasis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: A unique sealing jutsu designed with the sole intent of sealing the natural flow of chakra through a persons body temporarily. The technique is applied to any weapon the user happens to be wielding at the time. Covering the weapon in visible sealing script that differs from traditional sealing scripts in color. Being a dark crimson almost black still but more red. This script can also be applied to the opponent via direct touch, cutting out the middleman so to speak. When applied this technique directly targets the chakra flow of the opponent. Causing it to move much slower throughout the body in a similar way to hemostasis in medical fields. Hence the name of the technique. By causing the opponents chakra to move throughout the body slower it can create clots of sorts around the tenketsu. Not only does this cause the afflicted person to take longer to mold chakra it can also prevent them from using certain powerful jutsu over time as the chakra flows slower over time. Provided the seal remains. Overall the effects of this jutsu effectively adds time to how fast they can make seals, slowing the creation of their technique somewhat. A technique that requires one handseal would now take the time of four. Two hand seals, it would take them as long to perform them as it would normally take to do five, and so on. Additionally the afflicted will find themselves requiring the time of performing two hand seals for techniques that usually require none. This is applicable the moment the seal is applied.
In terms of limiting the usage of powerful ninjutsu. The moment this seal is applied the afflicted loses access to techniques of a forbidden ranked nature. The afflicted then lose access to S ranks on their next turn, then A ranks on the subsequent turn. The afflicted would always be able to access B ranks and below. The clotting of the Tenketsu causes chakra to leak from the afflicted body, causing them to lose 20 chakra each one of their turns by default before using any jutsu. In a similar way to how the Hyuuga expel chakra forcefully the clotting causes this without the afflicted intending it, thus the chakra is wasted.

~Notes~
- This seal lasts for 5 turns, after which the afflicted regains usage of up to S ranks however the clots of chakra prevent access to enough chakra for higher ranks.
- This seal can be removed prematurely by one skilled in fuuinjutsu, practicioners in fuuinjutsu can remove it with a sealing displacement technique, however it can also be removed with a full body surge of equal or higher rank.
- Will not work on EIG
- Must be taught by -Vegeta
- Can be used 2X per battle

(Fūinjutsu: Mukei Hogosha) – Sealing Technique: Ethereal Guardian
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Ethereal Guardian is an advanced Fūinjutsu utilizing common principles found in Barrier Techniques. Typically barriers are thought of as static, geometric and defensive constructs. However this preconceived notion has been proven false through barrier techniques such as the Four and Six Red Yang Formations. Both barriers were made to be highly malleable to shape themselves in order to relieve pressure from offensive techniques and redirect them. They were also able to be shaped in accordance with the user’s needs; this is further supported through other Fūinjutsu techniques, such as Sealing Technique: Abhorrence. Thus, by extension, it is reasonable to produce familiars with natural shapes such as a dog, bird, snake, or even humanoid. With this notion of malleability and versatility in mind Ethereal Guardian also applies the common principle of familiars – semi-sentient creations which feed off of the user’s chakra reserves. Through the combination of the two this technique allows the user to create familiars composed of barriers which undergo advanced shape manipulation. These familiars, as previously mentioned, are granted the same form of sentience granted to normal elemental familiars. This is done through the passive siphoning of chakra from the user to allow for their sustainment. Through this sentience the familiar is capable of operating independently from the user’s concentration freeing the user to perform tasks independent from the familiar. Ethereal Guardian’s primary strength is its incredible versatility in shape transformation and applications – essentially limiting the user to only what his imagination is able to produce and conceive. For instance, the user is able to create a bird composed of a barrier shaped into its form; due to its shape the bird would be capable of flight and able to move independently of the user. A second example is the creation of an average humanoid shaped familiar. This familiar would be capable of running and granted normal full range of movement. However, while logically a bird is able to fly and a humanoid is able to run, this technique allows for the user to break those logical limitations. Because of the nature of the technique all creations are able to attain a form of flight or levitation to some degree, all moving as fast as the user’s base speed. Thus, a humanoid with no wings is capable of levitation and flight. The greatest limitation to this is the amount of chakra put into the technique. Additionally, the user is capable of creating multiple familiars. In this case, the familiars will follow the normal splitting rules. Two familiars created will be equivalent to B-Rank and granted equivalent capabilities while four familiars created will be equivalent to C-Rank and granted the same. These familiars are created within short-range of the user. By default, the barrier which composes them only possesses static characteristics. Meaning it will deal damage based upon the shape it is in, always equivalent to A-Rank. Thus, a bird with a talon can cut and pierce, equivalent to A-Rank damage. While a human with a fist can punch, equivalent to A-Rank damage. By default the creation(s) will possess a translucent white color. Creations can be sustained for four turns. This technique can be used twice per battle and cannot be used in consecutive turns. Cannot create new creations from a second usage unless the creations previously created were destroyed. Constructs are at max 20 meters in height.

(Fūinjutsu: Seishin Iyashi) – Sealing Technique: Spiritual Acquiescence
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion technique can only be used in conjunction with Sealing Technique: Ethereal Guardian. Barriers have been shown to possess numerous characteristics; these range from reactive damage on physical contact to barriers which are intangible in nature able to drain chakra or produce high levels of physical pressure to restrict movement and resourcefulness in combat. Working in conjunction with Ethereal Guardian this technique simply acts to endow the familiar with specialized barriers. By default, Ethereal Guardian employs a barrier which is only able to inflict blunt or sharp damage on contact. Through an infusion of chakra within the same timeframe the user is able to endow the created Ethereal Guardian with a specialized barrier allowing for different types of damage or effects. Regardless of the barrier characteristics infused this technique will empower the Ethereal Guardian by an additional rank, or an effective +20 damage. This technique, like Ethereal Guardian, can be used twice. Only one barrier can be infused into one application of Ethereal Guardian. When multiple familiars are created through Ethereal Guardian then their rank will be split as normal as will the potency of the barriers; all Guardians will possess the same barrier type. The barriers are as listed:

Violet; perhaps the simplest infused barrier. This barrier acts in a similar manner to Shishienjin. When infused the Ethereal Guardian’s default color will instead become a violet/purple. Like Shishienjin when the Ethereal Guardian comes into contact with solid matter or an opposing force it will burn the target with violet flames. Much like Amaterasu the violet flames will spread and consume the target, should they fail to be dealt with. While the barrier itself will produce violet flames on contact the Ethereal Guardian will retain its default tangible abilities allowing it to still produce physical damage on contact. While potent and highly aggressive in nature the flames, to the user, remain inert allowing the user to come into contact with his or her Guardian without repercussions.

Blue; the Blue barrier represents the peace which water emulates and possesses no innately offensive qualities. The barrier will change the Ethereal Guardian into a magnificent ocean blue instead of its default translucent white. The Blue barrier sheds all tangible characteristics and thus will deal no direct damage on contact with an opponent becoming effectively intangible. Like the ocean’s ability to sap the strength of unsuspecting swimmers caught in rip tides the Guardian will become able to sap the chakra of those it phases through. For each turn or instance that the Guardian phases through a target this technique will effectively drain 100 chakra. Should the user make contact with their own familiar it will not drain chakra from the user. If the familiar has drained chakra prior to contact it will be able to return the chakra to its user. When used against summonings of equivalent rank instead of draining chakra the familiar will cause the summoning to disperse.

Black; based on the Barrier Shatter Technique the Black barrier possesses the default offensive tangible abilities that the Ethereal Guardian is created with. When infused the Guardian’s default color will become absolute black, much like a cosmic black hole. The Black barrier creates a twist of the Barrier Shatter Technique allowing it to interact with barriers and, instead of shattering them, absorb them like a black hole. The Black barrier is able to absorb S-Rank and below barriers regardless of their nature and will increase the familiar’s effective strength by +20 for the duration of the technique. Should the familiar come in contact with a barrier of the user’s it will remain inert at the user’s volition allowing the familiar to pass without absorption.

Magenta; based on the Elemental Sealing Method technique this familiar will retain its default offensive tangible abilities while also gaining specialized sealing abilities. When infused the Guardian’s default color will become magenta. The Magenta barrier creates a specialized pressure within the technique which allows it to interact with tangible elements (water, earth, steel, etc) in a unique way. The barrier will exert extreme pressure allowing it to pulverize the physical element within and then seal it within. This sealing method is capable of sealing up to Forbidden ranked physical-based techniques. Against intangible elements (wind, lightning, etc) the familiar will retain its normal S-Rank strength.

Crimson; perhaps the most violent barrier infusion the Crimson barrier provides certain explosive qualities. When infused the Guardian’s default color will become a blood red crimson. The Crimson barrier is a twist on the Sealing Trap Explosion technique. When the familiar detonates it will effectively end its life producing an explosion spanning a mid-range radius from its location. The explosive nature of this barrier can be used in multiple ways. The first is by default when an opponent comes within short-range of the barrier, like the Sealing Trap Explosion, it will cause the familiar to explode. Alternatively the user can prevent this by willing the familiar to remain inert and detonate at a time of their choosing. This requires the user to be aware of the familiar’s location and interactions, however. The familiar will retain its default tangible abilities.

( Fuuinjutsu: Hecate's Nekutai ) - Sealing Arts: Hecate's Binding
Type: Supplementary
Rank: C
Range: Short
Chakra cost: 15 ( -5 each turn )
Damage points: N/A
Description: The user forms a Fuuinjutsu that is simple in nature yet advanced in it's applications. Channeling chakra, the user creates a seal that is applied to a weapon of the user's choice. The purpose of this seal is to extend the user's chakra manipulation through an instrument of his choosing. This allows the user to release Jutsu from this instrument or item of choice as long as it's in the form of a streamed jutsu, like Great Majestic Annihilation or a projectile like Water Bullet. A one time use seal, this can be applied either in battle or pre applied before battle by placing in the user's bio. After applied, lasts until the user cancels it. In order for this to work, the weapon has to be in contact with the user's body or said jutsu will be released from their original point of release.
Note: Can only be used on weapons the user owns.
Note: This seal also binds the weapon to the user, meaning it can't be lost unless the user himself throws it away.

( Juinjutsu: Kyūshutsu no Soter ) - Cursed Seal: Soter's Deliverance
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60 to opponent
Description: Based on the Sealing Trap Explosion, the user creates a cursed barrier around his person. This skin tight barrier is then made dormant until specific conditions are met. Should a jutsu of foreign chakra approach the user, the armor will react in such a way that, much like the parent jutsu, an explosion is generated. However, the difference between the two is that while the basic version is omnidirectional, this variant is a controlled outwards explosion generated towards the source of the foreign chakra. Due to the layer of chakra in the barrier around the body, the user is left unscathed as the barrier generated explosion disperses any attack of same chakra level or lower. Due to being an actual barrier and not a chakra shroud like with SM or Bijuu Modes, the user is left able to use other mode based jutsu while this lays dormant. Should an explosion occur in a direction, the user is able to release it from his fist instead of his entire front torso.

Note: Can be applied passively and pre-placed on the user's bio.
Note: After using, the user cannot use again for one turn and no S ranked Fuuinjutsu next turn.
Note: Can only be used or applied 4 times.
Note: User is able to release from two spots at once but requires two slots and the only way the user can have double usage at once but this requires one additional turn to the already 1 turn wait in between usages.
Note: Cannot be combined with techniques that increase the chakra cost of this jutsu

( Fuuinjutsu: Zōkyō no Bia) - Sealing Arts: Bia's Augmentation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: +20 to jutsu
Damage points: N/A
Description: A purely defensive and supplementary jutsu, the user creates a barrier around a selected shield, armor or other body used for defensive purposes. This can range from chakra armors to physical shields/barriers to raw chakra bodies around the user and various types of defensive jutsu. The purpose of this barrier is to reinforce the defense of the targeted jutsu by means of the barrier around it. What this does is add additional chakra to the barrier when it's created, increasing the power of the jutsu by 20 damage points by making a thin physical barrier around the jutsu made to act as a second layer around the jutsu to allow it to augment it's effects and defensive aspects. While simple, the barrier acts as a small coating that can only be described as skin tight in relation to how close it is to the jutsu it's applied to.
Note: Can be used 4 times with a 2 turn cool down in between usages.
Note: Because this jutsu's effects are reliant upon another jutsu being used, this can be used in the same timeframe as another.
Note: Cannot be used with Cursed Seal: Soter's Deliverance

( Fuuinjutsu: Shukufuku no Macaria ) - Sealing Arts: Macaria's Blessing
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: Equal to jutsu
Description: When an energy wave touches the user, be it the effects of a foreign ninjutsu or a defensive pulsating effect, a dormant seal triggers. The purpose of this seal is simple in it's usage and execution: when the foreign chakra nears the user's body, this seal triggers and a thin, unnoticeable to the human eye, layer of adhesive like chakra is released. The purpose of this is to "catch" the chakra of the aforementioned ninjutsus and bind it in place, preventing it from continuing it's actual effect. By doing this, the user both stops it as well as holds the chakra in place while the adhesive chakra quickly corrupts and eats the chakra within the jutsu, before rebounding it as a pure of raw chakra (travels at the speed of an average Wind jutsu), aiming to blast backwards in the direction it was released. Should the jutsu the user contained with this be of a defensive or supplementary nature, this jutsu will cause no damage to the target, instead it will negate it's usage.
Note: This is able to affect Ninjutsu of S rank and lower.
Note: This seal can be released up to 4 times per battle with a two turn break in usage.

( Fūinjutsu: Kengen Inin ) – Sealing Technique: Mandate of Authority
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A ( +20 chakra cost to applied technique )
Damage: N/A
Description: The Mandate of Authority is a unique sealing technique in that it is not a standalone seal; it is actually a supplement applied to a seal, or an adjustment to sealing script, passively applied to other seals. This technique is loosely based on the Contract Seal and works to emulate the effects of the aforementioned technique through contact with its target. The Contract Seal disperses summons of the target by disrupting the summoning link between summoner and user; this in effect causes the summon to disperse back to its realm. The Mandate of Authority applies a twist of this seal, albeit weaker than the Contract Seal. Through an infusion of chakra the applied seal or sealing script will cause the summoners summoned creatures to collapse and become immobilized as the Mandate begins to influence and corrupt the link between summoner and summoned creature. The summoned creature will have its chakra drained and granted to the user at a rate of 70 chakra per turn; this chakra is then granted to the user. The summoned creatures will be unable to mold their own chakra while this seal is active. The Mandate of Authority’s corrupting influence can be stopped by destroying the sealing tag which it is applied to. All summons, regardless of nature, are influenced by the Mandate of Authority as long as the seal is in contact with its victim.

Note: This technique can be used twice per battle and can only be used once every two turns.

( Fūinjutsu: Zen’ei Sorakami ) – Sealing Technique: Vanguard of the Sky God
Type: Defensive
Rank: A
Range: Short
Chakra: 30 ( -5 per turn )
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. The barrier is produced through hand motions, typically by reaching out to both the user’s sides. After initiating this technique a translucent barrier emerges from the user’s body and spans out to a maximum of short-range from the user; this forms a spherical defensive barrier construct around the user. The barrier carries with it special black sealing script atop it which bears an ornate appearance. The script, while remarkable, carries with it the ability to counter Wind, Wind KG/CE, and air-current based techniques. When techniques of this nature come in contact with the Vanguard the sealing script will initiate and seal the Wind-natured techniques within the barrier. Because this technique is effective against both Wind and air-current based techniques it can seal techniques like the Leaf Dragon God within it, given its nature as a manipulation of air currents through raw physical strength. This technique is useful for its speed making it an effective defense against techniques which manipulate the air currents around the user; when activated the barrier effectively pushes those currents away from the user allowing them to only take minimal damage.

Note: This technique can seal up to S-Rank Wind, Wind KG/CE, and air-current based techniques.
Note: This technique can be used two times per battle with two turns in between applications.

Fuuinjutsu/Doton: Dōtoku (Sealing Arts/Earth Style: Morality)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (Activation) (Then -15 per turn)
Damage: N/A (-40 to all physical techniques if still activated at the time of the strike)
Description: This technique comes in the form of a seal, resembling a tattoo, that is passively inscribed on the user's chest before battle and directly connected to his chakra center via his own chakra once activated. It can also alternatively be applied to the user during battle via sealing tag.. The seal is infused with an abundance of very light and free type of earth chakra, similar to that of "Earth Release: Ultra Light-Weight Rock Technique". Designed to close the gap between Taijutsu/Kenjutsu and Ninjutsu, this seal may be activated at will, whenever the user wishes, due to being so intricately connected to his chakra, but may only be used in combination with a Taijutsu or Kenjutsu technique. Whenever he wills it and performs such a technique, the seal may activate. When it does, the user will become infused with the lightened earth chakra and thus his entire body will be lightened several times over whilst performing certain actions during the technique. Any technique that requires, jumping, dashing, rolling, or any sort of potentially evasive action is now maximized due to the user's now lightened body. His jumps are higher, his dashes and rolls are faster, and things of that nature. Due to this, whenever he uses a jutsu that employs any of these actions, he is able to use them to simultaneously dodge incoming ninjutsu techniques since he is able to do these actions far beyond what a normal ninja would be able to. While the user still is not able to simply leap above things like Majestic Annihlation, he may still dodge any ninjutsu technique that is up to 10 meters in any dimension in its size with the aforementioned ways. While this jutsu may be used in combination with a taijutsu or kenjutsu move in the same timeframe due to it only being activated once these moves are used, it of course takes up a move slot.
-Can be activated twice per battle
-Lasts 3 turns each activation
-Can only be used with Taijutsu or Kenjutsu techniques

(Fuuinjutsu: Meiji no mokushiroku) Sealing Arts: Revelation Of The Mage
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: Fuuinjutsu usually comes in 3 variations, Barriers, Sealing Tags, and Scrolls. The important thing to note with scrolls, and sealing tags, is that they are almost exactly the same, save for the fact that the scroll has a longer sealing inscription on it. They both are inscribed with kanji that release the effect of the kanji when they are fully revealed. As such, the creator of this technique realized that scrolls were difficult to utilize once the user had some sort of body armor on him, due to the fact that the armor may slow him or leave him without access to his scroll holder. With this in mind, the creator found a way to seal the inscription of any scroll based technique onto his body, armor, or weapon so that he would save an immense amount of time between actually retrieving the scroll and using it. In this way, the scrolls now function as if it were a sealing tag inscribed onto the user's body, armor, or weapons. They require no extra preperation or seals to use, and can be used directly from whatever point they are sealed on. The user must actually have these scroll based jutsu on his person to utilize them before this. Even when using this technique, all restrictions of the scroll based technique used must be followed.
-This technique is always active but must be posted in the users bio or before the fight
-Any sealed scrolls must be posted before the fight or within the user's bio
-The scroll techniques used must be posted as normal in the fight, taking both a move and timeframe slot, the only difference in usage being that they come from the sealing point.
-The user can only utilize 4 scroll techniques in this manner
-Scrolls must be stated either in the user's bio or before the fight. After a fight the Scrolls may be replenished however

( Fūinjutsu: Geijutsu Soshite Kaikaku ) – Sealing Technique: Artifice and Revision
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 chakra to the applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Multiple Infinite Embraces. Through an infusion of chakra the applied sealing tag will, upon contact with its target, release an intangible barrier on its target, much like armor. Those entrapped within the armor will experience the disruptive effects of the Multiple Infinite Embraces, but to a lesser degree. The target will be unable to mold chakra above S-Rank while affected while also losing 50 chakra per turn, allowing the user to gain the stolen chakra. Unlike the Multiple Infinite Embraces, which can be escaped by destroying the barrier, this barrier can only be destroyed by destroying the tag which it is applied to. Because of the nature of this technique it can be used within the same timeframe as the tag which it is applied to. Can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.

( Fūinjutsu: Kōsoku Fantajia ) – Sealing Technique: Restraints of Phantasia
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: This technique employs the usage of barriers to create a technique designed to restrain targets. With a single hand seal the user causes a large geometric barrier to encapsulate the target in what appears to be a box. The walls restrain the target by pressing and squeezing down on the target; while they exert great pressure and effectively prevent the target from moving under normal circumstances they are harmless themselves. The barrier itself can fit to the size of its target, however it cannot reach sizes equivalent to boss summons. It can only be used to trap targets up to three times the size of an average human. The barrier is simple to escape, however, in that it only requires an A-Rank technique to shatter it from within. Unlike the Embraces, which specialize in sealing abilities and chakra, the Restraints of Phantasia is only able to restrain its target independent of the user. The Restraints can also be used on targets within mid-air, causing them to enter a sort of suspended animation within the barrier. Restraints of Phantasia can only be used three times per battle within two turns in between applications. No fuuin above A rank in the following turn

( Fūinjutsu: Mugen Kyōsaku ) – Sealing Technique: Infinite Constriction
Type: Supplementary
Rank: C
Range: Short – Mid
Chakra: N/A (+5 chakra cost to applied technique)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement passively applied to the Infinite and Multiple Infinite Embraces. When created the Embraces, both B and A-Rank versions, create a cuboid structure around its target(s). With the supplement Infinite Constriction the cuboid construct is modified to become far more malleable and instead fit itself around a single target trapping them within it. In order for this supplement to operate generic black sealing script will spread on the barrier produced; the script, while plainly visible, will not obscure vision of the target trapped within the Embraces. This can be best visualized as a tightly fit spandex suit which forms around the target and traps them within it, effectively making the Embraces a far more potent restricting technique. Because of this technique’s nature it can be applied within the same time frame as the Infinite Embraces and its variants. Infinite Constriction does not supplement the strength or durability of the Embraces and its variants.

(Fuuinjutsu: Disupurēsa Kabei) Sealing Arts: Displacer Wall
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 each turn)
Damage: N/A
Description: The user will weave several hands, erecting form their body a translucent, wisteria barrier that spreads throughout the battlefield. The barrier is intangible and carries no physical or damaging properties, allowing it to spread instantly to its full perimeter. The barrier carries a chakra-detecting property, allowing it to "analyze" techniques that exist within its range. The barrier is capable of detecting infusions or other enhancements throughout the enemy's techniques; upon detection of such a technique, the barrier will activate, forcibly stripping the infusion from the technique, absorbing this power into itself. The barrier does not weaken the technique in any way beyond that, and as such has no effect on techniques that are not passively or actively enhanced in some way. In addition to the previous effect, the user is capable of weaving an additional seal, allowing the absorbed power to be released back into a technique of their own. This action consumes a move slot in the turn used but is passive so as to allow the boost to be applied to a technique used. The user can only do this with one "stored" infusion at a time but is capable of choosing which in the event that multiple have been stripped. In the event that an infusion is stripped and stored, the chakra used is "purified" by the barrier, allowing the power to be applied to the user's jutsu even in the event that the original boost was only applicable to a certain type of technique.

Notes:
- No Fuuinjutsu above A-rank can be used in the same turn or next turn.
- Can only be used three times per battle, lasting for two turns per usage.
- Requires a two turn cooldown between erection of barriers

Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique

Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Faint omen is a very unique type of technique, imposing on medical but doesnt actually heal the body. The user will do two handseals, while placing their hand on themselves, allies or the opponent. By doing this, the a kanji symbol will appear on the persons body. With this happening it will seal away all the damage the user or said person has received from the start of the battle. This is done by the seal, blocking all the pain receptors in the opponent's body, causing them to not register the pain they felt beforehand. Doing this will allow said person to be able to stay in combat. Though this should not always be used and has a major downside. This damage is temporarily sealed and once the seal is removed, the damage is applied back to the user. Meaning if the user takes more damage than what they can take, it will take longer for them to recover.

Note: Can use Once per person
Note: Damage is sealed for only four turns.
Note: The user can self activate this by sacrificing twice the amount of chakra (meaning 80)
Note: Does not revert castration
Note: Cant use any fuinjutsu S rank and above for two turns after usage

Rank: S
Type: Supplamentary
Range: Self
Chakra Cost: N/a (-10 per technique used)
Damage points: N/a
Description: 1000 Voices is special sealing tag placed on the body of the users (The back side of their hand) taking the shape of an closed eye. This sealing technique was used in a way to have a back up plan in case of an emergency regarding their chakra, or even mental attacks thats incredibly hard to escape. By studying the seal on tsunades forehead the user found a way to mimick how it activates without actually mimicking what it actually does. This seal works by storing chakra into the seal (the closed eye) on their hand by expelling more chakra, causing an additional +10 Chakra to every technique used by the user. By doing this they expel more chakra but also store more chakra for times when they really need it. When the time comes the user is able to manually activate the body seal, causing the closed eye to open on the back of their hand. Doing this, it will flood the user with the chakra that was stored, replenishing their chakra while at the same time spiking their capabilities. Once the chakra floods/surges the users body their physical attributes increase in terms of speed increasing their speed by +6, while also activating healing to a small degree, healing small damages such as cuts, burns, blunt damage (does not regrow limbs) healing by +20 a turn (If needed). The good thing about this technique isnt the boost in speed and healing but the simple ability to constantly store chakra in this seal for emergencies. Though the user is only able to activate it as a whole or half the amount, reducing the buffs by half if they only use half the stored chakra.
Note: Can essentially use twice
Note: The amount of Chakra stored is adding to the chakra pool
Note: In order to activate the buffs the user needs more than 200 chakra points in the seal
Note: The Seal has a pre amount of 300 chakra into it
Note: Technique last for five turns before it wears off.
Note: Once the technique wears off, the users body will become more fragile, causing every damage applied to the user to have an additional 20 Damage
Note: Cant use Fuinjutsu S rank or above for 2 turns after technique end

Rank: S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/a
Description: Gluttons Banquet is a very unique style of jutsu that combines the basics of ninja art in terms of molding and creation and sealing arts. The user will touch their body applying a seal while stringing a single handseal creating a wolf like entity in the form of pure raw chakra around the user. Upon doing this the wolf will have a fork and knife. The wolf like entity purpose is to eat all forms of chakra present within short range all around the user excluding directly from the opponents body (User isnt affected by this). The wolf like entity will take a deep breath. Upon doing this, it will break down, and absorb all forms of chakra by inhaling the techniques/chakra, even harden materials (It will simply break down the earth into crumbs). As the jutsus are absorb into the wolf, thats when the seal on the user will kick in. The chakra that the wolf absorbs will be stored inside the users body, being able to replenish their Health equivalent to the chakra damage output of said opponent technique.
Note: The user can only use said technique Twice per battle
Note: User can only absorb S rank techniques once and A and below, once.
Note: Cant use any Fuinjutsu or Basic Ninjutsu in the same turn or the following turn
Note: Cant use any medical jutsu in the following turn

Type: Supplementary
Rank: S
Range: Self
Chakra: N/A (-40 Upon Activation)
Damage: N/A
Description: Reverse Inverse is a very intricate fuinjutsu technique, applied to the users body as a body seal. This technique is used in response to techniques that bind the users, this ranges from anything such as genjutsu or yamanaka techniques all the way to a fuuinjutsu , physical handcuffs or even an earth technique that physically binds the user (This applies to any elemental technique that binds/hinders the user). Upon being the binded, the seal will instantly activate, flooding chakra. If the user is binded by elemental means or physical means, chakra will flood into the technique or weapon breaking it, dispersing it or destroying it as a whole. If the technique is mental, it will flood the users body with chakra, refreshing the users chakra network system. This will break the mental binding.

Note: Technique can only be used once
Note: Must State this in bio, or start of bio.
Note: Cant use any fuinjutsu above S rank in the same or following turn.

Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn, -20 per turn if used twice)
Damage: 80
Description: This technique has an application of both a body seal and a active regular fuin seal, being able to brand their body with the Kanji utilizing the technique. By applying this technique onto the user, (Be it in the start or mid way through the battle) the seal will activate causing said element to form into a small creature on their shoulders roughly the size of pakon (Kakashis Dog) This element can range from the basic elements, Advance Element, or Custom element but it needs to have an element component to it. Once the seal is active it stays dormant until an enemy is within short range. Once an enemy is within short range, the elemental creature that is on said body will instantly use a technique from said element that their body is composed of, of equal rank or lesser by using their own body as that source but having to be a projectile technique or a defensive technique that doesnt spawn larger than five meters around the user. Once the technique activates, the said creature would then disperse which the user is able to apply another seal on them, replicating this technique but will cost double the chakra to sustain it.

Note: Technique stays dormant until use
Note: Technique used from the creature can be defensive or offensive in nature, not supplementary and cant be a stream nor continuous
Note: This technique can be applied before battle in said bio. By doing this it can be activated as soon as the battle start.
Note: if applied a second time it uses double the amount of chakra to sustain said technique until active
Note: Can only be used twice per battle.

Rank: A
Type: Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage points: N/A
Description: SotRL is one of the more powerful and unique fuinjutsu that was created. The user will start off by doing three handseals, one for each "sword". Doing this, the user will cause three swords made of pure chakra to strike down from above the opponent in a triangle formation in an mid range radius. Once the swords strike the ground, a seal formula will form doing two things. The first thing that will happen, will create a powerful force pushing them down, similar to MIE, restricting them from movement. The second thing that will happen will be the disruption of the opponents chakra, not allowing the opponent to form chakra above A rank. The swords can be broken by A-Rank equivalent damage. The sealing potency of the swords cannot be augmented.

Note: Can use a max of 3 turns per battle
Note: Last a max of two turns with a 3 turn cool down
Note: Cant use any fuinjutsu the same turn as this

Rank: S
Type: Supplementary
Range: Mid
Chakra Cost: 40
Damage points: N/a
Description: Blessed Cursed Of Anubis is a very unique type of fuin technique, created to offset those who boost themselves and to balance the haves and have nots in term of power a powerful fuinjutsu was created. The user will do a set of five handseals ending with the tiger seal, creating a large sealing symbol to take form on the ground. Once the seal appears it will encompass all those who are within it acting as a barrier, sealing off the exits, unless a collective damage of S rank was done. The Seal can have both a cursed or blessed response, and even the user is not immune to the affects. The Seal acts as a reverse for bodily boost (This excludes things such as leg weights or boost done by physically training the body as such). By activating a boost, it will actually curse the body causing the opponent (and/or user) to experience negative affects. Meaning if the opponent was to boost himself or technique by +20 then it will actually have a -25 to their damage. This is done with speed and strength as well such as chakra enhancement and even EIG. If the opponent activates a technique to increase their speed by +3 it will decrease their speed by -3. Though this technique has a blessed portion. If negative affects were to be applied onto the user be it by themselves or the opponent (via means of things such as poisons, or side affects of a jutsu it would boost them. So if a jutsu was done on the user to decrease their tracking by -3 it would boost their tracking by +3 instead, making this a technique to keep everybody on even fields.
Note: This excludes specialties in the bio, physical alteration to the body such as leg weights being released.
Note: Can only be twice per battle with a 5 turn cool down
Note: Once the technique is cast, the user cant use any fuin until technique is finished
Note: Last four turns

Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10 to technique)
Damage: N/A
Description: The Starrk effect is a unique sealing technique crafted by a man that was alone for many years, only to find a way to gain companions by creating things. He was blessed with the ability to give things life, but these things still didn't keep him company. They had no motive. No personality. No sense of uniqueness to them at all. They were just drones that reacted and acted on his whims. Then he finally found a way to give them everything they were missing, with a simple seal. The seal simply takes a part of the user's personality and seals it into an object, technique or weapon that has sentience or life. With this, the host that the personality is sealed within becomes much more unique depending on what sort of personality the user chose to gift the host; Gaining speech, deeper thinking and other things connected with actually thinking for ones self and having a personality to make unique decisions. Though this does give things a uniqueness, it would also strip the one it is used on of part of his/her personality. Meaning if they sealed the happy part of their personality into another host, that host would be happy and outgoing, while the one the happiness came from in the first place would most likely be an unhappy personality when interacting with them. This works especially well with people whom have multiple personality disorder. One could potentially strip themselves or others of those personalities specifically and place them into a different host. This seal can be used passively next to the creation of anything sentient, or can be pre placed on things such as custom weapons and such, though would need to be placed in the user's bio or stated before a fight/event.
 
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Corazon

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яεnεωαl ταεкωondo

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✣ (Rinyūaru Tekondō) Renewal Taekwondo ✣



Type: Nin-Taijutsu

Background: Taekwondo, an ancient Martial Art, created in a far off Land during a great war between rival countries. Tales of it’s power and unrivaled skill spread far and wide, and it’s practice soon spread to every corner of the world. But as the world grew smaller, and more advanced Taijutsu Styles were developed, with specialized capabilities in more diverse fields, soon Taekwondo’s practice was dying out, all of it’s practitioners moving on to newer horizons, leaving only a few loyal members to carry the Style into the future. No matter how many times the devoted practitioners of Taekwondo tried to improve upon it’s formula, their efforts never uncovered any success, until only a single person was courageous enough to call themselves a practitioner of Taekwondo. That man was Jin Tae-Jin, and this is his story. His… Renewal.

From the moment he began practicing in the art of Taekwondo, he knew it was a Style destined for greatness, despite his fellow practitioners eventual abandonment of the Style, claiming it was a dead art. From a very young age, he fought many battles, even outright challenging his master, suffering many swift and brutal losses in rapid succession. Being the strongest Taekwondo practitioner, Jin’s Master saw him as nothing more than a child with his head into the clouds, but eventually Jin Tae-Jin defeated his master in a brutal display of Taekwondo’s true strength. However not even that stopped his fellow Taekwondo Practitioners from abandoning the art.

Jin Tae-Jin’s devotion didn’t stop at Taekwondo though, he was also a very skilled Shinobi, well trained in the Art of Nature Manipulation, specifically Earth Release. He was a master of the art of weight manipulation through Earth Release, and one day it struck him that by training while weighed down by the effects of Earth Release, he could increase his physical strength in relation to the amount of times he multiplied his weight. Jin immediately went into the mountains to train, multiplying his body’s weight ten fold. This proved to be a mistake, as the mountains immediately crumbled under his now overwhelming weight, and Jin fell to what he presumed to be his death. But Jin survived this fall, and what’s more, realized that by falling with his weight multiplied by the tremendous force of Earth Release, the earth produced a shockwave just as powerful. Witnessing this reaction to his fall firsthand, Jin Tae-Jin realized that he had discovered the answer to his dilemma. The key to Taekwondo’s revival. Jin Tae-Jin created a new branch of Taekwondo, even stronger and more powerful than it’s predecessor. Renewal Taekwondo. Immediately rumors spread far and wide of this new Fighting Style, honed by the one true master of Taekwondo. People begged him to teach them it, even his former Taekwondo practitioners, but all of them were turned down. Jin Tae-Jin only ever passed the Fighting Style on to his grandson, Jin Mo-Ri, who set about revealing the true strength of Renewal Taekwondo to the world.

Description on the Abilities and Inner Workings of the Style:

Renewal Taekwondo, at its roots, is based on a fundamental scientific reaction that can be observed both in real life and the Narutoverse. Any force which is extruded on a solid surface/ object will be returned in equal amount, but in the opposite direction. In other words, every action has an equal and opposite reaction. This can be seen in almost any theoretical scenario conceivable that involves one solid directly making impact and exuding force onto another object or surface. For example, if a person were to punch a wall, the amount of force generated by that punch would also be generated by the wall, in the opposite direction. One final core concept that this Fighting Style utilizes is how energy moves through matter in the form of a wave, pushing particles from one end of the matter to the other until it reaches the opposite end, where the force from the energy is released. An example of this is the sound a whip makes when cracked. As the wielder of the whip applies force to the whip in a certain direction, energy travels down the length of the whip to the end, before the wielder violently snaps it, and the energy is released in the form of a loud and savage sound. In summary, by combining the aforementioned scientific reaction with the concept of how energy moves through matter, the user is able to perform a new Fighting Style.

This Fighting Style incorporates the usage of (Doton: Kajūgan no Jutsu): Earth Style: Added Weight Rock Technique and the advanced variation of the aforementioned technique to increase the user’s weight for a brief instant. In this moment, the user will generate a massive amount of force against the surface they are standing on. This increase to the users weight will only remain for a brief instant, as any longer, and it will have detrimental effects on the user’s body. This is because gravity is affecting the user more than normal due to the increase in weight, resulting in effects such as extreme strain on the user’s muscles and bones, to complete and total shattering of the bones if the user’s weight is multiplied enough. Due to the aforementioned mechanics, the Earth will respond accordingly, producing an equal amount of force in the opposite direction. The user then returns their weight to normal and absorbs the force generated by the surface, using their Chakra to redirect it through, or store it temporarily inside, their own body. This process is performed at the start of every Renewal Taekwondo Technique, and the force generated by this process is used up in the proceeding technique. The technique’s of Renewal Taekwondo are all categorized by the level of weight manipulation required in, and approximate subsequent force generated by, this process. The rankings are as follows:

☷ D-Rank: 2x Body’s Natural Weight.
☷ C-Rank: 5x Body’s Natural Weight.
☷ B-Rank: 10x Body’s Natural Weight.
☷ A-Rank: 15x Body’s Natural Weight.
☷ S-Rank: 25x Body’s Natural Weight.
☷ Forbidden Rank: 50x Body’s Natural Weight.​

We have seen in the series that Chakra has the power to direct and control both matter and energy. A perfect example of this would be any Ninjutsu Technique (Elemental or not) that is controlled via the user’s Chakra, but does not directly interact with the user through physical contact or general interaction. Apt examples related to this Fighting Style would be any Earth technique which can move rock without direct contact to designated medium, such as in the case of (Doton: Yama Eikyō) - Earth Release: Mountain Smash, where the user, through basic Elemental manipulation, raises two mountainous rock formations, only using their Chakra, which is channeled through the ground. This level of control displayed by such a technique proves it would be relatively simple for the user to control and direct the energy/ force created through the process of this Fighting Style.

The user directs this energy into one of their legs, therefore increasing the force that leg will be able to generate in any single motion, through which, all the energy generated is used up. The user can expend this energy in any means they see fit, allowing a wide variety of usages to the fighting style, including but not limited to increasing the force of a basic attack, extremely fast but linear evasive motions and even defensive actions made possible by using the force of an incoming solid attack against itself. Though, as a side effect, the user will not be able to keep this energy stored for long, 1 Turn Max, as the energy will start to become unstable, and may cause similar effects to those generated in the first step of the Fighting Style (the increase to the user’s weight).

The user combines the force generated by the sudden increase in mass with a very distinctive Fighting Style known as Taekwondo, a Fighting Style that focuses on strong, fast kicks. Taekwondo also incorporated a great many number of high-kicks, spinning kicks and even jumping kicks, most of which focused on attacking the targets head in an attempt to knock them out, in fact, in martial arts tournaments, it is encouraged to perform such attacks, netting the participant more points in the process. To facilitate these high-targeting centric kicks, the user takes a more narrower stance than in other traditional Fighting Styles, such as Karate, where the user’s feet are usually shoulder length apart. While this stance made practitioners of Taekwondo much more agile, it also made them far more likely to lose their stability or balance during combat, thus making Taekwondo less effective against Fighting Styles that put powerful defensive stances above offensive stances, however practitioners of Taekwondo agreed that this was a fair price to pay.

After he created RE Taekwondo, Jin Tae-Jin discovered that by adding the effects of his revelation to Taekwondo, they would not just increase the Offensive Capabilities of this Fighting Style, but also the agility of the practitioners as well as supporting the weakest part of Taekwondo, the lack of balance created by the narrower stance. The weight added during the moment the user prepares to strike using Renewal Taekwondo grants them a wider center of gravity, thus requiring more force to throw off balance. In addition to this, using more power in their offensive movements, the body naturally moulds itself into a more balanced state, while the defensive purposes provide the user with the means to throw their opponent off balance, harnessing the force exuded by the opponent’s attacks and returning it back to them.

Example Techniques:

(Rinyūaru Tekondō: Jeonmyeon Geod-Eocha) | Renewal Taekwondo: Renewal Front Kick
Type: Offensive/ Defensive
Rank: D-Rank - B-Rank
Range: Short
Chakra: 10 - 20
Damage: 20 - 40
Description: The user starts by manipulating their weight to generate the desired amount of force, between x2 & x10. Alternatively, the user may gather the force generated by an incoming physical attack, effectively using it’s own force against itself, making it an equal counter. The user stores this energy in the desired leg, and releases it in any single kick from a number of kicks in Taekwondo. This include, but are not limited to, high-kicks, jumping-kicks, low-sweeping-kicks, ground-kicks, round-kicks, etc. This allows any Renewal Taekwondo user to user their art in a freeform manner.

(Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
Type: Supplementary/ Defensive
Rank: D-Rank/ B-Rank/ A-Rank
Range: Short - Long
Chakra: 10 - 30
Damage: N/A
Description: The user begins this technique as they would any technique from RE Taekwondo, by increasing their weight by a certain amount, in relation to the amount of energy they wish to generate. They then use the energy produced by the ground, to “kick” off the ground with a tremendous amount of force, propelling the user at extremely fast speeds in a linear direction. This technique has 3 stages, each with their own Rank and distance it allows the user to traverse.

D-Rank: Weight Manipulation costs 10 Chakra, and allows the user to move up to 5m.
B-Rank: Weight Manipulation costs 20 Chakra, and allows the user to move up to 15m.
A-Rank: Weight Manipulation costs 30 Chakra, and allows the user to travel up to 30m.

Note: If the A-Rank variant is used, this technique cannot be used for 2 turns.

(Rinyūaru Tekondō: Hoe Hook) | Renewal Taekwondo: Guard Breaker
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user starts by multiplying their body’s natural weight by 10x. The user then stores the energy provided by the opposite force generated by the earth and uses a particularly effective stance in Taekwondo known as Hoe Hook (or Guard Breaker). This stance is used to either grab the opponent using the muscle strength of the user’s legs, thereby holding the target in a grappled formation, allowing the user to push or pull them in a variety of ways, or to use this grab in more Offensive situations, such as breaking a targets guard. The user, once they have “hooked” the opponent in the desired manner, will release the stored energy from prior which they use to create large openings in the opponent’s defenses, or to throw them in a desired direction, such as slamming them against the ground, with great speed and force.

Note: This technique can only be performed once every 2 turns.

(Rinyūaru Tekondō: Sutēkusu o Agemasu) | Renewal Taekwondo: Raising the Stakes
Type: Offensive/ Defensive/ Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user begins as they do with any other RE Taekwondo technique, by increasing their weight and using the force generated by the surface they are standing on in retaliation. The user then gathers the force generated by the previous step in one of their legs, before channeling it, and redirecting it into the other leg. Then, by driving the receiving leg back into the ground, and releasing the energy in the form of a pushing motion, the user raises a massive chunk of the earth in one swift and elegant motion. This seemingly simple maneuver has a variety of uses, from defending oneself from large scale attacks, to throwing the target off-balance, to attacking massive or flying Summoning Animals.

Note: Can only be used 3 times per match.
Note: Must wait 2 turns between each usage
Note: No RE Taekwondo techniques above B-Rank in the same turn.

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(Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 100 (-20 to the user)
Description: The user begins by initiating the first step in any Renewal Taekwondo technique, increasing their mass in direct relation to the force they wish to generate by the technique. Jin Hoechook is one of the most powerful Renewal Taekwondo techniques even invented, requiring the user to push their body to the absolute furthest limit possible, multiplying their body’s natural weight by 100x. The user will then gather the force generated by the opposing surface, and perform one of Taekwondo’s signature high-kicks. The kick is performed by leaping off the ground while simultaneously rotating one’s body, releasing the force generated by the earth in the form of a massive blast of compressed air that rotates with a great deal of force and ferocity.The direction of the rotation is dependant on which direction the user rotated their body (clockwise or counter-clockwise).The blast from Jin Hoechook was able to completely decimate an entire mountain in an instant, but left it’s user extremely weakened, due to the increased effect gravity has on the user’s body.

Note: This technique can only be performed once, due to the strain it places on the user’s body.
Note: Masters of Renewal Taekwondo may use this technique a 2nd time, after which, they collapse, due to the force exuded on their body’s.
Note: Upon it’s use, the user cannot perform Taijutsu above C-Rank for 3 turns.

Additional effects and Restrictions:
☷ Must be taught by Six Pāths.

☷ Must have completed Earth Release and Basic Taijutsu.

☷ Due to the nature of Taekwondo itself, including its stance and emphasis on quick, powerful kicks, users of Renewal Taekwondo are naturally stronger than the average Strong Fist user.​

P a t e n t C e r t i f i c a t e

Six Pāths, our loyal member, gave on the 2nd of January 2016, a request for a Patent on the Custom Fighting Style (Rinyūaru Tekondō) Renewal Taekwondo . I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Rinyūaru Tekondō | Renewal Taekwondo
Powered by Lord of Kaos
Copyright 2016, Six Pāths, NarutoBase.net

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(Rinyūaru Tekondō: Hoe Hook) | Renewal Taekwondo: Guard Breaker
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user starts by multiplying their body’s natural weight by 10x. The user then stores the energy provided by the opposite force generated by the earth and uses a particularly effective stance in Taekwondo known as Hoe Hook (or Guard Breaker). This stance is used to grab the opponent using the muscle strength of the user’s legs, thereby holding the target in a grappled formation, allowing the user to push or pull them in a variety of ways, or to use this grab in more Offensive situations, such as breaking a targets guard. The user, once they have “hooked” the opponent in the desired manner, will release the stored energy from prior which they use to create large openings in the opponent’s defenses, or to throw them in a desired direction, such as slamming them against the ground, with great speed and force.

Note: This technique can only be performed once every 2 turns.

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(Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
Type: Supplementary
Rank: D-Rank/ B-Rank/ A-Rank
Range: Short - Mid
Chakra: 10/ 20/ 30
Damage: N/A
Description: The user begins this technique as they would any technique from RE Taekwondo, by increasing their weight by a certain amount for a brief instant, in relation to the amount of energy they wish to generate, using the basic principles of the Fighting Style. The user then directs this energy, using one of their legs, into the other leg, and expends it in order to “kick” or "push" off the ground with a tremendous amount of force, propelling the user at high speeds in a single, linear direction. It would require the Tracking Capabilities of a 2 Tomoe Sharingan or Higher to track this movement. This technique has 3 stages, each with their own Rank and distance it allows the user to traverse.

D-Rank: Weight Manipulation costs 10 Chakra, and allows the user to move up to 5m.
B-Rank: Weight Manipulation costs 20 Chakra, and allows the user to move up to 10m.
A-Rank: Weight Manipulation costs 30 Chakra, and allows the user to travel up to 15m.

Note: This technique cannot be performed consecutively within the same turn.
Note: The A-Rank usage of this technique can be used a max of 4 times per battle. Additionally after the A-Rank version of this Jutsu is used, this technique cannot be used for 2 turns.

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(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package
Type: Offensive/ Defensive
Rank: C-Rank - A-Rank
Range: Short
Chakra: 15 - 30
Damage: 30 - 60
Description: The user starts by manipulating their weight to generate the desired amount of force, between x5 & x15, or alternatively, the user may gather the force generated by an incoming physical attack, effectively using their opponent's own force against them, resulting in a counter of up to A rank strength. The user then directs and stores this energy in the desired leg, and releases it in any single kick from a number of kicks in Taekwondo. These include, but are not limited to, high-kicks, jumping-kicks, low-sweeping-kicks, ground-kicks, round-kicks, etc, essentially allowing any practitioner of Renewal Taekwondo to user their art in a freeform manner.

Note: The A-Rank usage of this Jutsu can be used a max of 4 times per battle. Additionally, if the A-Rank usage of this Jutsu is performed, no A-Rank or higher Renewal Taekwondo Jutsu can be used in the same turn.

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(Rinyūaru Tekondō: Jechundesung no Jishin) | Renewal Taekwondo: Quake of the Monkey King
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user begins as they do with any other RE Taekwondo technique, by increasing their weight and using the force generated by the surface they are standing on in retaliation. The user then gathers this force, channels it into one of their legs, then redirects this force into the other leg. Then, by driving the receiving leg back into the ground, and releasing the energy in the form of a pushing motion, the user becomes able to alter the very shape of the terrain in a single swift, elegant manoeuvre. This seemingly simple technique has a variety of uses, for example, the user could raise a large section of the ground directly in front of themselves in order to defend themselves from all manner of attacks, both big and small. Another potential application is altering the ground over a wider area in general, although not on the same scale as the previous example, allowing the user to potentially throw their target off-balance due to the wider area of effect, or to otherwise affect the terrain in a manner that is beneficial to the user. The user can even perform more specific actions, such as raising more specific fragments of the earth in order to attack colossal or flying Summoning Animals, albeit within a reasonable range and/ or area of effect.

Note: Can be used a max of 3 times per match.
Note: User must wait at least 3 turns between each usage, and no Renewal Taekwondo Jutsu above B-Rank can be used in the same turn.

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(Rinyūaru Tekondō: Dai Shisei Hwechook) | Renewal Taekwondo: 3rd Stance Hwechook
Type: Offensive/ Supplementary
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user starts by following the basic requirement for all Renewal Taekwondo techniques, multiplying their weight, this time by x15 for an instant, generating opposing force in the ground as a result. From there, they gather, and channel this force from one foot to the other, adding a rotational change in shape as they do so. What sets this technique apart from similar techniques where a rotation is added to the generated force, like with the "(Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon" is that this technique doesn't utilize the change in the force's shape as a projectile, rather, it is utilized in a physical sense, to assist and influence the user's physical motions. The force gathered in the user's leg is split into three portions, each released on a separate strike on the target's head in a specific sequence created to inflict as much damage as possible upon the target. The first strike is typically performed on either of the target's temples with the corresponding leg, eg: left temple with left leg. As soon as the strike connects, the user expends the first portion of the gathered force, releasing it upon the side of the target's head in the form of a shockwave. As a result, the shockwave propels the user's leg in the opposing direction. Instead of fighting against this, the user follows through, pivoting in place with their other leg as they deliver a second strike to the opposing temple. They then repeat the previous step, releasing the second portion of the energy into the side of the target's head, and once more pivots, this time spinning around the back of the target, performing a full 360° turn and delivers a final strike to the back of the target's head, where the spine meets the skull. [SUP][ ][/SUP] While the individual strikes themselves aren't particularly strong, the placement of the strikes on the target's body carry powerful negative side-effects for the target. As the user transitions from the first strike to the second, in the brief interval between the two, the targets brain is knocked to the opposite side of their head, and with the second strike, they cause it to come to an abrupt halt. Even if the final strike to the back of the head is defended against, avoided, countered, etc, the combined force these two strikes alone exert upon the opponent causes them to experience extreme disorientation in the form of loss of balance, hampered movements, etc. For two turns the target's movement, tracking and reaction speed are halved, while any seals they attempt to weave fail, as factors such as their hand-eye coordination are also affected. Finally, if the any two strikes fail to hit a solid target, so long as they are consecutive, thanks to the rotation of the user's body, combined with the power of their kicks, they instead affect the air surrounding the target. Through the powerful rotational energy released in their kicks, the user is able to manipulate the flow of air surrounding the target, creating a brief, but powerful turbulent force which keep the target trapped as they buffer them, similar to the effects of the aforementioned "Kick of the Blue Dragon". While this miniature vortex carries no damage in itself, as it is the unintentional after-effect of a failed physical assault, it does have the aforementioned effect of locking the target in place, preventing them from moving for several seconds, before returning to normal, releasing the target with a miniature implosion as the air rushes to fill the space where it had been pushed and manipulated by the user's kicks. This is classified as an A-Rank elementally neutral 1m radius vortex, with the target at it's center, similar to "(Konoha Ryūjin) Leaf Dragon God".

Note: Can only be used 3 times per battle/event.
Note: This technique can only be used once every 2 turns
Note: No Taijutsu above A-Rank, including Renewal Taekwondo, can be used in the same turn after this technique is used.

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(Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon
Type: Offensive
Rank: S-Rank
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user starts by multiplying their own weight by a tremendous amount, roughly 25x. By doing this they generate a massive amount of force, due to the effects standard in any Renewal Taekwondo technique. From there, the user channels this force from the bottom of one of their feet and up their leg. As they do so, they add a change in the shape of the force generated by the initial step of the Jutsu, altering the nature of this massive force, and adding an extremely powerful rotation to it. And as the force of this technique reaches their pelvis, the user then redirects this force down to opposite leg. Finally, as this rotating mass of force reaches the foot of the receiving leg, they perform a standard high kick, common in Taekwondo, releasing the force from the sole of their foot. This force is then released in the form of a violently rotating mass of energy that shapes itself into the form of a traditional Eastern Dragon, with a blue long, slender body, and a large horned head. As the Dragon travels in the direction the user kicks, the user must maintain their stance, as lowering the leg that is performing the Jutsu or changing it in any large or significant way can cause the Dragon’s trajectory to change drastically, usually resulting in the Dragon crashing into the ground, and the technique ending in failure. The Dragon is composed of highly compressed air, caused by the rotating force coming into contact with the air, and upon hitting either the user’s target, or anything else, including the ground, other surfaces or objects, the Dragon’ body will continuously buffer against these things, wearing them down and causing damage through intense friction. The Dragon continues to buffer anything and everything that comes into contact with it until either the user changes their stances, and ends the technique, or the Dragon is overcome by a technique of equal or greater strength. Upon ending their usage of the technique, the leg the user performed the Kick of the Blue Dragon with will be detrimentally affected by its usage, due to the change in the force’s shape (Aka, the rotation added to the technique). This results in the user being unable to perform any Renewal Taekwondo Jutsu that requires the user to channel the force from the initial step through one leg to another for 2 turns, until their leg recovers from the backlash from the technique, as it is almost impossible to perform most Renewal Taekwondo Jutsu with only one properly functioning leg nor any Taijutsu of A rank and higher with that leg.

Note: This technique can only be used 3 times per battle/ event.
Note: This technique can only be used once every 4 turns. (2 Turns for the leg using the Jutsu to recover, then a 2 turn cool down on top of that.)
Note: No B-Rank or higher Taijutsu within the same turn this Jutsu is used.

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(Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
Type: Offensive
Rank: Forbidden
Range: Short - Long ( Mid range in width )
Chakra: 50
Damage: 90 (-25 to the user)
Description: The user begins by initiating the first step in any Renewal Taekwondo technique, increasing their mass in direct relation to the force they wish to generate by the technique. Jin Hoechook is one of the most powerful Renewal Taekwondo techniques ever invented, requiring the user to push their body to the absolute furthest limit possible, multiplying their body’s natural weight by 50x. The user will then gather the force generated by the opposing surface, and perform one of Taekwondo’s signature high-kicks. The kick is performed by leaping off the ground while simultaneously rotating one’s body, releasing the force generated by the earth in the form of a massive blast of compressed air that rotates with a great deal of force and ferocity. The direction of the rotation is dependant on which direction the user rotated their body (clockwise or counter-clockwise).
Note: This technique can only be performed once, due to the strain it places on the user’s body. That is unless they are a master of Renewal Taekwondo, then they may use this technique a 2nd time, after which, they completely collapse, due to the force exuded on their body and the general strain of such a powerful technique.
Note: No Renewal Taekwondo techniques can be performed within the same turn the user performs this Jutsu.
Note: After it’s use, the user cannot perform Taijutsu of any Rank for 3 turns, and cannot gather chakra, for that turn.

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(Rinyūaru Tekondō: Jaecheondaesong) | Renewal Taekwondo: King of the Heavens
Type: Supplementary/ Defensive/ Offensive
Rank: A-Rank
Range: Self - Short
Chakra: N/A or 20
Damage: +20 or Equivalent Damage (-10 to user (Modern Application)
Description: An extremely unique technique known to practitioners of Renewal Taekwondo, the King of the Heavens, or as it is known in some circles "Jeahbongchim", is a technique that uses Renewal Taekwondo's most basic mechanic, the direction, or redirection of force, but in a more universal way. The user either starts with the staple action of multiplying their own weight, in this case 15x their normal weight, or they utilize a less common method, one found within the "(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package", which utilizes the concept of taking the force of an incoming attack, redirecting it, and utilizing that for the initial step of Renewal Taekwondo instead. In the latter case, as this process is purely physical, it takes no Chakra from the user to perform, unlike the former case which requires Chakra to utilize Earth Release Chakra in order to increase their own body's weight. In the former, or "traditional", application of multiplying one's own weight, the user takes the force gathered from this application, and evenly channels it throughout their body, giving them a very refined, controlled distribution of energy. This results in a damage boost of +20 boost to any one of the user's Taijutsu or Kenjutsu techniques, due to the presence of additional force in every part of their body, and thus every kind of strike. In the latter, or "modern" application of redirecting force from an existing attack or technique, while this method does not cost Chakra to perform, due to the erratic nature of it being a foreign force, this results in a self-harming, single burst equivalent to the strength of the source which can be directly applied to the user's own physical attacks, within the same timeframe. Finally, thanks to the differing results of each application, how they can affect the user also differ. In the traditional application, due to the force being directly generated, manipulated, and distributed by the user themselves, the user attains a modest boost to their physical attacks, without the danger of self-inflicted recoil as it's controlled in the same manner as other Renewal Taekwondo techniques. In the modern application, due to it being reliant on an external source, one the user was not in charge of creating, this results in a potentially more powerful, single use application, but at the cost of self-inflicted recoil from redirecting a source of power the user themselves did not create.

Note: Can only be used 3 times per battle/ event, and after it's used, neither application this technique cannot be used for 2 turns.

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Coiling Dragon Arts | Maki doragon - ātsu

Type: NinBukijutsu

Background: Coiling Dragon arts was crafted by a Shinobi named Shady during one of his journeys. At one point he had fought one of the great Sannin, Orochimaru witnessing his abilities first hand. Of course, Shady had taken notice of the man's unique body, and the way his limbs easily moved with great flexibility. He was impressed. Such nimble movements and little to no restrictions when the man moved. Shady loved the idea of using such a nimble body in close combat but knew it was near impossible to physical reenact what Orochimaru's body was doing. There was another way though. Being a master of Staves also, Shady took the 3-section style staves and used them to recreate the flexible movements of Orochimaru in close combat.

Description on the Abilities and Inner Workings of the Style: The Coiling Dragon arts revolves around using one to four in place of the user's limbs, allowing greater range, flexibility with attacks, and less restrictions on how a limb would typically move. The basic concept of the style is using the 3-section staff in a nunchaku fashion, swinging wise. By using chakra (whether it's raw or elemental) the user will create artificial limbs of chakra around the two sections of the staff not being held. The limbs created are either an arm or leg, with chakra in between each section in the form of chains acting as joints for the limbs.

Arm:
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Leg:
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This let's the user swing the said limb around with the unpredictability of a nunchaku user, but with the limb of a human body, without the drawbacks of joints, bones and muscles stretching or breaking. This coupled with the user having full control of how the limbs move (since its their chakra) lets the user essentially strike from any position. The affects of the limbs vary depending on how the user creates them though. He could use lightning to create a leg, which would gain the unique properties of lightning, being able to pierce, numb and paralyze things that it hits. Other elements would gain their respective traits while raw chakra would cause blunt damage. Wind would be able to slice through things, or use wind's suction ability to suck things towards it or blow things away. Fire would burn things and catch things on fire of course. Another unique use of the sections is the extension of ranges. With the chakra in between the sections acting as links, the user can expand the gap in between each section to stretch how far the staves can get to while maintaining its flexibility, reaching even up to long range in some cases. With these things added to the 3-section staff, the user becomes a greater close combat practitioner, being able to deliver what would otherwise be impossible strikes from various angles and ranges.

Example Techniques:
Coiling Dragon arts | Nova Shenron's Jab
Type: Attack
Rank: A-rank
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
Using the basis of the style with katon chakra, the user will create an arm of katon on either one staff or two staffs held in opposite hands. The user would then swing the arm(s) in such a fashion that they swing forward doing a fast and powerful jab. The arms can very in size, ranging from as big as an average human arm to that of an arm with 20m length (when extending to long range) and 5m in width. If used with one staff the punch is A-rank in power, if used with two, the power is split into 2 B-Ranks.

- only usable 4x
- can not be used in consecutive turns

Coiling Dragon Arts | Omega Shenron's Final Kick
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
Using the basis of the style with raw chakra, the user will create a muscular leg around a single staff. Swinging the staff upwards untill the sole of the foot (top of the staff) is pointing at the sky, the user expands the leg into a massive size in a split second whilst extending the sections of the staff with the chakra joints in between. The leg is 25m long when swung upwards, while it's overall width is around 15m in total. Within the same motion of the upwards swing, the user goes straight into doing a downwards swing at the target, causing the leg to do a downwards heel drop on top of the said target. This causes massive destruction to the terrain and can fight on par with elements due to the shape manipulation. The destruction is so intense that it can destroy even the ground up to 10m away from where the kick actually lands, making it very difficult to simply evade.

- Usable once
- No Coiling Dragon Arts next turn

Additional effects and Restrictions:

- Needs to have Mastered Taijutsu
- Needs to have Completed Lightning, wind and fire
- Needs to have learned "Rasengan", showing testament of their ability to shape and control chakra

P a t e n t C e r t i f i c a t e

Naak Le Vaar, our loyal member, gave on the 2nd of December 2015, a request for a Patent on the Custom Fighting Style Coiling Dragon Arts | Maki doragon - ātsu. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Coiling Dragon Arts | Maki doragon - ātsu
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Copyright 2015, Naak Le Vaar, NarutoBase.net

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( Maki doragon - ātsu: Shin ryū no kakuchō ) | Coiling Dragon Arts: Shenron's Extension
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40 (-5 to maintain C-ranks, -10 to maintain B/A-ranks, -15 to maintain S-ranks)
Damage Points: 20-80
Description: Shenron's Extension is the basic technique for the style, using simple raw chakra to create the limbs over the users Section-Staffs. The user can create arms or legs on one or more staffs, using them for purposes ranging from offensive attacks (Punches, kicks, elbowing etc.), to defending from incoming techniques (Catching a boulder, grabbing something and pulling the user etc.). The arms and legs can be used freely and skillfully to achieve not only feats the user can do with his own limbs, but he can take those feats even further with the range given and the flexibility of the jointless limbs. As stated in the details of the style, each limb would be able to extend to ranges up to even long, using Chakra chains as joints to allow control and extensions.

Note: S-rank variant only usable 2 times, while the technique can only be used 6 times in total.
Note: The Limbs are equal to that of Elements of the same rank due to the shape manipulation applied to the raw chakra.
Note: The limbs stay active for up to 2 turns.
Note: Can't perform hand seals while in use but can still use techniques that require no hand seals.
 
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Kisai Ichizoku - 鬼才 族
Founder - Merlin the Wizard



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History of the Clan​




After the defeat of Princess Kaguya, the Sage of Six Paths sealed the Juubi inside of him and stayed behind on earth while his brother Hamura ascended to the moon to keep watch over the Gedo Mazo statue. While the Sage stayed, he began to spread the teaching of Ninshu around the Ninja World. During this time, one ninja by the name of Merlin came to exist. After training alongside notable monks most of his life, he learned of scrolls that showed secrets behind some of the advanced applications of ninshu and chakra usage developed decades after Hagoromo taught the first people Ninshu. Seeking to understand this power, Merlin sought out the location given on the scroll

Having arrived at the location, Merlin came to find several monks who practiced Ninjutsu. Coming into contact with them, Merlin learned that despite their noble ways, they were quite humble and peaceful, yet contained a power beyond any he had seen. In his search to understand more, he asked them to show him the ways of their powers, to which they denied him. It wasn't until many years of training under them to hone his own chakra prowess that they finally gave in and showed him their ways. Normal chakra was the result of what was considered the two forms of energy, Spiritual and Physical Energies. These monks have developed a way to enhance their Ninjutsu through various methods. This advanced usage that they deemed Mahou was more powerful than Ninjutsu's basic usage, applied through different methods such as speech and movements and instruments such as wands. Being so powerful that they could use their very own raw will and vitality to bend the world to their command, these Monks warned Merlin of succumbing to the Dark nature of Mahou, telling that he could lose what makes him human if he didn't. Taking this energy within him, Merlin spread the Ninja World, teaching others how to utilize this ability that he had honed and perfected over the years. Taking a wife years later, he learned that his children were also born with the ability to use Mahou. Generations later, his clan and descendants still utilized this power and refined it even more.

Special Abilities​




Passive Traits & Abilities​

Mahou is able to be performed in acts of raw and advanced applications, though it is better and more powerful when used through a wand. Wands, the basic weapon any Kisei possesses, allows them to channel their chakra to perform techniques and use Mahou and certain Ninjutsu without the requirements generally associated with these, instead using verbal commands known as incantations or, in some cases, movements. They are made from wood from the Jubi's dormant form and amplified and augmented by special chakra based items. What separates this wood and that of Wood Release is this wood is the most chakra conductive wood and the most chakra-linked natural material in the ninja world. Due to being created from the shell of the Jubi's dormant form, this allows the wood to retain some of the Juubi's influence and causes it to be at times temperamental. Because of this, each piece of wood is different with "personalities" to them. The material itself is more linked to how the wand will work and it's inherent abilities while the wood is more attached and linked to the type of individual that is capable of wielding it. Most spells are done with the aid of wands, but rare spells can be cast without the use of wands. Mahou with a wand is usually performed with an incantation, but more experienced Kisei members can cast nonverbal spells, which conceals the spell until cast. Wands are referred to as "quasi-sentient" because their being imbued with a great deal of magic makes them as animate as an inanimate object can be. The rank of a Kisei also determines their ability to use Ninjutsu and Mahou verbally and nonverbally. Until Year 3, the Kisei would have to speak the full name of a jutsu, including seals. Year 5 Kisei and down can use Ninjutsu and Mahou by saying the full name while Year 6's and up can use it by just saying the name of the element and Mahou.

As mentioned above, the material used with the wood from the dormant form of the Juubi grants different natural and passive abilities, better suited for various types of Ninjutsu and Mahou usage, which is the primary use for the wands - to channel their mahou through it, resulting in very unique wands for each Kisei. The full lists for both can be seen in the spoiler below


Wand WoodTraits and Properties
VineA khaki like color, Vine wood is yielding, and known to be a springy wood. Vine wood is ideal for casting using with Charms.
HollyA shining brown, Holly wood is a wood that is mildly sturdy, and being better suited for Defense Against the Dark Arts.
ElderRare, and pure white, Elder Wood is known to contain the foulest aspects of the Jubi's dormant form and is suited for Dark Arts.
HawthornA dark shade, Hawthorn wands are known to be a wood that helps with Dark Arts.
RosewoodWands of a fiery to bright pink shade, Rosewood wands are flexible, giving slight bend and being ideal for Transfiguration.
AshwoodAn ivory like color, Ashwood wands are unyielding, perfect for Charms.
YewA morbid yellow tint, Yew wands are another wand suited for Dark Arts.
Wand TypeBenefits associated with it
Dragon HeartstringPowerful, and ideal for Lightning usage
Phoenix FeatherFiery and good for Fire usage
Unicorn Tail HairPowerful and ideal for Water usage
Veela HairTemperamental and ideal for Wind usage
Dittany StalkStrong and ideal for Earth usage
Thestral Tail HairIdeal for usage with any element the user chooses


Kekkei Genkai (or equivalent):​

As described above, Kisei members are able to make use of a different form of Ninjutsu, one they have honed and mastered over the years to the point that their usage of it is on par with that of the normal Ninja using Elemental Ninjutsu. Kisei members utilize this chakra as a purer yet more advanced form of Ninjutsu, closer to it's original roots, that the Kisei clan deems "Mahou." This form of ninjutsu is so powerful and strong that through applying sheer will force and chakra, the user is able to apply Mahou through different methods, notably through incantations and special arm movements and channeling instruments.

In the Kisei clan, the ability to use Mahou is an innate ability. This is the norm of children born to the normal Kisei family. The use of it is done through special Ninjutsu techniques called Spells, which are generally verbal incantation and arm movements that the user uses as a way to release his Mahou chakra. These types of Spells range from Transfiguration spells, or Mahou jutsu that include bewitching an item's form and physical appearance, Charms, jutsu aimed at giving objects new and unexpected properties, Potions, which is a field of alchemy that involves the user using his Mahou with parts of the Juubi tree and parts of the dormant form of the Juubi ( it's shell ) that allow the user to create potions, Defense Against the Dark Arts, jutsu that allow the user to combat malicious Mahou and the Dark Arts itself, a type of Mahou jutsu that use Mahou directly for dark purposes.

Advanced Mahou Arts​



In addition to this, there are also 2 last fields of studying, 1 exclusive to each alignment, the two being Occlumency and Legilimency. One deals with erasing your mind and presence from the perception of others to prevent detection and enable stealth, the other deals with perception of the enemy, emotional and thought reading and overall awareness. (To be submitted as a CCJ)

Location


The primary location for wizards is Hogwarts School of Witchcraft and Wizardry, located only to those who attend or are of wizarding descent and has also been rendered "un-plottable" by m, preventing non-Kisei from locating and gaining entry.


Purpose



The purpose of Kisei vary greatly with each kind; while one half is interested in maintaining their lack of communication with non-Kisei, or Muggles as they call them, and ensuring that the lives of both Muggles and Kisei are protected, the other half are venomously pushing for a Pro-Kisei regime, enforcing their power and control over Muggles and making them their obedient servants. It is these very reasons that the Kisei clan has been locked in turmoil for many decades.

Special Information



There are several different ranks withing the Kisei clan, all of which revolve around the concept of experience and learning over the years. As expected even with Chuunin and Sannin, a Year 2 Kisei is inherently weaker than a Year 6 Kisei, reflected in their usage of spells and the catalog of spells available to them.

Chain of Command​


  • Headmaster: The head of the clan, the Headmaster has magic that is inherently stronger than those of lower ranks as well as full knowledge of all forms of magic, and able to specialize in two forms.
  • Heads of House: Directly under the Headmaster are the 4 Heads of House. With power a shade below the Headmaster, each of these Heads are knowledgeable in individual fields and their power reflects this, having knowledge of all facets of their respective fields. They account for the clan's council in the absence of the Headmaster. Each Head of House has under his power 5 Kisei each in his House, divided between the seven levels of training a student can go through "school".
  • Graduates: Upon completion of Year 6, members are considered full Kisei. The main difference between Graduates and Heads of Houses are graduates are simply students who are done with training and are full Kisei while the Heads of Houses actually teach and have a wider range of knowledge listed above.
  • Students: Under each of the Heads of Houses are up to 5 students. These 5 students make the general body of Wizards of each House, collectively making the large body of Kisei members. There at max can be 20 of these members. These members are divided into their Houses based on the decision of the Sorting Hat, a charmed hat that can speak and read the thoughts of those who wear it. This can only be used to help it decide what House it may place you in and doesn't mean that it can relay what it learns to anyone.
Ranks​

Aside from the general structure and chain of command of Kisei members, the actual ranking of members is divided by the training status of members, ranging from Full Wizards to Year 1 members. Depending on the level of training, members can be between 1st to 7th Year members, or Full Wizards.


  • Full Kisei: Their final level of training, wizards at this stage have completed basic trainings, have access to most if not all of the prior abilities of their alignment.
  • Year 6: By now, the distinction between Light Kisei and Dark Kisei has become increasingly clearer; gain the ability to learn Occulumency or Legilimency and Apparition and Flight.
  • Year 5: Learning Wandless Magic, Kisei of this age become much stronger and have mastered most if not all of their basic training.
  • Year 4: At this point, a Kisei's descent into darkness begins should they choose to become a Dark Kisei, beginning to learn hexes as well as beginning to dabble in teachings of Dark Arts. All Kisei begin to stronger Charms and begin to learn how to make and create potions.
  • Year 3: Growing in maturity and power, this reflects in their ability to begin learning stronger spells as well as starting in both Transf and Charms. Dark Wizards begin to learn how to utilize hexes at this stage
  • Year 2: As the Kisei learn more, their abilities strengthen as well as their arsonal, being able to cast more spells and the ones they already have become stronger as well, gaining access to early Transfiguration or Charms spells and minor jinxes.
  • Year 1: Introductory level Kisei, these members have access to very few spells of their own and their own spells deal minor damage outside of their described effects and learning the abilities of Charms or Transfig.
Detective L, Vex, Jinbei, Uchiha Lee, Broly and Souji are willing and ready to join now.

Requirements



In order to join, one must reach certain requirements. One must have at least reached S-Class ninja in order to join the clan, though this can be waived if the Clan Head wishes to. Members with a KG bio or a HA bio cannot join, nor can canon bios.

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C u s t o m C l a n C e r t i f i c a t e
I, Scorps, Moderator of NarutoBase's RolePlay, in this day, 14th of July of the 8th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn and all the RP gods before them, after reading the above submission and validating all the needed requirements, give you, Lord of Kaos, our loyal member, property and patent of the following custom clan:

Kisai Ichizoku

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Kisai Ichizoku
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Copyright ©2016, Lord of Kaos, NarutoBase.net​




( Transfiguration ) - Transfiguration

Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:

Transformation - Supplementary ( D - S )

Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and summonings.

Vanishment: - Defensive ( A )

A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.

Conjuration - Offensive/Defensive/Supplementary ( D - S )

The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.

Untransfiguration - Supplementary ( B )

The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).

Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.

( Miryoku ) - Charms

Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20 - 80
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.

D Rank

Levitation Charm: - Defensive

The Levitation Charm ( Wingardium Leviosa ) allows the user to target an object and lift it using mahou and chakra to do so. This allows even First years to lift items heavier then they normally would be able to. This allows the user to levitate and lift items in front of him should the need arise, proving him with either cover or a way to defend. Despite its strengths, however, the Levitation Charm has one notable flaw: it does not work on human beings. This can target items up to mid range away. It can't destroy or harm objects though it can be used to transform objects into projectiles. The object will leviate while focus is maintained preventing the use of simultaneous techniques.


C Rank

Disarming Charm: - Supplementary

The Disarming Charm ( Expelliarmus ) is a charm which forces the target to release whatever they were holding at the time. This happens by the wave hitting the target and triggers a "knee jerk" reaction on contact that causes a muscle spasm that releases the weapon. The Disarming Charm causes whatever an opponent is holding at the time to fly high out of their reach, landing 5 meters away. The Disarming Charm always appears as a jet of red light; indeed, this is one of the things that makes it recognisable before the effects of the charm are seen. This can be used up to mid range away from the user.


B Rank

Summoning Charm: - Supplementary

The Summoning Charm (Accio) was a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the caster's mind, before trying to summon. The charm works by the user targeting an object as he speaks and using his mahou to mark it and act as a beacon, the item honing in on the user's location. This spell needs thought behind it, the object must be clear in the caster’s mind, before trying to summon. Should an item be within long range, it will take 1 turn to arrive. Should it not be on the battlefield, it will take 2. Cannot be used on items fueled with foreign chakra. Cannot be used as a substitute to the various summoning techniques.


Banishing Charm: - Supplementary

The Banishing Charm (Depulso) is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends objects away, backwards to mid range away. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. This works by creating a semi circle around the user, filling his short range radius as he wills it forward in the direction his wand is aimed, pushing outwards as it repels anything unranked or up to B rank, pushing it back with equal momentum as it possesses.


A Rank

Stunning Charm: - Offensive

The Stunning Spell (Stupefy), also known as a Stunner or Stupefying Charm is a charm that is able to cause direct injury on contact and produces a kinetic/physical impact on a target. Formed as a crimson jet of energy, the Stunning Spell is capable of causing A ranked damage to a foe it hits, causing them to get pushed backwards five meters with great force and cause nonfatal injuries. If this spell is used by multiple wizards aiming at the same target, the damage it causes is increased to to the point of becoming fatal if it hits. This can only be used once per turn with at least 1 turn in between usages. When used against other solids, it causes the objects targeted to burst, seemingly "exploding".


Human Presence Revealing Spell: - Supplementary

The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.


S Rank

Severing Charm: - Offensive/Defensive

The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.


Bombardment: - Offensive/Defensive

Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.


Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.

( Pōshon ) - Potions
Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.

A rank
Hufflepuff's Elixir

  • An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.
Ravenclaw's Elixir
  • A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.
S rank

Gryffindor's Elixir
  • A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.
Slytherin's Elixir
  • A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.
Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.

( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.

Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

( Legilimency ) - Legilimency
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).

Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens.

( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
Type: Supplementary / Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.

B Rank

Ebublio Jinx: - Supplementary

  • The Ebublio Jinx ( Ebublio ) is a jinx that entraps the target in a very large bubble that absorbs physical force, allowing it to survive attacks of equal chakra and lower. Appearing as a brilliant purple jet of light accompanied by purple flame and smoke, when the spell lands a bubble rapidly expands from the point of contact to envelop the target. While it is able to absorb physical force, it is vulnerable to energy based attacks. If the item targeted is within short range, the user is able to create the bubble around said object nonverbally and without a wand. This spell can be used as an A rank variant as well up to three times a battle, with a two turn cool down in between usages.
    [/B]
Bluebell Spell: - Supplementary

  • The Bluebell spell is a nonverbal fire spell that creates cold flames capable of being held by the user without causing burns to himself or his allies. Appearing as a bright blue flame, these magical flames are not as dangerous as real fire and as such, they could be touched, penetrated and held without it burning the holder. Because of their freezing nature, these flames are capable of freezing solid material and freezing it in place, preventing physical movement of jutsu of lower chakra and causing a reduction in physical damage by 10 damage from physical beings. This spell can be used as an A rank variant as well up to three times a battle, with a one turn cooldown in between usages.
Langslock: - Supplementary

  • Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.
A

Shield Charm - Defensive

  • The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranking a member is, the quicker he is able to cast this spell with Full Wizards creating it in such speed comparable to an S rank Lightning Jutsu (14 Speed). Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.
Knockback - Supplementary/Defensive

  • The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to three times in all.
S

Patronus Charm - Supplementary/Defensive

  • The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, Bijuu chakra etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive jutsu of 40 chakra or lower. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.
Maximum Shield Defensive

  • An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from S ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages. Secondary Usage also hinders the wizards ability to use other spells, needing to maintain the shield.
Note: Nearly all DADA spells take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Light Wizards can use all DADA jutsu while Dark Wizards can only use B ranks.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.

( Kuro Mahou ) - Dark Arts
Type: Supplementary / Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: The Dark Arts, also known as Dark Magic, refers to any type of magic that is mainly used to cause harm, control, or even death to the victim. The Dark Arts are not necessarily "evil", just because it's labelled "dark". While the Dark Arts have a bad reputation, overall, dark magic is not, by definition, "evil" magic. A Dark spell is primarily defined as any spell that consistently affects the object in a negative manner, usually associated with varying levels of discomfort.

Dark spells can be classified into three groups: Jinxes, Hexes, & Curses. These groups form a hierarchy, with jinxes at the base, hexes in-between, and curses at the top. The further one ascends up this hierarchy, the more wicked, the stronger, the longer-lasting and the less reversible the Dark spell's effects appear to be.

A rank

Oppugno Jinx: - Supplementary

  • The Oppugno Jinx (Oppugno) is a Jinx that directed an object or individual to attack the victim. This spell would cause conjured creatures or other movable objects under the control of the caster to attack the target, allowing it to capture attacks of equal chakra and lower. Unlike most spells, this one does not create a beam of mahou and instead remotely targets objects up to mid range from the user and launches them towards a directed target. The user can use this technique to target chakraless substances or techniques with less chakra than this one and direct these attacks back to the enemy with their original damage values. This Jinx can only be used once per turn. The user is capable of using an S ranked variant of this thrice per battle, preventing usage of any variant for two turns.
Leg-Locker Jinx: - Supplementary

  • The Leg-Locker Jinx ( Locomotor Mortis ) is a Jinx that is used to bind the legs of the victim together. Similar to the Impediment Jinx, the Leg Lock Jinx renders the target's leg muscles to “freeze” up, preventing movement. In certain scenarios where the opponent is moving, by binding their legs, this jinx can cause them to fall over with great force from their momentum. The effects are short lasting, however, never lasting more than a single turn, and can be countered by overpowering it with more chakra, meaning after its effects are applied, surges of higher chakra allow the effects to be broken. The target can still mold chakra, however; it’s just that his leg muscles become unable to move. This is ideal for preventing the movement of quick moving targets or objects.
Flagrante Hex: - Supplementary/Offensive

  • The Flagrante Hex ( Flagrante ) is a Hex that causes objects to emit searing heat when touched. An object bewitched in this way will burn not only flesh, but material as well, causing second degree burns on contact and melting through bones within minutes. Protecting against this curse is difficult, as there are no outward signs of its use though once it's effects only apply to things it touches. This can be applied through direct contact with an object, hexing it and then removing contact with the object with it's effects being triggered or through release of a orange jet of energy. Year 6 and up Kisei are able to add the effects of Flagrante to other spells or jutsu remotely at the cost of a jutsu per turn and can only be done three times per fight, increasing the damage by 20 damage. It can only be applied to techniques which physically travel and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant). Can only be used overall 5 times, each with a turn break in between.
S Rank
Dolohov’s Curse: - Offensive

  • Dolohov’s Curse is a unique nonverbal Dark curse created by a horizontal slash that creates a streak of royal purple flames designed to pass through living targets, causing internal damage. These flames are noted to leave no visible marks or bleeding from this curse but those hit by it will exhibit soreness for some time afterwards. Due to this spell dealing internal damage aimed at the heart, damage done by it is considered critical. This can only be used three times, each with a two turn usage limit in between uses. As with most Dark Arts, injuries sustained from this technique cannot be healed via regular medical techniques, requiring advanced skills such as Yang Release. Despite being nonverbal, the user must concentrate and use a direct slashing motion to utilize it.
Sectumsempra Curse: - Defensive/Offensive

  • Sectumsempra ( Sectumsempra ) is a Curse whose effect is the equivalent of an "invisible" sword; it is used to slash the victim from a distance, causing rather deep wounds. The slash follows the user's wand movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. Due to the depths of the cut, the victim’s run the risk of dying from blood loss if medic treatment is not applied in time, if the wounds are not instantly fatal. Though the aforementioned medjutsu may heal the wounds and may prevent scars, any body parts that have been severed by this curse cannot be grown back ( a trait of dark magic's permanent effects ). This can only be used 4 times, each with a two turn usage limit in between uses. This also can only be used up to mid range, it's effectiveness and lethality raised through closeness. After using, the user cannot use S rank Dark Arts and higher next turn.
Fiendfyre : - Offensive

  • The Fiendfyre Curse ( Pestis Incendium ) is a curse that produces sustained enchanted flames of immense size and heat capable of destroying nearly anything in its path, taking the form of gigantic fiery beasts such as serpents, chimeras, dragons, and birds of prey that seeks out living targets. The animals are constantly mutating into other beasts as well as powerful, formless flames that destroy all things around itself excluding the user. Due to being extremely powerful Dark Magic, these flames cause injury that cannot be healed fully, meaning if a limb or body part is burned off, it cannot be restored much like other Dark Magic. This can only be used 3 times, each with a two turn usage limit in between uses. However, each use can last up to 2 turns, dealing equal damage per turn (40 per turn). When interacting with opposing techniques, Fiendfyre carries 80 damage. After using, the user cannot use S rank Dark Arts and higher next turn.
Note: Nearly all Dark Arts take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Dark Wizards can use Hexes and Curses while Light Wizards can only use Jinxes.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.

( Yurusarenai Noroi ) - Unforgivable Curses
Type: Supplementary / Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-15 to user)
Description:
The Unforgivable Curses are three of the most powerful and sinister spells known to the wizarding world, as well as the strongest known Dark spells in existence. They are known as the Unforgivable Curses as usage of either three can only be considered sinister and are only used by Dark Wizards. The three curses consisted of the Killing Curse (Avada Kedavra), the Cruciatus Curse (Crucio), and the Imperius Curse (Imperio). Due to how the Cruciatus and Killing Curse operates, these are both considered critical attacks should they land.

Imperius Curse: - Supplementary

  • The Imperius Curse ( Imperio ) is one of the most powerful and sinister spells known. When cast successfully, the curse causes targets to fall under the limited control of the caster. The wizard or witch must possess a deep desire to control the target’s actions, creating a light red like mist that ensnares those who it touches in a Genjutsu like effect. This effect creates a calm, trance-like (or dreamlike) state on those captured, allowing the user to control the target’s physical movements. This can be compared to a bastardized version of Koto, though much less effective. Should the target have less spiritual health than the user, this spell’s effectiveness will increase and scale accordingly. Should they have more spiritual health than the user, this spell will not trigger. For every 10 point difference in health, the target will be rendered under the user’s control for one additional turn at the cost of 40 chakra per turn. However, as time goes on, Imperio's hold over the opponent weakens with each turn able to be broken by a chakra surge 10 chakra less than the last. (First turn requiring 50 chakra surge to break Imperio, Second Turn requiring 40 etc.) User's will also suffer a -15 damage per turn penalty for the strain of using this curse. For every turn this technique is in use, the cooldown will extend 1 additional turn with a minimum of 3 turns between usage. This can only be used 2 times, each with a three turn usage limit in between uses. This also can only be used up to mid range and no S rank Dark Arts and higher next turn.
Cruciatus Curse: - Offensive

  • The Cruciatus Curse ( Crucio ) is a curse and one of the most powerful and sinister spells known. When cast successfully, the curse inflicts intense, excruciating pain on the victim. To successfully perform this curse, merely uttering the incantation is not enough. The wizard or witch must possess a deep desire to cause the victim pain and strike the opponent with a red jet of energy. This curse seemingly targets specific parts of the opponent's brain when landed, overloading the pain receptors with intense and great unimaginable pain. This pain is so intense that the target cannot react while under its effects. In order to sustain the pain for more than one turn, the user cannot use any other jutsu or attacks while it's in use. Usage of Crucio has detrimental drawbacks for the user as well, doing -15 damage per turn to the caster. Doing so will cause the curse to end, leaving the target aching but conscious. This can only be used 2 times, each with a three turn usage limit in between uses. This also can only be used up to mid range and no S rank Dark Arts and higher next turn.
Killing Curse: - Offensive

  • The Killing Curse ( Avada Kedavra ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully on a living person or creature, the curse causes a quick, painless death, without any signs of violence on the outside body. This happens by the spell having been so composed of mahou that when it strikes the opponent, it passes through the body, the energy destroying the heart on a cellular level while blasting them backwards 10 meters. However, one may dodge the green bolt or block it with a physical barrier of equal power. An explosion of green fire will result if the spell hits something other than a living target. The Avada Kedavra curse is recognizable by the flash of green light and the rushing noise emitted from the caster's wand. When the curse hits a living, organic target, it is capable of killing them without noticeable, outwards injury. When used in the Ninja World, due to it targeting the opponent’s heart, it deals critical damage on contact. However, when this curse hits an inanimate target, it produces short range greenish explosions of small fire. Can only be used once per opponent, preventing usage for 3 turns after usage and no S rank and higher Dark Arts for two turns.
Note: Can only be used by Dark Wizards.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.
 
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( Kuchiyose: Nagini ) - Summoning: Nagini
Type: Offensive/Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: Nagini is a large, green snake, roughly twelve feet long and as thick as a man's thigh. Nagini is completely loyal to Lord Voldemort. While she remained aloof, if not malevolent, to most others, she obeyed Voldemort completely. She is also shown to be very intelligent and was able to understand the concept of strategies and plans, and seemed to have understood how humans behaved. Nagini possess the same, average strength as most snakes as well as having a deadly bite. What is unique about Nagini, however is the fact that nothing is actually unique about her. Possessing no abilities of her own, Nagini is only able to use the very basic abilities generic summonings are capable of performing. What marks her from the basic summoning is essentially her connection to her master, Voldemort. If the only snake the user uses, Nagini is capable of being on the field for the entirety of an event given that she mirrors a basic snake greatly.

Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: A technique that for all intents and purposes functions exactly the same as killing intent but instead uses a release of chakra from all over the users body while making direct eye contact with the enemy. When this strikes the enemy they're afflicted with a powerful killing intent native to only those of the snake contract. This version of killing intent can be used by the snake summons themselves or by the user. If used by either it follows the same restrictions as the normal killing intent but the rank varies depending either on the rank of the snake. For example a B ranked snake will create a B ranked killing intent. Or it will be increased in affect by one rank for the user versus his normal killing intent. This is based mostly on the incredible intimidation caused by the eyes of a snake, as shown throughout the series by Orochimaru who's killing intent was enough to completely paralyse an opponent beyond movement, when he fought Kakashi or Sasuke, this killing intent will be so overwhelming it will force the victim to make eye contact with the serpentine eyes instilling them with a sense of fear and dread stronger than the normal killing intent. This ability can be used by snake summoners other than Orochimaru but they must have access to snake sage mode to replicate the paralysing gaze of the snake. If used by Orochimaru during his sage mode it will increase in power by two ranks, but will cut the duration of his sage mode by one turn.
Note: May be used thrice times per battle.
Note: This may be used by anyone who has the snake contract provided they have sage mode. With the exception of Orochimaru who may use it at any time given his unique body.
Note: May only be taught by Jhin

Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description: The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.

Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra 30
Damage: N/A
Description: This is a variant of the "Snake Clone" technique that any user of Snake ninjutsu can perform, though used with the Selective species of snakes known as the . The user would release numerous Pitviper from his sleeve/arm, which would combine and transform into an identical clone of himself with unique abilities that come with the specific snake species. It's skin would be made of the pitviper scales, but in the color of skin so it wouldnt be a noticeable thing. Besides the ability to use normal Ninjutsu up to A rank, the Pitviper Clone would be capable of also using snake related Ninjutsu up to and including S-ranks. Being created from this advanced species, the clone also receives the defensive aspect of the Pitvipers, along with the innate sensing and passive ability to camouflage itself with its surroundings; All being basic abilities explained in the Selective species technique mentioned above. Each clone would be able to act on its own accord like any other clone technique, though this would only work up to mid range. If the clone goes past mid range it will simply lose its clone form and return to its original form of a group of Pitvipers equaling the combined rank of A-rank and dispersing 1 turn after losing the clone form.

Note: Only usable 3x and can create up to 2 clones per usage which counts towards the clone count
Note: Since made up of Numerous small Pitvipers, it only holds the sensing of the smaller Pitviper range (explained in original technique)
Note: For defensive intent and purposes, the clone would be considered an A-rank snake.
 
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Corazon

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Summoning Animal: Maned Wolf

Scroll Owner: x iiiMPerFeCT

Other Users who have signed contract: , , , , , ?.

Summoning Boss if existing: N/A

Other Summoning Animals tied to contract: N/A

General Description of the Animal in Real Life:

Despite it's name the Maned Wolf is not directly related to any other Canid, proof of this is that it has it's own Genus, Chrysocyon Brachyurus which means "Golden Dog". It is the largest known species of canine in South America which can reach up to 4ft tall on all fours and generally weighs between 50-75 pounds.

Physically the Maned Wolf looks like a large, long legged fox with it's fur's main colors being red or orange, while it has black and white features. It has a long, pointed muzzle and large, erect ears as well as a full set of sharp fangs and claws. The Maned Wolf gets it's name from its distinctive long, shaggy mane on it's back, which it has a tendency to raise when it feels threatened or if it is trying to raise it's profile to appear more intimidating. The Maned Wolf is also known for it's signature odor which has granted it the unfavorable nickname "Skunk Wolf". Another nickname for the species, due to it's slim, long legs and fox-like appearance, is "A Fox on Stilts". The Maned Wolf also has a unique vocalization known as a "Roar-Bark", but it's rarely heard due to Maned Wolves being very shy by nature.

The Maned Wolf's main habitats are flat grasslands or light forests in South America where they have evolved with their long legs to look over tall grass for their prey. Unlike other Canids they never hunt in a pack, preferring to hunt solo. They share vast and expansive territories with their partners, whom they rarely hunt or live with. They are omnivorous, and their favorite food is the Wolf Apple, which is ironically named for the animals love of it.​

Background and General Information in the RP:

Deep in the South West of the Land of Fire, bordering with the Land of Wind, is a massive Forest Region, locally known as "Darkroot". This name comes from the Forests seemingly endless murky and humid swamps, and foul smell from the endlessly rotting plant matter, making it completely uninhabitable by humans. But those brave, or stupid, enough to brave into the further reaches of Darkroot will find a vibrant paradise, and the Ancestral Home of the Maned Wolf Summoning Animals. Deep within the swamp-like forest lies the vibrant fields of the Darkroot Basin, and even deeper within lies the secrets of the Maned Wolves in the Darkroot Garden, protected by the strongest warriors amongst the Summoning Contract.

The general habits of these Summoning Animals are as best described as "Lone Wolves" who hunt on their own. While not a lot is known about these animals as individuals, they have their own society with it's own rules and rituals, just like any other society, and one of the most common rituals performed by the Summoning Contracts Animals involves them leaving the safety of Darkroot. They are not allowed to return until they either proove themselves worthy in battle, or to bring back knowledge the pack would benefit from and other such feats. This ritual is only performed by animals that wish to be associated with the actual Contract though, so it is rarely seen by those not associated with the Summoning Contract. Most animals are content to live in peace within the safety provided by the Forest, but those who undertake this Ritual, and return, are held in high regard by the others in the pack, and are allowed to be called upon by their human friends in battle, or general times of need. This ritual not only provides a way for the animals of the Contract to test themselves, it easily allows diversity amongst the ranks of the Maned Wolf Summoning Contract, as every Wolf will go to different lands from another, or experience different things in those lands.

The Maned Wolves of Darkroot are classified by their general power or skill in combat and size or appearance. While they tend to have their own unique abilities and capabilities, as Canids they naturally have a great sense of smell and hearing for detecting prey or enemies, while in battle Maned Wolves can rely on their sharp fangs and claws. They also possess great agility due to their extended leg length, but this also makes their legs a weak point. Their most useful, and definitely noticable, ability is the smell they naturally produce. The odor Maned Wolves produce is very powerful, rendering Olfactory Sensory Types (Sensors who rely on their sense of smell) like the Inuzuka, Ninja Hounds and other Canine Summons, useless. This is because the Maned Wolves scent overpowers all other smells in the general area, making any kind detection by smell impossible. The Maned Wolves naturally are used to their own smells, and the Signers will be accustomed to the smell during their training with the Summons through the natural process of Sensory Adaption. The overwhelming scent is only present as long as the Summons are, and fade when the Summoning Jutsu ends.

Those who sign the Maned Wolf Summoning Contract must receive either a tattoo or a scroll, through which they Summon the animals from the contract, like almost all other Summoning Contracts. Either one of these will be provided during training, and an image of each are provided in the spoiler below.

Maned Wolf Tattoo
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Summoning Scroll
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#1: (Tategami Ōkami Kuchiyose no Jutsu: Durian) M. Wolf Summoning Technique: Durian

(Tategami Ōkami Kuchiyose no Jutsu: Durian) M. Wolf Summoning Technique: Durian
Type: Summoning
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Durian. His nickname among the Maned Wolves is the Nioijū, which means "Smelly Beast". He is a 4ft Maned Wolf who relies on deception, debilitation and distraction tactics, rather than a straight forward fight. His brownish-orange, black and white fur is covered in scars, all from his failures in battle. He's shy by nature, but does try and converse with people he is familiar with, even though the mask he wears gets in the way and he can't be understood anyway. While he doesn't have any skill or affinity for Jutsu, Durian always carries several canisters of weaponized Maned Wolf scent combined with various natural agents that have a wide array of effects, while also providing cover for him to hide. To ensure he doesn't feel the effects of his own gasses, or those of his opponent for that matter, Durain wears a mask with a built in filtration system, similar to those found in Samurai helmets. He also carries a spare for his Summoner. The different canisters of gas Durian carries on the holster on his back are colour coded, and are as follows.

Yellow Mixture: The Yellow Mix is a heavily concentrated canister of the basic Maned Wolf odour. Once opened it provides a large, thick screen of yellowish smoke that affects a 10m radius from where it is activated, and renders sight and smell almost null as the smoke is too thick too see through, and the concentrated scent overpowers any other smells. Doujutsu and Sensory types who detect through other means are otherwise unaffected by the smoke. Because the smoke is so dense and covers such a wide area, it requires an A-Rank or higher Wind technique to be blown away completely, otherwise it dissipates naturally over the course of 3 turns.

Red Mixture: The Red Mix is a combination of the usual Maned Wolf odour and flammable agents that violently ignite when lit. When the canister is opened it releases a steady stream of reddish-brown gas, that can be used in a variety of ways. While it is still a gas, it can be blown away by a C-Rank or higher Wind Jutsu, otherwise it dissipates over the course of the turn it's used. Once ignited, it follows basic Elemental guidelines and interactions, being considered a B-Rank Fire Jutsu.

Green Mixture: The Green Mix is one of the more close-combat orientated canisters in Durian's arsenal, as it uses the regular Maned Wolf odour combined with a mild Aesthetic. The gas affects any target('s) in Short Range of the canister when it's activated, who don't have the proper protection against it (gas mask or any other misc method of protection). Once inhaled, it relaxes the muscles, making any who inhale it move erratically, as though they were drunk. The target('s) will be perfectly lucid, but they will be unable to move their limbs properly for a short duration, making their Taijutsu and general physical movements dulled, delayed, and generally ineffective. The gas released from the Green Canister dissipates over the course of the turn it's used in, while the effects of the Green Mixture, once inhaled, take 2 turns to be flushed from the target's system.​

Note: Remains on the field for up to 4 turns.
Note: Using a mixture counts as a move towards the users 3 per turn.
Note: Only one mixture, or effects thereof, may be in use at any given time.
Note: Requires Maned Wolf Summoning Contract.

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#2: (Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) M. Wolf Summoning Technique: Law of the Jungle

(Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) M. Wolf Summoning Technique: Law of the Jungle
Type: Summoning
Rank: B-Rank
Range: Short
Chakra: 20 (5 for Direct Elemental Influence)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon the Pack. Unlike most Summoning Animals from any Contract, the Pack is not a single animal or a group of pre-designated animals that are Summoned in a traditional sense. Instead, the M. Wolves of the Pack are the embodiment of the sheer strength in numbers of the M. Wolf Summoning Contract itself. The Summoning Jutsu for the Pack itself encompasses an almost unfathomable number of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc, making describing them in any in-depth manner practically impossible, as there are simply too many Summons to describe, however, they generally share similar characteristics of other animals from the Contract. The Packs theme of "ambiguity" is continued when a M. Wolf from this Summon activates their ability, as their bodies undergo a visible change in appearance, for example, the colour of the M. Wolf's fur may change, or mould into a different shape, or even physically embody the element, such as the M. Wolf being wreathed in Fire, or they may release a steady arc of Lightning around their body, etc. The M. Wolves from the Pack don't have a level of skill or proficiency with any form of Jutsu or affinity for a Chakra Nature, instead these M. Wolves evolved with one single ability, which is the ability to adapt to other Elemental Natures. They developed this ability by studying the characteristics of the paper Shinobi use to assess one's Chakra Nature, a.k.a Litmus Paper.

Elemental Darwinism: As briefly stated above, the M. Wolves of the Pack have replicated the ability of Litmus Paper, allowing themselves to naturally "adapt" to Chakra Natures. This makes the Summons from the Pack "Jacks of all Trades" in a sense, as they can adapt to just about every Chakra Nature, including the Basic 5 and certain KG Elements (Those that don't include basic Elements in their "creation", meaning KG like the Kaguya's Shikotsumyaku are not applicable). This is achieved through a special form of Chakra "absorption" that the M. Wolves naturally undergo when they come into contact with a Chakra Nature. In other words, it's an involuntary reaction that occurs when one of these Summons comes into Contact with a Chakra Nature, and not the ability to "steal" Chakra, meaning that the Summons have no real control over the Chakra they "absorb".

This ability can be used to adapt to Chakra Natures in one of two ways, each with their own advantages and disadvantages to their usage. The first is for the M. Wolf to be directly influenced by the users own Chakra. By simply gathering Elemental Chakra, and channelling/ kneading it into the designated Summon without giving it shape or form, the user directly influences the nature the M. Wolf will adapt to. This method costs 5 Chakra to perform per M. Wolf, but doesn't cost one of the users 3 moves per turn. The second, and more difficult method of the two, is the "absorption" of external Chakra sources, such as the kind provided by an opponent's incoming Jutsu. The M. Wolves of this Summoning can act like "shields" of sorts, taking an incoming Jutsu and using the Chakra that Jutsu is composed of (thus effectively countering/ absorbing the Jutsu) to initiate their ability. This method can only be used on Jutsu B-Rank and below, otherwise the M. Wolf is overpowered, and the Summoning Jutsu is undone. With both of these methods at their disposal, the users control over the Nature the M. Wolves of this Summoning Jutsu adapt to is highly customizable, granting an unprecedented level of control over multiple Elements in battle.​

Note: Remains on the field for up to 4 turns.
Note: The user can Summon a max of 4 M. Wolves via this Jutsu.
Note: Due to their Rank, these M. Wolves can only use Jutsu B-Rank and below for the Elemental Nature's they adapt to.
Note: If a M. Wolf summoned by this technique doesn't adapt to another Nature, they can perform either basic Ninjutsu up to A-Rank, or Kenjutsu up to B-Rank should they possess an appropriate weapon.
Note: Each M. Wolf summoned by this technique can only change their Chakra Nature once per battle.
Note: Any M. Wolf summoned by this technique doesn't retain the Chakra Nature they adapt to, and return to normal when their Summoning time runs out.
Note: Any M. Wolf summoned by this technique cannot be used to copy Elements or Chakra Nature's that fall outside the canon Narutoverse, such as CE's, CC Jutsu, etc.
Note: If a M. Wolf summoned by this technique adapts to an Elemental KG, they lose 1 turn from their max turns left on the field, due to the strain caused by controlling multiple Elements simultaneously.
Note: Summons who adapt to a KG Nature cannot use the Basic Elements that KG Nature is composed of as well, only the Nature the M. Wolf adapts to.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC can use this Summon one additional time per battle.

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#3: (Tategami Ōkami Kuchiyose no Jutsu: Vivienne) M. Wolf Summoning Technique: Vivienne

(Tategami Ōkami Kuchiyose no Jutsu: Vivienne) M. Wolf Summoning Technique: Vivienne
Type: Summoning
Rank: A-Rank
Range: Short (Short - Mid for Vivienne's Genjutsu)
Chakra: 30
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Vivienne, whose nickname amongst the Maned Wolves is Kaheijū, the Floral Beast, for her unique type of illusionary combat and love of visual flair. Her fur is both delicate and beautiful, the colours of which dance in different shades of red, creating dazzling patterns throughout, almost telling a story as the pattern shifts from one tale to the next. Her eyes are a deep, vibrant green, much like the forests she and her fellow Maned Wolves tend to inhabit. Vivienne has a naturally high level of skill in Genjutsu, which allows her to use her own unique brand of Genjutsu in her own way. Through combining her skill in Genjutsu with her own scent, Vivienne can use the opponents sense of smell as a means of inducing Genjutsu, similar to how Sound Genjutsu uses the target's hearing, or the Sharingan uses mutual eye contact to establish Genjutsu. There are several steps to such a unique Summoning Animal, which are as follows.

Fleur Pourrie (Rotten Bloom): The first, and most crucial step in Vivi's summoning, upon summoning her, in addition to the usual cloud of smoke that is usually accompanied by the Summoning Jutsu, Vivienne releases a large amount of her own scent into the air, affecting Short - Mid Range (roughly a 15m diameter around herself) with her scent, which is somewhat visible to Doujutsu users and easily detected by Sensor-Types, but is otherwise invisible and unnoticed, apart from the blatantly obvious stench. Anyone or anything within this area of effect that has a working olfactory system (such exceptions would include the Aburame Clan's insects) would be susceptible to Vivienne's Genjutsu. Vivienne's "Fluer Pourrie" can be removed by the displacement of the air, but only by Jutsu, tools, etc that create large gusts or blasts. For example, if one were to use a Wind Jutsu with a large area of effect and range, it would blow away all particles of Vivienne's scent, but if a Wind Release Jutsu with a smaller area of effect is used, it would only "move" the particles of scent around, as Wind Release Jutsu work in a similar manner to a vacuum, pulling in just many particles as it pushes out. If Vivienne's "Fluer Pourrie" is negated or dispelled through any means, Vivienne can release another burst of her scent, covering the same area of effect, at the cost of one of the user's 3 moves per turn.​

Using "Fluer Pourrie" as the method of induction, Vivienne can establish unique Smell-Based Genjutsu, all of which involve a unique brand of Illusory Combat which uses the olfactory system to her advantage. It is known in neuroscience that all smells have no personal significance until they are connected to something that has meaning. With the initial counter, one begins forming nerve connections that intertwine the smell with emotions. The capacities for both smell and emotion are rooted in the same network of brain structures, the Limbic System. The olfactory centre also interacts directly with the hippocampus, an area of the brain involved in the formation of new memories, giving smells the power to invoke powerful emotions and memories. No other sense is known to have this level of access to personal connections within the brain. Vivienne is able to use her scent, and the various reactions that occur within the brain upon smelling it, to create vivid and powerful Illusions through her control over Genjutsu. There are 2 unique Illusions Vivi can create, both of which must be activated within the range of "Fluer Pourrie", and are as follows.

Amour Toxiques (Toxic Love): By solely concentrating on a single target within the area of her "Fluer Pourrie", Vivienne uses her skill for Genjutsu to increase the target's perception of Vivi's scent, making it even more overbearing than it usually is. At the same time, Vivienne creates a visual illusion of a demonic entity that completely surrounds the target that carefully and affectionately caresses and engulfs them. The entity is composed purely out of all manners of filth, dirt, pollution, etc, with it's very presence causing extreme discomfort to the target, overwhelming them with a vile cocktail of toxic smells and sensations. As the illusionary entity surrounds the target inside the illusion, in reality they are left completely immobile, unable to move, as the entity completely engulfs them. The target, if not able to break free of the illusion, will begin to feel nauseous, and may perhaps even vomit. This is due to the effects of the Illusion being interpreted by the body in reality, thus triggering the natural response to one's encounter with foul, overbearing smells and sensations.

Note: Can only be used once per battle.
Note: Counts as one of the users 3 moves per turn.
Note: Amour Toxiques is a A-Rank technique.
Note: While concentrating on "Amour Toxiques", Vivienne cannot perform any other actions, failing to remain concentrated would automatically break the Illusion, rendering it's effects void practically instantly. This is because it's effects are very taxing to maintain through the medium Vivi employs, as the targets body will always fight to override the effects of the Genjutsu, attempting to replace it with reality, which is significantly less foul.​

Muse de Mémoire (Memory's Muse): Using the Olfactory systems direct access to the hippocampus, Vivienne uses her scent as a gateway into the target's memories. Through this Genjutsu Vivi is able to create a Visual Illusion that displays any memory or event the opponent has experienced, however, there are 2 important factors to this Genjutsu. First of all, the target must remain within the confines of Vivi's "Fluer Pourrie" and vice versa (Fluer Pourrie must be active for this Genjutsu to remain active), as the scent from Fluer Pourrie is the "fuel" that powers the technique's persistent visual illusion. The second factor that must be considered while using Muse de Mémoire is the context of the illusion which the target experiences.

For example, if the illusion displays a memory from the target's infancy, it should be immediately recognizable as an illusion. However, this is also, arguably, the Genjutsu's strongest point, forcing the target to relive painful or traumatic memories they know aren't real, but will have no real control over, creating moments of weakness in their defence. Another point worthy of note is that Vivienne is not in full control over the Genjutsu once it's activated, she or her summoner can only select generic or ambiguous situations, as she is neither a mind-reader nor a time traveller. As everyone's past is as unknown as their actions, Vivi can only specify either a time, a location or another ambiguous term in the hopes they have a memory relating to the specified term. On the other hand, not everyone Vivienne encounters will be an enigma that requires lucid guessing, for example, if Vivi or her summoner have background knowledge or personal experience with the target, they may share this information with each other through conversation upon her Summoning (In a properly worded, and perfectly legitimate discussion in the context of the RP scenario the user and Vivi are in, of course), thus increasing the Genjutsu's overall rate of succession.

Note: Can only be used once every 2 turns.
Note: Can only be used twice per battle.
Note: Counts as one of the users 3 moves per turn.
Note: Muse de Mémoire is a C-Rank technique.
Note: Muse de Mémoire cannot be broken through traditional means, such as Kai, pain or full body surges, because so long as the target remains within the range of Fluer Pourrie, even if they "break" the Genjutsu, they are still inhaling the source of the technique, instantly causing the technique to reactivate. This makes Muse de Mémoire almost identical to the 2nd Mizukage's Clam Summon's persistent Genjutsu, the main difference being Muse de Mémoire has more freedom in terms of what is displayed to the target.​

Note: Remains on the field for up to 4 turns.
Note: Requires Maned Wolf Summoning Contract.

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#4: (Tategami Ōkami Kuchiyose no Jutsu: Pakku no Ryōshu) M. Wolf Summoning Technique: Lords of the Pack

(Tategami Ōkami Kuchiyose no Jutsu: Pakku no Ryōshu) M. Wolf Summoning Technique: Lords of the Pack
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (10 for Direct Elemental Influence)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon one of the Lords of the Pack. Just like with the Maned Wolf Summoning Technique, "Law of the Jungle", the Summons known as the Lords of the Pack are not composed of pre-designated animals like traditional Summoning Jutsu. Instead the Summoning Jutsu for the Lords of the Pack encompasses a large quantity of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc. This makes describing the Summons that fall under this Jutsu practically impossible, as there are simply too many Summons to describe, however, they generally share similar physical characteristics of other animals from the Contract. Unlike the Law of the Jungle technique however, the Lords of the Pack do not allow, or require, the Summoning of multiple animals under the same technique. To put it in perspective, if the Law of the Jungle Summoning Technique is representative of the "Strength of the Pack", then the Lords of the Pack would be considered the embodiment of the "Strength of the Wolf" that each individual Maned Wolf of the Pack may one day possess. Another factor that deviates this technique from it's sibling technique is that the Lords of the Pack are considerably larger than the generic Summons of the Contract, ranging from several meters higher than a human being, to sizes that rival a colossal summon, like Gamabunta.

Just like with the Pack, the Lords of the Pack don't have a level of skill or proficiency with any form of Jutsu or affinity for a Chakra Nature, instead these M. Wolves evolved with one single ability, which is the ability to adapt to other Elemental Natures. They developed this ability by studying the characteristics of the paper Shinobi use to assess one's Chakra Nature, a.k.a Litmus Paper.

Survival of the Fittest: As briefly stated above, the Lords of the Pack have a similar ability to the Summons in the "Law of the Jungle" Summoning Technique, allowing themselves to naturally "adapt" to Chakra Natures. This makes them "Jacks of all Trades" in a sense, as they can adapt to just about every Elemental Chakra Nature, including the Basic 5 and KG Elements (Obviously this excludes KG that don't include the 5 Basic Elements in their creation, meaning KG like the Kaguya's Shikotsumyaku are not applicable). This is achieved through a special form of Chakra "absorption" that the M. Wolves naturally undergo when they come into contact with a Chakra Nature. In other words, it's an involuntary reaction that occurs when the Summon comes into Contact with a Chakra Nature, and not the ability to "steal" Chakra, meaning that the Summons have no real control over the Chakra they "absorb".

This ability can be used to adapt to Chakra Natures in one of two ways, each with their own advantages and disadvantages to their usage. The first is for the M. Wolf to be directly influenced by the users own Chakra. By simply gathering Elemental Chakra, and channelling/ kneading it into the designated Summon without giving it shape or form, the user directly influences the nature the M. Wolf will adapt to. This method costs 10 Chakra to perform, due to their larger size than the Summons from "Law of the Jungle", but doesn't cost one of the users 3 moves per turn. The second, and more difficult method of the two, is the "absorption" of external Chakra sources, such as the kind provided by an opponent's incoming Jutsu. The M. Wolves of this Summoning can act like "shields" of sorts, taking an incoming Jutsu and using the Chakra that Jutsu is composed of (thus effectively countering/ absorbing the Jutsu) to initiate their ability. This method can only be used on Jutsu A-Rank and below, otherwise the M. Wolf is overpowered, and the Summoning Jutsu is undone.

With all of these methods at their disposal, the users control over the Nature the M. Wolves of this Summoning Jutsu adapt to is highly customizable, granting an unprecedented level of control over multiple Elements in battle.​

Note: Remains on the field for up to 4 turns.
Note: The user can only Summon one M. Wolf via this Jutsu.
Note: Due to their Rank, these M. Wolves can use Jutsu S-Rank and below for the Elemental Nature's they adapt to.
Note: If a M. Wolf summoned by this technique doesn't adapt to another Nature, they can perform either basic Ninjutsu or Kenjutsu of any Rank, should they possess an appropriate weapon.
Note: Any M. Wolf summoned by this technique can change their Chakra Nature a max of twice per battle.
Note: Any M. Wolf summoned by this technique doesn't retain the Chakra Nature they adapt to, and return to normal when their Summoning time runs out.
Note: Any M. Wolf summoned by this technique cannot be used to copy Elements or Chakra Nature's that fall outside the canon Narutoverse, such as CE's, CC Jutsu, etc.
Note: Summons who adapt to a KG Nature cannot use the Basic Elements that KG Nature is composed of as well, only the Nature the M. Wolf adapts to.
Note: User cannot perform any other Summoning for the duration of this Summoning Jutsu, an an additional 2 turns after this Summoning's timer runs out.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC can use this Summon one additional time per battle.

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#1: (Tategami Ōkami Kuchiyose Gijutsu: Yōhiokita Ōkami) M. Wolf Summoning Art: Wolf in Sheep's Clothing

(Tategami Ōkami Kuchiyose Gijutsu: Yōhiokita Ōkami) M. Wolf Summoning Art: Wolf in Sheep's Clothing
Type: Supplementary/ Offensive (Summoning)
Rank: C-Rank
Range: Short
Chakra: 15
Damage: 30
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll, and slams their hand into the ground in order to summon a pair of "regular" Maned Wolf Summoning Animals, with no special qualities of their own. These wolves have pitch black fur and specialize in stealth and close quarters, and they have maximized their potential in this field by mimicking the properties of the . By "hiding" in the users shadow, they completely blend into it, only being exposed when a form of bright light affects the area around the user, such as the kind created by a flash bomb, or a Fire Release Jutsu within close enough proximity to affect the user's shadow. These wolves remain concealed within the user's shadow until the user enters striking distance of the opponent, which is when the wolves take action. With every offensive Taijutsu action, the wolves remain hidden within the shadow of the users attack, and perform their own attacks, either chomping the target with their jaws, or swiping at the opponent with their paws. With their Summoner leading the charge, the wolves attack from the shadows, attempting to ensure their summoner's victory through unforeseen, simultaneous physical attacks. The wolves remain in combat until they are either disbanded by the user, or dispatched by an enemies counter-attack.

Note: Can only be used once per battle/ event.
Note: Lasts up to 6 turns.
Note: Requires M. Wolf CSC, and biographies that specialize in the M. Wolf CSC can apply this Jutsu to their Biography, allowing it to be active from the start of a battle/ event. Having this Jutsu active from the start of a battle/ event counts as it's one usage.

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#2: (Tategami Ōkami Gijutsu: Yaseikari) M. Wolf Art: Wild Hunt

(Tategami Ōkami Gijutsu: Yaseikari) M. Wolf Art: Wild Hunt
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-15 to the user)
Description: The user gathers a massive amount of Chakra, divides it into small equal portions and, through advanced Shape Manipulation, creates an almost innumerable army of Maned Wolves from that Chakra. However these are more than simply Chakra in the shape of animals, they are very deadly walking, or in most cases, running, bombs. They take the generic shape of a Maned Wolf, but have no proper, physical features, besides their glowing eyes. Since they are created in the dozens, their numbers easily being split into triple digits, their individual strength is laughable at best (Each individual Wolf being able to recreate the approximate force, range and damage of an explosive tag), but their power lies in their sheer numbers, easily overwhelming the target through quantity over quality. Another drawback is their detonation radius, only being a couple of feet, this means they need to bite or rush into their target to guarantee a successful hit. The former is preferred as it provides the other bombs a higher rate of success for a hit, due to the opponent being physically restrained in some manner by one of the Wolves. The Wolves are directed by the user through either gestures or vocal commands, "Fetch" being the most common and ironic, which requires the user to remain focussed on this Jutsu for as long as they wish to maintain it. As the Wolves are composed from Chakra, they can effortlessly fly towards their designated target, like most projectile technique's, the largest difference being that these Maned Wolf-Bombs appear to be living, or at least mimicking the habits and actions of their realistic counterparts. Thanks to the Advanced form of Shape Manipulation required to perform this Jutsu, these Wolves can compete on-par with Elemental Jutsu, should they be directed against an incoming Jutsu, however it requires a sizeable number of Wolves to take on higher Ranking Jutsu, due to the overall Chakra, and subsequent power, of the technique being divided amongst so many Wolves. In addition to this, the large amount of Chakra and level of Chakra Control required to achieve this Jutsu takes it's toll on the user, causing a fair amount of fatigue after performing this Jutsu that manifests in the form of physical damage to the users body and a temporary inability to perform Jutsu that require large amounts of Chakra.

Note: Can only be used once per battle/ event.
Note: No S-Rank or above Techniques for 2 turns.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC have their Wolf-Bombs effectiveness increased, resulting in increased force, range and damage from all Wolf-Bombs that successfully detonate.

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#3: (Tategami Ōkami Kuchiyose Gijutsu: Ragunaroku no Kiba) M. Wolf Summoning Art: Apocalyptic Fangs

(Tategami Ōkami Kuchiyose Gijutsu: Ragunaroku no Kiba) M. Wolf Summoning Art: Apocalyptic Fangs
Type: Offensive/ Defensive (Summoning)
Rank: B-Rank
Range: Short - Mid (5m Diameter for the technique itself)
Chakra: 20
Damage: 40
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon a from the ground directly beneath, or up to Mid Range of, themselves by slamming their fist into the ground. Whenever the user wishes they can perform the Seal of Confrontation to end this Jutsu, which releases a small amount of Chakra, signalling the jaws to sink back into the ground. This technique utilizes a physical mouth of a M. Wolf, and not a Wolf's mouth created via Chakra. This mouth consists of a great number of long sharp fangs which are each roughly around 1m long, with the diameter of the jaws being around 5m, and everything inside that 5m diameter is considered the "mouth". Anyone or anything within this vicinity is susceptible to any action the jaws can mouth perform which include generic and rudimentary motions, such as biting, chewing, clamping, etc. The most common purpose of this mouth is offensive, ensnaring the designated target, then tearing them to shreds by having the fangs "chew" them. The jaws are also quite durable, and if need be, make a very suitable shield to defend from most kinds of attack (Classified as a B-Rank Elemental Ninjutsu Jutsu in terms of durability).

Note: Can only be performed twice per battle/ event.
Note: As a defence, lasts for a max of 2 turns, unless overpowered, or the user undoes the Summoning.
Note: Requires M. Wolf CSC, and biographies that specialize in the M. Wolf CSC have this Jutsu's durability increased to that of an A-Rank Elemental Ninjutsu.

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Custom element Japanese name: Nōshōton

Custom element English name: Ichor Release

The element is based on: Water + Fire + Wind + Earth

Tetrahydrocannabinol ( THC ) or more precisely its main isomer (-)-trans-Δ9-tetrahydrocannabinol, is the principal psychoactive constituent (or cannabinoid) of cannabis. It can be an amber or gold colored glassy solid when cold, which becomes viscous and sticky if warmed. It's sticky variant is what the remainder of this post will refer to in a form called Ichor.

Facts that prove the element to be possible (in the manga context):

With Wood release being able to create specific flowering trees that released pollen and gases that caused one to become light headed before succumbing to the fumes (as evidenced in the battle between the Gokage and madara Uchiha), this would mean that there are inherent chemicals inside these specific species of trees that can be used for specific reasons, in this scenario that reason being incapacitation. This also suggests that it's possible to create specific plants that create specific biochemical effects on the body via different chemicals within flora life.

In addition to this, perhaps the biggest evidence lies in the body of the ninja themselves: Woven into the fabric of the human body is an intricate system of proteins known as cannabinoid receptors that are specifically designed to process cannabinoids such as tetrahydrocannabinol (THC), one of the primary active components of marijuana. Even human breast milk contains many of the same cannabinoids found within marijuana, ones that are actually extremely vital for proper human development. And it turns out, based on the findings of several major scientific studies, that human breast milk naturally contains many of the same cannabinoids found in marijuana, which are actually extremely vital for proper human development.

With these factors and concepts pre-established in both RP and Series, it shows how it's very possible that theoretically cannabis exists, and specifically, that cannabinoid THC exists in the Narutoverse and as such, theoretically possible to exist in the RP itself.

How it works:

First and foremost, Ichor, or THC, is a polycyclic alcohol made of Carbon, Hydrogen and Oxygen atoms, forming a technical carbohydrate. ( It's considered an alcohol because it has an Oxygen atom with a Hydrogen atom attached to it,). Because most of it is Carbon and Hydrogen, it has a rather waxy and plastic like look to it.

This is replicated by first combining Earth and Water chakras together to replicate the base of the element and then adding Wind nature to this mix to create the needed atoms to form it. The user then adds Fire chakra to this to heat the element to the point where it exists in a golden, viscous form. This allows it to be used as a liquid vs it's hardened state when cooled down, similarly to other carbonite like elements.

The most important trait of Ichor to note is it's side effects when absorbed, be it through skin contact, orally, or even injected into the bloodstream directly. Regardless of the method, it's effects aren't lessened any; capable of inflicting a vast array of psychoactive affects. In small quantities, Ichor isn't as harmful as it could be but with higher ranks and quantities, the concentration raises as well as the lethality. While in it's natural state, THC has a LD50 rating ranging from as high as 1,260 milligrams of THC per kilogram of body weight down to 666 mg/kg, it's important to note that Ichor is a chakra enhanced variant of this, empowered through the use of chakra that enhances it potency to requiring significantly lower amounts. Some of the effect known are listed below. As one can see, there is both a mix of negative as well as beneficial effects to the body, depending on dosage and usage, characteristic of THC itself:

  • Intense visual hallucinations and sensations
  • Distorted concept of time and space
  • Tenporary relief from pain
  • Overwhelming sense of paranoia
  • Headache and irritations ranging from relief from them to migraine like effects
  • Increased heart rate
  • Increased body temperatures.
  • Unconsciousness
  • Forgetfulness
  • Death
Jutsu Usage Examples:

( Noshoton: ) - Ichor Release: Spirit of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels Noshoton chakra through his body, creating Ichor in a thin armor. Appearing as if his skin has a golden hue, this type of Ichor is absorbed through skin as he fights, empowering him through convincing the body that pain does not exist. This allows the user's body to continue on despite injuries that could potentially break bones or cause bleeding. While this empowers him mentally, this does little to actually heal the wounds afflicted and allows him instead to continue battle until actual healing is done.

Conditions to be able to use it: Completion of Fire, Water, Earth and Wind chakra.

Is weak to:
Earth - Earth as a solid material is capable of destroying Ichor and effectively ending it's progression though causing the liquid to stick to the element, albeit slowing it down as well as it's power.

Wind - Unlike Earth, Wind doesn't have a natural corporeal form yet has concussive force, force able to burst through the element with ease.​

Is strong against:

Fire: Heating the element, Fire only serves to increase it's potency and make the element more liquid like instead of it's natural viscous state while retaining it's usability. Should it actually be vaporized, the ensuing vapors are capable of still inducing the effects of Ichor.

Water: A stronger and more powerful version of the element, water does little to stop the element.

Lightning - Lightning as an element cannot cause much damage to Ichor as the element, though having being formed by Water, isn't very conductable nor allows for the current to spread through the waxy like element.​

Co-creator:

Students I passed this custom element on too: Starboy & Mellow

P a t e n t C e r t i f i c a t e

I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Lord of Kaos, our loyal member, gave on the date December 3rd 2016 a request for a Patent on his custom element (Ichor); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Noshoton
Powered by Lord of Kaos
Copyright © 2016, Lord of Kaos, NarutoBase.net​





( Noshoton: Panteon no sentaku ) Ξ Ichor Release: Choice of the Pantheon
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Due to the advanced nature of Ichor Release, when it is utilized the element shows up in a myriad of forms that give way to different effects when shown and used. This serves as a reference jutsu to be viewed when Ichor is used as it houses the general effects and results of us in one form as opposed to another. There are two main forms of Ichor, based on the two types of THC ( sativa and indica ). These two types are, respectively, Ambrosia and Nectar.

Ambrosia is associated with the Sativa strain of Ichor. Ambrosia Ichor is noted for it's uplifting and energetic effects on the body, often associated or linked to intense visual hallucinations/sensations, increased heart rate and blood flow, relief from pain, heightened spiritual awareness and mental capacities, and effects of similar ability. When applied to Ichor jutsu, this strain is able to be used for beneficial purposes such as increasing the body's resistance to pain, raising the user's mental defense, even increasing his speed, strength etc by increasing the blood flow. This type is commonly applied to himself and allies.

Nectar is associated with the indica strain of Ichor. Nectar Ichor is noted for it's feelings of sedation, "stoned" nature and relaxing effects on the body, often associated or linked to intense visual hallucinations/sensations, a distorted concept of time and space, sluggish/slow movements, overwhelming paranoia, forgetfulness, and in some scenarios headaches and intense migraines. When applied to Ichor jutsu, this strain is typically used for detrimental purpises, hindering opponents mainly as inherent side effects along eith the offensive nature of said jutsu. While the effects are often linked to detrimental uses, in some cases the user is able to utilize Nectar Ichor in a way that allows him to benefit from it, usually noted in specific jutsu.

Regardless of the strain, heavy dosages of Ichor can cause death, extreme irritation and even leave one comatose if severe, nonfatal amounts are taken.
Note: Most Ichor jutsu will follow one strain unless specifically noted to be a hybird strain of Ichor.
Note: A passive jutsu, this does not count towards the user's jutsu count if posted. Can be posted in conjunction with an Ichor jutsu, or at the start of battle.

( Noshoton: Panteon no Onkei ) Ξ Ichor Release: Blessings of the Pantheon
Rank: D-S
Type: Supplementary/Offensive/Defensive
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points:20 - 80
Description: The user can create various constructs formed from Ichor in one of three different methods. The first method is from his own body, releasing them from either his hands or his mouth and even feet and joints if necessary. The second is from any other Ichor source and third is from Water itself. These are created by using simply body movements and gestures or a simple handseal. These objects can range from a small gel pill of Ichor to waves, shields, swords, houses, chairs, etc. The user is able to essentially create whatever his mind can imagine. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in an S ranked variant ( always requires a handseal ), the notable difference in this is the speed and power/scale of this one, capable of forming ocean sized pools of Ichor in moments. S-Rank usage can only be used 3 times per battle, once every 2 turns. No S-Rank or above Ichor on the turn after the S-Rank version is used. When used, the user has to specify which strain of Ichor is being utilized as the effects may vary.

( Noshoton: Kami no Seishin ) Ξ Ichor Release: Spirit of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 ( -10 per turn )
Damage: 60
Description: The user channels Noshoton chakra through his body, excreting Ichor in a thin armor. Appearing as if his skin has a golden hue, the Ambrosia Ichor is then reabsorbed through his skin as he fights, empowering him through convincing the body that pain does not exist. This allows the user's body to continue on despite injuries that could potentially break bones or cause bleeding. The waxy nature of Ichor when flowing through the blood, despite speeding the user's blood flow, orevents blood loss due to the blood being unable to pass through the thin layer of Ichor. While this empowers him mentally, this does little to actually heal the wounds afflicted and allows him instead to continue battle until actual healing is done. Due to the increase of blood flow, the users speed in slightly increased, moving at twice his speed and gaining a small +10 damage increase to Taijutsu.
Note: Lasts 4 turns at which time the injuries are felt once more and normal blood flow sets in.
Note: Can be used up to four times. After each use it takes the user 3 turns before this can be reused.
Note: While in use, Ambrosia based Ichor jutsu cannot be used on the user.

( Noshoton: Pandora no Kenkin ) Ξ Ichor Release: Pandora's Gift
Type: Offensive/Defense/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-10 chakra per turn to sustain)
Description: The user is able to use his body, an existing Ichor source or Water as a source to create a massive single being of Ichor to help him. These creatures resemble humanoid figures of ancient lore, such as the Water Nymphs, ( humanoid figures similar to mermaids ), Olympians ( taller than human sized deities ) and Atlanteans ( Humanoid creatures with slight differences such as webbed hands/feet, gills on necks, etc ), among other beasts of legend. These beasts follow basic elemental strengths of weaknesses of Ichor and their sizes most be logically scaled to the creature ( i.e. max size of 15 meters tall ). Fueled by the user's chakra, these beings are capable of acting and moving as if alive. A golden hue emanating from them, these creatures are capable of being used as a source for other Ichor jutsu attacks sans dispersal of the figure. The user is also able to form a hand seal, channeling Katon chakra into the beasts, to cause the Ichor to heat on contact, causing the liquid's temperatures to rise to levels of causing 3rd degree burns on contact, but doing this counts as a move per turn and costs 10 chakra. These creatures are capable of releasing Ichor jutsu from their body as well as using one of the elements that make up Ichor up to their rank (e.g. B-Rank creation will be capable of using B-Rank Ichor and Earth). These creations are generally a hybrid strain of Ichor, taking on traits of both Ambrosia and Nectar strains.

Note: A and S-Rank variants can last a maximum of four turns
Note: Can only be used 4 times a battle, creating a single beast each use.
Note: S-Rank version can only be used twice per battle. No S-Rank or above Ichor in user's same turn.
Note: Use of these beasts does not deter the user from using ninjutsu of his own.
 
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( Titaomachy: Cronus' δύναμη ) - Titanomachy: Cronus' Might
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short
Chakra: 20 - 40 ( -5 per turn for B, -10 per turn for A, -15 per turn for S )
Damage: N/A ( +20 Damage to Tai and Ken/Bukijutsu )
Description: The user uses this jutsu to activate dormant seals along armor platings and accessories/armors to trigger several Fuuinjutsu barriers for basic usages. These barriers may only be created from seals along his torso and limbs, but may form various limb like barriers such as barriers shaped like talons, gigantic arms, animal legs, or anything that can be otherwise classified in the same manner. Due to the basic nature of this technique, it is multi ranked and scaled, with higher ranks providing greater offensive and defensive uses.

B rank: With the B ranked usage, the user is able to create generic barriers around his person and items on his person. These barriers may extend up to two times the user size ( never exceeding 3 meters ), allowing him increased range and striking distance via the shaped barriers. While this barrier based shroud is coating the user's body, his Taijutsu and Kenjutsu/Bukijutsu is able to interact safely with elemental chakra and neutral to same rank attacks while offering B rank protection. This allows the user to be able to combat up to B rank jutsu with Taijutsu or Kenjutsu. This barrier lasts until it is overpowered or destroyed by the opponent, requiring 5 chakra per turn to maintain.

A rank: Stronger and more specific in use, this barrier allows the user to coat his limbs will barriers that form humanoid or animalistic limbs, such as shaped claws, or fish-like fins. These barriers are able to extend up to short range in their use, adding +20 to Taijutsu or Kenjutsu/Bukijutsu attacks used, if logical. Due to how this barrier is utilized, it doesn't have a long lasting duration like the lesser version. Requiring 10 chakra per turn, this can only last up to 4 turns each use and up to 4 times in all.

S rank: The strongest version of this, at S rank the user is able to create limbs that are infused with elemental chakra. Gaining the properties as well as strengths and weaknesses of these elements, these barriers also gain a +20 rank damage increase to physical attacks. Due to being enhanced by elemental chakra, these barriers require a higher chakra drain of 15 per turn and has harsher restrictions as well. Being able to be used 3 times, lasting 3 turns and can be used once every 3 turns. After use the user cannot use any Titanomachy customs for one turn and no Fuuinjutsu S rank and above for the same amount of time.
Note: For any version, the user can use cause these barriers to activate in the same timeframe as physical movements/attacks, but never alongside other Ninjutsu or Genjutsu.

( Titanomachy: Themis' διάταγμα ) - Titanomachy: Themis' Decree
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( -150 chakra per turn )
Damage: N/A
Description: Based on the Multiple Infinite Embraces barrier, the user creates a pulsing barrier from his body and weaponry. This pulse is notable because it creates two separate barriers, both with different effects. Created from the user's person, after the first pulse is released, a large barrier rapidly follows it, extending up to mid range from the user's body in all directions while leaving him untouched. Immediately afterwards, at the expense of an additional Jutsu slot, a second barrier forms from the user's feet, coating the earth in a translucent barrier with the Kanji for Gaia on it. While these barriers are generated, the user's body is essentially coated in chakra that keeps his person safe from the effects of the barriers. The actual effects of the primary barrier is to limit the opponent's physical movement as his chakra is drained. This mid range sized barrier creates a heavy pressurized effect on those within in, causing them to feel immense weight on their body as if the world was on them. This effect causes them to be forced down, unable to physically move at all. This barrier, much like the advanced parent technique, this barrier leaves the target unable to mold chakra above A-Rank while having his chakra drained, but this ability to restrict the amount of Chakra the target can use cannot be boosted. However, as an advancement to the original jutsu, the secondary barrier coating the earth prevents the target from using attacks via the ground while raising higher to pin him between the two barriers, the force of one pushing down while the other grows upwards crushing his body.

Note: Individually, both barriers of A rank strength and combine to form an S ranked Fuuinjutsu. While the barrier is in effect, the user cannot utilize non elemental Ninjutsu.
Note: Lasts up to 2 turns and can be used twice per battle.


Type: Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: 60 (+5 Elemental Chakra)
Description: The user extends 5 meters of hidden rope out from both of their sleeves and charges it with chakra (pure or elemental) while spinning them extremely quickly, creating a large cyclone. Each rope that extends out of the user's arm has a knot on the end of it with which the user charges pure or an elemental chakra into it. The ropes come out of the tornado and can attack multiple enemies without warning like a whip. These are two separate ropes, their speed gives off the impression as if their are more.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth, Kiri/Water, Kumo/Lightning, Konoha/Fire, Suna/Wind
Note: Can only be used 3 times per battle.
Note: Must wait 2 turns to use A Ranked and above Hojōjutsu.


2.
Type: Supplementary/Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+10 for Raw Chakra and +20 for Elemental Chakra for the next Hojojutsu technique)
Description: The user extends channels either Pure or Elemental chakra into their Hojojutsu chains/ropes/cords while using it to attack or defend. The chains/ropes/cords are coated with the element chosen with the below affects for each element upon contact.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only one infusion per turn.
Note: Can only be used 5 times per battle.


3.
Type: Attack/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80 (+5) Elemental Chakra
Description: The user, while in a full sprint, wraps their chain/rope/cord around their opponent that comes out of one of their sleeves, and with a jerk launches them up to 10 meters into the air. As the opponent travels upwards, the user causes the chain/rope/cord to spin around like a cyclone at an extremely fast speed to make their opponent dizzy. The user will then charge chakra into their feet and with a powerful jump, land from one spiral section (1 spiral section per meter the opponent is in the air) of the chain to the next until they are above their opponent. While jumping, the sections of the chain will wrap around the arm of the user covering their fist and the chains of the other sleeve will come out and wrap around that hand. The user will then channel either pure or elemental chakra into the chains and deliver at least two rapid punches to the opponent forcing them back towards the ground at an accelerated rate. The more speed the user possesses, the faster this technique can be initiated.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only only be used 2x per battle.
Note: No Hojojutsu techniques above A Ranked for 2 turns.
Note: User must wait 3 turns to use this technique again.
Note: If an element is used with this technique, the user cannot use S Ranked and above of that element next turn.


4. Hojōjutsu: Ketsugō chēn) | Hidden Rope Arts: Binding Chains
Type: Attack/Defense/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user sends 3 chains into the ground in an attempt to come up from the opponent and bind the opponent with the chains while squeezing/crushing them. The opponent will be bound by two of the chains in such a way that handseals will be incapable of being performed. The user will then have the third chain, which carries a seal to immobilize the opponent.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Crushes), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Can only be performed 3x per battle.

Hojōjutsu: Hakai no ringu | Hidden Rope Arts: Ring of Destruction
Type: Attack/Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 (+5) Elemental Chakra (Hojojutsu Bonus)
Description: The user mentally controls their hojojutsu chains to have them slam onto the ground and causes either a circular wall or barrier of chakra or an element to rise out of the ground upwards and into the air. This wall/barrier can either be used to trap an opponent inside, in which the user can have the chakra/element to go inwards to close in upon the opponent(s), or as a protective barrier around the user, where the user then controls the chakra/element to go outwards in every direction away from the user.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only only be used 2x per battle.
Note: User must wait 2 turns to use this technique again.
Note: If an element is used with this technique, the user cannot use S Ranked and above of that element next turn

Hojōjutsu: Āsuchēn'ankā [Hidden Rope Art: Earth Chain Anchor]
Type: Supplementary/Attack/Defense
Rank: C-S
Range: Short
Chakra: 15-40
Damage: 30 - 80
Description: The user can use their chain(s)/rope(s)/chord(s)/threads as a means to anchor themselves to the ground when they are no longer touching the earth. This technique allows the user to be able to continue to use earth techniques by sending their chakra through the chains and into the earth. The user is able cast off the chain/rope/chord/thread at any point within the chain/rope/chord/threads at any time. This technique can also be used as a preventive means of having the user lifted into the air by an opponent's technique or even attack something that is coming from below them. The user is also capable of sending the chains through the ground in order to attack.
Note: A Ranks can only be used 3x per battle
Note: S Ranks can only be used 2x per battle and with at least one turn between uses.
Note: The user can retract the chains passively.

(Hojojutsu: Hojojutsu) - Hidden Rope Art: Hidden Rope Art Technique
Type: Attack/Defense/Supplementary
Rank: C-S
Range: Short - Long
Chakra: N/A
Damage: 30 - 80
Description: The user will wrap anything from chains, ropes, threads, chords or any other flexible object around their arms, legs and torso and use them as a means of striking against an opponent/target or defending from an attack. They can be used to grab hold of an opponent or an object to crush them or merely capture them. If an object is seized, the user may use this as a means of redirecting the object back at the opponent as well as striking them with this technique. The user can even use this as a means of countering or blocking an opponent's Taijutsu/Kenjutsu and can pull a weapon away from the opponent or bind their body to prevent them from moving. They are only limited in their imagination in how they can control their chain(s)/rope(s)/chord(s)/thread(s).
Note: A Ranks can only be used 3x per battle.
Note: S Ranks can only be used 2x per battle and requires a turn cool down between each use.



(Nawajutsu: Chēnretā) - Sealing Rope Arts - Chail Letter Mummification
Rank: S
Type: Attack/Supplementary
Range: Short
Chakra cost: 40
Damage points: 80 (+5 if Elemental)
Description: The user will activate a seal on their chains by charging additional chakra into it to transfer the chains that are surrounding their body onto the opponent/target. They will then mentally control their chains to squeeze the target, preventing them from using handseals as it is wrapped around their arms, back and legs. The user can add elemental chakra to affect how the chains cause damage to the opponent as they are sealed inside the chains.
Note: Can only be used 2x per battle.
Note: Requires a one turn cool down to be used again.
Note: No Fuuinjutsu techniques can be used this turn.
Note: No Fuuinjutsu above A Ranked can be used the turn after this.
Note: No S Ranked Hojojutsu techniques can be used the turn after this is used.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Earth(Crushes), Water(Stings), Lightning(Paralyzes), Fire(Burns), Wind(Cuts deeply)''
 
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( Entropoton: Akuyaku no Shizuka ) Entropy ∞ Silent Undoer
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40 (-10 per turn)
Damage: 30-80
Description: This technique serves as a basic release for the element, and allows the user to concentrate various amounts of Entropic Radiation either within his body, the terrain around him, or even the air. When conjured without a source the element cannot be formed within 5 meters (short ranged) of an opponent, unless the user himself is within that range. The radiation can be used in various forms; it can be condensed into solid objects such as weapons, shields, pillars, etc and it can stay as simple radiation to cover vast distances and wreak havoc from afar. When made into objects, the element will be able to, upon contact with techniques and/or chakra filled entities, disperse the kinetic and potential energies found within said technique which can cause it to lose form. The other side to this technique is when the element is released in full blown radiation form. As per abilities of the CE, the radiation is able to pass through solid objects to get to hidden targets. Once contact is made the radiation will forcefully scatter the energies within its target which can lead to severe internal damage within people and summons, and loss of form to techniques. To use this technique above B-ranked, the user will have to perform a hand seal. A-ranked usages require two hand seals and a turn cool down between applications, S-Ranked requires three hand seals, two turn cool down, and a maximum usage limit of three times. After using the S-ranked variant the user will be unable to perform Entropy techniques above A-Ranked in the next turn. Applications of Silent Undoer can remain on the field more than a single turn up to a max of three turns but at a price of ten chakra per turn.

( Entropoton: Sora no Kyū ) Entropy ∞ Voidsphere
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description: Employing Entropy's oppressive nature, Voidsphere is an all in one technique meant to be relevant in nearly any situation. It begins with two hand seals, after which the user will permeate the area up to mid-ranged of his person with Entropic Radiation. The technique takes the form of a sphere and can reach even underground due to the elements penetrative effects. The spread is as fast as a wildfire yet ice cold as it robs the surroundings of energy while reaching the edges of mid ranged looking like translucent, blue flames. Anything caught in this radius not of the user will have its energies ripped away, be it kinetic, potential or both. The radiation scatters these two key energies in nearly any technique, person, or creation causing wide scaled lethargy in moving and solid targets and rapid loss of form to energy type techniques. For targets that possess both potential and kinetic energies the user has luxury of choosing how to affect it/them. Both energies can be scattered at once, or either at a time for varying effects. If kinetic energy is scattered the technique/body affected will come to an immediate halt, frozen in space due to a sudden lack of momentum. Techniques will not deform because of this, such as a fireball reverting to flames, but instead will remain locked in place unless, somehow, momentum can be re-applied. For potential energy scattering, the technique/body will forcefully lose all latent energy which results in rapid loss of form and degradation. People and summons caught would experience a form of extreme inefficiency due to a lack of potential energy to do work, where doing simple tasks such as moving will be slowed by -5 base speed and forming hand seals will take twice as long (i.e one seal taking the time of two, two taking the time of four, etc). A fireball will spread harmlessly as wisps of fire and water waves will fall as helpless puddles for example. Once performed, the user will be unable to sustain or create any other technique of Entropy above B-ranked for the remainder of the turn and none above A-ranked in the next. This technique can be kept active for a maximum of three turns at a taxed rate, taking a slot of the three allotted moves per turn, and can only performed thrice with a two turn cool down.
( Entropoton: Eien Ni ) Entropy ∞ Ad Infinitum
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 per turn)
Damage: 80
Description: The user will begin exuding Entropic Radiation outwards from their person with three hand seals. The radiation can be shaped into that of a blue cloak or shroud on fire (think KCM) that appears to be touching the user but can also just be an aura radiating outward. It stays in the user's short ranged area and deals solely in supplementing them for the sake of close-quarters combat. A unique effect of the shroud/area is its "Annihilating Touch" where anything that the user comes in contact with and vice versa, will be broken to individual pieces. This is a much more destructive side of the element coming into play, where the bonds between particles can be severed and/or made weak thanks to Raiton's influence on the element. Opposing techniques no matter how big, so long as they are within range and rank, will be broken down into lesser, insignificant bits similar to dust with even the slightest touch of any part of the user's body. Regular clashing mechanics apply when this technique comes into contact with opposing jutsu such as being weakened by lesser attacks and being overpowered by stronger ones. Alternatively, the cloak/aura can also be shaped into rudimentary weapons for attack and defense such as swords, kunai, shields, etc and are too capable of executing "Annihilating Touch" through physical contact but they cannot leave the user's short range at any time (i.e no projectile weapons). Through hand gestures the user can decide what gets slowed within his domain and what passes unhindered. The cloak/shroud can range from a simple haze to a brilliant, cold flame depending on the user's whim and is cosmetic for the most part. Can only be used once every two turns at a maximum of three times, and will restrict the user to A-ranked and below Entropy techniques for a turn afterward. Lasts only three turns per usage.

( Entropoton: Shizen no Hōsoku ) Entropy ∞ Laws of Nature
Type: Defensive/Offensive/Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40 ( -10/-20 per turn )
Damage: 30 - 80
Description: Law of Nature is a technique which utilizes the neutrality of Entropy to all elements through its ability to affect specific energies present in most chakra-based techniques; potential and kinetic. This jutsu takes the radiation form of Entropy, which can be seen throughout affected areas as wavy distortions in space, and will feel ice cold to the touch as it absorbs heat, all of which are natural properties of the element. The radiation may be manifested from the user's body in most short-range occasions, and from the surrounding space up to long-range, except for five meters of an opponent, unless the user is also in that range. Entropy in this form moves at the speed of an average stream-type fire jutsu in its quickest uses, but is at its most effective in this form, being able to easily enter opposing techniques and disperse either of the key energies that operate them. Depending on which are focused, the user is able to bring about varying effects.

( Law of Motion ∞ Undō no Hōsoku ) - Is the kinetic energy focused side to this technique, where techniques and objects equal to or weaker than the rank applied of this jutsu, are able to frozen in this tracks near immediately. This can be done regardless of size due to the radiation working best inside closed systems, dispersing energy as quickly as it is generated from within. For attacks that are energetic in nature, requiring motion to exist, they will subsequently breakdown while solid techniques will stay on the field, albeit frozen in place while this jutsu is active. S-ranked variants of this Law are able to affect opponents by freezing them in place. This can only be done in short and mid ranges. Law of Motion is also unable to cause direct harm, but can be sustained at -10 chakra for A-ranked and below applications and -20 chakra per turn for S-ranked. Should it expire or user chooses to release it, frozen objects and attacks will not continue their projected paths but will stay in place or fall, if they were airborne.

( Law of Power ∞ Chikara no Hōsoku ) - When potential energy is focused, this jutsu is most advantageous. Techniques within rank and range will have their energy stripped away with no effect on their motion ( kinetic energy is ignored ). This is because Entropy, through its radiation, would have cancelled the technique internally by dispersing its power to operate. For energy-based attacks, this leads to immediate loss of form and degradation while for solids, depending on the composing element, will either fall apart or remain stationary as "zombies". That is, they have no chakra present but cannot be manipulated any further due to traces of Entropy being left in all attacks that are overpowered by this jutsu. Projectile techniques could still pose a threat in this application, and in some cases the user would still have to defend from an attack, even after it's been nullified. This allows the user to counter with free form or lower ranking techniques. All ranks of this Law are able to harm opponents if contact is made, by causing moderate ( B-rank and below applications ) to severe internal damage, where the S-ranked use of this jutsu can incapacitate opponents of equal or lesser rank for two turns if affected.

Each Law can only be activated four times per battle, regardless of rank. A-ranked usage requires two hand seals and S-ranked requires three, after which this technique goes on a two turn cool down. Only one 'Law' may be utilized each time this jutsu is activated, with a turn cool down between.

( Entropoton: Mugen no Sokumen ) Entropy ∞ Aspect of Infinity
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 ( -10 per turn )
Damage: 80
Description: Aspect of Infinity is a technique that allows the manipulation of Entropy in its condensed form throughout the body and infusing it with the element. The jutsu requires three hand seals, after which the user becomes a more condensed form of Entropy which appears like a dark silhouette with a shimmering outer edge caused by the passive emission of radiation. Inside the user's body will appear to be filled with small pulses of light reminiscent of stars and their eyes will glow a blueish color. As per natural properties of the element, the user is able to phase through solid objects and those devoid of chakra such as the ground. This can be done passively while Aspect of Infinity is active but while phasing the user will be unable to deliver physical attacks such as free form and Taijutsu or perform techniques other than Entropy. The real strength behind this jutsu comes from the body, whereas the user is able to interact directly with their own energies, enhancing their attacks. While Aspect of Infinity is active, the user is able to perform Entropy techniques with added potency ( +1 rank to techniques up to S-rank, and +20 damage above S-rank ) while halving the number of required hand seals. This is to compensate for them being unable to perform any other forms of elemental Ninjutsu except for Fire and Lightning ( Entropy's component elements ) and elements composed of the two, as well non-chakra aided Taijutsu and of course, Entropy. If the user is to be sealed while Aspect of Infinity is active the Entropy chakra will disperse, ejecting the user while the energy is being absorbed. Likewise, if an attack were to overpower this jutsu, the resultant damage after clashing would carry to the user while the state deactivates. Can only be used twice per match, lasting four turns each, and has a two turn cool down.
 
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