[Approved] ☯ Dante's Customs [Checked]

Ryūjin

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Re: ☯ Dante's Customs

Other CJs

Other CJs
(Raiton: Chidori Raikō Panchi) - Lightning Release: Two Thousand Chidori Current Punch
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Descripton: The user uses chidori nagashi, followed right after chidori. The nagashi charges up the chidori, for an ultimate punch. You can also use it to send a charge in the ground or air making the current reach further than the regular chidori Nagashi. But this attack cuts the users chakra in half, and the user gets only 2 moves next turn because of the nagashi's numbness effect
Note: Can only be taught by Sasuke08
(Raiton: Sōdai Chidori Raikō Panchi) - Lightning Release: Grand Three Thousand Chidori Current Punch
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Descripton: The upgraded form of chidori current punch, this technique takes 1 turn to use. This technique sends lightning in the ground, air, if the lightning hits the opponent they can't use more than 1 jutsu next turn, them and whatever else it strikes, and strikes at the opponent with a grand chidori. This chidori cannot be stopped by a S-rank wind technique.
Note: After using this move the user cannot move at all for 1 turn
Note: Can only be taught by Sasuke08
(Shigure Sōen Ryu) - Shower In Late Autumn
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: An ancient Japenese sword style in which some say is the most unbeatable style in the world the user picks up thier sword and holds it close to their eyes with one hand as this technique the user needs to be able to use only 1 hand to control the swords movements, the users feet are spread shoulder length apart, this sword style has 7 totally different forms
Note: while in this form the user can use no Gen or Ninjutsu unless used before the technique
Note: Can only be taught by Axle
Note: Only lasts 3 turns
(Disqualo Dageki) - The Shark Blow
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user concentrates chakra into their blade, and when it comes in contact with another object, the chakra flows out of the sword like a current, and goes into the opponent thus stunning the opponent for 1 turn
Note: Can only be used once per battle
Note: Can only be taught by Axle
(Yarazy No Ame) - Last Minute Rain
Rank: A
Type : Offense
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user drops their sword with the blade facing toward the enemy, then the user focuses their chakra in their foot, and kicks the sword with incredible power in speed, and as soon as the sword hits the mark, the user is there holding the sword again (the sword causes a distraction giving the user time to rush in toward the opponent)
Note: the user can only use this technique while in Shigure Sōen Ryu
Note: Can only be taught by Axle
Note: Can only be used once per battle
(Samedore Ame) - Early Summer Rain
Rank: A
Type: Offense
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user rushes in toward the opponent holding the blade with one hand, in the middle a sideways swipe towards the opponents face, the user drops the blade with excellent timing, causing the blade to fall in the user's other hand, for a clean sweep at the opponents mid-section
Note: Can only be used while in Shigure Sōen Ryu
Note: Can only be taught by Axle
(Shibuki Ame) - Spraying Rain
Rank: A
Type: Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user puts all their chakra in their sword, then strikes the water, causing a giant water splash, this splash causes the opponent not to see the user
Note: Can only be used while in Shigure Sōen Ryu
Note: Can only be taught by Axle
Note: Needs a Water source
(Shinotsuku Ame) - Pelting Rain
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user rushes in as if to clash with the opponent, but almost instantly slides down as if playing baseball, and slices the opponents, and leaving the opponent vulnerable to another attack
Note: Can only be used while in Shigure Sōen Ryu
Note: Can only be taught by Axle
(Shajiku no Ame) - Axle of Rain
Rank: B
Type: Offense
Range: Short
Chakra Cost: 25
Damage Points: 40
Description: the user focuses their chakra in their feet,then releases in an instant causing the user to charge towards the opponent like the user was shot out of a cannon,and while charging the user is holding the blade with 2 hands in a thrusting motion, this attacks power is equivalent to one of Tsunade's punches.
Note: The user can only use this technique while in Shigure Sōen Ryu
Note: Can only be taught by Axle
Note: Can only be used 3 times per battle
(Yottsu Iregyura Chakra Hēka) - Four Irregular Chakra Swords
Rank: S
Type: Offensive
Range: Short - Mid
Chakra Cost: 40
Damage points: 40
Description: The user then focuses pure wind chakra into 4 swords, an extra long sword (about the length of 2 arms) in one hand and 3 short handles of swords in one hand, the user can throw the short swords at very high speeds, they only work with the users chakra. When the chakra is focused in the long blade, a blue aurora is produced around the blade, so that if the opponent tries to block short range, then he will still be cut,unless the opponent focuses wind or lightning chakra in his blade, when focused in the short handles, nothing but a blue aurora is produced from where the blade is supposed to be.
Note: Lasts 3 turns
Note: Can only be used twice per battle
Note: Can only be used by Axle
(Hēshi Mune Hōmen) - Dying Will Release
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: The user releases 90% of their remaining chakra into a force known as the user's "Dying Will", the user's 5 senses are pushed to the Max, also it greatly increases the users reaction time dramatically improved ten fold, but this jutsu takes a lot of pressure on the user's body
Note: Can only be used once per battle
Note: Only lasts 3 turns
Note: After using this jutsu is cancelled, the user can only used B and below ranked jutsu

(Suiton: Buatsui Monsu-n no Jutsu) - Water Release: Massive Monsoon Technique

Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user first uses the Dog hand seal and then creates a large rainstorm that stretches many miles. There is so much rain that there is enough water to form water release jutsu.
Note: Can only be used 3 times.
(Suiton: Inryōkuken) - Water Release: Gravitational Pull
Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage: N/A
Description: After performing the following Tiger - Dragon hand seal the user creates a powerful Water Release technique that has the ability to draw water towards the user or push it away from him. With this, the user has the ability to churn large whirlpools in the ocean and can even deflect other Water-based ninjutsu. The user can only control up to B-rank Suiton techniques.
(Suiton: Zukindama) - Water Release: Pounding Bullets
Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage Points: 40
Description: After performing the following hand seals Dog - Rabbit - Tiger the user creaes a water style ninjutsu that allows the user to spew multiple water bullets from his mouth. The bullets are somewhat slow, but leave a great impact on whatever they hit or make contact with.
(Suiton: Unari Shishinami) - Water Release: Roaring Lion Wave
Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage Points: 40
Description: After performing the following Snake - Ox hand seals the use then gathers chakra at his mouth, the user will form the appropriate hand seals and expunge a large blast of water from their mouth. As it flies through the air, the water blast will take the shape of a Lion's head. The blast's impact has shown to be strong enough to shatter rock in multiple pieces.
(Suiton Kuchiyose: Mizujū no Hokaku no Jutsu) - Water Release Summoning: Whale Mouth Capture Technique
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: After the user performs a string of the following hand seals Bird →Monkey → Snake → Ram → Boar the user then creates a prisoning jutsu, which approaches differently, needing a source of water. The user does the hand seals, and places his palms on the ground. A body of water shaped like a whale gets out of the source and swallows the enemy. Then, the "whale" turns into a bubble with the enemy within leaving him stuck for a maximum of 2 turns.
Note: Can only be used 3 times per match.

(Sǐshén Liándāo Yìshù:Kama Erementaru Yueki) - Reaper Scythe Arts: Scythe Elemental Infusion
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-15 for ever turn activate)
Damage Points: N/A (+10 to Reaper Scythe Arts Jutsus)
Description: The user will infuse a elemental chakra into their scythe causing a effect onto the scythe depending on the chakra infused.
Katon: The scythe's blade is cover in fire producing a burning effect upon contact.
Suiton: The scythe is cover water, increasing its lenght up to 3 times.
Raiton: The chakra is cover in lighting like how Sasuke blade gets to increase the scythes penetration and to have a numbing effect upon impact.
Doton: The scythe can have its weight either increased (3 times as much) or decreased (3 times as much) to either increase impact or speed, depending on the situation (only one weight change per use, meaning either use this infusion for more weight or less with each use)
Futon: The blade is covered in greenish chakra (like what Danzo does) increaseing its cutting power.
Note: Infusions last 4 turns
Note: Can only be used 4 times a battle.
Note: Can only have one infusion active. With earth infusion, each changing of weight
 
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Ryūjin

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Re: ☯ Dante's Customs

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♤ Custom Weapon ♤

Custom Weapon
(Ryūjin Jakka) - Flowing Flame Dragon
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra Cost: N/A (+30 For absorbing each fire technique)
Damage Points: N/A (+15 damage to every Fire based Technique)
Description: Ryūjin Jakka or the flowing dragon blade is a Ninjatō that's made out of a special metal that is able to use the user's fire chakra, said to be the weapon of the god of flames himself, it highly resembles an ordinary Katana in its shape, with a glowing sliver blade and a black handle with a red dragon engraved onto it. The Ninjatō is shethed inside a black scabbard with a red glow that is attached to a belt wrapped around the user's back, worn horizontally. When the user channels his fire chakra into the blade, a fire Aura surrounds the Ninjatō making the sword more lighter, turning the blades color into bloody red, as long as the user is wielding the Ninjatō he can perform any fire technique with the use of only a single handseal, also by adding the +30 fire chakra of the user to the blade , the blade can block fire techniques up to A-rank negating the fire and absorbing it but still receives a certain amount of damage from the attack, when the fire absorption effect is used, the dragon that's engraved on the hilt of the blade glows indicating the use of the technique.
Note: Must have mastered Fire Release to use.
Note: The user takes -10 damage when absorbing a fire technique.
Note: Can only block fire techniques 3 times per battle.
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(Dyuaru Yure) – Dual Vibrations
Type: Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A (+10 to Lightning Techniques)
Description: The user summons the Dyuaru Yure(Dual vibrations) . they can appear in hand or on the users back. the swrods have black and silver colored handles and they are both long swords that share the same case. the user can channel lightning chakra into the swords to create an aura of electrical currents around the blades allowing them to cut through things easier. Also while the swords are active the users lightning techniques are increased by 10+ so that the lightning jutsu are stronger. Once every 4 turns the sword can channel lightning chakra through the ground to electrocute the opponent (The lightning chakra can travel up to mid range).
Also this sword can absorb lightning chakra up C-rank. This effect can only be used twice per battle
The twin swords:
(the user can only put an electric current around the blades 3 times per battle and the electric currents last 5 turns)
(Usable only once per battle)
( Wind element of user drops by 10 damage points )
(Can only be taught by Daemon)
(the Swords are about 3 feet long each)
 
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Ryūjin

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Re: ☯ Dante's Customs

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♤ Ninken Kuchiyose | Ninja Dog Summoning ♤

Ninken Summoning
(Kuchiyose: Nepuchun) - Summoning Technique: Neptune
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Neptune is one of Hatake Kakashi's Ninken summons, however unlike his normal ninken pack, Neptune is a fighting type Ninken. he is quite a large ninken, approximately 1/4 the size of Gamabunta, he has thick white fur and dark yellow eyes. Like all Ninken, Neptune has a strong sense of smell, comparable to that of Pakkun, and is capable of using Water Release techniques up to A-rank and below without having to use a handseal in order to perform them, his water affinity is the perfect match of Kakashi's lightning Release affinity, making them capable of doing various combination attacks with one another, other than that, Neptune has two unique abilities to himself, which is when he slams his right leg onto the ground sending water chakra underneath his opponent, he is able to call forth a large amount of water that resembles a dog's head rising out of the ground beneath his opponent in an attempt to bite him with the water's strong fangs, this head is at the size of the Fire Release: Great Blaze Ball technique and is considered a Mid ranged S-rank Water Release technique, however in order to use it, Neptune has to have a physical contact with the ground in order to cause the dog's head to rise out of the ground beneath the opponent's direction, this technique is called "The Water's Fang".
Note: Can only be summoned by Hatake Kakashi.
Note: Can only be summoned once.
Note: Lasts for 4 turns.
Note: The Water's Fang technique can be used twice and counts as a move.
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Snake Summoning
(Kuchiyose no Jutsu: Onda) - Summoning Technique: Onda
Type: Summoning
Rank: S-Rank
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Onda is one of the three legendary snakes of the Ryuchi cave, and a distant relative to the great snake sage himself. Onda resembles the great snake sage in its appearance, having large white scales along its body, and it has a size rivaling that of Manda when it was summoned by Orochimaru and having the same speed as Manda as well. Onda is a practitioner of the Fire Release element, being able to utilize up to S-Rank Fire Release techniques without needing handseals to use them. It is a legendary sage user, appearing always to be in Sage Mode whenever it is summoned by its master, much like how Ma and Pa are summoned. It is capable of utilizing natural energy due to being in sage mode and in turn has a set of its own unique techniques which use natural energy. Using natural energy, Onda has natural energy circling around it's body, allowing it to be immune up to B-Rank techniques. One of its techniques that it is capable of using, is that it can extend and retract the scales on its body, using natural energy to harden them being as hard as steel. each extending up to 2 meters in length and half a meter in width. This technique is equivalent to an A-rank technique and counts as a move once used. Although Onda is capable of using natural energy and manipulating it, but it can't use any Sage mode related techniques and instead uses its natural energy to raise the power of any fire technique it uses or its summoner uses, by applying natural energy to the released fire technique, Onda surrounds the fire technique with natural energy, eliminating the weakness fire techniques have towards Water Release and in turn, Fire techniques are equivalent in power to Water techniques, so if an S-Rank Fire technique is used, an S-Rank water technique wouldn't overpower it, but both would cancel each other out. This is a passive ability that Onda has once it is summoned on the field. The weakness Fire release has towards other elements are eliminated as well.
Note: Can only be summoned once.
Note: Lasts up to 4 turns on the field before disappearing.
(Kuchiyose no Jutsu: Draco) – Summoning Technique: Draco
Type: Summoning
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Draco is one of the three legendary snakes of the Ryuchi cave, a descendant of the great white snake sage himself. Draco is 3 meters tall and half a meter wide, and is mostly summoned around the user's body. His body color is pitch black with red scales scattered around it. Draco is capable of using natural energy although it cannot use if offensively, mainly for either defense or supplementary purposes. While on the field, Draco is capable of injecting natural energy into it's master, much like how Ma and Pa, but on a much weaker scale, using a technique that's similar to the amphibian technique but slightly different. While the amphibian technique's main effect revolves around the summon staying still in order to absorb natural energy from around him and inject it into the user, Draco only injects the user with natural energy he has in his system, not being capable of absorbing natural energy and injecting it into the user at the same time like Ma and Pa (this injection of energy can break S rank gen and below, not including MS gen). While Draco's injection of natural energy to the user allows him to enter sage mode, the amount of turns that the user is capable of having sage mode active is the same amount of turns that the Sage Mode's activation has (Snake variant) allowing him to keep Sage mode active, although cutting the normal duration of Snake Sage mode by 2 turns, meaning the user can have sage mode active for the duration of 4 turns. The way this works is that Draco is summoned to the field while he already has drawn sufficient natural energy into himself from the Ryuchi cave, adding it to the user's own. Alternatively if the user already activated Sage Mode, Draco can inject him with natural energy to prolong the duration of Sage Mode by 3 turns, Although when doing this, Draco doesn't vanish from the field but instead, his duration limit on the field is cut by 2 turns, he only vanishes when he has 2 or less turns remaining for him on the field before he has to return to the Ryuchi cave. The second ability that Draco wields is a barrier of defense composed of pure natural energy that surrounds his body, allowing him to guard against an A-Ranked technique, he is capable of surrounding the user whole and preventing him from suffering damage, and he can be summoned around the user in that state (surrounding the user completely). This ability can be used three times per battle and against up to S-Rank techniques.
Note: Can only be summoned once per battle, and lasts 4 turns.
Note: If the user commanded Draco to inject him with natural energy as soon as he is summoned, he can sustain Sage Mode for 4 turns max.
Note: If the user commanded Draco to inject him with natural energy in order to enter Sage Mode, after injecting the user with natural energy, Draco disappears from the field returning to the Ryuchi cave.
 
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Ryūjin

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♤ Taka Kuchiyose | Hawk Summoning ♤​

Hawk Summoning
(Kuchiyose no Jutsu: Horus) - Summoning Technique: Horus
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user with gather their chakra performing the summoning jutsu to summon Horus. Horus has always been the loyal student and guard of Quezacotl is the King of The Hawks and Ancient ruler of old times. Horus has saphire feathers that shine in the sun. He is a large hawk with a wingspan of 3 meters. Horus is one of the most educated hawks as he has mastered many techniques such as fusing with a human ninja or even the arts of the great Hawk mode. To fuse with a ninja who posses the hawk contract, Horus will fly behind the ninja placing his feet on his back, fusing into the ninja, combing to make one being. The ninja will have the wings of the hawk giving him the ability to fly as agile as a hawk itself. Also the user will gain hawk senses, their eyes will see with more precision and detail and be able to see things at distances in great detail. Also the user will gain a kind of 6th sense, like when you run at a bird from behind they can sense you coming, this is simalar. Due to his training from the Hawk lord himself, Horus has the abilitie to control the natural energy used for the hawk mode. This is similar way that ma and pa help maintain sage mode, Horus has the ability to do the same for hawk mode while fused.
Note: Summon only lasts for turns and merging effect only lasts whatever remaining time the summon has left
Note: No other summons at the same time
Note: No other summons for 4 turns
Note: Must know the hawk contract
Note: Can only be summoned once per battle
(Taka Geijutsu: Taka no Hishō Sora) - Hawk Art: Soaring Hawks of The Sky
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By forming 3 handseals, the user gathers a large amount of chakra and summons two large sized hawks 10 meters above of his opponent's location, Each hawk is twice as big as the Hawk Sasuke summoned when he was fighting Danzo. The Hawks are summoned upside down in a spiraling manner, spinning violently around one another and creating two large drill like shapes that smashes down onto the opponent, with their strong beaks at the bottom of the drill. This technique can be used to attack the opponent and even attack a large summoning creature. The two hawks can spin around one another, creating one large drill-like shape as they come down crashing onto the opponent, or two drills, attacking two opponents at the same time.
Note: Can only be used 3x times per battle
Note: Must have signed the Hawks contract.
Note: No Hawk summons in the same and next turn.
(Taka Geijutsu: Fudō Myōō no Keitaku) - Hawk Art: Blessing of Fudō Myōō
Type: Defensive
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: One of the defensive techniques taught to the Hawk contract signers, in which the user forms a single handseal, summoning feathers around his body which are as hard as steel. These feathers are said to be the feathers of the boss of Hawks, the strongest hawk to ever live. They are extremely durable and can withstand up to one A-rank Technique, two B-rank techniques or four C-rank techniques before being destroyed. The most notable trait of this technique is not how durable the feathers are, but how fast they are summoned, the feathers can be summoned either onto the user's whole body or specific parts/limbs of his body according to his needs. The user can summon the feathers coating his limbs, in which they strengthen the Taijutsu attacks the user delivers through punches or kicks by +10 to any Taijutsu technique feasible.
Note: Can only be used 3x times per battle.
Note: Lasts two turns and then requires at least one turn cooldown before it can be used again.
Note: Must have signed the Hawks contract.
 
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♤ Noldor Clan | Holy Fire ♤

Holy Fire
Kyohaku Kasai | Star Fire
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: The Noldor, also know as the Elves, have always loved to live within their ancient forest which they felt at one with. Over the years bows were developed but always forged using the holy fire to infuse them with their chakra. They were now made of chakra steel, so as to not drain all the trees of their power. But a few unique traits were added:

Blades: The bow is made out of two, one handed swords that link together to form the bow. They were forged first with the holy fire purifying the steel, and make them so they are more adaptable to the elves element. Each blade is a foot and a half long that curves as it gets towards the point to create the shape need to form the bow. Much like the bow itself, these blades can be infused with the Silmarilis (holy fire) which cause them to glow with bright flames as they are covered in the element. The strength of this light is dependent on the amount of chakra put into the blades. To put chakra into the blades it counts as one of the three moves per turn. This chakra can be released in a wave like the samurai techniques, going in a straight line up to long range. Releasing the wave counts as a move per turn, and will causes the swords to no longer be infused with the silmarilis as all the chakra would have been released from them.

Bow: The swords can be on either side of the waste, or on the users back in an X shape or already locked in their bow form ready to use. This bow has no string but is formed from the users energy when they hold it, flowing out of their body to create the string. This making it useless to all that are not part of the clan. The arrows for the bow are made up of the Silmarilis (holy fire) in a focused form to create an arrow. The more chakra the user puts into the arrow the stronger it will be and the more devastating the impact. The arrows pierce, and hit their targets, then explode outwards into a burst of light, which can leave craters from the release of energy. The user can fire up to 3 arrows at once to hit different targets, but each arrow counts as a move per turn consuming chakra. Can only make one arrow A rank and above per turn.

Note: Can only be held by clan members as the weapon will burn the skin of others
Note: The weapon takes S rank to destroy and if one sword is destroyed the bow can't be formed.
Note: The power behind the abilities corelatates to the chakra. So for a C rank arrow, it costs 15 chakra and does 30 damage. And will be treated as so. Same for covering the swords in chakra and releasing the waves. S rank versions of the abilities can be used 3 times with two turns between each use, this total is for all S rank, both sword and bow.
Note: Combining the swords to make the bow or detaching them counts as a move per turn
Note: Waves and arrows B rank and below can only reach mid range
Junsei Dageki | Holy shock
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a small ball of it to a cube. Or getting more creative they can make various weapons, swords, shields, Axes, draggers. WHat ever they can think of that is an innanimate shape they can create from this basic application. This can be also be used to make Waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams

Clense: (supplementary) Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is the offensive part as an energy which comes with it being more focused but the main part is for it to purify. The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "clense", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent damaging based on rank used. This served as a great way for them to protect their borders so they could test all who tried to enter their woods, any wishing harm upon them would be dealt with swiftly.

Shock: (offensive) This is the offensive version of the element, the user will concerntrate alot more chakra into the shapes waves or streams to causes damage and destruction. This is to defend their borders at all costs. The clense method is purely a way to test intents in various ways. This is for pure power. Much like a stream of fire, or chidori remei, i combines the properites of both using basic shape application.

C to B rank can be made without handseals just hand gestures, A rank can be created freely after forming one seal, the size of the object ranging for the user's needs. Being progressively stronger each rank is abe to make larger items starting with the small basic shapes at C rank to the powerful creatures created via A rank. S rank usage can be used 4 times per battle with two turns between. It can also be used to make large shapes up to 3 times the size of the user.
Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: Can only be made around the user or on the borders of short range around an enermy
Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns

Shigai no Seisen | Body of The Crusader
Type: Offensive/Supplementary/Defensive
Rank: A/S
Range: Short
Chakra: 30/40
Damage: 60/80
Description: This jutsu goes back to the founding of the clan. The amber from the tree of light was sealed into the clan giving them their powers. The amber flows through them making them the light themselves in a sense allowing them to control their KG. This lets them become the Silmarilis, The Light, The Holy Fire, if you will. Their body becomes the element themselves of holy fire. This can be in part like just the arm (A rank) or in a surge of chakra turning their entire body to the light energy itself. In doing the full surge they purge themselves of all they feel to be negative. This can be done in part with the A rank also. In turning to the Holy Fire, they become the light itself, and blind all who look at them radiating heat from the holy fire. The feel they are the embodiment of the sun which they praise, they are pure, bright and purge the darkness. In this form, being energy itself, it breaks down all that is weak to the holy fire and allows them to enhance their close combat skills through this, burning and purging those who seem to do the elves harm.

Note: The A rank version can be used once per turn on any part of the body, lasting up to two turns or until cancelled
Note: The S rank version turns the entire body to silmarilis, and in this form the user can only use energy based elements. This lasts up to 3 turns, can only be used twice per battle with two turns between uses. If the S rank is used the A rank can't be used for two turns also.
Note: In this form the user becomes vulnerable to elements that are strong to energy based elements such as the cannon Dark release element.
Note: Blinding lasts while this is active. Once this ends the targets remain blind for one more turn.
Note: only be able to use elements that compose Holy Fire when in full body mode
Consecration | Houken
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - long
Chakra: 30
Damage: 60
Description: This is a unique jutsu to the Elves in which they release their silmarilis into the ground on a target location with a radius of 5m-15m (short to mid). This light is charged into the ground creating what looks like cracks of light as the holy fire is charged into the ground. It would be like creating the swamp but with a pool of holy fire chakra. Standing on this will burn any and all unfriendly targets in the users eyes, with a single hand motion short range within the center of this technique a pillar of holy fire will erupt into the sky like a pillar of holy fire engulfing all and burning them with all the power of holy fire.

Note: Can only be used once every two turns for 4 usages overall.
Note: Lasts for the turn used
Ame no Junsei Seisen | Rain of The Holy Crusade
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This is unique jutsu that gives of a holy feel in itself. The user will clap their hands together gathering a mass of chakra over the field releasing this jutsu. From that point on the chakra will fall bit by bit, similar to that of the hidden rain jutsu, but have it’s own unique properties. The energy is that of the Silmarilis or Holy fire as it has come to be known. It would fall down gently like snowflakes of energy dropping onto the field which as they touch the ground they will dissipate from the basic use of this. As it is with most of the holy fire jutsu this has the ability to react to dark chakras and negative intents. In this if it were to rain on those flowing with bijuu chakra it would act like a fiery acid on their skin burning them severely. Not only this but it will react to those not pure of their intentions. For example, if this were to fall on a ninja who made it rain or created a clone, it would have no effect. But if a person was intent on causes something negative like harm or death, the holy rain would burn through their skin like fire itself, making it a lot harder for them to perform jutsu and concentrate causing it to take twice as long for them to perform a jutsu, so what would normally be as easy as making a single handseal, due to the constant burning it would take twice as long for them to focus. Not only this, but for sensors and doujutsu uses it will make it very difficult for them to locate the user. This won’t affect the Byakugan as the byakugan can see through chakra, like how it can see through the hidden mist. Where as sharingan and the rinnegan will just see chakra all around them blocking their vision. The use can perform an addition handseal at any point while this is active, releasing more chakra into the falling energy in any given area to increase the power of the holy rain to burn any and all it touches as it gives off an even brighter glow, allowing one to notice this, starting ateast 5 meters above the target. This can have a 5m radius, and can only be used on one location per use of the overall jutsu. In doing this it will increase the power of the holy fire to S rank, taking up 1 of the three jutsu per turn.

Note: Useable 3 times, lasting 3 turns, 2 turns between uses
Note: Making it burn and increasing it to S rank can be done once per use lasting for that single turn, ending the usage of the full jutsu.
Note: Will not harm the user as the holy fire just becomes one with them once more
Obliteration | Heisoku
Type: Supplementary/Defense
Rank: A
Range: Short-long (blast short range)
Chakra: 30
Damage: 60
Description: This is one of the unique jutsu of the Elves created for a quick retreat or counter in dangerous situations. The user will release a surge of holy fire around their body turning their skin to what looks like a solid layer of holy fire, almost like glass made of fire. This would be extremely bright like all other holy fire jutsu and so would blind any that look at this for one turn. At any point the user can release this shell, which would burst outwards like shattering glass, where the holy fire would be the tiny fragments of glass. This burst would be A rank damage hitting short range around the user and releasing a more intense burst of light for those who weren't initially blinded. Any who see this (apart from the elves) would be blinded for one turn afterwards. The main part of this jutsu isn't the blast, the blast is a distraction, where as the user turns them self into one of the shards of holy fire that is shot off in a chosen direction. In doing this the Elves were able to blind their targets, distracting them and escape in the process. The user can only remain in the holy fire form shard for one turn then they reform in a puff of light, a small light, but enough to give away their location to any who weren't blinded. In this form, they would be weak to the natural weaknesses of holy fire.
Note: Useable 4 times per battle
Note: Must wait two turns between uses.
Note: Cannot attack while in shard form.


 
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