♆ Onigame Isle ♆

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
♆♆ Customs created by me will be numbered♆♆

You must be registered for see images

The following list of names were allowed to use any of my customs created before the Customs rules on February 27, 2012. The same permission has been granted to me from them.

-Goro Kaguya
-Ace
-Crutch Kaguya
-~Hasashi~
-Jinbei
-Mathias
-Solf J. Kimblee
-The Pervy Sage

Index and Log of Customs​
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Elemental Affinities
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Ninja Arts
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Weapons
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Clan Bound Techniques
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Summonings
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Fighting Styles
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Last edited:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
Ryo Accounting:
Available Ryo (present on biography): 3,000
Deposited Ryo (stored in independent bank): 0
Available Artifacts: N/A
Transaction Log:
+1,000 [29/1/2021] - A Rank Mission
+1,000 [19/2/2021] - A Rank Mission
+1,000 [18/3/2021] - A Rank Mission

0 ♆ General List

Basic 35 Jutsu List

1. ( Inton: Okuninushi ) - Yin Release: Okuninushi
2. Katon: Moui Kagutsuchi|Fire Style: Fury of the Fire God
3. Raiton: Raigeki Kuresshendo (Lightning Style: Lightning Crescendo)
4. Strike of Artemis (Dageki Artemis)
5. Water/earth: golum (doton/suiton: Jinnutsuzou)
5. (Suiton: atomikku shin'en) Water Style: Atomic Abyss
6. Poseidon's Tsunami|Poseidon's Tidal Wave
7. (Water Style: Atomic Abyss: Poseidon's Aquatic Destruction) ♆ Suiton: Atomikku Shin'en: Poseidon's Suijou Metsubou
8. Earth Style: Levitating Plateau
9. Doton: Ro-ma Koroshiamu (Earth Style: Rome’s Coliseum)
10. Hades' Tombstone Teleport ♆ Aidaou Tafópetra Taxidevo
11. Inverted Lotus
12. Tatsumaki Zankuukyaku|Hurricane Scythe Kick
13. Hyakkishu Hyakki Gojin|Hundred Devil Attacks
14. Genjutsu: Naraku-Ryouken de Akunochimata|Genjutsu: Hellhounds of the Underworld
15. ( Magen: Noroi Doujutsu ) - Demonic Illusion: Accursed Eye Technique
16. ( Futon: Fujin ) - Wind Style: God of Wind
17. ( Katon/Futon: Hachiman ) - Fire Style/Wind Style: God of Eight Banners
18. ( Amatsumikaboshi ) - August Star of Heaven
19. ( Ame-no-Uzume-no-Mikoto ) - Whirling Heavenly Woman
20. ( Jurōjin ) - Jurōjin
21. Faded (Fe-doauto)
22. Ototon: Keisei Burukei ) Sound Release: The Siren's Bullwhip
23. Bone Animal Instincts (Hone Ikimono Insutinkuto)
24. Bone Fishnet Crushing (Hone Sakananetto Kujiku)
25. Limitless Drill of bone| Museigen Doriru no Hone
26. Pelvic Thrust Cannon|Kotsuban Tsuppari Taihou
27. One Point Bone/Lightning Bullet (Ichi Ikkaku Hone/Denkou Tama)
28. Sealing Technique: Hermes' Reply| Fuuinjutsu: Hermes' Touben
29. Wind/Sealing Technique: Ouranos' Gift| Fuuton/Fuuinjutsu: Ouranos' Houtei
30. Sealing Technique: Earth Style: Hades' Underworld Grasp. ♆ Fuuinjutsu: Doton: Aidaou Yomi Haaku
31. Sealing Arts: Summoning: Gourd of Sealing | Fuuin: Kuchiyose: Yuugao no Yuugao
32. ( Ήφαιστος' Καταραμένο Άρσεναλ Khryselakatos ) - Hephaestus' Cursed Arsenal of the Golden Shaft
33. ( Suiton: Achelous' Hakai Atorantisu-gō ) - Achelous' Destruction of Atlantis
34. ( Fuuinjutsu: Fukurokuju ) - Sealing Arts: Fukurokuju
35. ( Fuuinjutsu: Bishamonten ) - Sealing Arts: Bishamonten
36. ( Sessuru no Isis ) - Touch of Isis
37. ( Kizo no Osiris ) - Osiris' Gift
38. ( Gereru no Ishi: Ikimono no Ennead ) - Stone of Gelel: Creatures of the Ennead
39. ( Fuuinjutsu: Inari ) - Sealing Arts: Inari
40. ( Benzaiten ) - Benzaiten
41. ( Inton: Omoikane - Yin Release: Omoikane )
42. ( Yoton: Daikokuten ) - Yang Release: Daikokuten
43. ( Yoton: Tengu Megumi ) - Yang Release: Tengu's Grace
44. ( Yoton: Shirubā Chariottsu ) - Yang Release: Silver Chariot
45. ( Yoton: Ōtō o okuraseru ) - Yang Release: Delayed Response
47. ( Inton: Ōtō o okuraseru - Yin Release: Delayed Response )
48. ( Fuinjutsu: Kichijoten) - Sealing Arts: Kichijoten
49. ( Inton Fuinjutsu: Hotei ) - Yin Sealing Arts: Hotei
50. (Katon Fuinjutsu: Konohanasakuya ) - Fire Style Sealing Technique: Konohanasakuya
51. ( Katon Fuinjutsu: Kojin ) - Fire Style Sealing Technique: Kojin
52.
53.
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56.

Weapons/Tools

1. ( Otozōfuku-suru ) - Sound Amplifier
2. ( Ma'at Uruko ) - Ma'at Scales
3. ( Chinmoku no Jigoku ) - Silence from the Underworld
4. ( Osiris Djed ) - Osiris' Totem
5.

1. ( Ame-no-Ohabari ) ♆ High Heaven
2.

CFS 1 (SnH)

1. Messatsu Goshoryu|Obliterating Great Rising Dragon
2. Tenshou Kaireki Jin|Demon Armageddon Kick
3. Hadoken| Surge Fist
4. Ashura Senku|Asura Flashing Sky
5. Misogi|Purification
6. Kongou Kokuretsu Zan | Diamond Country Splitting Cut
7. Shin Gou Hadou|True Great Surge
8. Metsu Hadoken|Destroying Surge Fist
9. Satsui no Hado: Shun Goku Satsu | Surge of Murderous Intent: Instant Hell Murder
10. Tsuin Gou Hadoken |Twin Great Surge Fist

CFS 2 (DMF)

1. ( Hebereke Seiyuuki Genkotsu: Saru no Teiru ) - Drunken Monkey Fist: Monkey’s Tail
2. ( Hebereke Seiyuuki Genkotsu: Keiryō ) - Drunken Monkey Fist: Lightweight
3. ( Hebereke Seiyuuki Genkotsu: Kirikoe ashi no sutansu ) - Drunken Monkey Fist: Paw of Lord Kirikoe
4. Yoi monkīfisuto | Drunken Monkey Fist: Don’t Touch My Banana
5. Drunken Monkey Style: Captain Morgan’s Uprising | Hebereke Seiyuuki Youshiki: Teichou Morgan's Boudou
6. Drunken Monkey Style: Monkey’s Feigning Uppercut | Hebereke Seiyuuki Youshiki: Seiyuuki's Gishi Appa-katto
7. Drunken Monkey Style: Idiot’s Stupor | Hebereke Seiyuuki Youshiki: Hakuchi Soushin
8. Drunken Monkey Style: Vodka’s Miscreant | Hebereke Seiyuuki Youshiki: Uxokka
9.
10.

CE 1 (CR)

1. ( Kougyokuton: Suteijian Yomi no Seishin) ɸ Corundum style: Stygian Spirits of the Underworld
2. ( Kougyokuton: Hecate Majutsu ) ɸ Corundum release: Hecate's Magic
3. ( Kougyokuton: Keijō no Nyx ) ɸ Corundum Style: Splitting of Nyx
4. ( Kougyokuton: Akunochimata Soushi) - Corundum style: Underworldly Creation
5. ( Kougyokuton: Yami no Herumu ) ɸ Corundum release: Helm of Darkness
6. ( Kougyokuton: Suteijian Oni no Seishin) ɸ Corundum style: Stygian Demons from Hades
7. ( Kougyokuton: Shadōryokō ) ɸ Corundum style: Shadow Travel
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12.

CE 2 (DW)

1. Divine Wind Release: State Of Change (Kamikazeton: Zama o Hensen)
2. ( Kamikazeton: Kyōakuna Haken no Helios) ‡‡ Divine Wind Style: Heinous Hegemony of Helios
3. ( Kamikazeton: Kareina Daikunshu Orinposu ) ‡‡ Divine Wind Style: Opulent Overlords from Olympus
4. ( Kamikazeton: Nankaina Zōkasuru no Alectrona ) ‡‡ Divine Wind Style: Arcane Augmentation of Alectrona
5. ( Kamikazeton: Funka Kagayaki no Euronotus ) ‡‡ Divine Wind Style: Effulgent Eruption of Euronotus
6. Divine Wind Style: Mist Covering Wave of Inspiration (Kamikazeton: Kasumi Endo Kangekiha)
7. Divine Wind Style: Northern Lights (Kamikazeton: Aurora Borealis)
8. Divine Wind Style: Great Royal Air Cannon of Zeus (Kamikazeton: Dai Roiyaru Goukuuhou o Zeus)
9. Divine Wind Style: One Thousand Birds of Severing Pressure (Kamikazeton: Chidori Tatsuno Ooshigoto)
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12.

CE 3 (YO)

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CE 4 (TB)

1. ( Takamabi: Takamimusubi ) - High Heaven Fire: High Creator
2. ( Takamabi: Amenominakanushi ) - High Heaven Fire: Central Master
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CE 5 ( Ichor )

1.( Noshoton: Panteon no sentaku ) Ξ Ichor Release: Choice of the Pantheon
2. ( Noshoton: Pandora no Kenkin ) Ξ Ichor Release: Pandora's Gift
3. ( Noshoton: Panteon no Onkei ) Ξ Ichor Release: Blessings of the Pantheon
4. ( Noshoton: Kami no Seishin ) Ξ Ichor Release: Spirit of the Gods
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SC 1 (LG)

1. Kuchiyose: Icarus ϟ Summoning: Icarus
2. Kuchiyose: Achilles | Summoning: Achilles
3. Kuchiyose: Hercules | Summoning: Heracles
4. Kuchiyose: Sinbad | Summoning: Sinbad
5. Kuchiyose: Odysseus | Summoning: Odysseus
6. Kuchiyose: Theseus | Summoning Theseus
7. Kuchiyose: Jason | Summoning: Jason
8. ( Kuchiyose: Atalanta ) ♆ Summoning: Atalanta
9. ( Kuchiyose: Perseus ) ♆ Summoning: Perseus
10.

SC 2 (SH)

1. ( Kuchiyose: Ceto ) ♆ Summoning: Ceto
2. ( Kuchiyose: Phorcys ) ♆ Summoning: Phorcys
3. ( Kuchiyose: Aegeon ) ♆ Summoning: Aegeon
4. ( Kuchiyose: Achelous ) ♆ Summoning: Achelous
5. ( Kuchiyose: Amphitrite ) ♆ Summoning: Amphitrite

CC 1 (NE)

1. ( Jagan ) - Evil Eye
2. ( Bakudō no Shichijūkyū: Kuyō Shibari ) - Way of Binding Number Seventy Nine: Nine Sunlight Traps
3. ( Nekura Ichizoku Hijutsu: Zokugie ) - Nekura Clan Secret Technique: Unholy Conversion
4. ( Dark Convergence ) - Kuro Shuusoku
5. ( Noroidzi Hari no Nami ) - Cursed Blood Needle Wave
6. ( Togesuzumebachi no Ame ) - Rain of Stinging Wasps
7. ( Fōsurai ) - Force Lightning
8. ( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black Coffin

CC 1 PCJ (NE)

1. ( Nekura Ichizoku Hijutsu: Kuri Arashi no Hansenshugi )- Nekura Clan Secret Technique: Dark Storm of the Tranquil Demon
2. ( Tenmagiragira ) - Glare of the Demon
3. ( Hansenshugi no Madokaoni ) - Tranquil Demon of Pacifism
4.

CC 2 (GY)

1. (Gyojin Karate: Kaimen Wari) - Fishman Karate: Sea Surface Splitter
2. (Gyojin Karate: Jodan Bakusho) - Fishman Karate: Exploding Palm
3. (Gyojin Karate: Kaisoku Harakudashigeri) - Fishman Karate: Stomach Drop Kick
4. (Gyojin Karate: Samehada Shotei) - Fishman Karate: Sharkskin Palm Block
5. (Gyojin Karate: Mizu Henahena) - Fishman Karate: Water Bending
6. (Gyojin Karate: Bakuretsu Hirate Renda) - Fishman Karate: Exploding Palm Barrage
7. (Gyojin Karate: Towa Funsai) - Fishman Karate: Smashing Tower
8.

CC 2 PCJ (GY)

1.
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4.

CC 1 (KI)

1. ( Miryoku ) - Charms
2. ( Transfiguration ) - Transfiguration
3. ( Kuro Mahou ) - Dark Arts
4. ( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
5. ( Shutsubotsu ) - Apparition
6. ( Occlumency ) - Occlumency
7. ( Legilimency ) - Legilimency
8. ( Pōshon ) - Potions

CC 2 PCJ (KI)

1. ( Elder Wand ) - Chōrōnotsue
2.
3.
4.

Sensei Bonus (SJ)

1. (Futon: Boushi Bu-Meran Suraashu no Jutsu)-Wind Style: Spinning Boomerang Slash Jutsu
2. (Futon: Kyokudo Bu-Meran Bakuha no Jutsu)-Wind style: Extreme Boomerang Blast Jutsu
3. (Riptide's Return)♆Anaklusmos' Nostos
4. Brain Buster
5. Pinball Target (pinbutoukai ta-getto)
 
Last edited:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
Doton Release

Earth Style: Levitating Plateau
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large chunk of the earth beneath him to rise into the air quickly, letting him manipulate the control of the piece of earth, causing it to be able to avoid and dodge B-rank and below jutsu. The user applies chakra to his feet to stay on the earth upside-down and, if he chooses to do so, can jump off and cause the earth to float towards what he wants it too.
*only stays in effect for four turns at the most*
*usable only three times a battle*

Doton: Ro-ma Koroshiamu (Earth Style: Rome’s Coliseum)
Type: Supplementary
Rank: A
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The user makes a large dome surrounding him and the opponent, creating a coliseum of sorts. The only way out of the dome is to use certain S-rank and above lightning. The dome cancels out all light, leaving it completely dark inside it.
*the dome last for the whole battle until destroyed with S-rank lightning*
*can only be used once*

Hades' Tombstone Teleport ♆ Aidaou Tafópetra Taxidevo
Rank: A
Type: Supplmentary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Similar in use to Hiding Like A Mole Technique, the user focuses earth chakra throughout his body whildst inserting it into the earth at the same time. As he does this, the user crosses his arms across him, as if he were in a coffin and falls either backwards or forward, sinking through the earth, entering it and traveling at high speeds (like ther original Hiding Like A Mole jutsu) and appearing several feet behind the enemy. If the user falls face-first towards the earth, then he will raise up face-first, facing the same direction he was in when he originally fell and vice-versa.
*Can be used in conjunction with another attack*
*Can only be used by Lord of Kaos*
*Can only be used every two turns*

C Rank

(Doton: Tsukaimono no Tsuchi) – Earth Release: Gift of Gaia
Rank: C-S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 15-40 (-10 chakra per turn)
Damage Points: 30-80
Description: The user will perform the Boar Handseal and focus their doton chakra into a nearby statue or life-like construct (e.g. golem, gargoyle, etc) and utilize this released chakra to grant it a degree of sentience (similar to Earth Release: Stone Golem). The chakra will flood the earthen substance and bring it under the control of the user for three turns before reverting to its previous inanimate state. Beings brought to life via this method will only be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. To use this technique on earthen constructs without the need for direct contact, only requires for one condition to be fulfilled. Both the user and the target structure require contact with the ground. After being brought to "life", the creation has a mind of its own and can act independently.

E1 - This technique is used to bring small animals and dolls constructed from earth to life. In terms of size, this type can usually fit in the user's hand and its maximum size can be equivalent to that of an average human head. Their small size makes them ideal for stealth as they're capable of staying hidden. These constructions are C-Rank in power.

E2 - This technique is used to bring human-sized constructions to life (e.g. gargoyles and other doton statues to life). These constructions are B-Rank in power.

E3 - This technique is used to bring earthen constructions significantly larger than human beings to life. Their size can range from between three meters and the size of the A-Rank Stone Golem. These constructions are A-Rank in power.

E4 - This technique is used to bring the largest doton constructions to life. Their size exceeds that of the A-Rank Stone Golem and has no real bounds or limits. This technique can even be used to bring constructions on the scale of the statues at "The Valley of the End" to life. Unlike all of the other variants, E4 requires significantly more exertion to maintain and so while active the user can only use Doton and non elemental abilities. These constructions are S-Rank in power.

Note: Lasts for three turns
Note: Only one construct can be brought to "life" per use
Note: Can only be used twice per battle
Note: Can only be taught by Negative Knight
Note: Can only be used on Earth Release Techniques
Note: If direct contact with the construct is made, this technique can be performed without the need for handseals.
Note: Constructs only possess physical capability and can not use jutsus

B Rank

(Doton: kensei no doragon ) - Earth Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their earth chakra. This is usually used in close combat where the user will release their earth chakra around a part of their body covering them in rock and gravel. The rock and gravel is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this earth created by the user, it will great a burst of rocks and on impact from the user, sending a wave of stone from the point of impact and which will break bones due to the force of it.

Note: Can stay active for 2 turns at a time
Note: Can't use lightning jutsu at the same time

Doton: mimi puragu ) Earth Style : Ear Plugs
Rank: B
Type: Supplementay
Chakra: 25
Damage: N/A
Description: user uses Earth chakra and manipulates Earth it into ear plugs for himself or any1 else thus blocking any sound ( Fully Sound Proof ).

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

(Doton: Domayuhōden) - Earth Release: Earth Cocoon Discharge
Rank: B
Type: Defence
Range: Short
Chakra cost: 25
Damage Points: N/A
Description: This technique allows the user to release earth-based chakra much like Tsuchikage's 'Aggravated Rock Technique' but on a smaller scale. Instead of releasing rock or stone from the whole body, this technique releases it from a particular point and aid the user in a range of varieties. When the user releases the chakra from their body, any earth like substances within clone ranges will turn to a solid rock instantly. So if the user used this jutsu in a puddle of mud, the mud would harden to earth as soon as it is touched by the chakra exherted.

A Rank

(Doton: Tsuchi kakujuu) - Earth style: Earth expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.
Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times

(Doton: Tsuchi Bouhatei Metsuki) - Earth Style: Earth Mole Eyes
Rank:A
Type:Supplementary
Range:Short-Long
Chakra:40
Damage:N/A
Description: User sends out a large amount of chakra into the ground, through their feet causing chakra vibrations, using earth chakra and chakra control, the user of this jutsu can sense the vibrations of anything touching the ground/or anything in the ground. The jutsu works by sensing the changes in the chakra vibrations emitted by the user, produced by foe,object etc.

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

(Doton: Tsuchi Kongouseki Doriru) - Earth Diamond Drill
Rank:A
Type:Attack
Range:Short-Mid
Chakra:30
Damage:60
Description: User gathers earth sediments from ground and revolves them around fist and forearm at a tremendous speed. Using mastery of charka control user adds chakra compression upon the sediment and the heat gathered by it's extreme velocity the sediment is turned to diamonds. The diamonds surround the the entire fist and forearm. Drill is nearly indestructible being made of diamonds.

(Doton:supaiku chikyu ropu)- Earth Release: Spiked Rope.
Rank:A
Type:Attack
Range:Short-long
Chakra Cost:30
Damage:60
Description:In this jutsu the user focusses his doton chakra into the ground below the opponent and then chains two handseals forming a thick rope of earth (4 cm is the radius of the cylindrical rope) covered with spikes the rope pops out and coils around the opponents legs and arms, binding both legs and hands causing damage to the legs and arms as they are pierced by solid rock spikes.The spikes cannot pierce substance denser than solid rock.
*can only be performed thrice in a battle

Doton: Hebi Futaiten (Earth Style: Earth Conviction)
Rank : A
Range: close
Chakra : 30
Damage: N/A
Description : The user shape the earth into the form of 2 snakes, and then the snakes combine together by biting each others face sideways. The user and opponent are kept inside the tunnel for one turn. To get out, they must use a lightning technique higher than this A rank technique.

Doton: Supaiku Tengai Hogo ( Earth style: Earth Spiked Dome Protection)
Rank:A
Typeefense/Attack
CC:30
Dmg: 5 (only if they phsically touch it)
Desciption: A dome composed entirely of spikes from the earth, rises up to protect the user. This defense can hurt the opponent, only if they phisacally touch it.

(Doton: Ri-chi Yori Yomi)- Earth Release: Reach from the Underworld
Rank:A
Type: Attack
Range:Mid-Long
Chakra:30(-10 to user)
Damage:60
Description: With a quick series of hand seals, user summons series of earth hands that, appear from underneath the opponent(s). These earth hands wrap themselves around the opponent(s) appendages( arms, legs, throat) and pulls them through the ground (several feet), creating a pit in it's wake.
Note
*Can only be used 3 times per battle*
*-2 chakra for each hand*

DotonBenda mo-do: Soujuu Doton( Earth bender mode: Manipulation of Earth)
Type: supplementary
Rank: A
Range: short/mid/long
Chakra Cost: 30
Damage Points: N/A
Description: user can manipulate earth in this mode at will and to do the user�s bidding.
Note: This jutsu lasts for 2 turns and must be in earth bender mode.
( taught by kbb a.k.a. zeus k )

earth style: crushing earth (doton: assai tsuchi)
rank: A
type: attack
range: short-mid
chakra: 30
damage: 60
description: the user makes one quick hand sign and focus his earth chakra throughout the ground the earth crushes an opponent in the ground or change the earth under the opponent so if he chooses to go underground it will crush him as soon as he goes under
~3 times per battle

(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

(Doton: Telam no Chuun) – Earth Release: Infusion of Telam
Type: Supplementary/Offensive
Rank: A
Range: Short - Long (Can be infused short or long range)
Chakra Cost: 30 (10 for every more construct infused)
Damage Points: N/A (20+ if used offensively)
Description: The user will gather their earth chakra and manipulate it so it activates an ability; where certain structures of earth techniques when protruded from the ground, out of the user's body or from the sky, will have either- sticky adhesive mud or flammable like substance of mud, infused inside the body of the solid structure as a passive ability when being released (still costs a move). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique has some different characteristics which allows it to be of use. The first basic ability is how the user is able to manipulate the sap of mud to be released out of the structure of earth oozing out of its body (the earth structure's body). What makes this significant is, for example, if one was pierced by a stone spike, the user can literally now force the spike to ooze mud out of its structure and into the body of the opponent injecting them with the mud or even around the body restricting their movement. However, when this concept is used, the structure of earth will no longer be of use for manipulation purposes since the mud will literally overtake its body as it oozes out. The second basic ability is, where the user will literally have the mud inside of the body of the earth structure ooze outward in similar fashion, however this mud is flammable mud. Large amount of mud can (however has limitations and dependability) flood the battlefield and restrict anything coming into contact (for the adhesive mud) or be used to set up an explosion (flammable mud) with the use of external resources such as fire attacks, explosive tags, etc. The flammable mud can not be set by itself. The amount of mud that can be infused in the structure of earth mainly corresponds with just how large the structure is. In some cases this can harm the opponent as well if the mud comes into contact with the user themselves. The user can also infuse mud into more then one construct but with more chakra cost required.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be taught by Noni
Note: Can only create flammable mud or sticky mud
Note: If the earth construct is struck by a lightning technique equating to the elemental properties and weaknesses, then the mud within will be rendered useless and out of the user's chakra control but if flammable mud within survives the attack without hardening, then it can still be set on fire

S Rank

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

(Ryuusei Shougeki)- Meteor Impact
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: User covers themselves in earth, creating a mass of dense earth spikes all over their body. They then launch themselves at their target with merciless force. Upon impact a massive crater is made, or impalement.
Note
Limit 3 times per battle.

( Doton: Shippou Yuigon Torimono ) - Earth Release: Silver Will Capture
Rank:S
Type:Supplementary/ Defense
Range:Short-Mid
Chakra:40(-10 per turn if opponent is restrained)
Damage:N/A
Description: Using earth chakra user places hand on the ground to (initially) summon silver ore to converge upon the enemy or user, fully enveloping their body( up to eye level). This is done almost instantaneously, the ore is shaped like tube, It rises under and around the opponent and can be further manipulated to form restraints around the opponents hands and eyes. The user of the jutsu must maintain some form direct contact with the ground at all times, momentary removal will result in the instant release of this jutsu. Although a Doton technique silver is a great conductor of electricity.
Note
*Can be only be used 5 times per battle*
*-10 chakra per turn to keep restraints in place*

(Doton: Kinryou no Tsuchi)- Weight of the World
Rank: S
Type: Supplementary/ Defense
Range: Short- Long
Chakra: 40
Damage: N/A(-10 user per turn to maintain)
Description: User gathers their earth chakra, and releases it into the earth. This infuses their chakra with the earth, giving them control over all forms of earth in the area. User makes a hand sign and all of the immediate surrounding earth will converge upon all (enemies) who are on/in the ground at a high velocity. This jutsu fully covers a person with a thin, but extremely dense layer of earth. Due to the speed of the converging earth this jutsu is seemingly unavoidable, however no damage is done to opponent. This is to tremendously slow down enemy movements. Must be an Earth Master to use this jutsu.
Note
*Can only be used three times per battle*
*Only B rank earth jutsu can be used next turn*

Tsuchi Assai Jougo Kabe no Jutsu (Earth Style: Earth Crushing Funnel Wall)
Rank: S
Type: Attack
Range: Mid
Chakra cost: 40
Damage: 80
Description: The user makes the earth rise into a great tornadoe around the opponent. The earth at the top of the tornadoe starts to cave into the bottom, as the earth at the bottom compacts and comes together, crushing the foe.This move last for 1 whole move, and to escape the opponent must use a combonation of elements.

Doton: Kaedama Tsuchi Yaiba (Earth Style: Double Earth Blade)
Type:Attack
Rank:S
Range:Long
Chakra Cost:40
Damage Points:80
Description:The user makes two giant earth pillars horizontally laying on the ground. One rushes the opponent, and attacks them, and sends them towards the sky. The other one then follows suit, and meets up with the other earth pillar, crushing the oppoent between them.

Doton: Gosunkugi Zou Toranku (Earth style: Spiked Elephant Trunk )
Rank:S
Type:Attack
Range:Close-Long
Chakra Cost:40
Damage:80
Description: After the user does Doton: Zou Toranku Tensei, the trunk will use the mud on the inside to create 10m spikes on the outside of the the the trunk. The user can then make the trunk spin around OR shoot out the spikes. The user will be able to manipulate the trunk to make it move at their will. This attack uses all the mud on the inside of the trunk. After this is performed the trunk reverts back to regular earth.
Note: Usable once a battle.
Note: Must be used in the earth.
Note: Usable only by KibaBeast.
Note: Is not a god or Deity Summon.
Note: Must use Doton: Zou Toranku Tensei first.

Doton: Zou Toranku Tensei (Earth style: Elephant Trunk Reincarnation)
Rank:S
Type:Suppplementary
Range:Close-Long
Chakra Cost:40
Damage:N/A
Description:The user makes a trunk out of earth that sucks up mud. The trunk stores the mud inside the trunk, and then stays still. This trunk will stay on the field for 3 turns, unless it is destroyed. The Trunk will not move unless the user inserts chakra to make it longer (The user can also make it grab things at will, but this will count as a turn), or the user uses Doton: Gosunkugi Zou Toranku . Both of those require the user to use the stored up mud.
Note: Usable once a battle.
Note: Must be used in the earth.
Note: Usable only by KibaBeast
Note: Is not a god or Deity Summon

(Doton: Tsuchi Reikonshoumetsu) Earth Annihilation
Rank: S
Type: Attack
Range: Short- Long
Chakra: 50
Damage: N/A (Death if covered in Rock)
Description: Using mastery of earth element, user forces extreme amounts of their own chakra into the earth. User then makes a hand sign instantly causing all forms of earth (that contains the users chakra) to violently implode upon itself. Leaving nothing but a giant void where the earth once was. Using this jutsu cost user 10% of their life force, due to the strain of extreme chakra use.
Note
*Can only be used once per battle*
*No earth jutsu can be used for remainder of battle*

(Doton: Jishin Sangai) - Earth Style: Earthquake Havoc
Rank:S
Type:Attack
Range:Short-Long
Chakra:40
Damage:80(160 if below ground) (-40 to user)
Description: User burrows into the ground, using earth chakra and chakra control mastery, by emitting high frequency vibrations from their body through the earth into it's tectonic plates user can simulate an earthquake. The earthquake causes a enormous fissure to open on the surface engulfing anything and everything on the ground above it. Aftershocks are felt for 2 turns after. The user receives half damage as opponent as if opponent is above ground. If opponent is below ground damage is doubled.

Doton: DotonBenda mo-do (Earth style: Earth bender Mode)
Type: supplementary
Rank: S
Range: short
Chakra Cost: 40
Damage Points: N/A
Description: user becomes one with earth. In this mode the user can use only earth jutsu and every earth jutsu the user performs +10 attack/defense is added. The user can also sense the opponent by sensing the opponent�s foot chakra when ever it touches the ground.
Note: This jutsu lasts for 3 turns.
( taught by kbb a.k.a. zeus k )

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

earth style: death trap (doton: zetsumei kansei)
rank: S
type: attack
range: short-mid
chakra: 40
damage: 80
description: the user will slam his hands on the ground and the earth around the opponent will come up and trap then in a dome of earth (with about 6 inches of room) the dome is special if the opponent attacks the walls of the dome they will instantly shatter and earth spikes will shoot out of the wall spewing the opponent all over however the entire after the dome is formed the user focuses his fire chakra into the dome so if the opponent doesn't attack the walls after 1 turn the walls will melt to lava and burn the opponent
~no earth jutsu for 3 turns after
~no fire jutsu 3 turns after
~once per battle
~the dome forms quickly so if the opponent is in middle of a jutsu and does not realize the dome is forming it is very hard to dodge

(Doton: Iwa Ebi) Earth Style: Rock Lobster
Type: Offensive/Defense
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: The user creates a huge lobster made from any source of already existing earth. The lobster skin is extremely dense like a shell but deep inside there is a hollow space. The lobster has brute strength, and can rip people in half with it's claws. The lobster can also merge with earth. The lobster can also swim in water due to it's hollow inside that allows it to float. One hit from any lightning jutsu higher rank will instantly destroy the lobster. When the lobster is destroyed it retuns back into the earth.
~Can only be used 2 times per battle. The old lobster must be destroyed before a new one can be created, the user must also wait one turn after the last one was destroyed to create a new one.

(Doton: Arizuka) Earth Style: Anthill
Type: Offense
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: The user infuses their chakra with the ground underneath the opponent and begins to loosen it. Then the user makes the loosened earth rise up from underneath their target. The opponent becomes trapped as the earth begins to rise around them and completely covers their body. The earth forms a large anthill, the size of the anthill depends on the amount of chakra the user puts into the jutsu. Then with one hand seal the user crushes the opponent as they are trapped within the anthill.
~Can only be used 3 times per battle.

(Doton: Bachi o Atlas) Earth Style: Curse of Atlas
Type: Attack
Rank: S
Range: All
Chakra cost: 40
Damage: 80(-5 to the user)
Description: The user will gather a large amount of chakra into their feet then stomp on the ground, the stomp will release a large amount of pressure and send a downward shockwave into the ground, the ground will be pushed downward crushing anything that is underground.
~Can only be used 2 time per battle.

(Doton: Going Merry Kibarashi) - Earth Style: Going Merry Recreation
Type: Attack/Defense
Rank: S
Range: Short
Chakra Cost: 40 (-10 every time a cannon ball is shot)
Damage Points: N/A
Description: After performing Monkey → Horse → Dog → Ox → Boar the user will concentrate all of his/her doton chakra and clap their hands together. By doing so the Straw Hat Pirates’ full size ship the “Going Merry” will be created made completely of earth from the ground itself. As long as the user is aboard the ship his/her earth style techniques will require three less hand seals to perform. The ship itself is able to float in water sources(The ship will not turn into mud unless it is on that water source for longer than two turns) and mud itself (for ex. Swamp of the underworld). Depending on the elemental advantages the ship can block B-Rank and below techniques but the part that was hit will crumble afterward. If any attacks are coming from above, the user can walk inside the “meeting room” of the ship for cover. The unique ability of the ship is that it can shoot A-Ranked cannon balls made of earth from the ships main cannon in the front. The ship has a stock of five cannon balls. Every cannon ball has multiple explosive tags attached to them that can be detonated with the use of a single hand seal. The users chakra is infused with the ship itself, so only S ranked or above enemy earth techniques will be able to overpower the ships earth chakra and use it as an earth source.
Note: Can only be used once per battle.
Note: No earth style techniques in the previous turn.
Note: No earth style techniques in the same turn the ship is being created. (Shooting the cannon ball does not count)
Note: If the ship is not destroyed it will stay in play for 3 turns.
Note: Because of the massive use of doton chakra, the user will not be able to form A-Rank or above earth techniques for the next turn or S-Rank for two.
Note: The first cannon ball that the user shoots immediately after the creation of the ship (and shot in the same turn he is created) will not count towards the three jutsu per turn.
Note: Any other cannon ball shot afterwards counts as one of the three jutsu’s per turn.
Note: The shot cannon balls reach up to long range.
Note: Can only be used by Mathias

(Doton: Umou Sono Ga-goiru) - Earth Style: Descent of the Gargoyles
Rank: S
Type: Attack
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the Ram → Dragon → Dog hand seals the user will clap his hands. Thereafter a portal will open up in the sky above the user following the same principles of Earth Lid & Mud Fall. Out of the portal there will be three human sized Gargoyles that will glide down towards the desired target using their lightweight earthen wings to keep them airborne. Due to the their weight and the gravity pulling them down, their velocity is equal to that of a thrown projectile. The Gargoyles are flying down in a V formation with an explosive tag already pre-set on each of their backs. Upon using a simple hand seal to active the desired tag the Gargoyles can blow up. If detonated, the explosion will cause the spikes surrounding the Gargoyles' abdominal and chest area to be released outwards towards the target they were already heading to.(There are six spikes all together with each being three feet long and two feet wide.) Each individual Gargoyles is evenly spaced apart so that the detonation of one of their tags doesn't set a chain explosion. The Gargoyles' flight path can be determined once the portal is open. However, once the path is chosen it can't be changed due to the fact that the Gargoyles are gliding down and not flapping their earthen wings to fly.
Note: Can only be used twice per battle
Note: No earth techniques above A-Rank for one turn after the use of this technique
Note: Must be taught by Mathias

(Doton Taijutsu - Supēdo no 3) - Earth Style Body Arts - 3 of Spades
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-10 per turn used)
Damage Points: 60
Description: By molding doton chakra to their feet, the user releases it below each foot manipulating the ground just below each one, about 4 inches deep in the exact shape of their shoes/boots/whatever they are wearing or their bare feet. As they do so, they use the chakra to stick each foot to this section of ground while also dislodging the piece of earth, manipulating it hardening it's consistency to stone like. When the user lifts their feet, they will have the earth stuck to the bottom and can strike with kicks or walk/run/stand with the earth remaining connected to their feet.

~Notes~
- Can be used 3x per battle
- No A rank or above Taijutsu the same turn
- Must be taught by -Vegeta

(Doton: Shitae Shikaishi Kata: Unten Kouza) Earth Release: Animated Dentist Style: Operating Chair
Rank: S
Chakra Cost: 40
Damage Points: N/A
Type: Supplementary/Summoning
Range: Short-Long
Description: Forming the necessary 10 handseals, the user will then focus their chakra into the earth, and summon underneath their opponent, suprising them, a large Dentist's Operating Chair, which then binds them to the chair by the arms and legs, to be 'operated on' by the user with their following jutsu, such as an attack like Chidori or Hard Water Spike, numbing or rinsing their mouth out, respectively, but more likely killing them since either jutsu would separate their upper head from their mouth. The jutsu rises up quite quickly however if the opponent doesn't counter within 5 seconds, they are drawn into the chair and bound, even if they try to move away from it.

Forbidden Rank

(Doton: Balrog) - Earth style: Balrog
Rank: Forbidden
Type: attack/defence
Range: short - mid
Chakra Cost: 30
Damage points: N/A
Description: The user will perform 3 handseals placing his hand on the ground, quickly releasing his chakra into the ground. Out of this, a giant black beast made of earth shall arise(see image below). This earth demon is known as a Balrog, its body is made of earth and down his back are spikes of fire. He can also weild a flaming sword or a fire whip. For these 2 fire weapons to be created the user needs to perform one handseal. This earth deamon has 3 abilities.
1. The Balrog can use up S rank fire (not including S ranks)
2. The Balrog can control a fire whip or a flaming sword.
3. The Balrogs body is as hard as S rank earth
These beast is able to walk and move, but not able to fly even though it has wings. Once the body of the Balrog is destoryed the fire will extinguish shortly after.
Note: Useable 1 times per battle
Note: Can't use genjutsu in the same turn as this jutsu
Note: Must be taught by the pervy sage
Note: Stays on the feild for 4 turns, or until destroyed
Note: The user takes 30 damage from the amount of chakra they have to use for this jutsu

(Doton: Togu Ganchurou Shinrin) - Grinding Earth Pillar Prison Forest
Rank: Forbidden
Type: Attack/Supplementary
Range: Mid-Long
Chakra: 50
Damage: 100 (-10 to user)
Description: An advance verison of earth style earth pillar prison, user will trap their opponent in a "earth pillar forest" (a huge amount of the battlefield). After a blood sacrifice into the earth the turn before, which infuses the earth with their life energy/chakra. User smacks/stomps the ground and pillars rise from the ground. The tops of the pillar merge together into a stone pillar roof. The pillars are super dense and can stand strong against the mightiest of winds. Along with being dense each pillar has multiple ,steel strength, earth spikes scattered along them. The Creator then makes a hand sign and all the pillars start to spin clockwise and counter-clockwise grinding against each other and anything caught inside to bloody pulp. After grinding against each other the pillars break into rubble crushing all that remains below (including user).
Note
Can only be used once per battle
Must be a master of Earth, No S rank earth jutsu for next turn.
Must spill their blood into the ground the turn before.

Doton: Hyu-man Tensei)Earth Style: Human Reincarnation
Type: Supplementary/Defense
•Rank: Forbidden
•Chakra Cost: 50
•Damage: (95 if used in attack and -15 on the user) (N/A if used in Defense)
•Description: This jutsu is used after the user inserts their earth chakra into the earth, and makes a giant 10 m tall Human out of the earth. The Human is made of the toughest minerals in earth, making it very tough. The Human mouth is open wide, and can use the Earth element. This Human can also serve as a defense.
Earth-Releases a giant mudslide from his mouth that can bury opponents.
*Note-Can only use Mudslide once*
*Note-Can only be used by KibaBeast*
*Note-Can only be used for one turn*
*Note-Can only be used once per battle*
 
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Lord of Kaos

Supreme
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Katon Release

Katon: Moui Kagutsuchi|Fire Style: Fury of the Fire God
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damge Points: 60
Description: The user makes a few handseals, gathering large amounts of chakra in his arms, and slams his hands down onto the earth, releasing all the fire chakra within his arms. Upon the point of contact of his hands and the earth, a small wave of fire spreads out from around the location of the user. The wave of fire starts to spread quickly and becomes stronger as it spreads from the user. Within a matter of seconds, the entire distance of short- mid is filled with fire. Once complete, the only place that becomes clear of fire is the small area where the user is standing.
*Can only use twice*
*After using, the user cannot use any wind jutsus otherwise he will basically be committing suicide by powering the flames*
*If the user stays in the middle of the fire for more than a turn, he becomes several burned*

( Ήφαιστος' Καταραμένο Άρσεναλ Khryselakatos ) - Hephaestus' Cursed Arsenal of the Golden Shaft
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Attack points: 80
Description: Derived from the Strike of Artemis, the user channels fire chakra to his hands, coating them in a highly flammable and hot ash which begins to "overflow" from his hand, pieces of ash being seen falling from it as it ever grows, constantly dropping chakra and constantly reforming it, forming a Odama Rasengan size of cloud like ash in his hand. As this ash constantly grows, the user holds his arm outwards, adding lightning chakra to this creation, giving it a hotter temperature as well as causing it to maintain an erosive like property, capable of eating through earth jutsus of one rank higher and below through burning through the earth at high temperatures via fire chakra and the natural effect lightning has on earth jutsus when in contact with one another. As the lightning is channeled, the user draws his remaining hand back as multiple arrows begin to form from the ash. Forming the arrows, the user wills them forward, causing the ash to be released in a powerful burst, the ash lingering in trails as the arrows are released. Upon reaching their target, these arrows strike with great force despite it's pseudo-solidity properties due to the lightning chakra imbibed in the arrows, piercing through earthen defenses with little power or momentum lost, the ash spreading across the earth jutsu defense erroding it (this only works if the earth jutsu is of equal or lower rank), the lightning in the ash allowing for this. Should the arrows reach the target, the user is able to control these arrows via hand movements, the trail of ash still emanating from the arrows. Upon his signal, the user can cause the arrows to detonate, causing an explosion that spans short range of these arrows and cause the trails of ash to detonate, creating an A ranked stream of fire behind these arrows, following the path the user willed the arrows to travel.
Note: Can only be used twice
Note: After using, takes 2 turns before being able to use again
Note: Cannot use any Fire jutsu of S rank and higher next turn and no lightning above S rank next turn.
Note: Can last up to 3 turns if the user continiously controls the arrows, spending 30 chakra per turn. If active, the user can only use one technique per turn.
Note: Costs 2 moves of the users 3 per turn

Taught/Given by Others:

C Rank

(Katon: Neko Asobi) - Fire Release: Cat Play
Type: Offensive
Rank: C
Range: Short
Chakra: 15 (-5 per turn)
Damage: 30
Description: A simple Fire technique in which the user would release his Fire chakra onto the tips of his fingers, allowing them to radiate extremely hot fire in the form of wire-thin whips. The length of these whips can be manipulated in order to fit the situation, but can not exceed 5 meters (short range) from the user. The main use of this jutsu comes in close quarter combat where the user can use this jutsu with extreme speeds due to the fact that its a low rank and no hand seals requiring jutsu. It can be used to deal non-fatal but extremely hindering damage to an opponent, depending on areas of the body hit. The Fire released can be in two different forms. One form is basic and has no physical presence, making it handy to burn flesh but extremely useless when it comes to dealing blunt damage and deflecting things. The second form works in a similar way to the A-ranked 'Dragon Flame Release Song Technique' Fire jutsu, in the sense that the chakra is compressed, giving the fire physical attributes allowing the whips to deflect low ranked jutsus (according to elemental strengths/weaknesses) as well as deal scalding hot blunt damage.
Note: Can only be used 4 times.

B Rank

(Katon: kensei no doragon ) - Fire Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for thought who have great control over their fire chakra. This is usually used in close combat where the user will release their fire chakra around a part of their body covering them in fire. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quit painful if an opponent is hit by it. When someone/something is hit by these flames created be the user, it will great a burst of flames on impace from the user, to burn the target more and producing some additional concussive force.
Note: can stay active for 2 turns at a time
Note: Can't use water jutsu at the same time

(Katon: Metsuryū Hokasui) - Fire style: Dragon Slayer Fire Stream
Type: Attack/Defence
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will focus their fire chakra into their hands or feet. The the user will surround their hands of feet in flames releasing a blast of fire from their hands like when a rocket blasts off. This concerntrated stream will travel up to mid range. Due to the power of the flames, if the user doesn't have his feet firmly on the ground the blast of fire will push him in the opposite direction to which the flames are traveling.
Note: can only make max of 2 blasts per use

Katon: Fenikkusu Dansu: Fire Style: Phoenix Dance
Rank B
Type: Attack
Range: Mid-Long
Chakra Cost: 20
Damage: 40
Description: The user shoots out a blast of fire chakra which then takes on the form of a phoenix an when it reaches just in front of the enemy it burst like a bomb

(Katon: douatsusa) Fire Style: Body Heat
Rank: B
Type: Supplementary
Chakra: 25
Damage: 50
Discription: using Fire style to bring up yours and/or enemies body tempreture this can create extreme fatigue or heat stroke.

A Rank

(Katon: Hanabira o nenshō) | Fire Release: Burning Petals
Type: Offensive
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will clap their hands together and then create a thin ring of fire on the ground around them, with a one meter radius from the center where the user stands, to the edge of the circle. From this ring, golden flames in the shape of eight flower petals will erupt outward, surrounding the user, creating an area-of-effect attack on the ground and incinerating whatever comes into contact with it. As a visual representation, when looking at this jutsu’s performance from the top, it looks very similar to a flower head blooming outward. The golden color of the flames is purely cosmetic with no added effects. Each petal is capable of reaching up to mid-range, and in eight separate directions around the user, allowing for a one-time attack. In a variation of this technique, the petals can also be controlled individually to attack specific targets. This requires focus from the user, but they can start and stop the technique at will.

- Lasts for a maximum of three turns if controlled, or until the user decides to stop using the technique
- Can only be used twice per battle
- Can only be taught by Souji
- No A-rank Katon or above for the next turn; the turn right after the jutsu is deactivated

(Kasai Ha Suto-Mu) Fire Leaf Storm
Rank:A
Chakra:30
Damage:60
Range:Short-Mid
Type:Attack
Description: The user builds up their katon chakra in their mouth and blows out a storm of embers that are sent spiraling towards the opponent at high speeds.Each ember is shaped like a leaf and thus that is where the justu gets its name.The leaf shaped flames are incredibly sharps they have serrated like edges and can easily cut through trees and rocks leaving cinders where it was sliced,the embers cover a large area both vertically and horizontally and thus can be difficult to avoid.
~Can only be used 3x
~Can only be used by -Scaze- and those who he allows
~No forbidden rank water justus that turn

(Katon: Ifurīto no Zaiko) | Fire Release: Ifrit's Inventory
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: A technique in which the user is capable of materializing flames from near their body through the rapid release and conversion of fire chakra and performing the Tiger hand seal. These flames are often made to form into desired objects, and therefore are manipulated to be dense and almost solid in nature so as to hold a specific form. Utilizing this technique the user can create a plethora of weapons, or constructs such as walls, pillars, spikes and shields, that can be launched into Long range as projectiles should the user wish. The created constructs are generally created with a set property, the first option being to simply create dense solid flames capable of punching through concrete, the second to create dense flames that explode - with said explosion always being angled away from the user to prevent self-harm, with the last option being to create dense and thick flames that aren't solid in a manner that they're forced to hold a specific shape, but rather can be made to bend meld and flow into different forms as long as the user maintains control over the technique, sometimes doing so through the use of hand movements.

Note:
- Flames can only be materialized within short range of the user and while sustaining them the user can only mold fire chakra
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze

Katon: houka taka) Fire style: Fire Falcon
Rank: A
Type: Offensive / Defensive
Chakra: 30 ( 10 for every turn to keep it active )
Damage: 60
Description: user spits out fire which then transforms into a falcon. it attacks the opponent at great speed. It can be used for defence , it can block ( only fire attacks which are lower than A-rank ).
( only alimujtaba786 can teach this jutsu )

(Katon: Kanetsu Nami) - Fire Style: Heating Wave
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost:30
Damage: 60
Description: Focusing his/her katon chakra the user will put their hands out into the air releasing a massive heat wave. This wave is hot enough to evaporate incoming water jutsu B-Rank and below. And its hot enough to melt metal.(ex: Kunai, Shuriken, Iron sand, gold dust.)
♦ Can be used four times per battle.
♦ Must have complete mastery over Fire.
♦ Must be taught by Mathias

Katon: Kaen Panchi) Fire Style: Flame Punch
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: user gathers up fire chakra into both hand until there is a great amount of chakra stored then he� she releases it at once causing a deadly inferno to engulf the enemy.
(Note: Only members of sharinganmasters hideout can use this jutsu)
(Note: only usable 3 times per battle)

(Katon: Hanabi Bakufuu) - Fire Style: Firework blast
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: User will clench his or her fist and gather fire chakra within it. The user can hold this however long they want to provide a stronger effect. The user will then aim with their arm and hand towards the target and fire the gathered fire chakra. The chakra will take the form of a orb, size of a golfball to a baseball depending on how long held, that will move at a decent and surprising speed. When the location is reached the user will perform a tiger hand seal to make the orb detonate with a fiery explosion. This attack is somewhat blinding at first or when used with a surprised attack and has a strong knock back.
Note: Only Musa can teach this.
Note: If held for one turn the user will have maximum effects.
Note: If used before maximum effect the area will cover a 5 meter radius, if held for maximum effects the explosion will be 15 meter radius.
Note: User will lose 30 more chakra if the jutsu is held for a turn.
Note: This attack will affect the opponents eyes, as well as the users eyes if close enough.
Note: This attack is a bomb like effect and shoots fire outwards. This attacks an area, not a thing or person. This will hurt the user as well if close enough.

(Kobushi no Jinteki Enkou)- Fist of the Mortal Flame
Rank: A
Type: Attack
Range: Short
Chakra: 30
Damage: 60
Description: User gathers fire chakra into their fist. They then strike their victim several times with a series of amazingly fast and precise punches. Each punch leaves a small indentation in the opponents skin, as it burst into flames. After the last punch is made the targets entire body burst into flames.

Fire Style:Fire Wolves
Type: Offensive/Defensive
Rank:A
Range:Short-Long
Damage:60
Chakra Cost:30
Description:The user will breath out fire that will turn shape into wolves,the wolves can then defend or chase the target.The wolves explode when they are near or close to the target

[Katon : Sanshouuo Rasen | Fire Release : Salamander Spiral]
Type:Attack
Rank:A
RangeShort-Long
Chakra Cost:30
Damage Points:60
Description:By Focusing Fire Chakra In The User's Gullet The User Spits Out A Powerfull Spiraling Flame With A Salamander's Head On The Front Of It. The Blast Can Thrust The Enemy Back Due To The Power Of It. It Can Also Leave Medium Burns....
Note : Only Benazz Can Teach This Jutsu

Doton Cyclops kyouran, (Earth Release Cyclops Fury)
Rank: A
Type: Offense
Range: Mid
Chakra cost: 40
Damage points: 80
Description: The User will start to punch the ground with one hand (right hand) causing small tremors through the ground causing slight off balance towards the opponent, after these tremors occur the user will actually pick up a slab of rock and forcefully throw it towards the opponent with both hands, the speed and intensity of jutsu is determined by the Rank the User, for example if the user is Sannin, it will rip through the air causing a whistling sound and once upon impact it will cause internal bleeding and heavy bruising, but this jutsu is easily avoidable
Note: Once per turn
Note: No A or S rank Earth the following two turns


Katon: Kajitori Kokyuu (Fire Style: Firebird's Breath)
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 50
Descrption: User creates a steady stream of fire that can cover a wide area and be used as a cover as the user moves to a diffrent location. A wind Jutsu would only enhance the range and power of this jutsu.
(User is depleted of fire chakra next turn)

Mera-Mera Bodi (Flame-Flame Body)
Rank: A
Type: Supplementary
Range: Short
Chakra: 30
Damage: N/A
Description: This technique is a technique Ace uses to turn his body into fire. By focusing his fire chakra out of all his pores he can turn his body to fire at will. By doing so he doesn't have the actual appearence of fire, at first it isn't noticable however when an object say, a kunai, passes through him it will just sail through him and you will see the fire reforming his body. Beccause of this all of Ace's fire jutsu naturally become stronger where all his water and wind become weaker. He is also immune to elements such as earth, wind, which would just blow him away and allow him to reform without taking damage, and fire itself. While he is obviously weak to all techniques strong against fire.
~Can only be activated for maximum 2 turns at a time and a maximum of three times per battle.
~All fire jutsu go +20.
~No water jutsu in the form.
~Opponent's earth or fire techniques do no damage; opponent's water techniques do 2x damage and could extinguish the fire should a S-Rank or higher hit Ace.
~All of Ace's wind jutsu lose half their power.
~No EIG or any other mode while in this form.

(Katon: Aguni no Iki) | Fire Release: Angi's Breath
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn for contact based sustained usages)
Damage: N/A (+20) (60)
Description: Through the rapid release of chakra, the user is capable of coating an object or weapon within their possession in a flow of pure fire chakra. Alternatively, through the formation of a single handseal, the chakra can be spewed towards a desired object - in which case it will neatly wrap around the intended target upon contact. The fire chakra can be created with two distinct properties.
The first is that the chakra can be made to radiate intense heat - all focused outwards so as to not compromise the integrity of the coated structure - with the heat allowing the structure in question to burn and melt through the opposition - adding to lethality. This usage adds +20 damage points to coated projectiles, constructs or weapons, and can be used on solids, and liquids.
The second usage is that, the chakra can be utilised to grant the explosive aspect utilised in some fire techniques to an object. In which case, the fire coating will have more physical substance; and upon contacting with opposition of significant resistance, or upon command, the chakra surrounding said object will erupt outwards to produce a forceful and sudden burst of flames. When utilised on a weapon that the user remains in contact with, the bursts can be adjusted so that the explosive potential is either released all at once in a single, larger and stronger burst - or a bit at a time in the form of multiple, individually weaker eruptions. In the case of being utilised on a object near or within the users possession, the eruptions will always be angled away from the user to prevent back-fire. This usage coats objects in eruptive chakra that is equivalent to 60 damage points, with damage split among multiple coated structures or explosions.

Note:
- Each usage can only be used 3x
- Same usages cannot be used on consecutive turns
- No fire techniques above S rank next turn.
- Both usages can also be applied to the human body.
- This technique is based off of the principles of Phoenix Nail Crimson - in which shurikens are coated in non-inflamed chakra to increase their lethality by manifesting the properties of fire.
- Can only be taught by Scaze

(Katon: kasai kakujuu) - Fire style: Fire expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a fire jutsu the user will perform 2 handseals as they release there chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 25 damage points. By the increase in chakra the fire gains more power as it absorbs more oxygen increasing its power.
Note: Can only use used on fire the user or the users summon has created
Note: Can only be used once one each fire jutsu creates
Note: can only be used 3 times

(Katon: Bureizu no Kēji o Sakujo)- Dropping Blaze Cage
Type: Offensive
Rank: A
Range: Mid/Long
Chakra Cost: 30
Damage Points: 60
Description: Performing two hand seals, the user creates a 10x10 foot, flat square wall of flame above the opponent. Then performing another hand seal, the flame ceiling will then drop down twenty pillars of flame (5 on each side) quickly, similar to the bars on a cage. This technique is used as a cage, but because of the heat of the flames, the opponent may suffer highly serious burns due to the proximity of the flames.
*Note: Can only be taught by Selendrile
*Note: Usable two times per battle
*Note: No other fire techniques to be used on the same turn


(Katon: Rēfudō) - Fire Release: Floating Ghosts
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30 [+10 per turn to maintain active]
Damage Points: N/A
Description: After performing 3 handseals Boar → Monkey → Tiger the user converts the chakra inside their body into fire as they release it outwards, causing 3 floating demonic heads of fire to form around them in a spiraling manner , each of the orbs having an equivalent size to the "Big Ball Rasengan" technique, these demonic floating heads have the main purpose of protecting the user, as they continuously spin around the user in a motion that resembles planets orbiting around the sun, with the user's command via chakra, these floating heads "separately or all together" collide with other incoming techniques in order to cancel each other out, each of these floating demonic heads is able to withstand a C-rank elemental technique, two can withstand a B-ranked elemental technique, and altogether an A-ranked elemental technique however this doesn't apply to the water release techniques or any weakness that the fire release may have, it's only able to withstand 1 D-ranked water technique with 1 demonic head, 2 Demonic heads can withstand a C-rank water technique, and all together could withstand a B-ranked water technique, this applies to other Fire release's elemental weaknesses as well. along with being able to deflect/melt incoming normal projectiles weapons (kunais, shurikens, etc) sent towards the user.
Note: Can only be used twice.
Note: Lasts 3 turns once used.

(Katon: Rēshushi) - Fire Release: Ghost Destruction
Type: Offense
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: After forming 5 handseals Bird → Boar → Monkey → Ram → Tiger the user concentrates a large amount of fire chakra throughout the ground, underneath the opponent's location, causing a Large sized demonic head made of flames to rise up out of the ground underneath the opponent's location in a vertical line, with it's mouth widening as it's opening in order to swallow the opponent and burn them, this demonic head is equivalent in size to the Earth Release: Great Stone Golem technique.
Note: Can only be used twice.
Note: No S-ranked fire techniques in the same turn.

S Rank

(Katon: Shinku no Mizu ni Hitasu Kanojo)- Fire Release: She Who Bathes In The Crimson Water
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will begin by performing the hand seals, Dragon → Horse. They then will either release fire from their mouth, or erupt it from the ground through the use of a stomp or slamming of the hands onto the ground. This creates a woman twice the size of the user, composed of fire with a flaming mane of hair. She has special properties similar to "Fire Release: Dragon Flame Release Song Technique", being that she has a solid aspect to her composition, able to block tangible techniques with ease following the elemental strengths and weaknesses. By whipping her hair around, she is able to release an A-rank rain of fire in the direction of her choice, or use the hair to envelop the user in cocoon of fire to protect him. She is able to move equivalent to the base speed of user when created.
Note: Can only be taught by Selendrile
Note: Usable twice per battle; Lasts 3 turns or until destroyed
Note: No fire techniques above A-rank while this technique is in play

(Katon: Kaen Bōrei Mōdo) – Fire Release: Inferno Mode
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: This is an advanced fire release technique which is unlocked after gaining mastery of the fire release, after the user gathers a huge amount of Fire chakra all over his body, basically converting most of their chakra into fire chakra inside of their body. The user undergoes a special state where he becomes covered in a fire aura, like a faint blazing red aura around his body that's resonating as long as the technique is active, this aura doesn't grant the user any defensive capabilities whatsoever, however it allows the user to power up his Fire techniques alone in rank, meaning that any Fire technique that the user uses while this technique is activated will gain an additional rank. Like A-rank fire techniques when used while this technique is active will become S-ranked, the reason for the boost in rank is that the user utilizes double the amount of chakra that the fire techniques requires, so if a technique requires an amount of 40 chakra points, the user performs it with 80 chakra points instead, similar to how Naruto does with the Rasengan by compressing and utilizing more chakra he upgraded it into the Big Ball Rasengan. Maintaining this technique is rather difficult and requires vast amount of chakra from the user, so they can only be maintained for a limited amount of time, while in this technique the user will be incapable of using any water techniques, as well as the wind techniques the user uses while in this mode will lose one rank, so if the user uses a B-rank wind technique it will become a C-rank, this technique also puts a huge strain on the user's body, decreasing their speed by half of the original amount, however they are still capable of stringing handseals just as fast as they were capable of before.
Note: Can only be used once per battle.
Note: Only up to S-rank Fire Release techniques can be boosted and S-Ranks are still S-Ranks just with +20 damage.
Note: Lasts for 4 turns.
Note: After the technique deactivates the user will be incapable of using Fire techniques for 3 turns and can't mold chakra above S-Rank for 4 turns.

(Katon: Rēdōrō) - Fire Release: Ghost Lantern
Type: Offense , Defence
Rank: S
Range: Short
Chakra Cost: 40 [+15 per turn to maintain active]
Damage Points: N/A [+40 if shooting demonic floating heads]
Description: After performing the Tiger handseal, the user converts their chakra into fire chakra creating a floating orb of fire near them, using shape manipulation to shape the orb into a large "ghost" of fire, which is floating into the air, this ghost of flames has a figure resembling a demon, with it's head similar to the "Fire Release: Demon Lantern" technique but on a larger size, this demon is roughly the size of the "Earth Release: Great Stone Golem" technique, this technique can be used as a defense in order to defend against incoming attacks, or attack the opponent by releasing several demonic floating heads that attack the opponent having the speed of the "Fire Release: Great Dragon Fire" technique and each of the heads is the same size as the Dragon head-shaped fireballs and reach up to Mid range from the floating ghost and counts as a B-rank Fire technique.
Note: Can only be used once.
Note: The floating heads attack counts as a move.
Note: Lasts 3 turns once used.

(Katon: Ryūhonō kyūzō) – Fire Release: Dragon Flame Explosion
Type: Offensive
Rank: S
Range: Mid
Chakra Cost: 40
Damage Points: 80
Description: This is a variant of the original "Fire Release: Twin Crushing Meteors" technique, in which after the user forms 4 other handseals, a portal is created above the opponent which is similar to the "Earth Release: Sticky Earth Drop" technique, summoning one Large sized dragon that heads onto the opponent from above him, when used solely this technique can only make the dragon that hits the opponent head on delivering burning damage to them, however when this technique is used after/in conjunction with the "Fire Release: Twin Crushing Meteors" technique the Fire dragon and the two meteor sized fireballs resonate with one another, forming a semi transparent pyramid shaped barrier of fire around the opponent which can be clearly seen with normal eyes, which explodes eradicating anyone within the barrier, The Dragon is normally made at least 5 meters above the opponent's height.
Note: Can only be used twice.
Note: No S-rank or above fire techniques for the next turn.

Katon:Tsuin Doragon)-Fire Style:Twin Dragon Fire
Type:Attack
Rank:S
RangeShort-Long
Chakra Cost:40
Damage Points:80
Description:The user forms a series of hand signs then releases fire from his/her mouth making a double headed twin dragon. This dragon attacks the opponent an if it coillide with other fire jutsu it asborbs the jutsu an grows stronger.
Note:Can only aborb A rank fire an down
Note:Can only be used 2 per battle

(Katon:Kouen Harumagedon)-Fire Style:Flaming Armageddon
Type:Attack
Rank: S Rank
Range:Long
Chakra Cost:40
Damage Points:80
Description:First the user focus pure fire charka into his/her hands then the user hands catch fire then while the user hands are on fire he/she performs some hand sign then releases a huge blast of fire from both hands.
Note: Only usable once per battle
Noteoth blastes dont have to to be released at the same time nor do they have to be released in the same direction
Note:This is a HUGE Release of fire both blasts are the size of the jutsu Kazuku used from his mask
Note:No Fire Jutsu for 3 turns after use

Katon: Aoikouen (Fire Style: Blue Flame)
Rank: S
Type: Supplementary
Range: N/A
Chakra:40
Damage: +20 to any fire jutsu used.
Description: Utilizing the users anger, thier fire chakra begins to burn hotter until the flames they produce are represented in their fire jutsu. Burning hotter than the standard flames, a More ferocious bluish-white flame appears causing the flames to causes a more damage to the opponent.
(Last 3 turns)
(The user may not perform any fire jutsu for 3 turns afterwards

Katon: Sozin Kometto (Fire Style: Sozin's Comet)
Rank: S
Type: Supplementary
Range: Short- Long
Chakra: 50
Damage: +30 damage to any Fire jutsu that is used by user.
Description: The user takes a scroll and utilizing each sign for fire embues the scroll with the chakra. After the scroll ceremony has been completed, the user releases the scroll into the air and causes the chakra to go into the clouds, a turn later a comet passes through the atmosphere close enough to where the useer may draw upon the comets enormous abundance of fire chakra to amplify thier attacks.
(takes 2 turns to prepare. Last 3 turns. Only useable once)
(user may not use any fire jutsu for 3 turns afterward)

Katon: Kaji Bakudan (Fire Style: Fire Bomb)
Rank: S
Type: Attack
Range: Short- Mid
Chakra: 50
Damage: 80 (-30 to user)
Description: User makes a condensed ball of fire in there palm, and onced released the bomb creates a massive burst of fire that leaves a crater and also affects the user.
(Very Effective against Earth Type Jutsu and Wind Would only Enhance this jutsu's power unless it becomes contained.)
(only useable 2 times)
(no fire for 2 turns afterwards)

Katon: Eiei Kasai Arashi ~ Fire: Pulling Firestorm
Type:Attack
Range:short-mid(can pull anything towards it from a large radius)
Rank:S
Chakra:50
Damage:100
description:ignite the earth which makes an extremely hot fire which unlike normal fires instead of making a smoke as a result of the combustion, it creates solid oxides which is less dense than air, creating a huge vacuum which causes it to "pull" or "suck" the air into it at extremely high speeds which cause of it's insane strength pulls everybody into the fire.
Notes:
1)the user must use some sort of catalyst to start it using up one turn before using this using up another turn
2)the user must also escape somehow really quickly or he will also be pulled into the fire.
Lasts 3 turns which by then the earth will have been completely burned.

Katon/Doton: Tsuchi Metaru Kasai Dan~ Earth/Fire: Earth Metal Fire Bullet
Type:attack
Rank:S
Range:short-Med
Damage:80
Chakra:40
Description:the user uses summoning tattoo's on their arms to quickly summon particularly reactive earth metals(member's of the alkaline earth metals on the periodic table of elements) which have been prepared. these bullets are about 10 cm in diameter and there are 5 of them, the user uses earth element to control them and shoot them at the opponent.
Note:because of the reactivity of these bullets, they are very hard(almost impossible) to put out, being made stronger by both wind and water element.
this is a double element jutsu.)

Fire Release: Eruption
Type: Offensive
Rank:S
Range:Long
Chakra Cost:40
Damage Points:80
Description:It is performed by gathering Fire-based chakra and forcing it into the ground and the erupting out like a geyser of flame burning anyone in front of him
*Can only be used once

Fire Release: Fire Dragon Fury (Katon: Karyū Mōi)[*]Type: Offensive
Rank:S
Range:Mid
Chakra Cost:40
Damage Points:80
Descriptionnce you perform the hand seals, you inhale air passing through mouth, and utilizing a largest amount of fire chakra, you are able to spew an large amount fire breath (the fire forms likely to be a large fiery angry dragon) from their mouth, incinerating all the affected area
*can only be used once

Katon; Hyperion's kachiku, (Fire Release Hyperions Cattle)
Rank: S
Type: Offence/Supplementary
Range: Long
Chakra cost: 40
Damage points: 80
Description: By building up chakra through the hands, The user will release a small fiery steam through his fingertips, which would take the form of 5 fiery cattle's, these cattle's are like heat seeking missiles, which will stalk its prey from their heat signatures, by doing so, they will chase their prey and forcefully attack them by literally just smashing into them, engulfing the opponent in flames
Note: Only Used Once Per Turn
Note: Cannot use A and S-ranked Katon Jutsu's for 2 turned

[Katon : Kuroi Kashou | Fire Style : Black Burn]
Rank: S
Type: Attack/Defence
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user releases crows of flame that appear out of the user, and start to form blasts of fire, the user also turns into black flames that dissapear and then appear where the user set any crows, and can decide which crow to appear to, when the user reaches the target, the user turns into the users normal self and release black flames that attack the opponent.
Note: The user can keep it as armor, that will hurt anybody who touches it.
Note: Can only be used twice per battle
Note: Only People Taught by SinRival Can use it

(Katon: kibaku koumori) - Fire Release: Exploding Bats
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user will make a row of 6 hand seals and then will create several bat-like fire beings that can be controlled by the user with much ease. The bats possess great speed and are as big as gamakichi (during the fight of the three sannins ), however they can't deliver much damage themselves. Each of the bats is able to explode in an outburst of flames, that has the same explosive power of a regular explosive tag and they can explode at any given time, as long as the user orders them to.
~ The user is able to create up to 18 bats
~ Depending on how many bats are created, the following rules will apply
[1 to 9] No fire S-ranks or above during the following turn
[10-18] No fire A-ranks or above
~ The technique is only usable once per battle

Katon-Horou no Jutsu (Fire Release-Fire Prison)
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost:40
Damage Points:30
Description:A skill in which generates a circular flame upon the ground, raising up bars of flame and a covering over top. This intense flame heats all within it, preventing water from being created from the inside with the dryness of the air. Touching the sides results in various burns, and while this jutsu is used it can be linked to any other fire jutsu and the jutsu will be fired at the person inside the prison.
Note: Can only be used twice per battle
Note: Prison only last 3 turn�

(Katon: Basuteto no Tsume) | Fire Release: Bastest's Claw
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 Per turn)
Damage: 80
Description: A technique in which the user is capable of rapidly expelling fire chakra from their body, and with the formation of a single handseal converting the fire natured chakra to flames; sculpted to take the form of dense, almost solid in nature, felines with streaming lower-bodies of flame. The amount, and size of felines is subject to the users discretion, but could be enough to send gigantic waves - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of flame to the opponent, led by the almost tangible charging cats, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming flames that comprise the majority of their mass to burn the opposition from existence. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic kittens, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The felines aren't necessarily sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the flames move and attack, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Fire Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the size of the flames to be changed, whether it be combining and shrinking the felines and flames so as to make the attack more concentrated, or allowing the felines to divide and grow so as to cover a larger area. Despite being given form, the felines can be made to charge along the ground or through air alike, though they will always be created short range from the user and move outwards towards the target.

Note:
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze

(Katon: Kaen Tenoyubi Baindo) Fire Release: Flame Finger Binding
Rank: S
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 40
Damage: 80 (-10 to users hands due to burn)
Description: User gathers fire chakra into their finger tips, and then procced to perform four hand seals. With each hand seal the fire chakra is being gathered into the fingertips is doubled. As the last hand sign is made the users fingers are lined up one by one atop each other. suddenly the user will thrust out their hands outward releasing ten bands of fire towards their opponent. These bands of fire wrap around their target coverge into a pillar and severely burn them. If an object is behind the opponent these bands will act as a net and bind the opponent to said object.
Note
Can only be used twice per battle
No fire jutsu used for 1 turn after

Katon: Ookii Surudoi Gogyou (Fire Style: Large Pointed Fire)
Rank: S
Range: Short-Long
Type: Attack
Chakra: 40
Damage Points: 80
Description: The user expels a five pointed flame shaped like a star, that expands the farther it goes. This flame chars all that comes in contact with it.
*Can only be used once per battle*

Katon: Doragon kokyuu) Dragons Breath
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Using 2 clones; the user creates a massive wind burst, the other 2 clones will hit that wind burst with a fire jutsu to make a massive fire wave. So massive it will be hard to avoid. it even melts the rock underneath it
Note - Only useable twice per match

(Katon: Kaen Panchi) Fire Style: rapid Flame Punch
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: user gathers up fire chakra into both hand until there is a great amount of chakra stored then he/she releases it punching towards the enemy yo create multiple fireballs to come out causing a deadly inferno to engulf the enemy. It also burns the user hands.
(Note: only members of the sharinganmasters hideout can use this jutsu)
(Note: can only be used 2 times per battle)

(Yuukai Hi Kobushi) Intertwined Flame Fist
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points:80
Description: The user focuses fire chakra into his/her hand and builds is up over time. The user then breathes in deeply while winding back his/her fist. A strong punch is delivered into the air in front of them. Using precise timing the user releases 2 large streams of fire. Using their chakra control. They manipulate the fire stream to spiral around each other and once they are about to hit the enemy both of the streams of fire conjoin into only large blast in the shape of a first that completely incinerates the enemy. After this taijutsu technique is complete, the user's first is left steaming and smoking from its power and thus cannot use they hand for the rest of the turn.
Restrictions:
- can be taught by Daemon
- can only be used 2 times per battle.
- No fire elemental taijutsu can be used in the same turn.
- Look of the technique:
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Katon:Ryuuen Kumo (Fire release:Dragon Blaze Cloud)
Type: Offensive
Range: Short-Long
Rank: S
Chakra: 40
Damage: 80
The user spits a cloud of flames that moves and surrounds the opponent. Then flame dragons shoot out of the cloud from every direction at the opponent. The cloud itself will cause burns.
NOTE: can only be taught by iseris Or Emperor
NOTE: can only be used three times per battle

Spiral Forces (Rasenchikaras)
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage: N/A
Description: The user will gather the nature of each element and will let it spiral around the user, the user will then release a huge amount of each nature which then will turn into spheres that spin round the user. The user then can use special attacks, and when the user is in this mode, the opponent's attack damage will be 10 damage less.
Note: Can only be used 1 per battle
Note: This lasts for 5 turns
Note: Must be taught by SinRival

[Katon: Karyū no Hōkō 火竜の咆哮] Fire Style: Fire Dragon's Roar.
Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels massive amounts of Fire chakra throughout the body entirely. Once this is done the user will bring the chakra up through the throat, and breathe a long line of super heated fire that moves at a rapid rate and becomes a large fireball that burns his opponent.
►Must be Kage Rank.
►Can only be used 3 times per battle.
►No A rank or above fire techniques the following turn

[Katon: Karyū no Kōen 火竜の煌炎] Fire Style: Fire Dragon's Brilliant Flame.
Rank: S
Type: Offense-Defense.
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80 (-10 damage to user)
Description: The user will channel massive amounts of Fire chakra throughout the arm's, the hand's will then ignite around the skin. The user will then clap those hand's together which causes an explosive reaction destroying everything around him.
►Can only be used once per battle.
►No A rank or above fire techniques the following turn

[Katon: Karyū no Yokugeki 火竜の翼撃] Fire Style: Fire Dragon's Wing Attack.
Rank: S
Type: Offense.
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80
Description: The user jumps into the air, focusing massive amounts of Fire chakra in the arm's, and then he ignites two streams of fire from the hands, then swings the streams of flames at his opponent, blowing them away.
►Can only be used Twice Per battle.
►No A rank or above fire techniques the following turn

[Katon: Karyū no Kagitsume 火竜の鉤爪] Fire Style: Fire Dragon's Claw.
Rank: S
Type: Offense.
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80
Description: The user channel's his/her Katon chakra into the lower leg, and ignites the feet with a very large flame to increase the power of his kicks. He can also use the strong ensuing flames to jet-propel him in any direction he wishes.
►Can be used 3 times in a battle.
►No A rank or above fire techniques the following turn

(Katon : Tsunami) - Fire Release : Tidal Wave
Type : Offensive
Rank : S
Range : Short-Long
Chakra cost : 40
Damage points : 80
Description : The user does a row of four handseals and then slams both hand onto the ground. By channeling fire chakra throughout his hands, a tidal wave of flames will emerge in front of the user, going to towards the enemy's direction straight after being formed.

- Only twice per battle
- Can only be used/taught by -Yusuke-
- No fire jutsus can be used on the same turn

(Uchiha Ichizoku Shin Katon: Sōdaikakyū no Jutsu) Uchiha Clan True Fire Release: Grand Fireball Jutsu
Type: Offensive
Rank: S-Rank
Range: Mid - Long (Mid Range AoE)
Chakra: 40
Damage: 80
Description: The user starts by performing the Horse → Tiger → Rat → Dog → Horse seals, and kneads a tremendous amount of Fire Style Chakra within their stomach, as they take a deep breath. The user combines the air in their lungs with the kneaded Chakra and leap into the air, then sharply exhale all the Chakra-infused air at their designated target. As they do, they apply Shape Manipulation to the Chakra-infused breath, creating a massive variant on the all-to-common Fireball Jutsu, resembling the Sun more than a simple Fireball. This Fireball, having a considerably larger size than a regular Fireball, travels considerably slower in comparison, but requires a considerably larger amount of Water to counter. As the Fireball hits the target, or any dense solid surface, it explodes as any other Fireball would, causing a massive explosion with a terrifying amount of force. However, that is only the first stage of this Jutsu.
As the Fireball explodes, it releases innumerable tiny embers into the air. These gently fall to the ground, where upon contact with any physical surface, violently erupt, releasing great amounts of Fire which are channelled straight up in a large pillar of flame. Even if the initial stage is disrupted, countered or destroyed, the Fireball still explodes and releases the embers, which completely blanket up to Mid Range of the Fireball's location with a fiery storm, enveloping all within this range in a violent inferno.

Ninja World Terraformation: The Kiln This technique may be used in the Ninja World, instead of in a fight. If used in such a way, the user causes a violent form of Terraformation to occur, completely burning, scorching and otherwise destroying the Landmark they currently preside in, leaving nothing but ash and cinders. This effect can only be used on one Landmark in any event. Everyone present within the Landmark, including the user, when this Jutsu is used to Terraform the Landmark receives minor burns, only minor though due to the Jutsu's effects being spread over an entire Landmark, each receiving 10 Damage from this Jutsu.

Note: Can only be used once per battle/ event.
Note: Terraformation counts as it's one usage.
Note: Can only be used by an Uchiha Biography.
Note: Can only be taught by x iiiMPerFeCT.

Katon:Inferuno (Fire Style Inferno)
Rank: S
Type: Defence
Range: Short- Mid
Chakra: 40
Damage: N/A
Description: the user promptly stops for a mere 6.7 seconds, at this time the user releases small amount of chakra into the air this coloured chakra will have a bright red colour to show its distinction from the other nature chakra's (releasing small amount of fire chakra through the air) when releasing this red coloured chakra into the air. once this procedure has iniated the red chakra will create a dome around the user and then the
the user will release altogether a large amount of controlled chakra, igniting the air causing a flaming dome around the user. Incinerating everything that comes into contact on the Fiery Dome.
*Can only be used twice per turn
* if the Target comes into contact with the He/She will recieve 2nd Degree burns.
*Can not use A rank above fire jutsu's for one Turn.

Flame-Flame Whips (Mera-Mera Shiranui)
Rank: S
Type: Attack
Range: Short
Chakra: 40
Damage: 100 (80+20 for Mera-Mera)
description: Ace launches two long lances made of fire at his opponent's chest. These lances have the combined effect of simultaneously burning an opponent while piercing their chest.
~Only when Mera-Mera is activated.
~Twice per battle.
~No wind jutsu same turn.

Mera-Mera Jiten (Flame Flame Spin)
Type: Attack
Rank: S
Range: Short-Long (depending on the speed and power of the spin)
Chakra: 40
Damage: 100 (+20 for Mera-Mera mode)
description: Much similar to the Hyuga clan rotation, Ace spins top speed. Because of his body of fire the spinning releases a wave of fire that burns everything in its path (goes in all directions) at high speeds (the same speeds as Pressure Damage). When the technique ends the entire battlefield is left in ruins and the ground is in a near-lava state. No more Ice jutsu can be used for the duration of the battle, furthermore all water sources previously on the field are evaporated, thus in order to perform most water jutsu the opponent first has to create a source however water jutsu that don't require a source are usable. All fire jutsu (for the user and opponent) go up +10 due to the heat in the air. Since the jutsu is made originally from Ace's own body he can choose if he wants to appear at the end of the wave by traveling in the fire or remain in the same position.
~1 times per battle.
~Only fire jutsu in the same turn as usage.
~Only 2 jutsu in the same turn and the next turn.
~No fire jutsu 2 turns after Mera-Mera ends because of this.
~The opponent takes +20 damage instantly due to the heat in the air after the technique ends and whenever the user ends Mera-Mera mode he takes the same damage (+20).
~Only water jutsu of the same rank (either S with a boost or forbidden because the jutsu equals in power with forbidden due to the Mera-Mera technique) can stop this jutsu. If a water jutsu of a lower rank is used it will just be evaporated.

Katon: uchiki nekki ) Fire style: Reserve heat
Rank: S
Type: Supplementary
Chakra: 40
Damage: N/A
Description: User uses to 2 turns to completely charge this jutsu with fire chakra and then when its used all the fire jutsu’s damage points increases by +20 ( but chakra cost remains same ). This jutsu lasts only for 3 turns .
( only alimujtaba786 can teach this jutsu )

Katon: Kouen Hando (Fire Style: Flaming Hands)
Type: Attack
•Rank: S
•Chakra Cost: 40
•Damage: 80
•Description:The user concentrates their fire chakra in their hands, and then makes a fire ball in their hands. The Fireball extends to their wrist, making their whole hands catch on fire. This attack can be used in combos when doing Taijutsu. This attack when used excessively will burn the hands, unless te user wear flame resistant gloves. If the user is hit with a water the fire is doused.
Note:Can only be used twice per battle. Anymore, and the hands will burn.
Note: It looks like my sig, but the whole hand would be on fire
Note: Must have mastered fire element.

Mera-Mera Fenikkusu Tama (Flame-Flame Phoenix Bullet)
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 100 (80+20 for Mera-Mera)
Description: The user releases a small bullet of fire that travels at great speeds towards the opponent. At about 5 feet infront of the opponent the user focuses his fire chakra and the bullet turns into a phoenix of fire (about twice the size of the normal phoenix) hitting the opponent a bunring him to a crisp.
~Once per battle.
~Only one other jutsu in the same turn.

Katon: o-ba-hi-to) Fire style: Overheat
Rank: S
Type: Offensive
Range: short - long
Chakra: 40
Damage: 100 ( -20 each time it is used)
Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire.
NOTES:
1) Can only be used 3 times in a battle
2) Each time its is used the damage done to opponent is reduced by 20
( only alimujtaba786 can teach this jutsu )

(Katon: Irikuchi Bieuchi II) ♌ Fire Release: Gate of Babylon II
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: After performing the Tiger → Ox hand seals, the user will release huge amounts of fire chakra into the air within range. The user will open either one-three fiery walls(s) ten by ten meters in dimensions. These ten by ten meter fiery red wall(s) can be created at least ten meters away from the desired target, or three meters behind the user himself to be used as frontal protection. The wall(s) can be created in any direction imaginable, slanted, behind, above, aides etc, as long as they stay "flat" like a wall and not curved. These walls are unable to be created underneath the opponent. As the wall(s) are created, countless ripples can be seen, as fire-based weapons emerge from within each individual ripple, ranging from long double edged swords to spears, maces, and even halberds, retaining their average size. The user has complete control of where the weapons will emerge within the portal, this is to avoid self inflicted damage should he choose to utilize the wall(s) behind him. The fire-based weapons will be seen emerging very slowly as if in slow-motion, however at any moment, the user can release all weapons simultaneously as a wave of projectile attacks by causing the ripples to "burst" sending them at increased speed. The speed in which the projectiles travel can be compared to "Fire Release: Great Dragon Fire Technique". Although tangible, the fire-based projectiles can punch through concrete like other similar fire techniques.

Notes:
- Can be used three times per battle
- No other A ranked or above fire techniques in the same turn
- No other Gate of Babylon techniques in the same turn
- No fire techniques above S rank next turn
- Must be taught by Mathias

(Katon: Nídhöggr kiba) | Fire Release: Fangs of Níðhöggr
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Through the rapid release and conversion of fire chakra from all over their body; the user will create several concentric, orbital rings and crescents of dense fire directly from their being. The crescents and rings are explosive in nature - and thus when coming into contact with something of suitable resistance - such as solid and strong rock, they will explode, the explosion always being angled away from the user and forwards towards the opposition. Aside from that, the shapes can cut and incinerate through softer materials, explode, or be suppressed, on command, or be released towards an opponent in the form of a projectile. Due to their versatility, the rings and crescents can double as both a defence and offence, yet can also be particularly useful when utilised alongside Tai; the flames ravaging a target with each blow so as to deal severe and lethal wounds.

Note:
- Can only be used 2x
- No Fire techniques above A rank for the rest of the turn and no Fire techniques the next turn
- Can only be taught by Scaze.

(Katon: Akuma Kaji) – Fire Style: Fiendfyre
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will throw his chest out as he inhales, performing a row of four handseals to knead Katon chakra into their lungs and mouth. When cast, the user spits out the fire which appears with a roaring, billowing noise. Quickly consuming anything in the vicinity of its caster (thus unreliable when team battles are being practiced) The flames are of abnormally large size and take the shape of fiery monsters and beasts such as snakes, dragons, eagles and chimaeras, constantly mutating into other beasts as they keep charging forward as well as powerful, formless flames that destroy all things before it. The fire even possesses a sentience of its own, a continuous (though far from latent) desire to burn anything it can so long as the user is channeling the jutsu. It will pursue any nearby lifeforms at the will of the caster. Inexperienced casters will be able to conjure the flames but will have virtually no control over the jutsu once it has been unleashed, thereby making the fire a deadly backfire (incomplete fire mastery). Taking 60 damage (second degree burns and pain in the burnt areas such as the face and neck.), and being unable to use S ranks for the next two turns.
- Can only be used twice per battle.
- Must wait a 3 turn cooldown prior second usage.
- The user cannot use any other Fire of S rank or higher next turn.

Forbidden Rank
(Gyouten sentou ranpu) - Fire Release: Dawns first Light
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (15 to self)
Description: The user summons all their fire chakra to the tips of their 2 fore fingers. What starts off as a seemingly small attack from the user’s fingers turns into one of the most powerful katon attacks known, a fire blast desecrating all in its path.
This jutsu changes the terrain considerably causing water sources to disappear and turning 90% of the field into a molten lava wasteland.
-Can only be used once per battle
-Can only be used by Raiden and Izuna Uchiha
-User unable to use fire techs for three turns
-This jutsu will cause most water jutsu to evaporate(S rank and Below). And most earth jutsu to melt into lava (S rank and Below)

katon : amatsu soroi katon : heavenly suit of Fire
Type: supplementary
rank: Forbidden
chakra cost: 60
damage: n/a
description: user summons a heavenly suit of fire on his body by summoning jutsu ( not animal summoning ) then he charges the suit with fire chakra for 2 turns . after charging all of users fire jutsu's damage increases by 30.
NOTE: the suit only lasts for 3 turns
NOTE: can be used 2 times in a battle
NOTE: after using suit for 2 times user dies
( only alimujtaba786 can teach this jutsu )

Katon: kurai o-ba-hi-to) Fire style: Dark Overheat
Rank: forbidden
Type: Offensive
Range: short - long
Chakra: 70
Damage: 170 ( 40 damage to user )
Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire. but due to using too much fire chakra user is damaged by 40 . this is extremely forbidden jutsu as it can annihilate the whole place and turn most of the ground into lava.
NOTES:
1) Can only be used 1 times in a battle
2) As its uses to much fire chakra it hurts user's hand by 40
3) No Fire jutsu's next turn
4) I AM NOT TEACHING THIS JUTSU TO ANYONE !!
( only alimujtaba786 can teach this jutsu)


Mera-Mera Koudo Atsusa (Flame-Flame Advanced Heat)
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra: 100 (requires intense concentration of chakra)
Damage: +50 to all fire jutsu and 100 damage to the user after the technique ends
Description: The ultimate Mera-Mera technique, by focussing an intense amount of fire the user will enter Mera-Mera however the flames that make up his body are 10 times hotter than normal. So hot that the user can literally sit in a pool of lava and act as if it were normal. The justu advances all his fire jutsu greatly however it has major drawbacks.
~Lasts only one mera-mera mode.
~Mera-Mera can't be used 3 turns before usage.
~Only fire jutsu in this form of Mera-Mera.
~Does 100 damage to the user after Mera-Mera Advanced Heat.
~No more fire, water, or wind jutsu after Mera-Mera Advanced Heat ends.
~No more A, S or forbidden ranks after Mera-Mera Advanced Heat ends.
~No more taijutsu for the rest of the battle.
~No more jutsu that require hand signs for the rest of the battle.
~Any water jutsu that comes within close range of the user will evaporate.

(Katon)Fire style: Solar Flare
Type: attack
Rank: Forbidden
Chakra: 50
Damage: 80
Dicription: By focusing your fire chakra and making the sun's temperature making it unstable you can create a solar flare that can wipe a place the size of newyork.
Note: takes 1 turns to gather enough chakra to preform and even then, it takes time for the fire to get to the battle field.
Note: Does damage to every one on the field incuding the user.
Note: Cant use S-rank fire Jutsu's after this jutsu is preformed

Fire Style: Firestorm (Katon: Kasai Arashi)
Rank: Forbidden
Type: Attack/Defense
Range: Long
Chakra Cost: 50
Damage Points: 90 (15 to user)
Description: The user will emit a small fireball at the opponent. After the fireball strikes something, whether it be the ground, opponent, or incoming jutsu, it will explode, creating an enormous firestorm that will cause widespread destruction to the entire area. The fire is hot enough to evaporate water and incinerate nearly everything it reaches. The flames will stay on the battlefield for the turn used and the following turn.
~Can only be used once per battle
~Cannot use any fire jutsus the following 2 turns
~The intense heat slightly damages the user (15 damage)

Katon � Kouen Dakou Kahan [Fire Release � Flaming Crawling Seal]
Rank: Forbidden
Range: Short (Requires physical contact)
Type: Attack-Supplementary
Chakra Cost: 50
Damage Points: None (Loss of use of a limb)
Description: Gathering chakra within their hands, the user imbues it with the fire element and rush towards the opponent. Upon touching the bare skin of the opponent, the chakra slowly flows over into their skin diffusing outwards leaving a series of burn marks. These burn marks make it very hard to utilize the limb or body part(s) effected.
Note: Can only be use 2 times a battle

(Katon: Botsubotsutaru Entei)-Fire Style: Rising Circle Shaver
Rank:Forbidden
Type: Attack/Defense
Range: Long
Chakra:50
Damage:100(30 to the user)
Description: The User sends their fire chakra through the earth. A series of rings made of fire will emerge from the ground around the user.The fire wall extends upward towards the sky(Which can heatup the sky to set up for kirin), and the user makes the fire come together to form a giant fireball, which can then be directed towards the opponent by throwing it. This fire is so hot, it evaporates any water source near it. This attack also changes the terrain into a lava wasteland.
Note:Can't use Fire moves Above A rank for 2 turns.
Note: Can be used 2 times, must wait 1 turn to use again.
Note: Looks like my sig.
Note: User can only use 2 moves next turn.

(Katon: Tsuinassai Ryūsē) – Fire Release: Twin Crushing Meteors
Type: Offensive/Supplementary
Rank: Forbidden
Range: Mid
Chakra Cost: 50
Damage Points: 90
Description: After performing a set of 4 handseals, the user gathers a huge amount of fire chakra and releases it into the air, causing a portal similar to the "Sticky Earth Drop" technique to open to either of two opposite sides of the intended target, each portal is released 15 meters away from the opponent basically a Mid range to both of his sides, summoning two identical meteor sized fireballs which are extremely compressed towards the opponent, approaching him from the two opposite sides, when the Fireballs each are 10 meters away from the opponent they resonate with each other, causing a "link" of fire to spread out connecting the two fireballs resulting in a ring of fire that's made around the opponent, entrapping him in the area he's in, however the opponent can escape vertically upwards since the ring of fire doesn't cover above him it only covers around him, the heat released from these two fireballs are enough to cause sweat to drip down the opponent's body when it's summoned out of the portals, letting him know the danger he's in, each Meteor sized fireball is considered an S-rank Fire technique, since it's an Forbidden-rank divided in two, when hit by either fireballs, anything caught in between the two fireballs will be crushed and burned severely.
Note: Can only be used once.
Note: No S-rank Fire Release or above techniques in the next turn.
Note: -15 Damage to the user due to the sudden chakra exhaustion
 
Last edited:

Lord of Kaos

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Raiton Release

Raiton: Raigeki Kuresshendo (Lightning Style: Lightning Crescendo)
Type: Offensive
Rank: A
Range: mid-long
Chakra Cost: 30
Damage Points: 60
Description: The user channels Lightning into his sword and swings it at the opponent and creates a large crescent shaped bolt of lightning from the sword. The crescent expands as it travels through the air from the atmospheric discharges found within the atmosphere. The crescent can slice through all Earth except Forbidden rank.

Strike of Artemis (Dageki Artemis)
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user holds out his left arm in front of him as if he is holding a bow and creates a lightning-drawn bow and draws back the right arm by his head, while creating a lightning bolt arrow. The bow and arrow are completely made of lightning. The user then adds a small bit of fire chakra to the bolt, increasing it's burning capabilities. The user then releases said arrow at the target. The bolt follows the enemy’s body heat (like a heat-sensing tracker). Once it has caught up to the body of the enemy, the bolts then begin to circle around the enemy's body in a spiraling fashion from the ankles up, wrapping the enemy up, and binding him, electrocuting him/her.
*Useable twice per battle*
*User cannot use fire nor lightning jutsus A-rank and above next turn*
*Can only follow the enemy for one turn before being destroyed*

Jutsu Given/Taught by others:

C Rank

(Raiton: Zeus Kontorrou)- Lightning Release: Zeus's Control
Type: Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80 (Depends on the rank of construct)
Description: The user either by the use of a touch or by releasing the chakra forward towards their intended target through their limbs, will specifically release a surge of unfocused lightning. With the lightning, the user will not aim for the opponent themselves but instead aim towards the opponents jutsus, specifically earth material type jutsus. Lightning that is unfocused will act to move along and around the earth substance, almost as if the earth will act as a conductor. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). The lightning will act to overpower the rock section or construct completely engulfing the rock and rendering the opponent's chakra within the section of rock useless. However this does come with a certain type of consequence, since there is still chakra of the opponent's harboring within the section of rock it will cause slight damage and cracking along the rock, this is simply an act of the lightning attempting to overpower the earth material but the material of earth will be weakened due to this (Exactly one rank would be deduced). As this step has been completed, with the user's lightning chakra now within the earth material, the user is now capable of taking complete control of the section of rock and send it towards a target or move the rock section around with complete ease but focused required as well, this concept similar to that of Lightning Release: Lightning Blades Levitation, as in how lightning is able to mask over the material and take control of its movements. This is exactly what would occur with the earth like substances. The appearance of the constructs will look quite normal, just a few cracks in and around its body and a light yellow aura of lightning along its body. The constructs can be controlled at will, the user can either send specific construct towards the opponent as a projectile or they can remain focus upon it and guide its direction. The constructs will retain the same sort of defensive and offensive property it had before it was taken control from the lightning, when taken control the objects obtain a certain shock type of damage which can indeed numb the opponent just like regular unfocused lightning would cause. This technique can not be used on the user's own earth constructs. The lower rank the earth construct the lower amount of chakra the user can use to overtake it.

Note: Can only be used twice
Note: Must have Mastery of lightning
Note: The construct is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical techniques

(Raiton: Yuuetsusei no Kyohaku) - Lightning Release: Supremacy of Stella
Rank: C-S
Type: Offensive/Supplementary
Range: Short - Mid
Chakra cost: 15-40
Damage points: 30-80
Description: This is the brother technique to Lightning Release: Zeus' Control. The user will focus their lightning chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction in the blink of an eye. The pulse can just barely be perceived with the naked eye but it cannot be reacted to (as in blocked by a technique). The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any inanimate non-chakra infused substances (or anything imbued with the user's own chakra) caught in its reach with the user's raiton chakra. The user will be able to now control said objects or constructs with relative ease through the use of hand gestures (in a similar manner to Lightning Release: Lightning Blades Levitation), either sending them towards a target as a projectile or maintaining focus to guide the direction of the objects. The objects will have a specific aura and color of yellow, with electricity running along the body giving the constructs a certain shock value when it comes to offensive property. With this jutsu, the user is able to take control of a large mass of rock and send it at the opponent or even something as small as a kunai to lift and guide its direction, in attempt to perform stealthy attacks. Any constructs taken over can travel up to long range and the chakra used for this technique will be split between all of the objects/constructs the user decides to take control of. Despite the fact that this jutsu imbues inanimate objects within mid-range with chakra near instantly, the opponent will likely realize a technique has been used due to the yellowish glow the affected objects develop, the hand gestures being made by the user to control the objects and the slight sounds of crackling lightning constructs/objects produce when they're manipulated. Logically, a C-Ranked pulse will only be capable of manipulating small tools such as kunais while an S-Ranked pulse will allow the user to manipulate colossal objects and constructs. The difference between this technique and Zeus' control is, the latter can only be used to take control of the opponent's techniques while this jutsu is used to control one's own techniques and non-chakra infused matter. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). If the user leaves the area mid-range around where the pulse was first released before taking control of a construct, he/she will become incapable of putting this jutsu into effect.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: Must have Mastery of lightning
Note: The construct is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical objects/constructs
Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time

(Raiton: Kaminari no taihō sutoraiki)- Lightning Release: Lightning Cannon Strike
Rank: C
Type: Attack
Range: Short- Mid (if fired)
Chakra: 15
Damage: 30
Description: Charging lightning chakra into their fist (or weapon) the user swings it to release cannon shaped orbs of lightning. A maximum of four orbs can be released at a time. Each orb is dense with lightning chakra and upon touching can ensnare target in current of lightning.

B Rank

(Raiton Hijutsu: Rairyū no Hoken) Secret Lightning Release: Lightning Dragon's Breakdown Fist
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will concentrate a large amount of lightning chakra around one of their fists, they will then proceed to shoot it forward in a punching motion releasing and sending that concentrated Lightning forward with it taking the shape of the users fist but around 4 times larger than the users fist.
Note: Can only be used 4 times.

A Rank

(Kaen Rai Reiki) - Blazing Lightning Aura
Rank: A
Type: Attack/defend
Range: Short-Mid
Chakra Cost: 30
Damage Points: (+20 to taijutsu attacks)
Description: This is much like chidori nagashi. The user will focus their lighning chakra around their body (the lightning will not be touching the user) creating an aura of lightning. They will focus this chakra so that the lightning vibrates around their body moving faster and faster, without hurting them as it is controlled. As it moves faster, the lightning creates a mass of heat to produce flames that combine with the lightning moving around the users body. These flames wont be touching the user so he wont be burnt. This aura is used for close combat attacks and can be formed pretty quickly. When hitting something in this mode, the user will release the lightning through the object shocking it with a bolt of lightning and cause numbing/partial paralysis to living objects. Not only this, but the heat built up from the electircal current will burn the target too. And example of how this would work would be, when you go to punch an opponent, if they put their hand up to block it, you would hit their hand, shocking their hand dealing lightning damage, numb their hand from the shock for 1 turn and burn the targets hand.
Note: This mode can but used for up to a total of 4 turns in a battle.
Note: The user is more vulnerable to water attacks and would take +20 more damage if hit by a water jutsu.
Note: When this aura is active, the user can't use wind or water jutsu.
Note: This isn't using two elements at the same time, the lightning is generating the heat, i'm not creating the fire.
Note: Can't be used while in Sage mode (or similar) or with EIGs.

(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a lightning jutsu the user will perform 2 handseals as they release there chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 25 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.
Note: Can only use used on lightning the user or the users summon has created
Note: Can only be used once one each lightning jutsu creates
Note: can only be used 3 times

(Katon/raiton: Ikkyou) - Fire/lighting style: Suprise
Type: Attack
Range: Short - long
Rank: A
Chakra: 30
Damage: +1 rank
Description: This jutsu will be used after the user has used a lightning jutsu. It is similar to the way that when Darui used a lightning jutsu to add to his water jutsu as he was spitting it out against Sasuke. After having release a lightning jutsu, the user will focus more chakra into it. As they do they will focus upon the heat of the lightning. In doing so they can do one of two things. They will either:

1. By adding the extra chakra they will control the heat, causing flames to wrap around the lightning jutsu the user jutsu make, making it a fire lightning combo. This will add 1 rank to the power of the jutsu from the extra chakra used. The fire would stay wrapped around all the lightning as it's being produced from the lightnings heat.

2. Use their chakra to convert the full heat of the lightning into fire, changing the state of the energy, so that the lightning now becomes a fire attack. So if the user used chidori spear, they would be extending it, then control the heat to change it into a sharp flame spear extending form their hand, changing the chakra nature through the use of physics.
The user can only used this on one jutsu, and once they have used it they can't change it back.
Note: Useable 3 times
Note: Can only be used on A ranks and below
Note: Can't use water jutsu in the same turn after having used this.

Lightning Release: Lightning Land Spikes (Raiton: Raikou Riki Kasui)
Rank: A
Type: Attack
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user channels chakra through their feet. After the user had channeled the chakra into their feet, the user stomps their feet and sends the lightning chakra into a desired area. The lightning shoots up in that area without warning making between one and eight spikes. The spikes can go through flesh and numb the target body for one turn.
-Only used three times per battle
-Chakra Sensors and Chakra read Doujutsu Users can sense/see lightning.

(Kaen rai butoukai) - Blazing lightning balls
Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will gather there fire and lightning chakra into their hands. As they do so, they will create balls lightning that rotate rappidly generating heat, which the user controls to make create fire rapped around it, and with lightning focussed through it, making a ball of fire and lightning. The user is able to throw these balls of blazing lightning anywhere up to mid range. The user can only make 1 balls to throw from his dominant hand.
Note: Can only be used by zane and the pervy sage
Note: Can only be used 3 times

Lightning Release: Lightning Shoes (Raiton: Rai Hanka)
Rank: A
Type: Deffense/ Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/a
Description: The user channels his Raiton chakra into his feet and generates little steams of lightning under them. By doing so the user will be able to walk on mud. Normaly a strong lightning technique will go trough the mud and make a big hole. However by decreasing the electricity the user is able to create small steams of lightning which does not go deep trough the mud, only enough to keep the user on top of it. However while using this the user is very vulnerableto water techniques.
*Can only be taught by PowerOfDarkness
*Jinbei is the co-creator of this jutsu
*Can only be used 2 times per battle
*No S or A rank Raiton techniques the following turn this jutsu is used.
*Lasts for 2 turns

(Raiton Hijutsu: Rairyū Hōtengeki) Secret Lightning Release: Lightning Dragon's Heavenward Halberd
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user raises both of their hands above their head at their sides gathering a large amount of lightning chakra, between their open, facing palms. The lightning is rapidly shaped into the shape of a spear. The user will then proceed to throw it with incredible speed and power. While shooting across the sky the spear resembles a Ji, a traditional Chinese halberd. Upon impact the Ji, cause the persont to feel as if they had just been struck by a massive lightning bolt that engulfs their entire body, and mildly paralyzes them.
Note: The user cannot use this technique if they have already used an S-Rank Lightning technique the same turn.
Note: The user is incapable of using an S-Rank Lightning Technique until the following turn once this is used.
Note: This technique is as fast as the Chidori Eiso extending
Note: If contact is made the opponent is only able to perform 2 techniques their following turn from the paralysis
Note: Can only be used 3 times

S Rank

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

(Kaen Rai kousen) - Blazing lightning Beam
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lighting chakra into their middle and index finger. The user will then point air their target releasing a concentrated blast of fire, with a 1 inch diameter. Around the fire the lightning will be wrapped/coiled around it, hitting the target in sync at great speeds.
Note: No water jutsu in the same turn.
Note: Useable 2 times
Submitted by my alt zane but the alt is locked due to admin reasons, so i own it here now.

(Kaen rai otakebi) - Blazing lightning roar
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lighting chakra into their gullet. Then the user will release an intense blast of fire and lighting at the target of his choice. The fire blast errupts from the users mouth with a 1 ft diameter and as it's released the lighting coils around the fire blast making a 2 element blast.
Note: Useable twice
Note: No water jutsu in the same turn.

(Kaen rai ken) - Blazing lightning blade
Rank: S
Type: Attack
Range: Short-mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather a large amount of fire and lightning chakra around their fist. They will focus the lightning chakra to make it sharp, while they control the fire to surround the sharp shaped lightning. The user will then punch at their target, the lighting will cut what it comes into contact with (within reason, like not Forbidden ranked stuff) while the fire will be released in a huge burst blasting forwards to mid range burning what ever the user has hit with the lighting wrapped around the flames to shock and numb what ever it hits for 1 turn.
Note: useable twice
Note: No water jutsu in the same turn

(Raiton Hijutsu: Rairyū no Hōkō) Secret Lightning Release: Lightning Dragon's Roar
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather a mass amount of chakra into their mouth, they will then "roar" releasing a large concentrated, destructive blast, which is capable of destroying everything in a wide area in front of the user. The blast expands like a cone from the users mouth, much like the bijuu blast, it also has 5 separate lightning bolts that spiral around the blast itself. If this technique successfully hits the users opponent they are paralyzed and incapable of moving the following turn.
Note: This technique can only be used twice.
Note: Once used the user is incapable of using A-Rank or higher Raiton techniques, or any technique S-Rank or higher, for the following 2 turns.
Note: This technique's width is as wide as the Wind and Fire Blast technique.
Note: The separate lightning blasts are roughly 6 inches away from the main blast itself, and if the opponent is hit by any of them, they are unable to perform the first move of their next post from being minorly electrocuted/paralyzed
Note: If hit by the main blast itself they are completely paralyzed their next turn.

(Raiton Bu-meran Ashinami) Boomerang Lightning Step
Type:Attack
Rank:S
Range: Short-Long
Chakra Cost:40
Damage Points:80
Description: By doing a simple kick the user shoots out two powerful beams of lightning at great speeds being able to slice through solid objects or cut down attacks. As soon as the beam is launched and makes contact with anything it will come back towards the user like a boomerang and disperse.
♦ Can only be used 3 times per battle.
♦ Must have mastered lightning.
♦ No lightning techniques of S-Rank or above for one turn after the use of this technique.
♦ Can only be taught by Mathias

Raiton dendou shouheki: Lightning electric barrier v2
Rank: S
Type: deffensive
Chakra: 40
Damage: N/A
Discription: This Jutsu I use water Chakra to crate a dome around me as one of my clones uses his lightning to Make the Dome an even Stronger defense while Keeping the Jutsu around us and not touching us so we dont feel its effects. So It can repel Any element Except B-S rank wind Jutsu's Because elemental combination.
Note: Can only be used 2 times in a battle

(Raiton: Rippuko Za Ikazuchi Joutei) - Lightning Release: Rage of the Thunder God
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: the user creates a large ball of lightning which has surrounding it four smaller balls of lightning connected by lightning chains and the ball of lightning spins creating a large rotating vortex that gets shot at the enemy and can rip at ground.
Note: Can only be used 3 times
Note: Only members of the sharinganmasters Hideout Social Group may use this jutsu.
Co-Produced by: Uchiha Kaito, Mugan Ryukyu and Hazure

(Raiton: Raikou Ryuu Mori) - Lightning release: Lightning dragon lance
Rank: S
Type: attack
Range: short-long
chakra cost: 40
Damage Points: 80
Description: the user creates a 10 meter hollow lance of lightning energy with the tip as the head of a dragon and they thrust it the wind travels through the lance hollow core and sounds like a dragons raw and strikes the opponent and then crushes on impact and explodes causing electrical burns.
Note: Can only be used 3 times.
Note: Only members of the sharinganmasters Hideout Social Group may use this jutsu
Co-Produced by: Uchiha Kaito, Mugan Ryukyu and Hazure

(Raiton:Kaminari supurasshu)Lightning Release:Lightning Spash
Rank:S
Type:Attack
Range:Short-long
Chakra Cost:40
Damage:80
Description:In this Jutsu the user gathers a huge amount of raiton chakra and then performs three handseals and then releases a huge wall of electricity 10 meters tall and 12 meters wide that travels towards the opponent fast, destroying the ground below as it passes and causes burns,paralysis and numbing when comes in contact with the opponent.
*can be used thrice in battle

lightning style: lightning manipulation: (raiton: denkou soujou)
rank: S
type: attack/supplementary
range: short-long
chakra: 40
damage: 80
description: the user focuses his lightning chakra throughout the air causing any already created lightning to fall under the users manipulation once the jutsu is in affect the user can control the lightning anyway way he pleases
~the lightning must be already created
~once per battle
~lasts 2 turns

Forbidden Rank

(Kinjutsu Raiton: Hekireki Tenshu Rasuto Hirameki)- Thunder God's Last Flash
Rank: Forbidden
Type:Attack
Range:Short-Mid
Chakra:50
Damage: 95 (-25 to user)
Description: Using chakra focused in his legs user jumps about 20m into the sky releasing intense amounts of lightning chakra and life force energy, creating a mini lightning storm above him (similar to kirin cloud but much smaller scale).Using Mjollnir and the chakra/energy released user directs and channels a lightning bolt unto the hammer and then comes crashing down upon the opponent knocking them into the ground, leaving a huge crater in it's wake.
Note
*Can only be used once per battle*
*After use Mjollnir can no longer be used*
*-10 to user for wielding Mjnollnir, -15 from Life energy*
*No lightning jutsu can be used for 2 turns*

Raiton: Erekutorikku Hogosha Bun'ya (Lightning style: Electrical Guardian Sphere)
Rank: Forbidden
Type: Attack/Defense (Can do both at the same time)
Range:Short-Long
Chakra Cost:50
Damage Points:0 (+20 to the attack you will use)
Desciption: The user molds their lightning chakra into a sphere. The sphere hovers over the user, and then one the users orders, it will expand to make a giant sparkling 360 degree shield over the user. The user can then issue lightning attacks from inside the shield, which will be slightly enhanced due to the lightning protecting the user.
*Last a turn.
*Can be used once a battle.
*Can only be used by Ace.
*Can't use Lightning attacks S-Rank and higher for 2 turns.
 
Last edited:

Lord of Kaos

Supreme
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Suiton Release

Water/earth: golum (doton/suiton: Jinnutsuzou)
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

(Suiton: atomikku shin'en) Water Style: Atomic Abyss
Type: Offensive
Rank: A
Range: Close –Mid (most effective up close)
Chakra: 30
Damage: 60
Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.
*entitled to any elemental variations of this jutsu*


Poseidon's Tsunami|Poseidon's Tidal Wave
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (N/A in long range) (-20 to user from chakra strain)
Description: The user channels water chakra into his sword and swings it in the manner of a arc, in any direction (from the ground up; From up to down, left to right, etc.). While swinging the sword and forming the arc, the user will release the water through means of the sword, releasing a blast in water in the form of either a compressed crescent of water, or a large wave of water which will be released in the pathway of the swing of the user's sword. The crescent is strong enough to put out any flame projectile and continue through it (with the power of an A-rank water jutsu) and can cut through large boulders with relative ease (earth up to A-rank) The wave of water would have enough force behind it to crush small and medium sized buildings and uproot trees ( at short range). The further it goes, the less damage and wider the damage will be so by the time it reaches long range, the only thing that would happen to the target is they would get soaked and pushed back a few feet.
*Can only be used by Lord of Kaos*
*Can only be used once per battle*
*After using, no Water jutsus can be used for two turns*
*If used, no other sword related jutsus can be used that same turn*

(Water Style: Atomic Abyss: Poseidon's Aquatic Destruction) ♆ Suiton: Atomikku Shin'en: Poseidon's Suijou Metsubou
Type: Offensive
Rank: Forbidden
Range: Close-Long
Chakra: 50
Damage: 90 (+40 to user if hit)
Description: The user starts by making several (up to 5 in short range, 10 mid range and 15 in long range, basically five in each range) condensed large balls of water with great pressure compressing them to the size of basketballs but the solidarity of ice (still water, just tightly compacted). The user then causes the orbs to sink into the water source he and his opponent are standing on, creating an mine-field in the ocean of sorts. If the user choices to, he can also create said orbs in the water itself, preventing the opponent a chance to detect them (doujutsu and chakra sensing abilities aside, of course). The orbs are then spread in a pentagonal shape, surrounding the user and opponent, with 3 pentagons in total: one surrounding the enemy in short range, one in mid range and the last in long range. The five orbs in each range are in relation to the target, i.e. one pentagon that reaches out to the borders of short range around the enemy, another reaching the boundaries of mid range from the enemy's start point, and the same with long range. If the opponent moves around underwater, he will cause a chain reaction, causing all of the water orbs to forcibly explode, causing great damage to anything caught underwater, with enough force to break bones on contact and cause severe internal damage to and rupture organs and even remove limbs. If both the user and enemy are standing on the water surface, and they move, it will cause the orbs near the surface to explode firstly, still causing a chain-reaction. The explosions, if above water, have the force and power to blow holes in metal.
*Can only be used once*
*after using, neither the user nor the opponent can move for 3 turns. After the three turns, the orbs loose the pressure within said orbs and the user and opponent will have no threats presented when moving*
*If the user is on the water when detonated, he will take the same damage the enemy would take*
*After using, the user cannot use water jutsus for three turns*
*The user is able to control the orbs released nearby him when he moves but doing so takes a great deal of chakra from him and thus, he can only use 1 jutsu per turn if he does this (must be stated). The user is only able to take control of up to 3 orbs with each one coming from a different range, i.e. one from short, one from mid and one from long range. Once the explosions start, however, he will no longer be able to control them*
*If hit by orbs, the user's bones will be broken and damaged and he will be unable to move*
*Can only be used by Lord of Kaos*

( Suiton: Achelous' Hakai Atorantisu-gō ) - Achelous' Destruction of Atlantis
Rank: Forbidden
Type: Attack
Range: Short – Long
Chakra cost: 50
Damage points: 90 ( +20 if jutsu is absorbed )
Description: Based on Great Shark Missile Technique, the user forms a lone seal whilst gathering copious amounts of Suiton chakra. Infusing the water nearby with said chakra, the user creates a gigantic shark around him, encompassing a radius of 10 meters. What differs from this shark and the normal one is that in conjunction with the forming of the shark, the user creates the water in a way that it causes a massive outwards explosion of up to mid range on contact with things stronger than it or of equal rank, spreading the water outwards. However, attacks of 40 chakra and below are able to be absorbed into the shark, with it taking on properties of said release, if logical. This means fire chakra will superheat the water, lightning will send an electrical current through it, Wind will make the shark's teeth and nose sharper, capable of slicing through a foe easier and Water will add to the mass. Interestingly, Earth chakra doesn't affect the shark like this, instead it slows it down but causes a more powerful hit on contact.
Note: Can only be used once per battle.
Note: Can only be performed with a water source.
Note: Can absorb up to 40 chakra with notable exceptions in the cases of fire and earth. With Earth, it can only absorb up to A rank, and with fire it can absorb Forbidden ranked jutsu.
Note: After using, the user cannot use Water above A rank for two turns or Shark based jutsu for the same amount of turns.

Jutsu Given/Taught by others:

D Rank

Mizu fuukaku naito bijon: Water style Night vision
Rank: D
Chakra: 30
Damage: N/a
Range: Short/medium
Desciption: Using water to create a lens film over your eye’s it amplifies the light in your eyes to create temporary nightvision.

C Rank

(mizu yooshiki: kage kurai) Water style: Shaddow’s darkness
Rank: C
Type: Water
Range: Long/short/medium
Chakra cost: 30
Damage: N/A
Description: Using water to make clouds in the sky and create darkness.

B Rank

Suiton Sutairu: hanshateki Kagami)Water Style: Reflective mirror
Rank: B
Type: Defense
Chakra: 25
Damage: N/A
Description: Using water and concentrating so it can reflect any light where ever you want it to be reflected.


Suiton:Geiin Suiton Hinankunren (Water style: Hardened Water Drill)

Rank:B
Type: attack
Range: long
chakra cost: 25
Damage: 40
Description: The user creates a huge explosion of water from a nearby source, and jumps into the air. Manipulating the water flung into the air, the user makes the water spin at rates of incredible speed, around their hand. The user then attacks the foe.

Suiton: Hantoumei Funmuki (water style: transparent sprayer)
Rank:B
Type: defense/supplementary
range:close
CC: 25
damage: n/a
Description: the user sprays a transparent liquid onto themselves to blend into water. If the user is about to be attacked with water, they can use this to blend in with the water, without getting hurt. This allows for a safe hiding. This can only be used on water techniques B rank and under.

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: kensei no doragon )- Water Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialized for those who have great control over their water chakra. This is usually used in close combat where the user will release their water chakra around a part of their body covering them in water. This water is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this water created be the user, it will great a burst of water on impact from the user, creating seveal torrents that flies forwards which can send the opponent back into mid-range with damage and in pain.
Note: Can stay active for 2 turns at a time
Note: Can't use earth jutsu while it lasts.

A Rank

Suiton: Gekiha Gufuu Harou (Water Style: Crushing Typhoon Waves)
Rank: A
Type: Attack
Range: Close-Mid
CC:30
DMG:60
Description: The user creates two raging waves of water that encompass the opponent, gradually closing in. This doesn't kill the opponent though. This technique must be used in a large, deep source of water. The only way to escape this technique is to exit the two sides of the waves.

Suiton Khuriken Kabe ( Water style: Water Shuriken Wall)
Rank: A
Type: Attack
Range: close
CC: 30
Dmg: 60
Description: The user makes 100 shurikens from water that can extinguish fire attacks, or attack the opponent. There needs to be a source of water available for this technique to work.


(Suiton: Mizu kakujuu) - Water style: Water expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased.
Note: Can only use used on water the user or the users summon has created
Note: Can only be used once one each water jutsu creates
Note: can only be used 3 times

(Suiton: Ryuutai Suteppu) - Water Style: Fluid Step
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Ryuutai Suteppu is a very simple taijutsu technique with the enhancement of water. When being attacked in close range, the user will focus his chakra in the moisture of the air and materialize water beneath his feet. He will then use that water to slide back and forth in the ground as if he were standing on ice. However un-like ice, the user has complete control over his fluid movements. Can be used quite effectively to boost the randomness of movement when using Drunken Style. This technique will last for two turns, but the user will be restricted in only using regular ninjutsu, water, taijutsu, genjutsu, and kenjutsu, no other elemental affinities.
Note: Can be used twice
Note: Must have mastered Taijutsu
Note: Must wait two turns to use again.
Note: Must be taught by Mathias

(Suiton: Uruoi Kondensa) Water Style: Moisture Condenser
Type: Supplementary
Rank: A
Chakra cost: 30
Damage: None
Description: The user condenses the moisture in the air around the opponent and makes the moisture around the opponent into water and makes it stick onto them, the water will have a thick syrup-like feeling to it, the water will cover the opponents entire body not allowing them to move. It requires alot of chakra to maintain the waters condensed thick-syrup like form so it only lasts one turn and the user will only be able to use one other jutsu on the same turn this jutsu is used in, after that turn is over the water will evaporate.
~Can only be used 2 times per battle.

(Suition: Oiru Taiga) Water Style: Oil River
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user summons a river of highly explosive and flammable oil on top of the opponent that comes crashing down upon them, crushing them in heavy oil.
~Can only be used 4 times per battle.

(Suition: Oiru Numa) Water Style: Oil Swamp
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user summons a swamp of highly explosive and flammable oil beneath the target. The size of the swamp depends on how much chakra the user puts into the jutsu.
~Can only be used 4 times per battle.

Suiton: Seppaku Suraisu-Saikoro ♆ Water Style: Pressurized Slice n' Dice
Rank: A
Type: Attack
Range: Mid - Long
Chakra cost: 30
Damage Points: 60
Description: The user will start out by focusing his water chakra on the moister in the air and then materialize water around his selected target, be it on the ground or airborne. The user will then rise both of his hands out in front of him while simultaneously slamming them against one another. As the two opposing hands are in the process of colliding with one another, the water starts to materialize into four highly pressurized jets of water that are twenty feet high and two feet wide. The jets are materialized three meters away from the desired target's three, six, nine, and twelve o'clock. Once the users hands are fully slammed against each other, the pressurized jets would reach their destination simultaneously to the hand's collision. Due to their high level of pressurization, these jets combined are able to slice through any solid earth technique its materialized around.

♦ Can be used three times per battle
♦ Must wait one turn before re-using
♦ Must be taught by Mathias

Suiton: Hogo Pengin no Tangan - Water Style: Plea of the Protective Penguin
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: A fairly simple but effective suiton ninjutsu, Hogo Pengin no Tangan is a suiton ninjutsu that uses the properties crystalized water to coat the blade of a sword. The user would put as much or as little chakra into the blade to crystalize as they want, and then they would simply cut through an opposing jutsu, releasing a crescent of crystalized water towards the opponent. With paramount chakra control, the user would then control the crescent of crystalized suiton much like the jutsu Suiton: Nagareru no Yari, only except instead of hand movements, the user would control the crescent via waving their sword up, down, left, or right. The user could control the crescent up to mid range with ease, and due to the crescent's properties of crystalline water, it's cutting power would be unmatched, even compared to the famous Suiton: Suidanha.
Note: Can only be used three times per conflict
Note: Cannot use this jutsu consecutively
Note: Can only be taught by Penguin

(Kirigakure Hijutsu: Mizu Ryuushi Sanran) - Hidden Mist's Secret Technique: Water Particle Dispersion
Rank: A
Type: Defence/Supplementary
Range: Short-Medium
Chakra Cost: 30
Damage Points: -
Description: Once the opponent attacks the user with a water technique, the user will release water and wind chakra through the air. Suddenly, the water jutsu of the opponent disperses and turns into a thick mist correspondent to the amount of water dispersed, giving advantage to the Kiri ninja who are used to fighting in the Mist.
~ -10 damage to user per use

(Mizu kata: Mizu ken) Water style: Water blade
Type: Attack
Rank: A
Chakra: 30
Damage: 60
Description: Focusing chakra into your hand you can make water spin and create a razor blade that you can then throw. You can also make it follow your opponent but it would take (-15) chakra for every time you move it in a new direction.

(Mizu Bakuha) - Water Release: Water Explosion
Rank: A-S
Type: attack
Range: short - long
Chakra: (A rank: 30) (S Rank: 50)
Damage: (A rank: 60) (S Rank: 100)
Descriptions: With just one seal, the user can make any water substance and water source explode in a huge blast. This just can be mixed with other water jutsu, even water clone jutsu.
-Note once used the jutsu the water will be still there, it won’t disappear, it will only be scattered everywhere. The larger the source of water the greater the damage.
- Once used, no S-rank jutsus next turn
- Used twice, no S rank or A rank jutsu next turn

(Suiton: Mizu Kokyuu)-Water Release: Water Breath
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: When the user is underwater, he will manipulate the the water around his head. He makes an air bubble around his head. The user can breath underwater as long as the air bubble is around his head. The bubble can be pop if the user head is attacked or loses focus.
-Only used by Dei Dei
-Only used twice per battle
- (-15) chakra each turn the bubble is used


(Kirigakure Shuuchuu no Jutsu) - Hidden Mist Focusing Technique

Type:Supplementary/Defence
Rank:A
Range:Mid-Long
Chakra Cost:30
Description:The user manipulates the small parts of H2O, that are concentrated in the mist, and concentrates(focuses) them in one point. The user can make so, invisible walls, steps on the floor, and pointed objects. The enemy so trips over steps, get's stabed by sharp concentrated mist and walks directly in mist walls. The walls can defend from minor attacks too, and the pointed objects do some minor damage.This technique can only be used when the "Kirigakure no Jutsu" was already done. The jutsu leaves the victims in confusion.
*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*
*Note:This is a group jutsu.*

Suiton: Poseidon no yueki | Water Release: Poseidon's Infusion
Type: Supplementary
Rank: A-rank
Range: Short/Long
Chakra Cost: 30
Damage Points: N/A
Description:
The user creates an abundance of thick moisture within the surrounding atmosphere using their suiton chakra as a base. At first sight the moisture itself is many times thinner than the original hiding in the mist technique, being nearly invisible to the naked eye. While the moisture on its own doesn’t possess an immediate threat, when combined with a wind style jutsu it comes into full effect. When a wind jutsu is used, the moisture ‘thickens’ the wind immediately, infusing with it to create a coat of sorts. It’s purpose is to essentially eliminate the natural weakness wind has to fire, as when colliding with a fire jutsu the moisture prevents the fire from feeding off the wind/continuing forwards by becoming a first line of defense for the wind. This doesn't only have an affect against fire though. Due to this techniques nature and affects, the way it is created makes it only react to the user's chakra. This means that when another wind jutsu goes through it that isn't the user's, it won't attach to it, it'll act as a normal A-rank mist.

Restrictions
• Only enough moisture to coat 1 wind jutsu per use
• Usable 2x per match
• No water jutsu S rank or above While active
• Wind jutsu infused with this become neutral to fire jutsu
• Due to this jutsu having no affects on its own and only being something to aid another technique, it can be used beside a wind technique within the same time frame

(Naibun Fuu Zonokiri) - Heavy Mist
Type:Supplementary
Rank:A
Range:All
Chakra Cost:30
Damage Points:N/A
Description: By focusing his wind and water chakra on an already created mist, the user will be able to keep it stable by making it denser, heavier and fixed in place with strategic wind current. Only an S-rank wind jutsu can clear this mist.
Note: Can only be used 3 times per match
Note:The mist will stay denser and heavier for 2 turns after use of this jutsu.*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*
*Note:This is a group jutsu.*

(Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist
Rank: A
Type: Defence/Supplementary
Chakra cost: 30
Damage: N/A
Description: A variation of the Hidden Mist jutsu, but instead of releasing normal mist, the user makes extremely cold "freezing" mist. This mist is so cold that the evaporated water of the mist changes into ice crystals. The result of this is that the mist is a lot "heavier" which makes it more difficult to just blow away. It's most effective against people who user IG for example. The cold of the mist makes the joints of the opponent slower functioning, due to his fast breath his longs start to freeze at a rapid rate (he breaths fast the cold air in) but above all the ice crystals start to attach themselves to solid objects more easier than normal water of mist. This makes the opponent loose energy and heat rapidly, which makes his movements yet again a lot slower.
The effect is the same on normal people, for instance the speed of making handseals slows down, same goes for their reflexes. Since the mist is made of the user's chakra, it does not affect him.
~ No water techniques of S rank and above next turn

(Suiton: shiomizu)Water style: Salt water
Rank: A
Type: Deffence/suplementary
Chakra: 30
Damage: NA
Discription: Using the salt from your water source. you can make all the salt rise to the surface which will amplify the salt already in the air making ice jutsu impossible.
Note: Only Ice Jutsu that requires water will be unfreezable
Note: Only lasts 3 turns.

SuitonBenda mo-do: Soujuu Suiton( Water bender mode: Manipulation of Water)
Type: supplementary
Rank: A
Range: short/mid/long
Chakra Cost: 30
Damage Points: N/A
Description: user can manipulate water in this mode at will and to do the user’s bidding but to manipulate water there must be presence of water.
Note: only KBB can use this jutsu and this jutsu last for 2 turns and must be in earth bender mode.

(Mizu Bakuha) - Water Release: Water Explosion
Rank: A-S
Type: attack
Range: short - long
Chakra: (A rank: 30) (S Rank: 50)
Damage: (A rank: 60) (S Rank: 100)
Descriptions: With just one seal, the user can make any water substance and water source explode in a huge blast. This just can be mixed with other water jutsu, even water clone jutsu.
-Note once used the jutsu the water will be still there, it won’t disappear, it will only be scattered everywhere. The larger the source of water the greater the damage.
- Once used, no S-rank jutsus next turn
- Used twice, no S rank or A rank jutsu next turn

(Suiton: Mizu Kokyuu)-Water Release: Water Breath
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: When the user is underwater, he will manipulate the the water around his head. He makes an air bubble around his head. The user can breath underwater as long as the air bubble is around his head. The bubble can be pop if the user head is attacked or loses focus.
-Only used by Dei Dei
-Only used twice per battle
- (-15) chakra each turn the bubble is used

(Naibun Fuu zonokiri)-Heavy Mist
Type:Supplementary
Rank:A-rank
Range:Short/Mid
Chakra Cost:30
Damage Points:N/A
Description: By focusing his wind and water chakra on an already created mist, the user will be able to keep it stable by making it denser, heavier and fixed in place with strategic wind current. Only an S-rank wind jutsu can clear this mist.
Note: Can only be used 3 times per match
Note:The mist stay denser and heavier for 2 turns after use of this jutsu

S Rank


(Suiton: Hyaku Kiriooi Soso)- Water Style: 100 Mist Shroud Burial

Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage: 80
Description: Usable once Hidden Mist Jutsu is active, the user controls the mist to make it surround the opponent in a large mass, and then the user quickly condenses the mist into water. The water proceeds to coat the opponent in a seemingly harmless full-body cover of mist, however, the user then clenches their fist and the coat of water on the opponent transforms into 100 piercing tendrills that rip through the opponents skin and can even rip through armor because the water is so close, much like the 18th century iron maiden.
*Note:Can only be used once per battle*
*Note:Once used, no mist jutsus can be used next 2 turns.*
*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*

(Kirigakure Hijutsu:Kiri kou Mizu) - Hidden Mist Secret Techniques: Mist to Water
Type:Supplementary
Rank:S
Range: Short-Long
Chakra Cost:40
Description: The user changes the mist to water. If fighting within mist, makes him so an unfinishabe font of water.
*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*
*Note:This is a group jutsu.*

Kirigakure Hijutsu:Doku Kiri) - Hidden Mist Secret Techniques: Poison Mist
Type:Supplementary/Defence
Rank:S
Range: Short-Long
Chakra Cost:40
Description: The user concentrates. He then performs the 2 needed hanseals, and then changes the molecular stature of the mist atoms. The user manipulates the participles, and with adding chakra to them, he turns them into a poisonous mist. This is not the poison used in the anime. It's colorless. It's practically a kind of CO2.
This covers only a small area around the user, but anybody who enters, gets poisoned. This poison is not as fatal as others, but the user has 1 second before falling to the ground. He stays consciousness
*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*
*Note:This is a group jutsu.*

(Suiton: Kiri Bunshin) - Water Release: Mist Clone

* Rank: S
* Type: Supplementary
* Range: N/A
* Chakra Cost: 40
* Damage Points: N/A
* Description: This technique can only be performed while "Hidden Mist" is active* The user makes a clone out of the mist in the area. This clone is able to use water techniques of the user up to A rank and can merge with the mist to conceal itself and gain the element of surprise anytime. The user may determine how much chakra to give to a clone and a clone can only use up to the amount of chakra given. If the opponent disperses the mist (blows it away or removes it somehow) the clone can be dispersed to reform the mist. The clones are as flexible as the mist so standard attacks can pass right through them but also maintain their form if the mist is removed. Mist Clones can use any jutsu that utilizes the formation or manipulation of mist through themselves, even if mist is not present though this destroys the clone.
*Note: Only 2 clones are able to be maintained at once, 40 initial chakra each plus the amount donated by the user.*
*Note: Clones can not use any form of Kekkei Genkai.*

Secret Technique Hidden Bloody Mist
*Rank: S
*Type: Attack
*Range: Short-Long
*Chakra Cost: 40
*Damage Points: 80(25 if user escapes the explosion)
Description: This jutsu is a combo of the Hidden Mist Jutsu and Buring Ash Accumulation. The user creates a mist that makes the users location unknown while at the same time burning their opponent. Then, when the user clicks there teeth, the mist will explode and afterward cleared.

( Kirigakure Hijutsu: Mujogihen ) - Kirgakure's Secret Technique - Artificial Mist Deception
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.
* Can be used only once per battle
* Leeches user's chakra 10 per turn
* User cannot use Forbidden Rank techniques while it is active of any element.
* Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) - even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.

(Suiton: Kiri Kawarimi) - Mist replacement
Rank: S rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage Points: N/A
Description: The user can freely transform his body into mist like that of the hidden mist jutsu. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form. The user can reform into there normal body at any time, but in this form the are vulnerable to lightning and fire attacks.
Note: Lasts for up to 2 turns
Note: Must know hidden mist jutsu
Note: Cant attack in the form
Note: useable Once.

(Suiton: Soudai Gogyou Suirou)- Grand Multiple Water Prison
Rank: S
Type: Defense/Supplementary
Range: Short-Mid (Long if on water source)
Chakra:40
Damage:N/A
Description: A modified verison of "(Suiton: Suirou No Jutsu) - Water Style: Water Prison". User summons a great tide of water towards opponent that traps multiple targets in a orbs of water. User can further manipulate sharp water spikes to impale what ever is inside. Also orbs can be used to stop projectiles. If used on a water surface can be almost unavoidable.
Note
*Can only be used 3 times per battle*

(Suiton: Akuma Mangetsu Suikabutsu) Water Release: Demon Full Moon Hydration
Rank: S
Type: Supplementary/Attack
Range: N/A (Short-Mid)
Chakra: 40
Damage: N/A( 1/2 the absorbed damage if shot back at opponent)
Description:Using his bodies ability to freely transform any or all parts of his body into water, as well as his bodies constant need for hydration Mangetsu can absorb any water based attack. He then can return the force of the attack back at the opponent as a blast of condensed water. Or use the water to increase his speed and strength(effective
same turn). E-C rank absorbed + 5 to taijutsu and suiton jutsu. B-S + 10 to taijutsu and suiton jutsu. Effects last 1 whole turn.
Note
Can only be used twice per battle.
No transforming to water for 1 turn before and 2 turns after use.
No A and above ranked water jutsus can be use for 2 turns after use.

(Suiton: Taikaikamigami Doki) Water Style: Poseidon�s Wrath
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user gathers a vast amount of water chakra into their hand(s)and punches forward making a Large hand race towards the enemy and then turns into a large volume of water in a crashing wave that then envelops the enemy and drowning them. The aftermath of the jutsu leaves a large amount of water behind which can be used as a water source for jutsu.

*Water Jutsu cannot be used for 2 turns after this jutsu is performed
*Can only be used Twice per battle
*Can only be used by members of Sharinganmasters Hideout

(Suiton: Gimon Gori Ate)- Water release: The Wondering Goliath
Type: Offense-Defense
Rank: S
Range: Short-Long (Made short range, can move up to long range)
Chakra: 40
Damage: 80
Description: A highly advance water jutsu. The user will either spew a stream of water from their mouth or use a water source, the user will attempt to create a spider made of entirely of water. The water substance and property is sticky adhesive water. The spider is quite large around the same size as the known fire jutsu Fire Release: Crimson Earth Spider. The spider is highly compressed and firm, this allows him to move around earth like structures and earth like material (mud, wood, etc) in any angle or direction due to the sticky nature of the water (Non-Chakra infused), needless to say the spider can also move along water sources. The spider's main goal is to attack the target the user has set for him, with that being said it moves straight towards the opponent like a projectile non-stop until it reaches his respected target and completely engulf him and restrict his body with the sticky water. This is done by using his legs to wrap around and capture the opponent, which will suffocate the opponent and deliver a blunt force impact, since when it gets in close range of the opponent (5 meters) it will hurl itself at the opponent (obviously traceable by normal eyes). The spider moves at a logical speed any large spider would. The spider has an advance mechanism within him, whenever some type of attack tries to cut or go through the spider, the spider will simply multiply into two's for each spider hit (Quite similar to one of the paths animals Summoning Technique: Giant Dog) and still continue towards their intended target head on and perform the same action as mentioned when it comes to attacking the opponent. However with each multiplication, each spider becomes weaker then before, so if two spiders remain they would each be A-Rank. The most spiders that can multiply in number is six spiders in total, (which would mean each spider would be D-Rank in power) until they can not longer sustain power. Also some elements might cause different reactions for the multiplication, fire might force the syrup water out of its form due to how fire acts to break down and engulf/melt but they would reform back and multiply as such. It mainly depends on how and what element used. For every time the spider multiplies back it would require chakra cost, an example would be to rise back two A-Rank spiders it would be equivalent to 40 chakra points, if an A-Rank spider was attacked and multiplied back into two, it would require 30 chakra points to bring them both, so on and so fourth. This coupled with the fact they are able to move along virtually any surface makes the technique tough to counter.

Note: Must have water mastered
Note: Can only be used twice in battle
Note: Requires a two turn cool down before re-use
Note: Can not use water jutsu above S-Rank next turn
Note: Follows elemental strength and weakness thread
Note: Every time a spider multiplies it would cost chakra as mentioned
Note: Every time a spider multiples it would cost one move as well

Forbidden Rank

(Kirigakure no Kekkai Kinjutsu: Pyrrhus no Shiyouri ) - Forbidden Barrier Technique of Hidden Mist: Victory of Pyrrhus
Rank: Forbidden
Type: Attack/Defence/Supplementary
Range: Short-Long
Chakra Cost: 70
Damage Points: 100
Description: The user will need to place four tags which will have a shape of a square on a determined area. Once the seals are in place, the user will do a row of hand seals and clap his hands together. Suddenly, a huge burst of chakra will come out of the seals and will form a cube covering the area of the seals forming a barrier. Once inside the barrier, the shinobis can't escape and no one from the outside can enter here (unless with time/space techniques). No jutsu can break the barrier while it's active. In some cases, during the history of Kirigakure, some ninjas used the jutsu on themselves and on the opponent to ensure he would be defeated, in an act of sacrifice to save the village. The effectiveness of this jutsu is showed after a period of time, where everything inside of it is consumed by the chakra and dies, leaving nothing behind.
*Barrier needs to caught the user also
*Barrier lasts 5 turns until it destroys everything on it's inside and disappears
*Usable once per battle
*User gets -20 and will also die after usage because he will be caught by his own jutsu in an act of sacrifice

Suiton: Sono Senryou no Mazu | Water Release: The Possession of The Water Goddess
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to the user)
Description:
The user will do 3 hand seals (Tiger+Ram+Horse) while focusing and molding a large amount of chakra into his core. As he releases this massive amount of chakra in an omnidirectional burst, thick gluey water (like that of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field) oozes from his pores in copious amounts and at great speed. If at first the water seems to quickly ooze from the user, it quickly begins to burst into a gigantic 20 meter high explosion of water that reaches long range in under 2 seconds. However, this technique carries enormous risks. Once triggered the user can't stop or control the technique. The amount of water that is produced is so high that the battle field will be left with a 30 meter deep layer of water in only a few seconds. Once the water is completely created, it loses its sticky properties and reverts back to normal water. However, this water will stay in play until the ending of the match. The user however, will be left exhausted and severely damaged from the overuse of his chakra.
Note: can only be taught by Scorps
Note2: user can't use any Water Jutsu above S-Rank for the reminder of the match and can only use up to A-Rank water in the same and next turn.
Note3: user can't use anything above S-Rank the following turn
Note4: usable only once

Hydro Dendou Arashi(Hydro electric storm)
Type: Attack
Rank: forbbiden
Range: long/mid/short
Chakra Cost: 45
Damage Points: 85 + 5 if opponent is out in the open and � 25 damage to the user
Description: user makes it rain water and lightning combined in droplets and bolts of lightning come and strike the opponent as the droplets fall.
Note: this jutsu is unavoidable in a dome or in the chunin exams arena.
( taught by kbb a.k.a. zeus k )


Name: (Suiton: chinetsu ) Water style: 1,000 Fevers

Rank: Forbidden
Type: Suplementary
Range: Short/Medium/Long
Chakra: 50
Damage:
Discrtiption: Germs live inside your body until cold temperatures awaken them, so cooling the water molocules in the air you can awaken all these germs and make an illness so deadly that both the user and the opponent have 3 turns till they both die.
Note: A med ninjutsu that can cure all diseases can cure it or a cure for every disease at once. Plus it can also be prevented if you body tempature is high
Note: Effects both the user and the opponent and effect wares off when user dies.


(Suiton Bunshi): Water Molecules
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage : (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source
 
Last edited:

Lord of Kaos

Supreme
Joined
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Wind Release


N/A


Jutsu Given/Taught by others:

D Rank

C Rank

B Rank

(Fuuton: kensei no doragon ) - Wind Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their wind chakra. This is usually used in close combat where the user will release their wind chakra around a part of their body covering them in wind. This wind is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this wind created be the user, it will great a burst of wind on impact from the user, creating seveal wind slashes forwards which can cause 2 inch cuts on an opponent.
Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time

(Fuuton : kyousei doragon kaze waza ) ♦Wind Release: Great Dragon Wind Technique
Rank: B-Rank
Type: Offensive
Range: Short-Long
Chakra cost: 25
Damage points: 40
Description: After performing the necessary hand seals, the user inhales air via his mouth and gathers up chakra into his chest, then the user can fire several large dragon-shaped wind balls at his opponent. The technique appears to require a lot of chakra to use, but if not careful this jutsu can become a more of a burden than an asset. The wind balls seem to be very accurately modeled after a dragon’s head with fine detail. These wind balls can cause great damage to a enemy.

(Sukai doragon no hasai kiba)Sky Dragon's Crushing Claw
Type: Offensive
Rank:B
Range:Short
Chakra:20(-per turn)
Damage:40
Description:The user will perform 2 seals,after performing them the user will clap there hands together gathering chakra into there hands.Using chakra manipulation the user will coat there finger nails with short,sharp spinning wind.There user will then run up the do a uppercut having the wind drill into the enemy.There wind around the fingers for about 2 turn

~Last 2 turn if continued~
~No jutsu can be used with hands while in effect~

A Rank

(Sutorīmu no pusshu) - Wind Release: Stream Push
Rank: A
Type: Defensive/Supplementary
Range: Short-mid
Chakra cost: 30
Attack points:N/A
Description: By creating a very strong stream of wind high in the sky, the user can make it crash in front of him (or anywhere inside mid-range), creating a wall of continuously moving wind. This jutsu is a great defense against almost any projectile ( except those from techniques ranked S rank and above ) as they are violently pushed to the ground when passing in the stream. The wind itself doesn't cause any damage if aimed at an enemy, but it is strong enough to push them down on the ground (unless they have inhumane strength).
-Can only be used twice per match
-No S-rank and above Wind technique next turn
-Can only be used by Izuna Uchiha

(Sukai doragon no tsubasa surasshu)Wing Slash Of The Sky Dragon
Type: Offensive
Rank:A-Rank
Range: Short
Chakra:30
Damage:60
Description:The user will grasp there hands together,in a prayer form.The user will begin gathering chakra to the arms,they will then manipulate there chakra to create to long wind blades extending from each arm.After to which the user using chakra manipulating will propel them self foward at great speeds and slash along the torso of the opponent,leaving a X cross there chest about 2 inches deep causing mild bleeding.

~Can ony be used 3 times per battle~
~Cannot use another hand required jutsu while in effect~

(Sukai doragon no hōkō)Roar of the Sky Dragon
Type: offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:The user will perform the Dragon Seal,then they will begin inhaling the air around them,while manipulating the chakra into there mouth,the user will then exhale will actually roaring it outwards,a razor sharp twister of wind destroying everything within range.The twister travels only in a straight path.This jutsu can also serve as a medium to gather natural wind and revert it into the users chakra flow.
~Can only be taught by -Ian-~
~Can only be used 3 times per battle~

(Suraisu Kaze) - Slicing wind
Type: Attack/supplentry
Rank: A
Range: Short-Mid
Chakra Cost: 25
Damage Points: 45
Description: The user will stand like the picture shown below. Then the user will be begin to swing his front arm around in a slicing motion, but as they do, the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind at the opponent. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. This can also be used in avoiding attacks. The user can reform at any point. But if they dont, they become a slicing blade of wind and reform to their normal selves with their hand up in the air like they just slice the opponent across the chest, which they will have done in there wind form.

Note: Only doujutsu can see the wind.
Note: The user takes double damage in wind state from fire attacks
Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
Note: Only be used twice
Note: Cant use fire jutsu in same turn due to the concentration of wind chakra.

(Fuuton: kaze kakujuu) - Wind style: Wind expansion

Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: + 25
Description: After releasing a wind jutsu the user will perform 2 handseals as they release there chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 25 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents.

Note: Can only use used on wind the user or the users summon has created
Note: Can only be used once one each wind jutsu creates
Note: can only be used 3 times

(Fuuton:kazesora) Wind style: Windy Skies
Rank: A
Type: Supplementary
Chakra: 30
Damage: NA
Discrition: Using the wind you can make its current faster and stronger, making all the clouds blow away. Making Rain Jutsu Impossible.
Note: Only lasts for 3 turns.

(Fuuton: kazekai )Wind Style: Wind Shell
Rank:A
Type: Deffence
Chakra: 30
Damage: NA
Discription: Forming a shell of wind over your head which can stop lightning attacks from above but not from the sides. ex. lightning blots it can block. Chidori it cannot block

(Fuuton: Fuuton Wana)- Wind Trap
Rank: A
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: User thrust their hand forward releasing a current vortex of wind from their palm. The vortex wraps around the target encasing it in a slicing wind current, cutting it to shreds. Vortex can suspend it's target in mid-air.

(Fuuton: Kaze Yuka) - Wind Style: Wind Floor
Type: Supplementary/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user concentrates wind chakra and makes the battle arena floor covered with wind. This is to ensure the user's protection of receiving attacks from underground (e.g poison gasses coming out from the ground, etc.)
Note: Lasts up to 2 turns and when the jutsu is finished, you must wait for another 2 turns to use it again.

Fuuton: Fuuton Kaba Sekijun(Wind Style: Wind Atomic Dust Bomb)
Rank:A
Type: Attack
Range: Short-Long
Chakra Cost:30
Damage Points:60
Description: This is created in the users mouth. Once enough chakra is collected, the user exhales a ball of wind that stays in compact until it reaches the opponent. When it does it releases a gust of wind that sends dust flying.

(Fuuton: Uindo Gentsuki) - Wind Style: Wind Scooter
Rank:A
Type:Attack/Supplementary/Defense
Range: Short-Mid
Chakra Cost:30 +5 for each turn its still in use
Damage Points: 60
Description: The user molds their wind chakra into a ball of wind, which they can ride on. The user sits on the ball, and is able to use other techniques on this ball of wind. This ball of wind is capable of moving 40 mph, and can be used to attack or defend when the user gets off. Once the user is no longer connected to the ball of air, it can only go into a straight line.

S Rank

(Fūton: Tenryū no Hōkō) - Wind Style: Sky Dragon's Roar
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: After Performing the dragon, handseal the user takes in a deep breath, as they bring about the ideals of most wind exhaling jutsu into play. And as they inhale a large amount of air into there lungs thus concentrating his/her fuuton chakra into the inhaled air and the lungs the user will quickly form the dragon handseal and releases a roar made out of wind and direct it at the opponent in a "V" pattern making it extremely difficult to avoid, due to the growing range of the attack. It will take a swirling wind/vortex form with small wind blades in it rotating at high speed, cutting anything that comes close to it. It can cut deep into the opponents, flesh and even through steel. It can also be used on multiple opponents.
♦ Note: This jutsu can only be taught by Lucifer.
♦ Note: This jutsu can only be used three times per battle.
♦ Note: The user must be Kage rank or above to use this technique due to the scale of this attack.

wind style: protection shield (fuuton: bouie tate)
rank: S
type: defense
range: short
chakra: 40
damage: n/a
description: the user will focus his chakra throughout the air around him causing the wind to form into an invisible shield the shield is strong enough to block any lightning attack (including kirin if the shield is created b4 chidori is fully charged) and any other element or attack A rank and down besides fire however if fire is used on the shield (B rank and higher) it will cause anything protected by the shield (inside it it is a 360 degree shield) to completely burn
~once per battle
~lasts 4 turns
~no fire jutsu inside the shield

Fuuton: Uindo Riba-su (Wind style: Wind Reverse Wall)
Rank:S-Rank
Range: Short (front of user)
Chakra: 40
Damage: 80
Description: The user creates a wall out of wind that is blowing backwards. Any fire jutsu that hits this wall will be strengthened and sent back at the opponent because when the fire jutsu hits the wall, the user will then reverse the polarity at which the wind is blowing, causing the wind to blow forward, making the fire jutsu change directions.

(Fuuton: Horobiru,suru) - Wind Release: Perish, you

Rank: S
Type: Supplmentary
Range: Short-Long
Chakra cost: 40 (+10 per turn.)
Damage points: N/A
Description: The user will release a quite big amount of wind chakra out in the air which will cover the entire field. He then by using the wind chakra he will make it accelerate and fly around in an un-controlled matter creating disruption in the air/wind, this will cause wind jutsus to get canceled out the moment they will get performed as the disruptions in the air/wind will splitter it apart.
~ Useable twice.

(Fuuton: Ryuushi Bunsan)- Wind Style: Particle Dispersion
Rank: S
Type: Supplementary
Chakra Cost: 40
Description: The user draws wind element chakra and concentrates it in every part of his body. He can then mix his particles with the wind, allowing him to disappear and then reappear somewhere else, dodging the opponent�s attack.

(Fuuton: Kaze Kazan) Wind Style: Wind Volcano
Type: Attack
Rank: S
Chakra: 40
Damage: 80
Description: The user stomp the ground sends a massive amount of wind chakra into the ground through their leg. On the surface it will seem like nothing happened and the opponent will be unaware, but underground the wind will travel through the pores of the earth with great force but silently, the winds will rip anything that is underground by deflaut, and will gather under the opponent then with a burst the wind will erupt and destroy the opponent on top of the eruption site cutting them to shreds.

(Fuuton: Kaze o Yofun) Wind Style: Winds of Rage
Type: Attack
Rank: S
Range: All
Chakra cost: 40
Damage: 80
Description: The user will cause the wind around the opponent to spiral creating a tornado with the opponent in the middle, the wind is clear and is able to be seen thru, but has increadible pressure and will rip anything that comes in contact with it, user will then cause it to shrink and crush the opponent in the middle.
~Can only be used 2 times per battle.

(Fuuton: Nijuu Te o Moui) Wind Style: Double Hands of Fury
Type: Attack
Rank: S
Chakra cost: 40
Damage: 80
Description: The user collects wind chakra in the air to make two walls of cutting intense wind on both sides of the opponent, then the user will clap and both wind walls will come crashing into the opponent from both sides crushing them in the middle, the wind walls are invisible unless the opponent has a eye technique.
~Can only be used 2 times per battle.

(Fuuton: Kire Gokusha) Wind Style: Slicing Prison
Type: Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: A large amount of wind will begin to spin around their target then will quickly form around the opponent in the shape of a 360 degree dome. This dome consists of high pressure cutting winds that rotate at high speeds and cut anything it comes in contact with, the dome of wind can then be decreased in size, but it become more condensed with wind, and crush and rip the opponent to shreads inside it.
~Can only be used 2 times per battle.

(Fuuton: Hamingu Kinchou Moui) Wind Style: Humming Birds Fury
Type: Attack
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: The user gathers wind chakra and releases a large compressed blast of wind from their mouth. The wind blast then shatters into hundreds of glass-like shards from which hundreds of humming birds are formed. The humming birds travel at great speeds and have bullet-like impacts. They attack the opponent from all directions.
~Can only be used 3 times per battle.

(Fuuton: Kamikaze Washi) Wind Style: Kamikaze Condors

Type: Attack
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: The user focuses wind chakra to the tip of each finger in one hand and releases five medium-sized balls of wind. The balls of wind take the from of condors that can be controlled by the user. Each condor can use it's claws or beak to easily tear through flesh. The condor can only be destroyed with fire techniques of equal strength, lower ranks are effective but don't fully destroy them. Like the name the eagles can crash into other objects and explode.
~Can only be used 3 times per battle.

(Fuuton: Kaze Yari) Wind Style: Wind Spears
Type: Offense
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: The user begins to combine his own wind chakra with the actual wind near the opponent and swiftly moves the wind into the underground through the tiny pores in the earth. The sound of the wind moving is relative to a suction of a vacuum. The wind can clearly be seen moving with the aid of an eye technique, without an eye technique it is invisible but can still be felt. As the wind goes underground the user shapes the wind into razor-sharp wind spears, then with a hand seal the user make the spears to erupt from the ground and skewer the opponent from below.
~Can only be used twice per battle.

[Fuuton - Raiton: Metsuryū Mahō 滅竜魔法] Dragon Slayer Style: White Dragon's Roar.
Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user releases a tornado of both the wind and lightning element's from his mouth to attack the target. The attack possess highly destructive power, having causing great damage to the area it effects, ripping through the ground, and anything else in it's path. This jutsu is performed by spitting out a tornado of wind, this jutsu is performed be creating a tornado of wind, while also releasing lightning chakra causing the lightning to surround the wind tornado. The outer wind effect is not strong enough to overpower the lightning, so instead they mix in serenity, causing the lightning to become one with the wind turning it white. This roar can be done on the spot, and it does not require handseal's.

► Only Sting can perform this technique.
► Can only be used 3 times per battle.
► No A rank or above wind or lightning techniques in the next turn.

Forbidden Rank

Name: raion unari : lion's roar
Rank: forbidden
Type: Offensive
Range: short - long
Chakra: 75
Damage: 100 to opponent ( 50 to user )
Description: user inhales great amount of wind and then adds wind chakra to it after that he screams so loudly that it can pyralyze opponent for a turn. but damages user as it put starins as user's vocal chord and lungs. it can also send back many sound jutsu's and projectiles comming for forward direction, due to the strain it damages user by 50.
Note: can only be used 1 times per match
Note: User cant use WIND JUTSU's next turn
Note: User can only use 1 more jutsu in the turn with this jutsu.
Note: can only be used and taught by alimujtaba786

(Fuuton:Chika Fuuton Bomu ) - Wind Style: Underground Wind Bombs
Rank: Forbidden
Type: Attack
Range:Short-Long
Chakra cost:50
Damage Points:90
Description: The user sends a big wind into the earth, inserting their wind into the pores of the earth, and make the space in the pores get filled by wind. The wind pockets will then explode in the ground when there is movement, setting a chain reaction off, making all nearby wind pockets explode. The force of the spontaneous explosions may crush the opponent.
Note: Only useable 1 per battle
Note: Can only be used by Ace

Wind Style: Death Ring (Fuuton: Shouten Enjin)

Rank: Forbidden
Type: Attack/Defense
Range: All
Chakra Cost: 50
Damage Points: 90 (25 to user)
Description: The user will clap their hands together and a quickly rotating ring of wind will form around the user. (the user is in the center) The wind ring rotates at extreme speeds, allowing it to cut through nearly anything that it comes in contact with. With one more hand sign, the user can make the ring of wind instantly expand outward, getting vastly wider, thicker, and denser, making it have a cylinder-like form. As it expands, this spinning cylinder of wind will tear the battlefield apart and slice up anything in it's path.
~Can only be used twice per battle
~Must wait four turns in between each use
~Does 25 damage to the user, due to the wind ring's incredible speed (which cuts the user)

( Fuuton: Fūryoku ryūshi bīmu ) - Wind Style: Wind Particle Beam
Rank: Forbidden
Type: Attack
Range: Short-long
Chakra Cost: 50
Damage Points: 90 (-15 to the user)
Description:
This technique is a simple yet powerful wind technique which focuses purely on destructive power. The user draws blood from his and like a summoning technique then weaves together three hand seals (Tiger - Dragon - Snake) whilst gather a massive amount of chakra directly in the center of his chest. When the three hand seals are finished the user moves his hands from out of the path of his chest and releases from the chest a condensed circular beam of glowing wind chakra. The beam begins as a circular, 3 foot in radius beam until it reaches five meters away from the user. Once it leaves close range the chakra can no longer be controlled and it suddenly expands outwards into a large half dome like explosion that moves outwards 30m in every direction except back at the user. The concentrated wind expanding so quickly leaves everything in its path cut up on a small scale, so being hit with it is Certain death. The aftermath of the attack is very identical to that of the mini tbb that the 4tails naruto did when fighting Orochimaru, though due to so much powerful wind chakra being blasted from the users chest, it leaves his chest cut up with 1inch deep cuts that leaves him bleeding moderately.

- Usable one time
- No wind techniques in the same or next turn
- The user can't use A-rank or lower Tai for 3 turns due to the body being worn out - Cannot use techniques above S-Rank for 2 turns afterwards
 
Last edited:

Lord of Kaos

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Corundum Element

Custom element Japanese name:
Custom element English name: Corundum Release
The element is based on: Earth + Wind + Chakra
Facts that prove the element to be possible (in the manga context): Corundum is a very hard, tough, and stable mineral. According to the Mohs scale, Pure Corundum is the third hardest mineral after Diamond and Boron with a rating of 9.4, making it the third hardest mineral in the world as Boron registers at 9.5 and Diamond registers at 10.0. It is also unaffected by acids and most environments due to its thick chemical composition. The only thing that can scratch it besides itself is Boron and Diamond. Corundum will leave a streak of white behind when scratching other things.

Doton has been shown to be used as a great defense against incoming attacks as not much can penetrate directly through thick Earth and an amazing offensive tool since the thickness of it can easily KO quite a few targets. Now, if that defense was increased by increasing the thickness on a larger scale, on the subatomic level, why, one could be near unstoppable in battle. The cosmetic outlook of the element would be a very dark element, near pure black, with small traces of bright white in it. Because it has been increased on a Subatomic level, it is more resistant to wind and various other elements and manipulates the naturally occurring minerals within it to become a dense, thick mineral form of earth called Corundum.

This is possible because Corundum is composed of Aluminum Oxide, Al2O3. The user would manipulate the earth and extract the Aluminum from the Earth. The user would then manipulate the wind around him to create Aluminum Oxide in a liquid state. By it being in a liquid state and the atoms of a liquid are loosely swimming around, the user cannot do much with it, in terms of minerals and earth. However, by adding tremendous amounts of chakra into the mixture, bonding the atoms together with chakra, making the mixture a solid (state of matter) and providing an enforced defense within the element as the earth imbibes only what strengthen it. The outcome is a shiny, black mineral that is extremely dense and extremely difficult to destroy, as water does small damage to it, fire can’t burn through it, wind does nothing at all, and other earth minerals make no damage none whatsoever unless it is a diamond.

Idea behind its creation: A custom jutsu kaos created that created a shell around the user that was extremely hard to pierce through. kaos thought of expanding the jutsu into an element to further demonstrate its capabilities. The fusion of two Aluminum atoms and three Oxygen atoms would create Aluminum Oxide. A harden Form of this would produce the outcome of a crystalline commonly known as Corundum. Corundum is extremely durable and resistant to other minerals with the exclusion of Boron and Diamond, the only minerals able to scratch Corundum.

On NarutoBase, Corundum as an element would need extremely large amounts of chakra for the atoms to forcibly bond together.

Conditions to be able to use it: Mastery of Earth and Wind, have a Great chakra supply, and good knowledge of minerals and the Mohs Scale

Is weak to:
Diamond (the hardest mineral and the only mineral that can scratch Corundum besides boron),
Boron (however it is not a great weakness Boron is only one decimal harder then Corundum
so they would most probably level each other off)
Lava (causes Corundum to melt into a magma-like material),
Thermite (corundum is aluminum oxide and that makes up half of thermite)
High Ranking Lightning (can pierce through it)
Raging Thunder (a powerful form of Lightning)
Strong wind
sound based elements (the denser the object the faster sound travels through it)

Is strong against:
Fire and all it's advanced elements that don't exceed the melting point of corundum,
Water and it's advanced form(Corundum is very resistant to weathering by water)
Earth and all elements not as dense as corundum meaning any solid element (except boron and diamond)
Light (weakness of Light is strong earth)


Co-creators (if any): Lord Of Kaos

Students I passed on this custom element: Drizzy ?

____________________​
P a t e n t C e r t i f i c a t e
I, Ragnaroc of the Custom Elements Bureau, by the power invested in me by Versuvio, Nexus, Zise and Rei, give you the following:

~Hasashi~, our loyal member, gave on the date 11/15/2010 a request for a Patent on his custom element (Corundum);

after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving his rightfully earned patent on this element by the following;


Corundum
Powered by Nexus
Copyright 2010, ~Hasashi~, NarutoBase.net​


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D Rank


1. ( Kougyokuton: Suteijian Yomi no Seishin) ɸ Corundum style: Stygian Spirits of the Underworld
[ spoiler]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 Corundum 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 Corundum source and third is from earth itself. These are created by using simply body movements and gestures or a simple handseal. These objects can range from a corundum stone to rings, cliffs, 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 mountains sized pieces of Corundum in moments. S-Rank usage can only be used 3 times per battle, once every 2 turns.[/spoiler]

C Rank

B Rank

A Rank
2. ( Kougyokuton: Hecate Majutsu ) ɸ Corundum release: Hecate's Magic
Rank: A
Type: Offensive
Range: Short-mid
Chakra: 30
Damage: 60
Description: The user focuses his corundum chakra into either his hand or a location on the field. Should he choose his hand, the user formshis chakra into small condensed baseball sized balls of Corundum. The user is able to throw these balls at the enemy with great aim and can alternately release these balls as bursts of Corundum in succession for quicker speed. Should the user choose to channel chakra into a location, the user targets a Corundum source on the field and channels chakra into it to form several balls of Corundum that are able to burst from the source and collide with targets at high speeds. However, this is not the only problem users would face. These balls of Corundum work as proximity grenades, detonating to cause a large short range explosion when near enemy chakra. Releasing just one ball at a time can be done via propulsion method ( bursting from palm) or through manual method (throwing manually ). Releasing several bursts at a time will always be done in propulsion method, releasing several bursts that equal an S ranked attack. The user can also use this jutsu to detonate existing Corundum jutsu, requiring a lone seal.
Note: A ranked variant cannot be used in subsequent turns and the S ranked variant can only be used at most 3 times a fight, with a minimum of 3 turns in between usages.
Note: After using either version, the user cannot use any Corundum jutsu of higher rank that same turn.

3. ( Kougyokuton: Keijō no Nyx ) ɸ Corundum Style: Splitting of Nyx
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user creates a clone of Corundum by one of three means: The first is by use of a hand seal. The second is by "ripping" from the Corundum armor around the user ( Helm of Darkness must have been used beforehand ), however this considerably weakens the armor, causing it break from attacks of over B rank of any element and C-rank and higher lightning. This method creates only one clone. The third way is by making a seal then touching any corundum surface. The clone can then emerge from any part of the corundum on the field. Only two clones can be made from this method. Unlike the average clone, Corundum clones are able to use any earth jutsus the user knows up to S-rank and any Corundum jutsu the users knows up to S-rank. Upon dispersing, they revert back into a small amount of Corundum, providing the user with a small means of Corundum to use jutsus from, but only those of B-rank and below.
*Clones can only use earth up to S rank*
*Clones can use any Corundum jutsus that the user knows up to S-rank*
*Four clones can be made at the most*
*Follows normal rules for Shadow Clone Jutsu*

4. Kougyokuton: Akunochimata Soushi) - Corundum style: Underworldly Creation
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points:N/A
Description: The user makes a few handseals and channels chakra into the earth within Short to Long range from him in a circular radius. This causes the earth beneath them to turn into corundum (not the appearance or its strength, however. It still takes on the look of regular earth). This is done to prepare for further Corundum jutsus and to get a sense of tracking if the enemy touches any part of the corundum created earth.
~the opponent can't use earth jutsu while this is in affect, as they can't manipulate corundum, however the user can utilize any earth technique(in the form of corundum) from it as he can manipulate corundum.
~lasts 4 turns and can only be used twice. After the 4 turns end, the corundum earth becomes inert and can be used by both parties for earth techniques with no additional properties.

S Rank

5. ( Kougyokuton: Yami no Herumu ) ɸ Corundum release: Helm of Darkness
Rank: S
Type: Defensive
Range: N/A
Chakra Cost: 40 ( -5 for every turn )
Damage Points: N/A ( +20 )
Description: The user secretes a very thin but strong layer of Corundum which is unnoticeable to the naked eye which protects the user from most taijutsu attacks ( non-elemental taijutsu of S rank and below is capable of being defended against while this is in use while Elemental Taijutsu depends on the rank of the Taijutsu used. Lightning Taijutsu of A rank and higher can shatter Corundum. Wind Taijutsu despite being strong to Corundum below S rank isn't strong enough to cut through corundum, even though it is strong against it. The armor itself can absorb great impacts, leaving the user unharmed. This armor can also be used in conjunction with body attacks, the thick layer causing more damage on impact, adding +20 damage to all physical hits landed while active
Note: The User cannot go to speeds exceeding the Second Gate without the layer of Corundum breaking.
Note: The user constantly focuses chakra into the armor, manipulating the corundum to move with him as he moves, allowing him to move effortlessly with the armor.
Note: While in use, the user can only use Earth, Wind and Corundum jutsu. Can be used 3 times a fight for up to 3 turns each usage with a 2 turn minimal period in between usages.


6. ( Kougyokuton: Suteijian Oni no Seishin) ɸ Corundum style: Stygian Demons from Hades
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 40 ( -10 per turn )
Damage Points: 80 ( +20 damage for Katon chakra )
Description: The user is able to use his body, an existing Corundum source or earth as a source to create a massive single beast of corrundum to help him. These creatures resemble several beasts of ancient lore, such as the Gorgons ( humanoid figures with snake like appendages atop their head that lash out in attempts to bite ), a chimera (three-headed monster with one head of lion, one of a snake, and another of a goat, lion claws in front and goat legs behind, and a long snake tail ) , a hydra ( many-headed, serpent-like creature ), empousai ( seductive female vampire demons with fiery hair, a leg of bronze and a donkey's foot ), and harpies ( creature with torso, head and arms of women, talons, tail and wings ), among other beasts of legend. These beasts follow basic elemental strengths of weaknesses of Corundum 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 shiny dark black color, these creatures are capable of being used as a source for other Corundum attacks sans dispersal of the beast. The user is also able to form a hand seal, channeling Katon chakra into the beasts, to cause the Corundum to heat on contact, causing the beasts' 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, increasing the damage by +20 damage. These creatures are capable of releasing Corundum jutsu from their mouths as well as using up to S rank Earth jutsu and/or S rank Wind jutsu, meaning that upon their creature, they can only use Corundum and either Earth or Wind, depending on their anatomical shape (i.e. Harpies would use Wind, Chimeras would use Earth, etc).
Note: Can only be used 4 times a battle, creating a single beast each use.
Note: Each use creates up to 4 beasts with their power evenly divided.
Note: Channeling Katon chakra into the beasts count as a move per turn and costs 30 chakra.
Note: By fueling chakra into these beasts each turn, the user is able to control these beasts until released but no longer than 4 turns. While in use, the user is only able to use Corundum, Earth and Wind jutsus.

7.( Kougyokuton: Shadōryokō ) ɸ Corundum style: Shadow Travel
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40 ( +10 for other Corundum sources used with it )
Damage Points: N/A
Description: Derived from the basic ninjutsu (Hiru Banshō: Bōka no Jutsu) - Leech All Creation: Attack Prevention Technique and the (Sawarabi no Mai) - Dance of the Young Ferns jutsus, after the user has used Stygian Demons from Hades, the user is able to cause these creatures to merge with existing Corundum sources, essentially becoming a part of the source. Almost as soon as these creatures merge, they are able to grow from this same source, causing no damage to the source itself. If performed in short range, this can be seen much akin to a portal, the creature raising from the Corundum just as soon as it enters. If done within mid range, there is a noticeable lapse in between the time these creatures enter the earth and the time they exist, causing a small tremor from the exit's epicenter. If done within long range, it takes as much time as it takes to fully perform the Kuchiyose: Summoning jutsu for these creatures to exit. By channeling chakra through these Corundum sources, as these beasts enter the earth, the user uses this chakra to reform these beasts from other parts of the same source. The user is also able to use this at angles ( such as a causing a beast to enter at a 45 degree angle, and exit at the same angle ) as well as with additional Corundum jutsu, though this requires an additional +10 chakra to do. These creatures can only enter Corundum sources up to Mid range from the user but are able to exit up to long range.
Note: Can only be done a max of 4 times
Note: After using, the user must take at least 2 turns before he is able to use it again.
Note: Requires the user to have used Stygian Demons from Hades beforehand or alternately, created a Corundum object beforehand.

Forbidden Rank
 
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Lord of Kaos

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Divine Wind Element

Custom element Japanese name:
Custom element English name: Divine Wind
The Element is based on: Wind + Lightning + Fire
Facts that prove the element to be possible (in the manga context):
When wind is introduced to an electrical source, it may be possible for it to create a electric breeze, at least that’s what my science club leader says. The electric breeze (calling it that for lack of a better term) is basically wind, imbibed with lightning within it on a subatomic level, causing it to be capable of both the benefits of lightning and wind. The wind would be capable of sending electrical pulses through a wind source, creating a deadlier wind that overcomes its weakness (fire) through the process of being able to send a strong electric current through the wind, making it an electric windstorm. The user then adds fire chakra to the mix, rising the temperature of the wind, making it very hot and lowers the humidity levels in the air (causes the water to evaporate from the air, making it very dry and dangerous for humans to be exposed to), and even increases the heat of the lightning. And due to the large amounts of fire chakra within it, if touched by a fire source with a flame, the wind will burst into flame, and due to the range of the wind and how far it can be stretched and dispersed, fire is not often a good choice against it.
Idea behind its creation:
Sasuke was able to create a more powerful form of lightning with Kirin (which I think is made from Positive Lightning but that’s for a different time) so not the same with Wind? The wind would only imbibe what strengthens it, it would be impregnated with the user’s strongest lightning and later, the strongest flame possible.
Conditions to be able to use it: Mastery over Wind and lightning and Fire of up to at least S-rank
Is weak to: Earth Elements(very thick and even though Kami Kaze is fortified and made stronger due to the lightning in it, it is still weak to very dense earth elements), Void, Silver, Other Solid Elements
weak to wind&fire combinations (however this would cause a large explosion)
Is strong against: Lightning, Raging Thunder (wind’s natural weakness), Fire (obviously not a good idea here as it will cause the wind to spontaneously combust), Water (the electric current through the wind will electrocute the enemy), Wind (this is wind to the next level), Sound & Radio and other Sound-based elements (frequencies cannot be sent through the current of the wind as the electricity will disrupt the sound wave)
Co-creators (if any): Lord Of Kaos
Students I passed on this custom element:
KeotsuEclipse & Jinbei

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

I, Ragnaroc of the Custom Elements Bureau, by the power invested in me by Versuvio, Nexus, Zise and Rei, give you the

following:

~Hasashi~, our loyal member, gave on the date 10/10/10 a request for a Patent on his custom element (Divine Wind);

after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving his

rightfully earned patent on this element by the following;


Divine Wind
Powered by Nexus
Copyright 2010, ~Hasashi~ , NarutoBase.net​


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D Rank

1. Divine Wind Release: State Of Change (Kamikazeton: Zama o Hensen)
Rank: D-Forbidden
Type: supplementary
Range: N/A
Chakra: Original Cost + 20
Damage: N/A
Description: By focusing divine wind chakra into any wind or lightning jutsu, the user changes the properties of said jutsu which raises the power of the jutsu by one rank. It is very strenuous on the user’s chakra converting the wind/lightning jutsus into Divine Wind and thus, an additional +20 chakra cost is added to the original jutsu usage. All of this makes any wind/lightning jutsu used by the User have the result of being stronger and deadlier than normal wind/lightning jutsus.
~no divine wind next turn
~no wind or lightning in the next turn

2. ( Kamikazeton: Kyōakuna Haken no Helios) ‡‡ Divine Wind Style: Heinous Hegemony of Helios
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short (Short-Long on throw)
Chakra: 10 – 40 ( -10 per turn )
Damage: 20 – 80
Description: By producing Divine Wind chakra, the user becomes capable of releasing it from either their body or by manipulating the air itself nearby him up to short range. This technique requires a handseal and is in essence the most basic application of Divine Wind, allowing the user to create various constructs formed from Divine Wind. These constructs and forms can consist of a wide variety ranging from simple breezes, tornadoes, and updrafts to spheres, weapons, shields, blasts, pillars, walls, and discs through advanced shape manipulation. Due to the extreme heat of these creations, they cause the air around them to become severely heated, evaporating water jutsu according to strength/weakness within short range of the construct. To maintain these formations over multiple turns, the user simply need spend an additional 10 chakra per turn. The user is able to essentially create whatever his mind can imagine of static simple constructs. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in as an S ranked variant, the notable difference in this is the speed and power/scale of this one, capable of forming colossal sized constructs/blasts in moments. Can only be used 5 times per battle, S-Rank only once every 2 turns and a max of 3 times.

3. ( Kamikazeton: Kareina Daikunshu Orinposu ) ‡‡ Divine Wind Style: Opulent Overlords from Olympus
Type: Offensive/Defensive/Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 ( -10 per turn )
Damage: 20 – 80
Description: The user is able to use his body or the wind itself as a source to create a massive beast to aid in battle, formed always within short range of the user and with the use of a handseal. Molding Divine Wind chakra, these creatures resemble several winged deities of ancient lore, such as the Aurai or Anemoi. These beasts follow basic elemental strengths of weaknesses of Divine Wind 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. Appearing as a near transparent figure of a reddish hue with lightning surging through them, these creatures are capable of being used as a source for other Divine Wind attacks at the dispersal of the beast, the jutsu used able to be formed equivalent to it's rank ( i.e. D rank beast can be used for a D rank Divine Wind jutsu if needed while dispersing and ending the beast's use ). The user is also able to form a hand seal, channeling Katon chakra into the beasts, to cause the entity to heat on contact, causing the beasts to begin to ignite, causing great damage on contact as the fire erupts and spreads along the deity, causing a maelstrom of flames. These creatures are capable of releasing Divine Wind jutsu from their mouths as well as using up to A rank Lightning jutsu and A rank Wind jutsu ( this correlates with their rank ofc (D ranked versions using up to D rank, C ranked versions using up to C rank and so on until the S ranked version, which can use up to A rank max ). These winged entities mirror humanoid shapes, and can also be altered to form beasts such as Pterippi ( winged Horses, such as Pegasus ), Phoenixes ( golden-red fire bird ), or even Dragons. S ranked variants are only able to be used 3 times a battle with at least a 2 turn break in between use. The speeds of these airborne entities also vary based on the rank used, with the D rank moving as slow as the average Jounin with the speed increasing one level each jutsu rank.
Note: Each use creates up to 4 beasts with their power evenly divided.
Note: Channeling Katon chakra into the beasts count as a move per turn and costs 30 chakra and adds +40 damage.
Note: By fueling chakra into these beasts each turn, the user is able to control these beasts until released but no longer than 4 turns. While in use, the user is only able to use Divine Wind, Fire, Lightning and Wind jutsus.

C Rank

B Rank


4. ( Kamikazeton: Nankaina Zōkasuru no Alectrona ) ‡‡ Divine Wind Style: Arcane Augmentation of Alectrona
Type: Offensive, Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A (+20 to fire)
Description: A Divine Wind technique entirely dedicated to empowering fire release techniques. Through rapidly manipulating Divine Wind chakra, the user becomes capable of manipulating the wind surrounding a fire technique changing its properties into that of Divine Wind. Within that moment the user will weave a single hand seal and fire will suddenly erupt and ignite into a violent maelstrom as it continues towards its targeted destination. The application of this technique is incredibly fluid and as such can be performed within the same time frame as the preceding fire technique. Should the user have advanced training in the nature of Yin/Yang Release the user will be capable of applying this technique to fire release techniques beyond normal projectiles such as streams and other fire techniques which require the user to maintain them. The violent eruption of the flames can also be further manipulated through highly advanced shape manipulation in which the user will be able to either tame or further irritate the eruption. The user can also control the directionality of the eruption.
Note: Can only be used three times per battle.
Note: No Divine Wind techniques above S-Rank in the next turn.
Note: The user can use this on sustained fire techniques only if they have acquired Yin/Yang training.
Note: Can only be used three times per battle.

A Rank

5. ( Kamikazeton: Funka Kagayaki no Euronotus ) ‡‡ Divine Wind Style: Effulgent Eruption of Euronotus
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: The user will do 2 handseals and channel Divine Wind chakra and then rapidly release the chakra to manipulate the air around a targeted location on the ground. This allows the user to manipulate the air and convert it into Divine Wind which causes the ground up to a 7 meter radius to begin causing an incredibly powerful updraft of Divine Wind. The Divine Wind in essence causes the ground to tear the earth itself into small shards, allowing the heat to easily melt the earth beneath the opponent while the electrical updraft itself causes painful electrical burns overtime. The properties of Divine Wind also cause the effects of the updraft to suddenly combust in an intense electrical firestorm should it encounter fire from either the opponent or the user him or herself. Should the user wish, through the application of a single additional hand seal, they can have the updraft suddenly twist through additional shape manipulation creating a blindly violent controlled wind storm which in essence forms a perfect dome tearing the ground apart while it violently rotates.
Note: Can only be used up to 4 times with a two turn usage break in between usages.


6. Divine Wind Style: Mist Covering Wave of Inspiration (Kamikazeton: Kasumi Endo Kangekiha)
Rank: A
Type: Attack
Range: Short-Mid
Chakra: 30
Damage Points: 60
Description: The user gathers large amounts of Divine Wind chakra within his lungs. He will then release the chakra in a invisible gas that he blows at his enemy. With the gas that he blows, the user also spits out several small Senbon with Divine Wind chakra around it. Being of Divine Wind chakra, the gas is extremely flammable and if it touches the enemy, it will shock and burn the enemy very severely. To the enemy, it seems as if the user has spit only Senbon at them, as they will not see the wind coming.

7. Divine Wind Style: Northern Lights (Kamikazeton: Aurora Borealis)
Rank: A
Type: Supplementary
Range: Mid-Long
Chakra: 30
Damage Points: N/A
Description: The user makes two handseals and manipulates the wind around him, adding his Lightning and fire chakra to it, turning it into Kami Kaze chakra. He then forcibly releases large amounts of chakra to the already existing chakra around him, creating a very large and wide area of Divine wind chakra around the user. He then bends the Kami Kaze chakra to make a very bright blinding light around him from the chakra, temporarily blinding the foe. It also confuses those with Sensing abilities due to the large radius of chakra making it hard to pinpoint the user’s exact position. The bright light from this jutsu comes from the fire chakra within the Divine Wind chakra being manipulated to “shine” and then adding the Lightning to it to create an even brighter light that, if one to view it, would look like the Northern Lights. Only Byakugan users would be able to escape the effects. The user focuses Kami Kaze chakra to their eyes and bends the chakra in a lense shape, allowing their eyes to pierce the chakra without being blinded.
*Blindness lasts one turn. Confusion of sensory last for 3 turns
*Useable three times a battle with a wait period of at least 1 turn in between uses.*

S Rank

8. Divine Wind Style: Great Royal Air Cannon of Zeus (Kamikazeton: Dai Roiyaru Goukuuhou o Zeus)
Rank: S
Type: Attack
Range: Close
Chakra: 80
Damage Points: 90 (+ 20 to the user)
Description: The user stretches his arm out with his palm facing the enemy and gathers Divine Wind chakra in his hand. A vortex of wind begins to form around the user’s arm. The wind is so thin and powerful that it slices cuts into the user’s arm as he holds it around his arm. Lightning then appears within his the palm of his hand and starts to spiral inwards around his arm. At this point, the user’s arm start to become numb. After holding and charging more Lightning into the vortex, the user fires it off at the enemy (a spinning vortex of wind surrounding a cluster of lightning that sends an electric current through everything it touches) with power varying upon how long he charges Lightning into it. The user can charge lightning into the vortex for at least two turns. If held in that long, the power of the vortex will be strong enough to blast through the gates of konoha with ease. However, if the user does charge it for that long, he will not be able to perform any Jutsu with that hand for the rest of the fight (nin or tai).
*If charged for one turn, it will have the power to blast through 1 Rashoman Door*
*If released the same time as the user begins charging it, the power will be of equal standing to Balls of Wind jutsu*
*can only be used once per battle*
*after using, the user cannot use any Divine wind jutsu for two turns*

Forbidden Rank

9. Divine Wind Style: One Thousand Birds of Severing Pressure (Kamikazeton: Chidori Tatsuno Ooshigoto)
Rank: Forbidden
Type: Attack
Range: Short-Mid
Chakra: 80
Damage Points: 100(+ 15 to user due to blast at end)
Description: After performing the necessary handseals, the user charges so much Divine Wind chakra into his hand that it becomes visible with the physical properties of Chidori, (but is really Divine Wind) but with wind swirling around the user’s hand. He then charges lightning chakra into his feet and runs at high speeds at the enemy and thrusts it at the enemy. As he does this, the wind circling around the user’s hand mixes in with the Divine Wind at this point, and creates an a Chidori with enough wind in it to blast back everything in the immediate vicinity. The user is then forced backwards in the explosion, causing small amounts of damage.
~the user moves at extreme speeds due to the lightning chakra, if the opponent tries to attack the user the user can hit the opponents jutsu with the "divine wind chidori" to defend himself. If the opponents jutsu is of A rank the "divine wind chidori loses half its power, if its any less than it doesn't lose any power. S rank obviously levels off
~No divine wind, wind, or lightning for 2 turns.
~only one other jutsu in the same turn as usage
 
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Lord of Kaos

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Ichor Release

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: ? & ?

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​

Unranked

1. ( 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.

D rank

2. ( 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.

3. ( 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.

C rank

B rank

A rank

4. ( 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.

S rank

Forbidden rank
 
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Takamabi

Custom element Japanese name: Takamabi
Custom element English name: High Heaven Fire
The element is based on: Fire Release + Yin
Facts that prove the element to be possible (in the manga context): Takamabi is a Yin based Fire element, created to enhance the ability to a peak level unlike standard ways. This is very reminiscent of Amaterasu, an ability heavily linked to Yin through the Uchiha's affiliation with spiritual energy. Due to Amaterasu being considered canonically as a Fire Jutsu and not a novel element that is the product of two other natures ( Such as Wood or Lava ) it directly suggests the capability of creating an element without the need of a secondary nature while using chakra alone to enhance it.

With the introduction of the Second Mizukage, we were directly shown how Yin Release, and in his case more specifically, Genjutsu can influence and effect techniques to create what can be compared to living illusionary effects in conjunction with Ninjutsu. This suggests the possibility of being capable of infusing Genjutsu into Ninjutsu, and more broadly, the possibility of infusing Yin into techniques to create reality altering phenomenon that are illusionary in nature. These two examples combined create the groundwork for Takamabi.
How it works: Explained simply, Takamabi is created through the combination of Fire chakra with Yin energy. This mixture takes on most physical characteristics of it's parent element: an energic flame state that can be released in the form of a near white flame, contradictory of the Yin influence coursing through the element. This can appears as a complex white to silver aura consisting of rippling, fire-like energy, complete with sparkling particles of a crimson color (though the colorful ripples can be personalized to the user, all colors).

In contrast with other Fire elements, Takamabi does not cause physically burning sensations; actually, the flames feel quite cool, comparable to holding an ice cube in your hand. Because of this, the flames do not pose a threat of burning flesh and living entities physically. However, this flame causes a severely damaging burn to one's spiritual energy and presence, inflicting the damage there. It is this secondary trait of the element that allows it essentially bypass physical damage immunities granted to bodies and deal full spiritual damage unless appropriate spiritual defenses exist.

The primary trait of this element lies in it's ability to alter reality in context of other techniques and even opponents. When the flames of Takamabi techniques are met with the surrounding environment, the reality altering nature of Yin energy is capable of augmenting and physically changing properties of substances, objects and even terrains it remains in contact with. While this is further explored in techniques, this represents itself in examples such as creating a fireball that, upon contact with the earth, creates an explosion of Takamabi flames that burn the terrain in a 5 meters radius, as the flames burn they turn the original grassy plain into a desert-like sand oasis, creating a pocket of reality where there is grass all around a burning ground zero that was turned into a desert. This example of terraforming is also capable of leaving behind illusions and hallucinogenic like dream worlds in areas affected when living entities enter the area of effect. This ability, known as Shinkai or World of the Kami, is the consequence of having a physical substance burn with the flames of Takamabi, and last as long as there is chakra to power the flames, similar to how Amateratsu burns for 7 days and nights, but is different than Takamabi's ability of dealing spiritual damage, as Shinkai will terraform reality but not damage it. Because these augmentations of Shinkai use Yin to literally change the world it's affecting, these "illusions" cannot be broken through chakra surges but through dissipation of the chakra left behind. This means that Takamabi techniques cannot solely be defeated but either absorbed or sealed to prevent the reality augmenting effects on the terrain. These changes will, however, never last forever and techniques augmenting the field will cease after the chakra for them has dissipated as well, reverting the terraforming effect back to the original terrain. This is dissipated at differing rates dependent on the rank of the technique, starting at 10 chakra per turn for B ranks and rising as high as 20 Chakra per turn for S and Forbidden ranked techniques, fueled from the chakra present in the technique used. While the immediate changing environment should be a giveaway, Takamabi leaves behind a wispy cold mist like effect when Shikai is in use, like heatwaves rippling over the whole terraformed pocket of illusion, and the occasional crackle of color personal to the user, making it easily discernable from actual reality and non-damaging to the original terrain affected by Shinkai.

Shinkai's effects also extend to living entities, as noted above but in a different way; while these illusions and reality alterations literally change the world as they interact with them, these techniques do similar effects when interacting with a target, albeit while causing spiritual damage. These alterations occur to the target as essentially real illusions, comparable to, but more accurate in use of the term, than Kurama Clan members. This means, that when a Takamabi technique lands on or near the target, in addition to the risk of spiritual damage dealt, the target will experience their surroundings or their mental space ( comparable to the area where the Bijuu are housed in the user's psyche ) altered and seared into an illusion not unlike Genjutsu itself, yet resulting from the reality-altering and spiritual burning effects of Takamabi. When being "burnt" by the flames of Takamabi, the target will have their chakra system seared into a realistic illusion, where their senses are manipulated into illusion-like effects and hallucinations. This is called the Yomi effect, or World of Dead. While the effects of Shinkai are easily discernable because only the area of effect by the flames are terraformed, and there is a clear heatwave-like ripple around the altered pocket, the effects of Yomi happen when hit directly with the flames of Takamabi, and will have the whole person exude the same heatwave-like ripples in the air, but they won't notice it themselves, for they will be trapped within the illusion-like world.

These illusions are more realistic and resilient due to Takamabi's Yin infusion and properties, and will affect an opponent for as long as there is chakra, dropping at a rate of 5 more chakra per turn than Shinkai techniques, starting at 15 chakra per turn for B ranks, and need to be combated by sealing or absorbing the chakra that is burning the system, or healed by Yang energy, similar to Shinkai's effect on terrain. While they can affect most Genjutsu immunities, including Doujutsu and other Yin-based Genjutsu, the target can still combat the effects of Yomi by using a method 1 rank higher than the required for a same rank basic Genjutsu. For example, the user would be able to purge the Takamabi's searing chakra from a B rank technique by using an A rank Genjutsu Release technique, Full-Body Chakra surges must thus also be significantly higher, requiring an A rank body surge in the aforementioned case. The illusions from Takamabi's chakra can't be released through Pain.

The effects of both Shinkai and Yomi can vary widely by nature but can still be categorized and detailed in examples and furthermore detailed in submissions. Because Shinkai effects are aimed at non-living entities and the terrain, these can cause changes in appearance, properties and item's function similar to Yin Release: Change Into Heaven. These effects differ from the aforementioned technique because these effects are the inherent aftermath of clashes. Effects can range from simple terraforming such as turning earth into water, conjurations of man-made items, to advanced changes such as decreasing/increasing speed of items, projectiles, or targets, the perception of the passage of time, and similar effects. These can only ever be present after Takamabi Flames have touched a non-living substance/terrain.

Yomi entails the effects of Takamabi's burning sentient beings, and pertains to the conyinuation of the dimension shown in Shinkai, whereas outside the flames one sees a limited portal, and while inside and directly burned by the flames one sees the dimension in full, all around, as if one was transported there, and can interact with any construct created within an overlapping Shinkai and Yomi effect zone. Yomi effects can only trigger in living entities and much like Shinkai effect, cause reality altering effects as well as powerful illusionary effects in the target, combining to create the Yomi world when afflicted, appearing similarly to Tsukoyomi in appearance and to Kurama Clan in function. What differs from this and the Kurama Clan is these are not merely illusions and damage will not end their reality breaking effects. When afflicted and present in Yomi, different effects have been known to be applied though by nature a full list cannot exist here, only in individual submissions. Effects can range from concepts as small as inverted movement and loss of a sense/speed to advanced concepts such as time dilation, space/time movement within a Shinkai zone, manipulation of surroundings and entities and more - all limited via individual technique detailing effects/real illusion on a target.

The hallucinogenic illusions of Yomi can be modulated by the user's chakra, creating the desired altered reality to entrap their targets. When a third element physically or spiritually (By a spiritual technique link, or genjutsu, for example) touches those affected by Yomi, they will get burn by the flames of Takamabi, showcase the spreading effect of Fire. This burning by contact requires anyone wishing to help a victim of Takamabi to use the appropriate methods of sealing, absorbing or Yang healing in order to not be affected as well.

Jutsu Usage Examples:

( Takamabi: ) - High Heaven Fire: Great Fireball

Type: Offensive
Rank: A
Range: Short – Long
Chakra: 60 (-15 per turn)
Damage: 120 ( -15 per turn )
Description: The user creates a giant Takamabi Fireball, aimed at the target. Should impact be made, the Fireball is capable of altering it's surroundings up to 4 meters around it into a deep pool of water, identifiable by the heat wave like ripple emanating from it. This water will last as long as the user spends 5 chakra per turn or said technique is absorbed by an Advanced Fuuinjutsu seal. In addition to these burns, if impact is made directly with a living entity, the target will experience a change in their reality and experience a world comparable to Tsukiyomi and it's inverted color scheme.

Conditions to be able to use it: Mastery of Fire and Yin Release
Is weak to: Due to the Yin influence and energy present, this Custom Element has has unique interactions - it is considered neutral to all elemental affinities, Non Ninjutsu based techniques, and superior to raw chakra.
Is strong against: Due to the Yin influence and energy present, this Custom Element has unique interactions - it is considered neutral to all elemental affinities, Non Ninjutsu based techniques, and superior to raw chakra.
Co-creator: Lili-Chwan
Students I passed this custom element on too:

B rank

1. ( Takamabi: Takamimusubi ) High Heaven Fire: High Creator
Type: Offensive/Supplementary/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage Points: 80 - 120
Description: Takamimusubi entails the generic manipulation of High Heaven Fire, allowing the user to produce and manipulate the white and crimson flames into streams, constructs, and projectiles. As a generic manipulation, the effects of both Shinkai ( Terrain ) and Yomi ( Person ) depend on the technique's rank. As the flames rage on upon the world, they alter the environment into astonishing and otherworldly dimensions, where the higher the technique, the more twisted and inverted the colors are. Through the effects of Shinkai, that which is burnt by the fires of Takamabi will alter their characteristics into different illusory worlds which can interact with other techniques and substances as they approach them. When sentient creatures are burnt by the High Creator, the effects of Yomi will settle in, bringing the entire awareness of the burnt ones inside the realms produced by Shinkai like going through an illusory portal, while burning auxiliary effects that behave like hypnotic suggestions centered around three pillars. The illusory effects have the same tier and properties of MS level Genjutsu:

Jikoku 紙 Time : Similar to Tsukuyomi, those burnt by High Creator will have a time Dilation or Contraction effect. With time moving either slower or faster, the user is capable of hindering the perceived speed and tracking of an opponent. Moving Slower than Reality, the target will perceive the motion of those outside of the flames as faster, while their tracking remains the same. At B rank, the perceived effect will be 2x the actual speed, at A rank 3x while at S rank it will be 4x.
Moving Faster than Reality, the target will perceive everything to move slower outside the burnt area of Takamabi. While it allows them to perceive others in a much clearer way, it causes their own expression of movement to lower back to their own perception of speed, hypnotically making them move at a slower pace than their maximum capabilities. At B rank, it will be a x2 speed decrease, at A rank it will be at x3 and at S rank it will be at x4. Neither time Contraction nor Dilation changes the speed or tracking of any involved, rather just a perceptual discrepancy between what they can perceive and move.

Jikuu 紙 Space: Similar to Sukunahikona, High Creator can have a Space Expansion or Compaction effect, making those those burnt by the flames perceive reality and objects outside the flames as incredibly more bigger or smaller than they actually are, which in turn alters their perception of power and strength. When Massifying, the user will be augmenting the perceived size and power of the objects and techniques, producing an effect of perceiving techniques with an increased chakra tier when applicable, +20 chakra at B rank, +30 chakra at A rank and +40 chakra at S rank, which would normally put these techniques as Unsealable, Unnabsorbable and otherwise far too massive to interact on a Chakra to Chakra base, hypnotically dissuading the opponent from countering them through those means.
When Compacting, they will perceive reality to be smaller than they are, which in turn will hypnotically cause them to misjudge the amount of chakra required to produce the technique, causing them to overspend their chakra to counteract their diminished perception of size. The target will require 2x chakra at B rank, 2x the chakra for A rank and 4x times the chakra for S rank.

Juuryoku 紙 Gravity: Similar to Namakemono no Ude's manipulation of the target's willingness or iddleness, Gravity will apply the Attraction and Repulsion effect. Those burnt by the flames will see Reality and Outside the flames as either highly desirable or highly rejectable. The attraction will be felt with a hypnotic allure to Reality in opposition of what is Inside the Flames and will cause the target to be wanton to flee the flames of High Creator in order to contact with as many people and objects of Reality as possible, which in turn will cause them to spread the flames around the area and onto other targets. At B rank, this will cause them to be unwilling to look inside themselves, who are Inside the Flames or use any techniques to augment themselves or their body, such as activating Modes or Enhancements to their Person. At A rank, this unwillingness extends into techniques that are Internally manifested even within other objects, like Genjutsu or Non-External Elemental Infusions to their techniques, like Yin Ghost rather than a Wind technique that blows up a fireball. At S rank, it causes them to be unwilling to augment or apply auxiliary or debuffing effects in any way to any of their techniques, for they come from the one Inside the flames.
Repulsion will be felt as a hypnotic suggestion to get away from Reality outside and an allure to Inside Takamabi itself. They will see Reality as undesirable, grotesque, or even frightening, and will instead be drawn to remain Inside Takamabi under the control of the user. When performing techniques, they will be unwilling to manifest them at their true range, for fear they'd reach outside the area of Takamabi. The target will reign back their technique's reach 5 meters shorter than they normally would at B rank, 10 meters at A rank and 15 meters at S rank.
All of these pertain not to actually seal the target's abilities, but rather restrict their willingness to use them as such.
Note: S ranked usage can only be used once every 3 turns, preventing usage of the rank for the same duration. A and S-Ranked usage cannot be done more than 6 times per battle.
Note: Only one of these three effects can be in place at a given time. Should one be used, this same effect cannot be used in the same or next turn.

A rank

( Takamabi: Amenominakanushi ) High Heaven Fire: Central Master
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 50 ( +10 Chakra )
Damage Points: N/A ( +20 Damage )
Description: Amenominakanushi is an infusion of Takamabi onto the genesis of another technique, using High Heaven's reality altering properties ( Shinkai ) to alter the infused technique's physical properties, similar to Change into Heaven. The altered technique will lose it's foundation in reality, and become spiritual instead, akin to a damaging illusion happening before their eyes. While the altered technique follows the original technique's general volume, path and motion, in it's altered form it can take the appearance and function of any other construct or substance, like a fireball becoming a ball of freezing blades. The original technique will lose it's physicality, it's damage turning into spiritual instead. Sentient beings and other spiritual entities will suffer this damage with the same pain and feeling as if they were interacting with the actual substance it has been altered to.
As the infused technique is not Takamabi itself, but altered by it, it will not induce the effects of Yomi onto others, merely inducing a primal and confounding haze, dread and paranoia with excrutiating mental pain, felt as a headache and in the areas that are in contact with the altered technique, the degree of which dependant on the rank and damage of the alterered technique. The user expends 50 chakra, but only 10 chakra is added to the original technique. The infused technique will acquire an increase of 20 damage, but will now deal spiritual damage instead of physical. The reality-altered technique will have Takamabi's neutral S&W when interacting with other techniques, through their chakra tier, whereas it's damage can only be felt by Sentient Beings and Spiritual Entities.
Note: This technique can be performed alongside another Ninjutsu in the same timeframe.
Note: This can only be used up to 4 times with a 2 turn break in between usages.


S rank

Forbidden rank
 
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Custom element Japanese name: Yomutsuhi
Custom element English name: Yomotsuhi

The element is based on: Yang Release + Fire Release + Advanced Fuuinjutsu
Facts that prove the element to be possible (in the manga context): Yomotsuhi is known by many names, such as the Rooted Fire, the Living Flame and the Underworld Flame of Life though practitioners simply call it Yomotsuhi, the Original Flame without Translation. Yomotsuhi is a Yang based Fire element, created to enhance the ability to a peak level unlike standard ways. Based upon concepts explored in the canon techniques Birth of Nature Technique, White Tiger, and the Advanced Fuuinjutsu ( specifically, the Dead Demon Consuming Seal and the Bloodline/Chakra/Injury Chakra Seals) , Yomotsuhi is an element that utilizes these sealing scripts inherently within the element as it targets spiritual entities or energies in attempts. Because of the Yang release influence within these flames, the element is capable of converting organic material into purer forms of energy while burning enemy’s chakra network physically. This Flame, though capable of being used against other jutsu, finds its true skill when employed against spiritual entities or abilities. This ability, explained in greater detail below, allows these flames to satiate spiritual energy in order to empower itself. This allows the flames to absorb and reflect properties of spiritual techniques used against it while granting this flame a more corporeal form to defeat fully.

How it works: Explained simply, Yomotsuhi is created through the combination of Fire chakra with Yang energy. This mixture takes on most physical characteristics of it's parent element: an energetic flame state that can be released in the form of a deep black flame, contradictory of the Yang influence coursing through the element. This can appear as a pitch black flame accentuated with a white to silver aura consisting of rippling, fire and lightning-like energy, complete with sparkling white flashes. In contrast with other Fire elements, Yomotsuhi does not cause physically burning sensations; in fact, in most of its usage, this element does not deal direct damage as its true focus stems from it’s insatiable appetite for spiritual energy. This element being enhanced with Fuuinjutsu also extends a few key properties to the element, one of which being it’s inability to be sealed which is partly due to it’s sentiency. This also extends to it’s jutsu duration, lasting longer than normal as the Flames are living. However, these flames burn chakra at high rates from their own chakra pools, effectively creating a duration limit regardless. Both the primary and secondary traits of this element also utilize sealing effects to great extent, detailed below.

The primary trait of this element directly stems from the life granting properties of Yang and Change Into Heaven. By infusing Yang energy into techniques and granting them sentiency, these flames become alive - much like when Change Into Hell is applied to elemental techniques. However, this differs as this concept is applied universally to the element and allows created flames and constructs to be alive. This extends to these new entities' specific traits, first and foremost being life itself. These flames are capable of using Yomotsuhi techniques themselves, though this does not create an endless chain of living entities; should a Yomotsuhi entity utilize the element, it does not spawn sentiency within these Jutsu.

These flames are also granted the ability to have physical damage mitigation through this at the cost of the damage done. This means a Yomotsuhi technique is capable of reducing its overall damage in order to bolster its mitigation by 75% of the reduced amount (rounded up to the nearest interval of 5), up to a maximum of 50% of the original technique's damage. For example, a Yomotsuhi technique that deals 100 damage can gain 40 damage shaving by reducing its damage by 50.

Yomotsuhi flames have health points equaling that of their rank as a Yang Release technique; therefore, an A-Rank technique has 100 Health Points, an S-Rank technique has 120 Health Points, and a Forbidden-ranked technique has 140 Health Points. Reducing a Yomotsuhi's damage in exchange for damage mitigation also reduces it's overall Health Points by the same amount. Lowering it’s health will reduce access to Yomotsuhi techniques on a scale corresponding to that of the Health System’s Fatigue drawbacks such as losing 20% health will reduce access to Forbidden ranked techniques, 40% will restrict access to S ranked techniques, etc. This is determined when the Fire technique is initially created and cannot change afterwards.

Exploring concepts established and similar to the Reaper Seal in it’s ability to target and seal a target’s soul/spiritual essence, Yomotsuhi seeks out spiritual energy in a similar but different way; This ability, known as Ashihara, passives triggers upon interaction with a living entity such as Ninja, Summoning and artificial life such as Bijuu, Creations, Animals and other living beings with a spirit. During these interactions, these flames target spiritual energy and seal it within the flames. These flames are able to absorb spiritual energy up to their chakra cost per turn, though this alone isn’t the only effect; when drained of spiritual energy, targets suffer from a chakra imbalance of Yin to Yang energy, gaining an overwhelmingly higher ratio of Yang to Yin energy. Similar to how sealing the spiritual energy of Kurama resulted in a weaker Kurama, this effect causes a weaker opponent, manifesting as an inability to access higher level Spiritual abilities as long as these imbalances exist, restricting one more and more spiritually as their essence is drained into the Flames. These present themselves by preventing access to techniques of equal chakra level or lower than the amount absorbed, increasing by power the more chakra is drained. This loss of spiritual energy can only be restored by use of medical healing techniques.

The secondary trait of the element directly relates to Yomotsuhi’s ability to seal spiritual energy from techniques while infusing a corruptive aspect similar to White Tiger. This ability, known as Nenohi or the Rooted Flames, passively triggers during jutsu clashes, namely elemental and organic ones. During these clashes, the nature of the chakra targets the spiritual chakra within the technique to seal it ( for non-spiritual techniques, this does not actually absorb the chakra into the Yomotsuhi flames ). Should the technique be of lower chakra than Yomotsuhi flames, it will have its spiritual energy absorbed, causing it to become unstable and have its form revert to a purer state of being as the chakra fueling it is now lost. Organic material will have it’s form reduced to natural elements without chakra fueling them such as Wood becoming natural Water and Earth. Energy based Advanced or Custom Elements will suffer similar fates, having their forms revert back to their nature states, such as High Heaven becoming pure Fire without the Yin influence present or Raging Thunder becoming separate instances of flames and lightning present. These now chakraless substances are no longer under control of their original owner nor the user, just present for a single turn before dissipating ( organic material and solid elements will remain such as water and earth ), dealing damage equal to their original technique to any present within short range, user included. Yomotsuhi techniques that caused this breakdown of chakra will not be subjected to this damage if the resulting substances are from a jutsu clash. Other Yomotsuhi techniques and entities are still subject to this damage, however. Similar to White Tiger, repeated contact will cause more harmful effects, however this is limited to requiring repeated contact/breakdown of similar techniques. For example, contact with a Fire technique and then a Blaze one will not cause additional effects but breakdown of two Blaze techniques will. For each additional time the user breaks down a technique of the same element, the user’s next Yomotsuhi techniques will require 5 less chakra to beat, extending by 1 technique for each additional technique broken down ( for example, contact with 3 Fire techniques would mean the user’s next 3 techniques against Fire would require 5 less chakra ). This will cap at a maximum of 10 less requiered chakra to beat. (will be specified in CEJ).

Jutsu Usage Examples:
( Yomotsuhi: Gōkakyū no Jutsu ) - Yomotsuhi: Great Fireball
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 60 (-15 per turn)
Damage: 120 ( -15 per turn )
Description: The user creates a giant Yomotsuhi Fireball, aimed at an opposing spiritual entity or jutsu. This fireball, imbued with sentience and life, has 120 health and moves towards the targeted entity swiftly, burning the target and absorbing the entity into the flames. Should this be used against the same spiritual entity twice, targets will notice an inability to use S ranked techniques and higher of that skill for one turn, worsening by 1 rank and 1 turn per additional encounter. This can also be used against elemental techniques, causing breakdown of the element through corrosiveness. This leaves behind a short range residual amounts of the base elements, albeit chakraless, while maintaining their original damage at the same rate.

Conditions to be able to use it: Must have Mastered Fire and have Yang Release.
Is weak to: Due to the Yang influence and energy present, Yomotsuhi has has unique interactions - it is considered neutral to all elemental affinities, Non Ninjutsu based techniques, and superior to raw chakra and non chakra fueled energies.
Is strong against: Due to the Yang influence and energy present, Yomotsuhi has unique interactions - it is considered neutral to all elemental affinities, Non Ninjutsu based techniques, and superior to raw chakra and non chakra fueled energies.
Co-creator: Negative Knight
Students I passed this custom element on too: Nunya

B rank
1. ( Yomotsuhi: Yūrei ) - Yomotsuhi: Yūrei
Type: Offensive/Supplementary/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60 ( -20 to 30 per turn )
Damage: 80 - 120
Description: Yūrei is a technique that forms the basis of the Yomotsuhi element. As its most default technique, this technique allows the user to produce the Living Flames in the form of streams, constructs and projectiles. These flames, imbued with life, are capable of taking shape into more humanoid or animalistic forms though its form does not limit its capabilities nor do these flames cause damage to the user if in close proximity. These flames have chakra equal to 2.5x their health, continuously burning at high rates as detailed below. With base tracking equal to twice their speed, these flames naturally carry traits of both Nenohi and Ashihara. Characteristic of Yomotsuhi techniques, Yūrei‘s Nenohi causes techniques to break down rapidly and with great efficiency. Reducing a Yomotsuhi's damage in exchange for damage mitigation also reduces it's overall Health Points by the same amount. Lowering its health will reduce access to Yomotsuhi techniques on a scale corresponding to that of the Health System’s Fatigue drawbacks such as losing 20% health will reduce access to Forbidden ranked techniques, 40% will restrict access to S ranked techniques, etc.

When interacting with living entities with a spirit, Yomotsuhi’s passive ability known as Ashihara is triggered, allowing it to absorb spiritual energy/chakra equal to its chakra cost per turn. At B rank, this means contact with an individual Yomotsuhi technique will cause 20 chakra per turn to be drained. At A rank, this will increase to 25 chakra per turn and at S rank, this will become 30 chakra per turn due to this being the amount spent by these techniques every turn. This prevents targets from using spiritual chakra equal to the amount drained per turn or less. For each subsequent turn a specific Yomotsuhi technique is in contact with a target, this effect’s power will increase by 5 chakra. This effect can be countered, naturally, by use of Natural Energy.
Note: B ranked Yomotsuhi techniques create Flames with 80 health and 200 chakra. A ranked techniques have 100 health as well as 250 chakra. S ranked techniques have 120 health and 300 chakra.
Note: S ranked usage can only be used once every 3 turns, preventing usage of the rank for the same duration. A and S-Ranked usage cannot be done more than 4 times per battle.
Note: Cannot be used while another Yūrei creation is alive. If S ranked is used, this technique cannot be used for an additional 2 turns after it ends nor any other S ranked or higher Yomotsuhi technique the next turn.

2. ( Fuuin Yomotsuhi: Bōrei ) - Sealing Arts Yomotsuhi: Bōrei
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 40 per turn if active use ( Equal to parent technique if passive )
Damage: 120
Description: Bōrei is an advanced Fuinjutsu seal seeking to enhance the user’s Ashihara within his Yomotsuhi techniques. This enhancement allows the Living Flames to seal an increased amount of chakra at the cost of a shortened life. When created, these flames spawn sentient flames in any living shape the user can fathom, burning 40 chakra per turn. With base tracking equal to twice their speed, these flames naturally carry traits of both Nenohi and Ashihara present. Characteristic of Yomotsuhi techniques, Bōrei’s Nenohi causes techniques to break down rapidly and with great efficiency. Reducing a Yomotsuhi's damage in exchange for damage mitigation also reduces it's overall Health Points by the same amount. Lowering its health will reduce access to Yomotsuhi techniques on a scale corresponding to that of the Health System’s Fatigue drawbacks such as losing 20% health will reduce access to Forbidden ranked techniques, 40% will restrict access to S ranked techniques, etc.

This technique can be applied passively to other Yomotsuhi techniques during their creation, costing additional chakra per turn equal to the chakra cost of the Yomotsuhi technique. This causes its binding effect to increase in in power, draining chakra equal to +10 to the cost of the parent technique. This means should the original technique drain 30 chakra, Bōrei will cause it to instead drain 40 chakra.
Note: Can only be used three times per battle total. This can be used passively alongside the creation of another Yomotsuhi technique up to 3 times as an A ranked technique or as it’s own technique, creating an S ranked Yomotsuhi creation with 120 health and 300 chakra, burning and absorbing 40 chakra per turn up to 2 times per battle.
Note: After either use, the user cannot use this technique for 2 turns or any Yomotsuhi techniques of S rank and higher
A rank

S rank

Forbidden rank










 
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Genjutsu

( Magen: Noroi Doujutsu ) - Demonic Illusion: Accursed Eye Technique
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user forms three handseals and casts a genjutsu that distorts the victim's sense of perception and his ability to focus on the environment and surroundings, creating a lapse in his ability to properly react to things. Creating the effect of essentially rapid deterioration of the sight, this technique initially starts as a slight bluriness of objects in motion, creating what appears to be a difficulty to focus. As the fight progresses, this bluriness worsens to the complete inability to focus on any object, creating a visual distortion in objects. As the effect happens over a series of turns, it makes the effects of it seem more realistic, making it difficult to initially determine it is a genjutsu. Due to this perceived visual deterioration, the target's of this have a dulled sense of perception and tracking and reacting time, essentially decreasing 25% for 3 consecutive turns, the last turn making the opponent blind to movements above his own base speed.
Note: Can only be used 2 times.
Note: Lasts 3 Turns
Note: Requires a break of at least 2 turns in between usages.
Note: Is not a Sharingan genjutsu nor requires Sharingan to be performed.

Genjutsu: Naraku-Ryouken de Akunochimata|Genjutsu: Hellhounds of the Underworld
Rank: S
Type: supplementary
Range: Short - Mid
Chakra Cost: 40
Attack Points: N/A
Description: The user will bite his hand and form five handseals and slam his hand on the ground, causing the opponent to believe he is performing a Summoning of some sort. In all actuality, it is a Genjutsu. By slamming his hand onto the earth, the user activates the Genjutsu. Upon activating, the opponent starts to hallucinate and thinks he has seen the user summon creatures from deep within the Underworld called Hellhounds. The user then makes the Hellhounds rush at the enemy, seizing each of their limbs, negating movement. What really happens is the oppoenent's movements are restricted and the enemy cannot move. *Can only be used once a fight*
*After using, the user cannot use Genjutsu for three turns*
*Since the opponent will think it is a summoning, he might be tempted to throw kunai and other objects as the hellhounds. If this happens, the kunai will just appear to bounce the hellhounds and they will keep going*
*No other S-rank jutsus can be used that turn*

Given/Taught by Others:

C Rank​

(Genjutsu: Takutikku Furasshubakku) - Illusionary Art: Tactical Flashback
Type: Supplementary
Rank: C
Range: Short - Medium
Chakra Cost: 15
Damage: N/A
Description: After performing the Tiger hand seal, the user will send out his chakra out towards his enemies or allies, successfully disrupting their flow, placing them within a genjutsu. Inside of the illusion the field would seem as if it came to a stand still as the induced targets receive images similar to a flashback. This technique is mostly used for tactical purposes, allowing the user to transfer information in the form of an illusion or even describe a story, reducing the chances of said information being leaked in the process.

Notes:
- The illusion will last the entire turn unless dispersed
- Must be taught by Mathias

Illusionary Arts: Satan's Scent(Genjutsu: Akuma's Kaori)
Type: Supplementary
Rank: C
Range:Short-Mid
Chakra:15
Damage:N/A
Description: The user will make a single handseal, and insert his chakra into the opponent's chakra. He will disrupt their chakra system, and put them into an illusion. The opponent does not actually see or hear anything out of the ordinary. The only thing is the extremely pungent smell of rotting flesh and a foul taste of rotten eggs in the mouth. The smell will be extremely pungent, and will leave the opponent unable to smell anything unless they break the genjutsu. The taste will also be quite foul, and the opponent would be unable to taste anything else until the genjutsu is broken. In reality, nothing changes. The only thing is that the opponent's smell is affected.

-Can only be taught by PB-

B Rank​


(Genjutsu: Heki Shiagari) Illusion Technique: False Completion
Type: Illusion/Supplementary
Rank: B
Range: Short-Mid
Chakra cost: 20
Damage: None
Description: A very simple illusion, while most illusions make the opponent believe in something that they would not normally see, this technique takes advantages of what the opponent already expects to happen to make the illusion seem tied perfectly with reality. This technique is often used when the opponent is about to use a technique. The user must have sight of the opponent while this technique is activated, the opponent necessarily does not have to have sight of the user. At the same time as the user has sight of the opponent, he will perform the Serpent hand seal immediately trapping the opponent within the depths of the illusion. When the opponent uses a technique, they often believe their technique will be completed if there is nothing to stop them or interrupt them. The opponent starts and carries on with the technique without knowing that the illusion has already affected them. Believing that there is nothing wrong they will continue with their move, the illusion starts right as the opponent begins his technique. For each and every technique there is a specific procedure or specific focus required to perform it. This illusion instead of allowing the opponent to achieve this specific focus or procedure fools the opponent into following another procedure. This one is called the dummy procedure. The illusion fools the opponent into forgetting the technique they actually started, and replaces it with the dummy procedure that they believe will result in a technique nonetheless. The dummy procedure actually has no purpose at all and completing it will produce no result because it is nothing but a gathering of wasteful actions. The opponent will simply start performing the dummy procedure that the user had inserted into his train of thought, making any remains of the actual technique collapse and fade into nothingness. The opponent will perform the dummy procedure in reality with their body as if they were about to perform a real technique, but then realize that it does not actually do anything and break away from the illusion after it achieves the purpose of preventing the opponent's initial technique. This enables the user to prevent any damage from the technique the opponent was planning to use. Only the technique that this illusion was directed toward will be affected by this technique, the remaining parts of the opponent's move will proceed to happen unaffected.
~The user must wait one turn before he can reuse this technique and he can use this technique only a maximum of three times per battle.
~The user cannot use any genjutsu above S-rank on the same turn and on the next turn.
~This strain this technique causes the user prevents him from using any elemental technique on the same turn requiring the user to take a large sacrifice on the versatility of their following attacks.
~The user cannot use any techniques that are the same rank as the technique they prevented from being completed on the same turn as this technique is used excluding this technique of course if it is the case.

Genjutsu: Ningyo Shou ) Illusionary art: Mermaid's Call
Type: Offensive/Defensive
Rank: B
Range: Short-mid
Chakra cost: 20
Damage Points: N/A
Description: The user makes the Snake hand seal and uses his chakra to control the sight and hearing of all opponents.Using a water source within short-mid range of both user and opponent as a medium, the user will make the opponents hear a beautiful voice and see a rainbow of bright colors coming from a beautiful mermaid in the water. As soon as they hear the mermaid singing, their bodies are fooled into releasing several relaxing chemicals, inducing a state of calm and oblivion that sets itself until it induces complete sleep. This is done by fooling the opponents brain into hearing the calming music and soothing voice of the mermaid, that will relax them and induce a state of bliss, responsible for the eventual sleep state
-Takes 2 turns to induce full sleep if not released.
-The mermaid can only appear inside a water source that is in short-mid of both user and opponent.
-Only taught by Professor Sarutobi.

(Genjutsu: Sen Soutei) Illusionary Technique: Wire Binding
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: N/A
Description: The user will perform 3 handseals and the opponent will then feel as if several needles with metal wires attached have pierced through their limbs and the wires have wrapped around the limbs and pulled back as to leave the opponent with their torso thrust forward and their limbs behind them. Their body mimics the illusion in real life as the opponent's limbs pull back and they find it very hard to move. A strong enough ninja can fight back against the illusion and free themselves much like Demonic Illusion: Shackling Stakes. The stress on the body and the realistic illusion causes the opponent minor harm.
-Twice per battle.
-Lasts two turns.
-Only taught by Professor Sarutobi.

A Rank​

( Genjutsu: Kohitsuji Shoutan Raikou) Illusion Arts: Lightning Tears of a Lamb
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: After 2 handseals, the user will cast a genjutsu on the opponent, making him feel 2 lightning threads surge from each eye across his/her face. The lightning threads will cause great pain as they go around the head, pulling the facial muscles into a wide eyed shocked expression and then shoot into the ground, pulling the head downwards to have the opponent face the heaven. At that point, the lightning strings that links the head to the ground pressure into an area of the brain not dealing with vision but the interpretation of vision (left occipital lobe and temporal lobes), signaling the user's chakra messing with those particular areas. At which point, the opponent becames mentally blind, able to see but enable to make sense of it, as the genjutsu mimics Visual Agnosia.
The user has to rely on senses other than vision to perceive through this genjutsu, including but exclusively Sharingan, Byakugan and other Rinnegan, as it does not create a cloak to their eyes but actually messes with the perception and interpretation of visual stimmuli.
*Can only be used thrice, requiring 1 turn break between usages (counting after the turn it ends)*
*Is basically a normal genjutsu with a visual twist, it is as weak to any other method of dispelling as any other genjutsu*

Genjutsu: Fuhenteki Youbai) Illusionary Technique: Universal Solvent
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user forms 2 seals and induces an illusion into his opponent where once their body touches water they will begin to break down, dissolving into the water over a short time. Once in the illusion their body has completely dissolved the opponent will lose consciousness in reality. While dissolving in the genjutsu their body is paralyzed in reality.
-Twice per battle.
-Takes two turns to render opponent unconscious, until then the victim may act freely within the scenario of the illusion.
-Opponent must be partly or fully submerged in water for illusion to trigger.
-Only taught by Professor Sarutobi.

(Genjutsu: Hatsuchi Hanshouko) - Illusionary Arts: Mother Earth's Breed
Type: Supplementary
Rank: A rank
Range: Short - Mid
Chakra: 30 Chakra
Damage: 60 Damage
Description: The user will perform 3 handseals (bird > rat > snake) and focus chakra into the target's mind, putting them under an illusion where they will feel as if butterflies were moving inside their stomach, when truly it's flies what is moving inside them, thousands of flies, then due to the huge amount of flies inside of them, they will start to come out from the target's ears, mouth, and nose aswell as start flying around them randomly, while many that still remain inside them, will begin to eat their internal organs, this will cause the target to feel disgusted and tormented by the flies eating them from within as well as crawling out of their face.
- May be used x2 per battle, but not in consecutive turns.
- No B rank or higher genjutsu the next turn.
- May only be taught by Lokí

Genjutsu: Hizoku Yougo | Illusionary Technique: Unruly Tools
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs a single handseal placing the opponent in a genjutsu where the metallic weapons in their possessions begin to turn against them. The weapons begin to morph and shift before the opponents very eyes; growing needle like spikes and skewered protrusions that begin to burrow deep into the opponents body. Continuing to produce their almost never ending protrusions while in the opponents flesh, the cold minute senbon like structures rapidly grow and branch out; causing excruciating pain as they do so.

Note:
- Can only be used 2x
- No genjutsu above A rank for the rest of; and the next turn.
- Can only be taught by Scaze

Genjutsu: Zeuxis no hiiro warai) | Illusionary Technique: The Scarlet Laugh of Zeuxis
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs 3 handseals, placing the opponent under a genjutsu. In the genjutsu pressure is applied to the spots that are most likely to induce gargalesis, tickle spots. At first the pressure starts out as a incredibly light and cold touch, however the sometimes rhythmic and sometimes erratic strokes begin to grow firmer and firmer, evolving into gentle caresses, and before long morphing into heavy strokes. The once cold touch also begins to grow warmer and warmer while the frequency of the strokes increases. As the opponent is tickled they might begin to involuntarily twitch, perhaps even laugh. However after but a few blissful moments the pleasurable yet distracting tickling turns into rather painful scratching. The opponents skin feels raw as the now sandpaper like pressure ravages their body, the previously warm touch grows to become searing hot, scorching the users skin; and painting them an awful shade of red. The relentless frequency granting no time for relief. The scratching soon begins to reach its dreadful crescendo, the enemies clothes becoming bloodstained as their flesh starts to melt and peel. Molten melting fat weeping along the users skin, eroding into the flesh, further adding to the abhorrent wounds. Broken skin quickly develops into large chunks of meat, fat and muscle that slowly and painfully oozes away. Leaving the opponent a bloody mess. Of course, all the while the appropriate sounds are produced to compliment the situation. In reality, the opponent experiences crawling and itching upon their skin as the Knismesis takes effect, and then becomes ticklish as it advances into the next stage, increasingly so over time. This occurs not necessarily because it may be the enemies natural reaction to tickling, but rather because the Genjutsu amplifies the enemies sense of touch, therefore overstimulating their sense to a degree in which they feel ticklish regardless of their usual physiological reaction. Therefore while an enemies reaction to the Knismesis and Gargalesis may be different (Eg, they may not laugh, or they may burst out in hysterics) , the experiences of Knismesis and Gargalesis are forced, thus eliminating the reliance on an enemies personality and personal habits. Although naturally, an enemy who has never been ticklish before would have even more reason to suspect a genjutsu - a slight pitfall in the technique. Of course, because this is a Genjutsu, there can be no prior anticipation to the 'tickling', therefore it's usually far more effective and productive than if you were to tickle someone physically as no physiological defense can be formed to limit a reaction until you actually begin to feel ticklish. Needless to say the tickling can make it incredibly hard for the opponent to concentrate, leaving them rather vulnerable. As the Genjutsu goes into its final rather gruesome stage, places such as the armpits, knees, ribs and soles of the feet would be heavily affected. Making movement of these regions either incredibly difficult, or in a few occasions impossible as long as the opponent remains in the illusion due to the pain and the feeling of tendons, muscle and sinew being burned and torn within the Genjutsu. The excruciating pain felt within the illusion will likely have an impact on the opponents mind, leaving the opponent in mental pain and ailing them with mental exhaustion. The opponents body may also remember this sensation, possibly linking any kind of physical touch to this experience; creating rather adverse effects. Of course much like in reality, even when the physical pressure ends, the opponent may still cringe and shirk from the "after touch". The pace of intensity of this Genjutsu is subject to the users intentions upon casting it. The most obvious weakness of this illusion would be its surreality, and the fact that this Genjutsu only affects the opponents sense of Sight, Hearing and Touch.

Note:
- The user is capable of targeting specific spots if they so wish.
- Can only be used 2x
- No Genjutsu A rank or above for the rest of, and the next turn.
- Can only be taught by Scaze

(Kumo-Ryū Kensei Doumeihigyou) - Cloud Style Feint Attack
Type: Supplementary
Rank: A
Range: Short to Mid
Chakra: 30
Damage: N/A (-60 damage if not broken due to mental strain)
Description: The user takes his sword out and immediately a Genjutsu is casted. When the user takes his sword out of the scabbard it makes a loud screech. The sound can be long or short, depends on how fast the user takes the sword out of the scabbard. Taking out the sword initiates the Genjutsu. Inside the genjutsu, target suddenly sees the user walk right by him. The user takes his blade and its scabbard and puts the sword back inside slowly. Once the sword is fully put inside its scabbard the target is then cut through his whole body and spills blood everywhere, dying in the illusion. In reality, the target is open to being cut down as he can't see whats really going on.
- Target isn't paralyzed. Attacking the target in the illusion walking behind them ends the Gen.
- Can be only used 3 times.
- Can only be taught by Better

Genjutsu: Kyuumin Shobatsu(Illusionary Technique: Dormant Punishment)
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user will channel their chakra into their opponent's chakra via the Rat seal. The user's chakra will then remain dormant until the victim uses a technique B-rank or above. The resulting amount of chakra needed will cause the user's chakra to activate like a switch to cause the affects of the illusion. As the victim begins to channel their chakra for the technique they use, they will see several spiked chains shoot up and restrain them, wrapping all around their body and dragging them to the ground. The chains will gradually become tighter and tighter and the victim will feel the spikes of the chains sinking deeper into their bodies and also the lack of air from being restricted. Eventually, after so much tension, the victims will fall unconscious.
~This technique remains dormant for 3 turns only
~The technique (if activated) will render one's opponent unconscious after 2 turns.
~Can be used 3 times per battle

Genjutsu: Souzoubutsu Joushou Tora no Jutsu (Illusionary Technique: Manifest Rising Tiger Technique)
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60 (At the end of the 2 turns)
Description: After preforming the necessary seals (Hare → Boar → Dog → Tiger) The caster creates the illusion of four large bangle tigers rising from the ground below their opponent. The tigers will then proceed in a formation formation to pin down the opponent, sinking their claws and teeth into the legs, and upper body of their opponent (tigers may attack by biting into the lower ribs and kidney areas, the pectoral, arm and/or shoulder regions...will be specified by caster). The victim experiences several hundred lbs of force applied to them not to mention a powerful jaw strength, pinning them to the ground. The victim will naturally topple over in the real world from the illusion and the perceived force applied to him.
~Can only be taught by Reborn
~ Jutsu lasts 2 turns
~Renders victim unconscious after 2 turns from pure trauma (almost 2 tones of pressure, blood loss perceived)
~Can be used 2 times per battle
S Rank​


Kusaru Genjutsu: Shinigami no Yousei) Carrion Illusion Arts: The Necrotic Touch of the Black Larvae
Rank: S
Type: Offensive
Range: Contact
Chakra Cost: 40 (+5 per turn)
Damage Points: 80 (+20 per turn)
Description: The user charges an elemental chakra through a part of the body, generally the fingers or the mouth, and then proceeds to touch the head of the opponent (Or through a kiss). This will infuse the opponent with a globule of the element, which will appear as a larvae running bellow the surface of the skin, heading towards the brain. Once there, they begin "eating" the brain, producing illusions as they go along. Their trail is characteristic of the element used (Ex: Sticky Resin, Ashen Burn, Petrified Residue, for basic element's Water, Fire, Earth, or even Rotting, Freezing Trail or Small Intricate Wooden Net (for advanced element's Mushroom, Wood, Ice) and so is the illusions they produce (Fire burning the terrain (Fire), Numbness of the touch (Lightning), alcoholic taste on the mouth (Perfume), etc). The larvae will eat across the brain, starting on one Sense, and progressively adding the others, a new Sense every turn. Once all 5 senses have been targeted, death follows in the next turn, thus raging 6 turns between the beginning of the technique and the end. After one Sense as been targeted, it is numbed in reality, making it so it is unusable by anyone with a rank lower than the user, or severely cut down by anyone of the same or higher rank, this stands mainly for the aftereffects of this genjutsu after it has been released, since while its in effect, the illusionary pain, numbness, etc is what the enemy feels. It can be released as normal by any means of releasing an elemental genjutsu, except through Pain, as it needs an actual chakra purge to obliterate the larvae. Pain only temporarily slows the illusionary effect but doesn't get rid of its source. The larvae does physical damage to the brain besides the illusionary damage. This damage is produced by the larvae's movement inside the brain. However, its residual and not significant during the first 3 turns. After that, even if the illusion is dispelled, the damages produce a sluggish mind, hindered reactions, etc. with its effects worsen by each turn accumulated. Medical ninjas can use healing techniques or other techniques that can target and destroy harmful pathogens to counter and disable the larvae but these need to be same rank or above.
*If the user touches a limb or the torso (Through pieces of clothing top, not armour or hardened leather), the larvae will travel to the brain, but will instead require 1 addition turn before the illusions are felt*
*An advanced element requires an extra +5 chakra upon activation, but experiences no bonus in strength, just a different array of trails and illusions*
*After charging the genjutsu, it can be infected to up to 5 people, during the turn it's used as long as the user manages to achieve the 5 successful physical contacts.*
*Can only be used with one element per usage*
*Follows the Elemental weakness and strength*
*Can only be used twice per battle*
*Counts as a jutsu for every turn active*
*Can be released at will by the user*

(Magen: Miyagi no Sukāretto Bonsai)- Demonic Illusion: Miyagi's Scarlet Bonsai
Rank: S
Type: Offensive
Range: Short-Mid
Chakra cost: 40
Damage points: 80
Description: The user will perform three hand seals (Dragon → Boar → Rat), and then channel their chakra into their opponent’s nervous system, taking control of their senses. Immediately after, the opponent will feel an uncomfortable piercing and twisting pain throughout their entire body, as if they are being pinched by something incredibly sharp. Soon after, their flesh suddenly erupts from underneath their skin, causing massive hemorrhaging and blood to run down their body. The muscles and skin of the limbs rise up into the air, twisting and forming into several species of flowers, vines and small leaves. The organs of the abdominal cavity spill out, and curl into long, thick roots. These roots slither down the body and attach to the ground. On the forehead of the enemy, the skin bursts open sending a torrent of blood down the face, clogging the airways of the opponent, suffocating them. The flesh rises up and forms into a gnarled, old bonsai tree. The growing garden of flesh continues its formation until the body of the opponent is virtually unrecognizable, replaced by the image of a small, lush garden of human entrails, flesh, and muscle. Due to the initial growing of the flesh garden, the massive pain “experienced” by the opponent completely restricts their movement and causes severe mental stress.
Note: Can only be taught by Selendrile
Note: Usable twice per battle
Note: No genjutsu above A-rank the same or next turn

(Genjutsu: Kousen Mugen no Jutsu) Illusionary Technique: War Visions
Type:Attack
Rank:S
Range:short-long
Chakra Cost:40
Damage Points:80
Description: User locks eyes with the target and asks "Would you like to see true war?" and the area around them changes to look like the middle of a bloody war between armored ninja clans. As the target is witnessing untold violence from the battle, a huge shadow with glowing dark red eyes appears behind them the target turns around and is grabed (paralyzed in reality now) in the shadow's giant hand before the shadow says "Gaze into the unending war!" a sword then extends out of its left eye and peirces the target's chest, the tip sticking out of the target's back. When the Illusion ends the target comes back to reality to realize the user has stabed them through the chest in the same spot the shadow did.
-Only used once
-Only taught by Professor Sarutobi

(Genjutsu: Douzen Ada ) Illusionary Technique: Natural Enemy
Type: Defence
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: n/a
Description: User does 5 hand seals and places his opponent's summoning in a genjutsu that makes them see the user summon their natural predator four times the size of them (the opponent's summon), paralyzing them with fear and causing them to reverse summon away to safety.
-Doesn't work on boss summons
-Twice per battle.
-Can't use A-rank and above Genjutsu for the next two turns after this jutsu
-Only taught by Professor Sarutobi.

Hando no Shinigami (Hand of the Death God)
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: This technique was derived from Yondaime Hokage's Dead Demon Seal. The user will create the Bore → Hare Seals and then clap his hands together to initiate the illusion. Once the illusion is initiated the victim will begin to experience an excruciating wave throughout their body. While this happens the victim will see and feel their hands and feet becoming black and the pain in those sections of their body will feel even more excruciating. The process the victim feels himself going through is similar to the affects of the Dead Demon Seal as it happened on Orochimaru's arms, necrosis (The Death of cells). The necrosis of the victims hands and feet spreads up their arms and legs and onto their body. Once this has spread to the entire body from the neck down, the world around the victim will become a dark mist of bloody crimson and the Death God will appear before the victim and place his hand on the their head. The victim will feel as if the soul from his head is being pulled out and the necrosis of the rest of his body from the neck up will occur.
~This technique lasts 4 turns unless broken. During the first turn the victims hands and feet will turn black as a result of the affects of the illusion. The second turn will cause the illusion to spread to completely immobilize and affect the arms and legs. The third turn will cover the rest of the body from the neck down and in the final turn the Shinigami will appear and the user will feel the soul from their head being pulled out by the shinigami, which will cause the illusion's affect to spread from the neck upwards.
~This technique can only be used twice per battle and one must skip two turns before attempting the second time.
~If used twice the user cannot use genjutsu for the rest of the match
~No other genjutsu can be used while this technique is in play

(Genjutsu: Kuro Arashi Kanshiki )- Black Storm Judgement
Rank:S
Type: Supplementary
Range: Short-Mid
Chakra:40 (-10 per turn to keep active)
Damage: N/A
Description: User casts an illusion were the opponent thinks that they are trapped in the middle pitch black cloud. The cloud is releasing a constant barrage of thunderous booms and extremely fast pulsating flashes of lightning. This distorts the opponents senses, impairing sight,sound. User then adds water chakra to simulate wet sensation making the opponent immensely wet. Opponent feels caught in a heavy down pour while inside the cloud.Opponent thinks they're so wet they become afraid to use lightning jutsu. Opponent can attempt to defend themselves in the genjutu but with much diffculty. Only use of 2 jutsu per turn due to disorientation. Jutsu lasts 3 turns.
Note
*Can only be used once per battle*

Genjutsu: Shoushitsu Waza | Illusionary Technique: Disappearing Act
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will string a series of three hand seals and then cast the genjutsu on the opponent, disrupting their chakra within their brain. The chakra will act as a regulator while it is in the opponents brain, regulating the brain waves / signals that controls their KG. When under this genjutsu and the opponent tries to use their KG abilities, the chakra that is placed will simply disrupt the flow of that chakra to render their ability useless. When used against a dojutsu user like the sharingan, the sharingan user will not be able to use his sharingan's abilities. However, the opponent will see an illusion that their abilities are working perfectly normal everytime they try to use their abilities. For example, when a sharingan user has his 3T or MS active, they will see an illusion that they still have it active. Though from the perspective of the person who casted the illusion they will only see regular eyes and not the sharingan. An ice user that creates ice through their KG will see the technique form, however from the perspective of the person that set the illusion, nothing is formed as the opponent will not be able to do so.

Note: Only able to use once
Note: Lasts 4 turns
Note: No other genjutsu in the same turn or the turn after
Note: Next time using genjutsu can not be higher than B rank
Note: Does not effect using any of the basic 5 elements, ninjutsu, kenjutsu,taijutsu
Note: Can only be taught my Vision

Genjutsu: Sharingan Sorazorashii | Illusionary Technique: False Sharingan
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will perform a single hand seal Tiger and will disrupt the opponents chakra within their brain. By doing so casting an illusion that the user shows mangekyou sharingan in their eyes. The real effects set into the opponent, the chakra that is disrupting the flow of the opponent will send a subliminal message to the opponent that they are moving at half the speed of their base speed. Thus, moving slower than they normally would. Which effects all movements of the opponent, to include his reaction speed. The mangekyou sharingan is for distraction purposes only and doesn’t carry any abilities of the real mangejyou sharingan. This genjutsu does not effect any jutsu’s that the opponents use’s. The speed of the jutsu’s that they might use is still the same and will not appear any different when used normal. Only effects the physical speed of the opponent to include his reaction speed.

Note: Able to use twice per battle
Note: Last 3 turns
Note: No S rank genjutsu before and after the use of this genjutsu
Note: The user will not have the abilities of any sharingan techniques or it's abilities to precieve motion.
Note: Any jutsu used by the opponent other than Taijutsu and Kenjutsu techniques that doesn't involves any kind of elemental ninjutsu will not have effect on it's speed of travel. Only the time it takes to perform each jutsu would be effected as it would need physical requirements of movement.

(Genjutsu: Mayakashi) - Illusionary Arts: Deception
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: Mayakashi is a very tricky illusionary technique that requires precise elemental knowledge. Once the opponent has released a technique towards the user (Ex. Fire Style: Intelligent Hard Work) he will then yell out loud the elemental style that the opponent's technique is weak to and release the "technique" (Ex. In this case it would be Water Style to phase off against Fire Style). It's at this time where the opponent will be placed in an illusion where he sees the user release the elemental weakness to overpower his original attack. However in the illusion the opponent will see his own attack still overpower the user's "Technique" and continue forward, blasting the user away. Upon collision, the opponent will hear screams of pain from the user due to his "injured" state, leading the opponent to believe it is actually real. While in reality the user has either already blocked or defended against the incoming attack catching the opponent completely off guard. Nearing the end of the illusion the opponent will still hear and see the user laying on the ground crying out in pain for two turns, unless the illusion is dealt with.
Notes:
- Can only be once per battle
- The real technique the user will utilize to defend or block is not included with this genjutsu technique, it must be posted separately.
- The user has complete control over the technique the opponent will see used to counter his own.
- No genjutsu must have been used previous to this one in the start of the battle.
- No genjutsu next turn.
- Must be taught by Mathias

(Genjutsu: Chinou Dansu) Illusionary Arts: Brain Dance
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: This genjutsu is in fact extremely simple. The user will first make a string of seven handseals, and simply point at the opponent inserting chakra into them. The user then puts the opponent in a genjutsu in which light flashes repeatedly, at insanely fast speeds in no particular pattern. The lights also Cause excessive and rapid neuronal activity and abnormal rhythmic discharges of cortical neurons in the brain. At the same time the gen also makes the opponent feel exhausted (has no effect on stamina or chakra reserves). This along with the lights would cause a seizure. The opponent would be rendered unable to move, and would have uncontrollable spasms and muscle movement. After around 3 minutes of this (and the illusion not being broken), the opponent would be rendered unconsious. During the seizure, the opponent in the genjutsu would still see the lights. They would not stop until the genjutsu is broken. This illusion places enormous strain on the mind causing damage if the illuion is left un-broken.

-Restrictions-

Can only be used once
Can only be taught by PB
No genjutsu in the next turn or same turn that this jutsu is used

Forbidden Rank​


(Genjutsu - Svengali) - Svengali illusion
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 40
Damage Points: N/a
Description: The user will perform 3 needed hand seals to summon a special type of mechanical doll to the feild. This is a special mechanical doll made entirely of chakra metal. When its summoned it is infused with the users chakra from that moment. Svengali is a special mechanical doll made of chakra metal that responds to the sound of the users voice comands, but not just any comands. From the moment this doll is summoned it begins to mess with the opponents head. After being on the feild for one turn the doll will put a kind of transe upon the opponent. This transe make the opponent become like the doll turn by turn. See below for details.
After being on the feild for 2 turns, the opponents arm will go solid like the dolls metal limbs, making them unable to move it.
After being on the feild for 3 turns, the opponents other arm will go stiff like the dolls other arm.
After being on the feild for 4 turns, The users legs will go stiff, unable to move them or feel any sensation in them.
After svengali has been on the feild for 5 turns, the opponents whole body will be stiff like svengali's and they will not be able to move or feel anything.
When svengali has control of all the opponents limbs they are unable to battle.
Due to this abilitily they are unable to move any part of their hands and can't feel any pain in their limbs. It is almost as though someone elses limbs are attached to their body that they cant feel or move. Not only does Svengali take over the opponents actions through hypnosis, he also becomes on with the target, so if svengali is poked, the opponent possesed by him will feel it too. The same effect applies in a painful way. If svengali has taken effect on of of the opponents arm, and the same arm on svengali is stabbed, the opponent will cry out in pain as though their own arm was stabbed, though they would still be unable to move it.
Note: No S rank or above while controlling Svengali
Note: No nin/gen jutsu can be used at the same time as svengali
Note: No Genjutsu for the rest of the match after use.
Note: While the user is controlling svengali, he is only able to peform 2 jutsu per turn due to concerntrating on svengalis use.
 
Last edited:

Lord of Kaos

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Taijutsu Techniques

Hyakkishu Hyakki Gojin|Hundred Devil Attacks
Type: Offensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage Cost: 40
Description: The user jumps, and at the peak of his jump, suddenly extends his leg out, kicking the enemy in the face with great force, sending them flying backwards. The user can also use this attack to strike the enemy's legs/feet, knocking them off balance and causing them to crash into the ground.

Tatsumaki Zankuukyaku|Hurricane Scythe Kick
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user jumps and, while in the air, rotates his or her legs, causing himself to spin in circles, kicking the opponent 3 times with rapid succession. The power behind the strikes increase with each spin, due to the user's momentum increasing. This attack can also be used against a standing target or while already in the air.

Inverted Lotus
Type: Attack
Rank: A
Range: Close
Chakra Cost:
Damage Points: 60
Description: The user opens the fourth gate and uppercuts the enemy in the chin, rising the a few ft from the ground. He then uppercuts the enemy with a few more powerful blows, raising him several feet into the air. The user then flips back onto his hands and jumps into the air upside down. He appears behind the enemy and wraps his legs around the enemy’s neck and smashes his head into the ground head-first in a spiraling smash.
Requirements: 4 gate open


Given/Taught Techniques.

D Rank


C Rank


(Chakura no Monshō) — Chakra Coat of Arms
Type: Offensive/Defensive/Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description: This technique is not considered Ninjutsu, but is more closely categorized under Taijutsu/Bukijutsu as it is an advanced application of chakra control which coats a layer of chakra from the user's tenketsu to enhance the capabilities of purely physical martial arts. Typically, shinobi are unable to use their Taijutsu/Bukijutsu prowess effectively against opponents that utilize Ninjutsu. Given that the foundation of Ninjutsu is through chakra manipulation though, martial arts can be utilized to combat against these chakra based attacks by coating the user's strikes in chakra, thereby allowing them to reflect or even hold Ninjutsu attacks without the need to defend with their own Ninjutsu. [SUP][ ][ ][ ][/SUP] Obviously, the same effect can occur when dealing with non-chakra based physical interaction. It is also important to note that the user is not physically making contact with the opposing chakra/non-chakra based attack. There is a small gap, which helps to prevent damage from burns or electrocution. [SUP][ ][ ][/SUP] As it is regular chakra control, like one a shinobi would use normally to walk on walls or water, this coating is still weak against Elemental Ninjutsu. Also, as this a mere application of charka manipulation that all shinobi are capable of and not Ninjutsu, this is an especially effective tool for Taijutsu Specialists and Samurai. The applications of this form of chakra control both start the same way by balancing the opposing force with fixed chakra control to "hold" it in place. This stage is referred to as (Kyoka) Permission. This "hold" can last an instant or longer depending on the user, where the user will reject or accept the opposing force.

(Kyozetsu) Rejection — After the initial hold, the user will "deny" the opposing force and send it away from himself. Using the momentum of their body in conjunction with Taijutsu/Bukijutsu, the user can effectively deflect an incoming attack with their body. Since this technique does not neutralize or weaken opposing forces in any way, it can not actually destroy an opposing technique. This would mean that aside from it's direction, the technique will remain the same, but aimed somewhere else. [SUP][ ][/SUP] The degree to which a user can deflect is dependent on their output of chakra. In order to accurately reflect an attack back at an opponent or in the user's desired direction, the user must overpower the incoming strike. Merely matching the same strength/rank will only allow the user to deflect the attack harmlessly away from.

(Ukeire) Acceptance — After the initial hold, the user will "allow" the opposing force and bring it towards himself. This essentially causes a super-tight grip with chakra control. The user can then forcefully tear away whatever they are in contact with from it's foundation. This can be used to dismantle armor in quick succession, tear away flesh to the bone, prevent an opponent from pulling back their weapon, pull away specific objects hidden in a pile, etc. Against chakra based Ninjutsu, the user can use this to mold the shape of the Ninjutsu like clay. For example, the user can hold the chakra in an earth wall and mold it to create an opening, make shapes out of it small projectiles, or split a head-on projectile or stream to break apart around them. [SUP][ ][ ][ ][/SUP] The degree to which a user can mold Ninjutsu is dependent on their output of chakra. In order to have the molded ninjutsu retain it's shape even after the user is out of range, the user must overpower it. Merely matching the same strength/rank will only allow the user to mold the technique while in range, and have it's shape revert back to normal once out of range.​

Only ninja with access to the Chakra Transfer Technique (Hyuga, Canon Bios, etc.) are able to take each of these two maneuvers further by literally expelling out the chakra from the target. This means they can use "Rejection" and "Acceptance" to dissipate or weaken an attack by respectively pushing or pulling out the chakra inside of it and use. For example, the user can pull the chakra from an earth wall, causing it to crumble. The amount of chakra expelled from the target is equal to the chakra used in this technique following S/W.

Despite being an application of chakra control, the user can not mould or otherwise focus their chakra for other techniques whilst doing so. This technique is also different from Gentle Fist as that style of fighting focuses on quick release of chakra to internally damage something, but this technique is more akin to streaming chakra to hold, extract, or rebound opposing chakra. This is somewhat mitigated by the fact that the technique can be applied very quickly and as simply as it takes shinobi to walk on walls/water. Elemental affinities can also be incorporated to increase the strength, coating their strikes with said element, which still follows standard strengths and weaknesses. The level by which a user can use this technique is dependent on their rank. Jounin can use C-Rank, S-Class can use B-Rank, Sannin can use A-Rank, and Kage can use S-Rank.

Note: Can only be taught by Kai
Note: Can only be used by Taijutsu/Kenjutsu Specialist
Note: Bios with standard chakra control can only use this technique from their hands, feet, and weapons
Note: Bios with advanced chakra control (Hyuga, Med Nin, CES, etc.) can use this technique from any of their tenketsu​

B Rank


(Taijutsu|Kankoui|Kyuukei)-Fighting Technique|First Act| Intermission
Type:Attack
Rank:B
Range:Short
Chakra Cost:20
Damage Points:40
Description: The user focuses chakra into their legs and starts charging at the opponent. The performer grabs the arm of the opponent and uses their right knee to slam into the elbow breaking the arm of the unlucky sparring partner. Then the user uses his/her right hand to slam the face of the opponent in the ground.
(Can only be taught by Daemon)

(Taijutsu: Akuma Kaze) - Body Art: Devil Wind Leg
Type: Supplementary
Rank: B
Range: Short
Chakra: 25
Damage: N/A
Description: The user will spin at high speeds while on one foot or twisting in mid air. After a period of spinning the user will gather chakra within the choice of leg and coat it with fire chakra. The spinning motion allows the ninja to enhance the burning effect that now coats the foot of choice and when finished will be as hot the devil's fire (dramatic, but it's just normal fire heat). The user will sustain 5 damage every turn while active, but in turn will deal fire damage when used in conjunction with taijutsu. The user's enhancement can be extinguished if a level B or higher suiton jutsu is used on the limb.
Note: Only Musa can teach.
Note: Fire damage is +10 to any taijutsu move that requires kicks.
Note: Can only be used three times per battle and lasts up to 3 turns.
Note: User will take 5 damage a turn first time use. User will take 10 damage per turn next use. User will take 15 damage a turn next use and users legs will be less reactive and slow down movement speed to a Jounin Ninja.

(Zatoichi Taijutsu: Teikiatsu Ashige)- The Blind One's Fighting Art: Cyclone Kick
Rank: B
Type: Attack
Range:Short-Mid
Chakra:25
Damage:40
Description: User spins around their opponent in rapid session kicking them from all sides. User is spinning around so frequently and so fast, they resemble a cyclone surrounding their opponent. User can charge elemental chakra around their feet for elemental variations of the kick.
Note
*Elemental variations cannot be combined by same user*

Elemental Variations:
Lightning/Raiton chakra:Slight paralysis may take effect if kick(s) connect.
Fire/Katon chakra: releases a small flame from soles of the feet that produces a small wall of fire around opponent
Wind/Futon chakra: produces a slicing wind current
Earth/Doton chakra: Earth wraps around feet + 5 damage {if kick(s)connect}

(Zatoichi Taijutsu:Koushin Enkou Doragon)- The Blind One's Fighting Art: Rise of the Flaming Dragon
Rank: B
Type: Attack
Range: Short
Chakra:25
Damage: 40
Description: User bends down and quickly charges chakra into their fist, and instantaneously rises up, with great force, uppercutting their opponent in the chin, raising both 10 ft into the air. While rising users fist appears to be on
fire resembling a flaming dragon.

(Su-pa Handou)- Super Kick
Type: Offensive
Rank: B rank
Range: Short
Chakra: N/A
Damage: 40
Description: The user will stand next to his opponent and extend his dominate leg up at the targets chin. He will kick the target right under the chin targeting the jaw. The force of hitting the target there will cause vibrations to go throughout his head. (try biting your teeth together really fast, you'll feel a little vibration, now imagine with a kick) When done correctly, the vibration would cause the user to suffer vibrational damage through the skull. This could lead to disorientation, causing the target to stagger a bit, leaving him slightly dizzy and stumbling backwards for a few moments.

Note: Can only be taught by Better/Gin Ichimaru
Note: Can only be used 5 times

A Ranks


(Taijutsu|Kankoui|Fukyuu Itami)-Fighting Technique|First Act|Opening Scene
Type:Attack
Rank:A
Range:Short
Chakra Cost:N/A
Damage Points:60
Description: The user upper cuts the opponent lifting him some inches into the air. Then follows up with a round house kick to the chest knocking the air out of the victim. He or She then grabs the foes legs as they fly back and slam them back and forth on the ground. Once the opponent hits the ground for the last time, the performer kicks them in the chest causing them to slide across the ground and crash into a wall.
(Can only be taught by Daemon)

(Konmoui|Nentenkei)- Soul Menace|Twisting Punishment
Type:Attack
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description: the user focuses lightning chakra into their palms then the user slams his/her on the opponents chest. When it connects the user turns there palm to the right in a 90 degree angle when the opponent turns their hand it will release the massive wave of chakra into the opponent sending them flying backward.
(Can only be used twice per battle)
(Can only be taught by Daemon)

(Taijutsu: Shoruda-Yusaburu) - Body Art: Shoulder Jolts
Type: Attack
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: When the user opens the gate of pain, 4th, he can use this technique. The user will begin to dash to the opponent at high speeds and brace his right shoulder for multiple impacts. The user will then slam into a blind spot direction of the opponent to strike him into a spinning motion in mid air. Afterwards the user will then stop, pivot, and then charge again towards the opponent for 1 more slam going against the spinning direction. This causes great pain and breaks the opponents shoulder that was hit. Because of the high speed rotation the opponent will be unable to control himself while the 2nd slam is occurring.
Note: Only Musa can teach
Note: Must be in the 4th gate
Note: User will dislocate his shoulder from the impact of the 2nd slam.

(Taijutsu:Gufuu Appa-katto) - Body Art: Tornado Uppercut
Type: Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: After developing a way to use Wind Style: Hurricane Fist in physical combat, this new technique was born. Tornado uppercut is a Taijutsu technique that allows the user that can mold wind chakra into a strong uppercut with a miniature tornado finish that cuts the opponent with fine slashes. The opponent will be physically struck with a powerful uppercut and then blown away by a small tornado. This tornado is made by whipping the wind chakra around the fist when being performed and after it connects the force and the wind is quickly formed into a tornado that quickly blows the opponent away.
Note: Only Musa can teach this.
Note: This can't be combined with fire in any way.
Note: Cuts aren't super deep, just scratches.
Note: User will bleed from his fist, reducing flexibility and punching power
Note: No Genjutsu for two turns after

(Taijutsu: Iiya Fi-to Kigen Hashira) - Body Art: No Foot Rise Pillar
Type: Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will strike the opponent with his fist into the gut. After bent over the user will grab and knee the opponents head and throw him upwards. The user will then jump almost instantly, and perform a upwards kick thrust sending the target higher. Finally, the user will then appear above the opponent and slam him into the ground with a hammer type hit with his arms. This is possible by using chakra enhanced jumps and using the "No Foot Rise" technique that dancers use to save jumping power, time, and do complex movements.
Note: Only Musa can teach this.
Note: Can only be used twice. Must wait 1 turn to use again.
Note: User must only use taijutsu this turn and can only perform 2 moves.

(Taijutsu: Rekka Shin Geki) - Body Art: True Conflagration Fist
Type: Attack
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: User needs to have Devil Wind Leg active to finish this attack. User will perform a one-two combination to the chin and then the gut to bend and throw off the opponents timing. Afterwards the user will perform a 7 hit punch combo ending with an uppercut to send the opponent upwards. He or she will then jump towards the opponent with Devil Wind Leg active and strike the opponent with a fiery kick to the chest.
Note: Only musa can teach this.
Note: Must have Devil Wind Leg active.
Note: Can only perform this twice per battle.
Note: User will be unable to use another taijutsu attack this and the following turn.

(Taijutsu: Odin's Fungeki)- Fighting Style: Odin's Fury
Rank: A
Type:Attack
Range:Short-Mid
Chakra:30(-10 to user)
Damage: 60
Description: With "Odin's Claws" activated, at a blinding speed, almost unavoidable at close range,user performs a 35 hit barrage of punches. The barrage resembles a furious blizzard, leading up to a giant (blue and white colored) slash across the opponents chest sending the opponent into the ground.
Note
*-10 to user due to strain of Odin's Claws*
*Odin's Claws Must be activated*

(Kōuki Nehan Ashige) – Final Nirvana Kick
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60
Description: Initiated by an upward spin kick with either leg, the user performs the high kick forward. At which point flames are release through the foot as a large blade of fire (several meters high) that grows up to 6 feet infront of the user. The blade is thin however concentrated with flaming power, capable of cutting through a target while burning through the wound as it slashes. After initiating the attack, the user appears to be surrounded by a small ring of fire that forms around them while the main blade of fire attacks/defends (ring has no rank, simply keeps foes from approaching carelessly). It is strong enough to counter elemental techniques following Fire's strength and weakness.

- Can be used thrice per battle, two turn(s) between uses.
- No fire elemental taijutsu can be used in the same turn.

(Kobushi no Jinteki Enkou)- Fist of the Mortal Flame
Rank: A
Type: Attack
Range: Short
Chakra: 30
Damage: 60
Description: User gathers fire chakra into their fist. They then strike their victim several times with a series of amazingly fast and precise punches. Each punch leaves a small indentation in the opponents skin, as it burst into flames. After the last punch is made the targets entire body burst into flames.

(Konmoui|Nentenkei)- Soul Menace|Twisting Punishment
Type:Attack
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description: the user focuses lightning chakra into their palms then the user slams his/her on the opponents chest. When it connects the user turns there palm to the right in a 90 degree angle when the opponent turns their hand it will release the massive wave of chakra into the opponent sending them flying backward.
(Can only be used twice per battle)
(Can only be taught by Daemon)

(Kokuryuu no Houkou) - Roar of the Black Dragon
Rank: A
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage: 60
Description: The user, having at least the 3rd gate, The Gate of Life, open, darts forward towards his opponent. The motion itself is in a leaping fashion, with the user's less dominant leg in front. As the user's in the motion of doing so, their more dominant leg trails behind, scraping across the Earth, being met with both traction and air resistance; however that is the powerhouse behind this attack. The pressure of wind is built up and contained within the users dominant leg, and it will appear as a black aura cascading the entire leg. With a simple halt in motion, the user will place their forward leg on the ground whilst, the motion causes their other leg to ''shoot'' upwards from the ground and strike into the desired area of the target, upon impact with the opponent a simple shock wave is generated which takes the form of a dragon head, crushing the opponent and sending them flying away.
~Can only be used twice per battle
~No techniques above that of S-rank in the same turn.
~Damage dealt by this technique increases with the number of gates opened, starting with 60 for 3rd gate (gaining no boost) and increasing with the boosts given by each additional gate.

S Ranks


(Taijutsu: Dempsey ro-ru) - Body Art: Dempsey Roll
Type: Attack
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description: The user can only perform this technique when in the 6th gate. The user will rush towards the opponent making a quick feint to make the opponent block with his or her hands. After the feint the user will use his strength and speed to break the opponent guard by attacking below it. This will open up the opponent and the technique will begin to flourish. The user will begin to weave in a rolling fashion left to right and vice versa in a infinity symbol. This will provide the cycle of punches about to come. Due to the speed this takes no time and the user will unleash massive blows to the opponents head over and over again. After 9 blows the user will then connect one last blow and slam the opponent down with a punch that catches on fire from the speed and friction caused by the rolling cycle of fists. This punch will slam the opponent into the ground that will create a small creator similar to the opponent's body shape. The user's hands will then be numb for one turn.
Note: Only Musa can teach this.
Note: Must be in the 6th Gate. 6th Gate ends after using this technique.
Note: User's hands will be numb for one turn lowering punching power for taijutsu and not allowing the user to form hand seals quickly.
Note: User will be unable to use taijutsu for 1 turn.
Note: User will be extremely exhuasted and will be only be able to perform 2 moves next turn.

(Rokushiki)- Six Ceremony
Rank: S
Type: attack
Range: short
Chakra cost: 40
Damage: 80 (20 to the user)
Description: a unitize technique of taijutsu with some techniques that could match the speed and strength of the inner gates or make up a great defense. there are 7 skills in all with the last one being forbidden unless the user has full mastery of all the six others. each ability drains the user's stamina and puts strain on them
Note:each skill is a jutsu itself and could only be used 3 times each
Note: most know all five elements to perform all the skills. After complete used of the 7 technique the user shrinks in size leaving them powerless for 2 turns with the second turn allowing the user to use enough chakra to perform only c ranks. Destroys the user's body if used more there 3 times and the same side effects of using the inner gates
Note: must be taught by akira to learn this jutsu

The 7 Skills:
Geppou:Moon Step:A technique in which the user actually jumps off the air itself, allowing them to stay in the air for very short periods of time. this technique helps set themselves up for swift, aerial attacks (wind)

Rankyaku:Storm Clash: A projectile technique in which the user sends out at very high speeds and strength, sending out a sharp "air blade" that acts as lightning that can slice objects and greatly damage a human body.
(lightning)

Shigan: Finger Gun: A technique in which the user pushes their finger into a certain target at very high speed, leaving a wound similar to a bullet wound. adding a fire effect to the tips of the fingers when attacking bruises the opponents skin leaving in pain due to the heat being as strong as ultraviolet waves. the fire can also be release from the finger as the size of the fire ball jutsu. (fire)

Soru: Speed Channel: A technique in which the user moves at very high speeds in order to avoid attacks, as well as to attack at higher speeds. this skill use the same principle of the inner gates to move so fast
(pure chakra)

Tekkai:Iron Mass:A technique in which the user hardens his or her muscles to be as hard as iron in order to nullify damage taken from attacks. However, When Tekkai is active, the user is unable to move. The strength of Tekkai can vary for users with different physical conditions, as a person with a higher level of muscular strength would be able to take stronger forces with their use of Tekkai. (earth)

kinetic absorbing mode (douteki mo-do)
rank: S
type: defense/attack
range: short
chakra: n/a
damage: double the opponents attack
description: the user will focus his chakra to his brain and enter this mode while in this mode the user will gain the speed of the 5th gate and the ability to when the opponent tries to punch the user ect... he will absorb the kinetic energy behind the punch of the opponent and transfer it to which ever part of the body he choose to attack with and hit the opponent with twice the power the opponent tried to hit him with
~2 times per battle
~lasts 3 turns
~no taijutsu that require physical contact for 3 turns after usage

(Taijutsu:Kibaku Kokoro)-Taijutsu Technique: Two Point Palm Arm sealing Technique
• Type: Attack
• Rank: S-rank
• Range: Close
• Chakra cost:40
• Damage Points: 80
• Description: The user will run at tremendous speed at the enemy and will strike 2 pressure points on the enemy thorax. These points are major artery. When the 2 points are striked, the blood flowing toward the enemy arms will be stop. Without blood, the arms won’t be able to make any movement nor hand signs. Once these pressure points are blocked, nothing will be able to reopen them. This taijutsu need to be made a tremendous speed (equivalent to Rock Lee when 5th gate open), because the arteries need to be blocked almost at the same time.
*Can only be used 1 time per match*

(Han Sochi jutsu)- Half Step technique
Rank: S
Type: offence
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move.
Note: can only be taught by Uchiha Kaito
Note: Can only be used twice per battle

(Karei ni ikou! Rooringu...Sandaa!) - Keep it classy! Rolling Thunder!
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user begins by lowering his head while tucking his arms in a boxing stance and starts a swaying movement pattern, weaving his torso back and forth and using the torque to add power to a barrage of left and right hooks as he sways. Each hook follows from a diferent angle than the previous one. The Rolling Thunder is comprised of five rolling punches - If the final rolling punch connects the user follows with an uppercut directly to the chin. This sends the foe hurled through the air and sprawling across the field. Because the technique is based on the user's swaying dexterity, if used while in Drunken Fist, the attack's overall efficiency increases, gaining +10 damage.
~ Usable twice per battle.

Satsui no Hado| Surge of Murderous Intent
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+50 to taijutsu based attacks)
Description: To tap into Satsui no Hado, a fighter must be so consumed with the desire to win that they are willing to kill. As a result, only people who push themselves to be the best at all costs can take advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves. Using this the user also develops a new fighting style called; Ansatsuken or the "assassination fist" this allows any of the user taijutsu based attacks to have more destructive power as the user now has amplified his intent to kill ten-fold. During the time this is in use the a kanji with the symbol of destruction which appears on the user's back. Also during this mode, the user focuses on three major principles:
Hadō (Surge)
It is the founding principle behind Ansatsuken. Through Hadō, a martial artist utilizes his/her will (or intent) to draw in chakra and project it out at an opponent as a concussive force upto Short Range.
Shōryū (Rising Dragon)
This is a set of techniques where a martial artist uses chakra to propel himself/herself upward at the airborne opponent. During the ascent, he/she is invincible to most attacks. However, his/her descent renders him/her vulnerable.
Tatsumakisenpū (Tornado Kick)
The martial artist's body is supported and spun above the ground on a column of spiralling chakra for a limited time of one turn. With this the user is able to "float in the air" for a certain amount of time.
With these priniciples the user is able to deliver powerful blows to the opponent at the cost losing himself in the process.
(Usable Once Per Battle)
(Users Chakra Manipulation is ceased for 2 turns afterwards)
( Once in the grip of this bloodlust, no Nin or Gen jutsu can be used. }
(Last 3 Turns)

Hebereke Tentei Kobushi: Drunken God Fist
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+10 to Drunken techs) (-20 to falling)
Description: After entering the Drunken Fist state, the user continues to drink and then enhances the effects by applying chakra. By doing so the user begins to move faster, and become even more unpredictable and fluid. The user becomes so fluid and unpredictable in his motion that even the MS can't determine the users movements and allows the user to dodge techniques on a whim in a unorthadox but effective way without the use of a ninjutsu. But despite this the user becomes so drunk that it becomes harder for him to control his chakra therefore the user only becomes unable to use Nin or Genjutsu in this mode.
(Last 3 turns)
(usable once)

Forbidden Ranks

(Oshie Ikusen tatsujin Ikazuchi Dageki gyakujou)- teachings of Thousand Masters: Thunder Strike frenzy
Rank: Forbidden
Type: Attack
Range: Mid
Chakra cost: 50
Damage points: 90 (-15 to user)
Description: The user charges their bodies with a lot of lightning chakra and then they release chakra from their feet to boost their speed in the attack and they then send the lightning chakra into the arms and strike the opponents upper body dealing 18 fast strikes and discharging the built up lightning chakra through their fist into the opponents nerves which will cause the opponent to become paralysed from the electric currents and the final strike is a fist punched into the chest and pushes in and the user twists their wrist and then releases the lightning chakra into the heart which then seizes the circulating chakra for a moment making the opponent unable to perform hand seals or concentrate their chakra for one turn. (When contact occurs this causes damage to the user by burning their lower arms from the electricity and the user cant perform any elemental attacks or taijutsu requiring the use of their arms for one turn).
Note: Can only be used once
Note: target can't perform lightning jutsu or hand seals for one turn
Note: Can only be taught by Uchiha Kaito andUzumakiJake
Note: -15 damage

(Kinjutsu no Taijutsu: Berseker Kazan Rippuke)- Forbidden Fighting Art: Berseker's Volcanic Rage
Rank:Forbidden
Type:Attack
Range:Short-Mid
Chakra: 50
Damage: 100 (-40 to user)
Description: After accessing almost all their chakra,using "Berseker Summoning", Both user and bear will attack opponent with unmatched rage and aggression, user and bear attack opponent(s) in such a fury that their fist/claws appear on fire. User envelops hand with all their current chakra and then releases energy as energy bubble that explodes immediately after release. Being so close to explosion user takes major damage. User or Berserker can release bubble.
Note
*User cannot use any elemental jutsu when Berseker is summoned*
*Can only be used once per battle*
*User cannot use ninjutsu for 2 turns after, due to need of recharge*

(Kinjutsu: Ryu Sutoraiki no Hokuto Shinken)- Dragon's Strike from The Divine Fist of the North Star
Rank: Forbidden
Type: Attack
Range: Short (Mid if Elemental Variation is used)
Chakra: 50
Damage: 95 (130 for elemental variation) (- 80 damage to user)
Description: Zatoichi Taijutsu's only forbidden technique, used only in the most desperate of situations.Using their ability to emit chakra pulses from their body, user focuses their chakra into their fist. As the opponent nears the user strikes them with their fist. As soon as the fist makes contact with the opponent user sends forth several pulses of their own chakra through their opponents body. Users chakra acts a shock wave that ripples through their opponents body, causing some internal bleeding. User can add in elemental chakra for elemental variation. Releasing the pulse breaks the chakra receptors in users entire arm, making it no longer usable(for remainder of battle).
Note
Can only be used once per battle
Only one other jutsu can be used during the turn this is used.
Last Resort Jutsu

Elemental Variations
Raiton: A white bolt of lighting shoots from fist shocking the opponent
Katon: A fist appears flaming as it burns the opponent
Suiton: Opponent in sliced by multiple small water blades
Doton: Fist is covered in condensed earth as it strike opponent
Futon: A hurricane of wind erupts around target slicing them greatly on all sides.

(Kyōmon: Hiru Gatling Gun) - Gate of Wonder: Daytime Gatling Gun
Rank: Forbidden
Type: Offensive
Range: Short- Long
Chakra Cost: N/A
Damage Points: 100 (-20 to user because of shoulder joints)
Description: After opening the 7th gate, Gate of Wonder, the user will firmly plant his feet on the ground, and start punching forward at very high speed pushing the air in front of him towards the opponent at very high speed.
The user punches so fast his hands become invisible to the naked eye. Because of the air that is pushed towards the opponent at such high speed, the can feel the full force of the punch even though they are far away. The air hits so fast that, after a volley, they seemingly connect simultaneously. The circles of air bursts from the punches surrounding the user, resemble the many barrels of an actual Gatling gun. The appearance, power and speed are all like a gatling guns. This technique can be compared to Morning peacock, where punches put air on fire because of high friction, here the user punches much faster, pushing the air towards the opponent without lighting it on fire. All the opponent is able to see if puff of smoke around the user, because of the users arms breaking the sound barrier countless of times, in other words, the air that is pushed moves faster than sound.
~Must be EIG master to perform
~The technique doesn't use any because it is just high speed punches.
~The users shoulder joints are destroyed after the technique. (If the users bone density is higher than normal, the joints will be pretty beat up.)
~Once per battle
~Muscles in the arms begin to rip 3 turns after the technique is performed and the user will be unable to use his arms the rest of the battle.

(Shimon: Shoushi Shishi) - Gate of Death: Midnight Lion
Rank: Forbidden
Type: Offensive
Range: Whole Field
Chakra Cost: N/A
Damage Points: 200 (maybe higher)
Description: This techniques requires the user to open the 8th and final gate, the Gate of Death, granting the user access to all of his energy. After the user opens the 8th gate, a huge amount of energy is released from his body, making a gigantic burst which travels across the field at incredible speed, knocking everything back and overwhelming the opponent with chakra. Right after opening the final gate, the user will focus a large amount of energy into his fist and strike the ground, creating a massive earthquake that can be felt miles away. The strike to the ground creates what seems to be a huge bottomless fissure, cracking open the earths crust, making the opponent and the user fall to their death. Right after the punch, the users kicks off the air under him, accelerating towards the opponent and appears above the opponent as if the user teleported there. After appearing above the opponent, the user focuses the energy that is left in him inside one of his legs and does a spinning heel drop on the opponent, shooting him into the fissure at incredible speed. After the heel drop, the user is exhausted of energy, all of the gates closes and the user is left without any chakra, in other words, dead.
~Can only be avoided by time-space technique.
~The users movement is nearly impossible to track even with sharingan
~When the user opens the 8th gate, the opponent is overwhelmed by the chakra and the killing intent of the user, unable to move as if they were affected by genjutsu.
Aftermath of the jutsu(1 km diameter and several km deep):

(Hiru Shougekiha)- Daytime Shockwave
Type: Attack/Defense
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 60
Damage Points: 150
Description: After opening the gate of wonder, by pushing the hands towards his chest, he focuses air pressure inside his body, using it as a catalyst for the attack , and finally release it, releasing a massive blue, pressurized shockwave. The pressurized air will explode outwards, harming the users body in process, but protecting him from all harm after the shockwave is released. If the opponent(s) are in short range, they will suffer a great deal of damage, inner bleedings, broken bones, leaving them unable to continue the battle, if the opponent is in mid range, the will be sent into long range with great force, breaking many bones in their body, but if the opponent is in long range, it push him backwards with great force.
Can only be used once per battle
Does 20 additional damage to the user on top of the regular damage down by the gates, but only feels the damage after the gates are closed
Cannot be used the same round the user has opened the gates.
The user is forced to close the gates 1 turn earlier after using this technique.
The users physical stamina is almost drained, and cannot perform any taijutsu for the rest of the battle.



Kenjutsu​
D Rank

C Rank

B Rank


(Kendangan) - Sword Bullet -

Rank: B
Type: Attack
Range: Short/Medium
Chakra Cost: 20
Damage Points: 40
Description: The user grabs his scabbard, while the sword is in it, just under the guard of the sword. The user then just focuses a large amount of chakra in his thumb. He builds up momentum in his thumb by pushing against the guard (it's the same principle as the flicker of a finger). Then the user lets his thumb go, which shoots the sword out of its scabbard towards the opponent with the end of the handle in front.
This technique does not much damage, but in short range it feels like you get a straight fist. Aimed correctly it can crush throats and fingers and dislocate joints.

✘ Can only be taught by Caliburn
(Shado Ryu sen) - Shadow Dragon Flash -

Rank: B
Type: Attack/Defence
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: A special kind of battou jutsu (sword drawing). You grab your scabbard with one hand and the handle of your sword with your other hand and make it look like you're going to draw it in one fast slash. However when you do the slash instead of actually drawing the sword, you let go of the scabbard and slash with the sword while it's still in its scabbard. When the opponent tries to block it his sword cuts the scabbard and is stuck for the moment. At that exact time you pull out your sword out of the scabbard (while the opponents sword is stuck in it) in one fluid motion you slash the opponent.
Though the attack is nearly impossible to dodge at that moment, the wound is never really serious due to the angle you had to cut him. Nontheless it wounds the opponent and makes his arm movements slower. You can also, instead of slashing, force the end of your handle into the opponents shoulder which can be strong enough to dislocate it (this is faster than the slash as it goes straight). In case there's a sharp object on the end of the handle it can pierce the shoulder, making the arm useless for the rest of the fight.

✘ Can only be taught by Caliburn
(Nitou-Ryuu: Nigiri) - Two Sword Style: Double Slash -

Rank: B-S
Type: Attack/Defence
Range: Short/Medium/Long
Chakra Cost: 20-40 (+10)
Damage Points: 40-80 (+10)
Description: A stance where two swords are held parallel so that the tips are pointing to the users right or left side, this stance is like a pre-requirement to perform 4 slightly different moves. Each of this moves can be used individually or in combination:

➤ Tourou - Climbing a Tower - : The user starts to focus chakra into his legs and uses all his leg muscles to jump into the air. While jumping the user slashes vertically upwards (while holding them parallel). During the jump the user focuses chakra in his swords, which is released upwards as two blade-shaped projectiles. The opponent is not only cut, but also thrown into the air.

➤ Ohtourou - Reply Climbing a Tower - : While in the air, the user slashes vertically downwards (while holding them parallel). The gravitational force increases the strength of the attack. During the slash the user focuses chakra in his swords, which is released downwards as two blade-shaped projectiles. The opponent is not only cut, but also blasted into the ground.

➤ Hirameki - Flash - : While on the ground or in the air the user swings his swords horizontally (while holding them parallel) from the left or right. During the slash the user focuses chakra in his swords, which is released as two blade-shaped projectiles.

➤ Samon - Sand Drawing - : While on the ground or in the air the user slashes diagonally up or down from the left or right (while holding them parallel). During the slash the user focuses chakra in his swords, which is released as two blade-shaped projectiles.


Each variation can be done individually or in combination with others. One move = B-rank, two moves = A-rank, three moves = S-rank and four moves = S-rank + 10 damage. The longer the combination, the faster the speed is of each individual attack. It counts as one jutsu.

✘ Can only be taught by Caliburn
✘ The S-rank can only be used twice per battle and it costs +10 chakra as the speed of each individual move is increased
✘ When using Butai Kyueen, the elemental chakra is also released as two blade-shaped projectiles

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A Rank

(Ryu Shou Sen) - Dragon Flight Flash -

Rank: A
Type: Attack
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: There are also two ways this technique can be preformed:

➤ You hold your sword so that it is pointed at the oponent. However the sharp edge(if it is a katana) is pointing to the right and the blunt side to the left. You bend your knees and when the opponent comes, you jump. On that same moment you hit with your fist the bottom of your blade and right on the opponents chin. As a result of the jump and the sword-punch, the opponent is thrown into the air

➤ The second version is more deadly. Instead of poiting your sword to the opponent, you point it to the left (the sword is parallel to the users body). You bend your knees and when the opponent comes you jump. This time you point the sharp edge upwards. As you jump you straighten your arms and push the sharp edge on the throat of the opponent with both your arms. Due to the strength of the jump the opponents throath is both slashed and crushed and he's thrown into the air.

✘ Can only be taught by Caliburn

Version one:
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Version two:
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(Sou Ryu Sen) - Double Dragon Flash -

Rank: A
Type: Attack
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This is a variation of a battou jutsu technique (sword drawing). The user grabs his scabbard with one hand and draws out his sword with his other hand making a horizontal/diagonal slash. By having trained extensively in swordsmanship the users speed, strength, reflexes and precision have increased tremendously. As a result the battou jutsu has become much more precise, faster, stronger and deadlier than normal. By adding chakra to the blade the strenght of the battou jutsu can be enough to break the opponents sword/stance. However every battou jutsu has one great weakness: it leaves the user wide open if he misses or if it is blocked. But with this technique the user attacks also with his scabbard. The body automatically moves when the battou jutsu is preformed with the sword and this momentum is used to attack the opponents arm or neck with the scabbard. Though it's blunt, the force behind it is strong enough to break an opponents arm and/or sever its tendons. Because the opponent is bussy with the sword and doesn't expect the scabbard, he's caught completely off guard.

✘ Can only be taught by Caliburn

The user's stance after both strikes(the sword is in his right hand from the first slash and the scabbard in his left for the second attack:
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(Goho Juuji) - Give Vast Cross -

Rank: A
Type: Attack/Defence
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user grabs his dual swords and places them in an X-shape with the points of the swords aimed at the opponent. The purpose is to aim at the throat of the opponent and cut it open with a scisor-like movement. However it can also be used as a counter by blocking the opponents sword in the X-shape and to divert it, so that he can be attacked with a kick or one of the two swords. It can also be used to defend the users flanks while preforming this technique. By twisting the wrist inwards, the blade can protect the side of the user (by twisting the right wrist, the left side will be defended).

✘ Can only be taught by Caliburn

A picture of the attack:
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(Kai Kanadzuchi Anbiru) - Between Hammer and Anvil -

Rank: A
Type: Attack/Defence/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Named after smithing something with a hammer on an anvil. The user needs to have a sword on his left hip and a sword at his right shoulder (or vice versa). When the opponents attack with his sword, the user pulls out both swords at the same time: the one at the hip is drawn upwards, while the one at the shoulder is drawn downwards, aimed at each other. The sword of the opponent is caught right in the middle when the end of the handles of the two swords clash. By focusing chakra in the handles the opponents sword gets completely shattered. In the case it doesn't break, it is still caught and can be moved around be the user to pull the sword away.
It can also be used to crush things like hands and bones in which the bone just doesn't break, but completely splinters.

✘ Can only be taught by Caliburn
(Gazami Dori) - Crab Seize -

Rank: A
Type: Attack/Defence
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The first thing the user does is rotating a part of his body by using one of his legs as a post while the other one rotates backwards in a circle motion (compare it to a compasses). This way the user can avoid thrusts completely and he can postpone the moment a horizontal slash would hit him (he can't dodge that one). Either way the user turns one of his shoulders 90° backwards, which gives the ideal stance for the attack: The user holds in each hand a sword horizontally, however with a reversed handgrip. One hand is positioned at the users hip, while the other one is positioned just above the head.
Then when the opponents attack is avoided or postponed, the user brings the upper sword down and the lower sword up like a double guillotine untill the users both arms are completely stretched (the lower is now up and vice versa). This way the user can cut of an entire arm, make the opponent drop his sword or even cut half his head off.

✘ Can only be taught by Caliburn
✘ If the user can use the Santoryu-style, he can place a third sword in his mouth, creating a triple guillotine which adds +10 damage

Position of the swords before the strike:
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After the strike:
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(Iaiken) - Fist Draw -

Rank: A
Type: Attack
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique does exactly the same as drawing a sword, only with your fist in the pocket of your pants. You push your fist against the inside of your pants and it pushes back + your backmuscles pull your pants back. The end result is a punch that's a lot stronger, due to the momentum that is build up from the draw, and faster than a normal punch. The punch is so fast the opponent can't even see the user moving his fist from his pocket and back in it. It looks like he's just standing there. Sharingans can easily follow the movement though.
By adding chakra to the fist the strenght of it is increased and by adding chakra to the joints of the arm the draw gets more flexible. Global seen the punch isn't dangerous, but it can crush people's throats and make weaker people loos consciousness. The fist can be drawn multiple times and, due to the speed, can deflect small projectiles.

✘ Can only be taught by Caliburn
(Shiraha Nagashi) - White Blade Flow -

Rank: A
Type: Attack/Defence (at the same time)
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A technique very useful for unarmed people when they fight a swordsman (or and other bladed weapons). The user places his body so that his shoulders are more or less on one line and one of his shoulders is pointing towards the opponent (with other words the user makes himself as thin as possible). When the sword comes sweeping down you raise your fist, but inwards (the fingers are pointing upwards). Then when the sword is coming, the user places the side of his fist on the side of the sword and on that exact moment the user contracts the muscles in his arm and untwists his arm (fingers point downwards now). The sword is neutralized and diverted to the left or right.
Using the rotation of the fist the user launches immediately a punch right on the face of the opponent. This all happens in one fluid motion = attack and defense at the same time. It can only be used with vertical or diagonal movements and it doesn't have to be a sword as the effect is the same with punches or legs.

✘ Can only be taught by Caliburn
(Gatotsu) - Fang Point -

Rank: A
Type: Attack
Range: Short/Medium/Long
Chakra Cost: 30
Damage Points: 60
Description: The world's strongest thrust, there are four ways to preform this technique. These four variations only have very small differences:

➤ This is the standard one. The user places his right foot in front and positions his left more to the back. He stretches his right arm and places the tip of the blade on his right hand and he grabs the end of the hilt with his left hand. He then just runs towards the opponent, using the speed of Ken Ki, and thrusts the sword anywhere he wants. In the case the thrust is evaded, the user can still make a vertical side-slash.

➤ The stance is exactly the same, only you raise your right hand, which results in the blade pointing to the sky. This is to attack opponents with the thrust who are airborn.

➤ The stance is exactly the same, only now you raise your left arm, which results in the blade pointing to the ground. The user jumps into the sky and thrusts the opponent diagonally from the air downwards.

➤ The strongest form of the Gatotsu. It's preformed in short range while standing still. Normally the user needs the speed of the legs to thrust, however now it uses all the muscles of the upper body, resulting into an incredibly powerful thrust.

The user can change which adaptation he wants to use while he's doing the technique. For instance when he's doing a straight thrust and the opponent jumps into the air, he can raise the sword with his hand instantly to thrust the opponent while he's airborn. With other words multiple thrusts are possible during the same move. The thrust is so strong it penetratres the opponent till the guard of the sword.
This is also one of the longest sword-attacks possible as when the user thrusts, he completely stretches his body forward with, at the climax of the attack, the end of the hilt positioned on the palm of the user. So all the users energy is focused into the sword (while normally some gets lost due to the way you hold a sword)

✘ Can only be taught by Caliburn
✘ The user must have released Ken Ki
✘ Can only be used four times per battle

The four variations:
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(Mugen Ittōryū: Bekutā) Infinite One-Sword Style: Vector
Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra: 30
Damage: 60
Description: One of the largest dangers of using the Infinite One-Sword style is the opening created when the user scatter’s their katana. To keep the enemy from using the katana, there is a special needle mechanism built inside the hilt. Using this knowledge, this logic was applied to the very case that the katana rested in, and a powerful mechanism was installed. By focusing their chakra into the case, the user triggers a powerful compressed air mechanism that launches the katana out the case at extremely high speeds, allowing the user to use the scattering of the katana itself as an attack. However, it is different from the actual IO set-up in that where as the initial set up scatters katana everywhere, allowing the user a blade no matter where they go, this variant only launches the katana in front of them. This move is possible, due to the fact that while focusing chakra into the casing, a small amount of chakra is focused onto the tip of each blade, so that when they are fired from the casing the chakra forces the blade to flip around, and fire tip first. Using this move exhausts an entire case of IO katana.
Show
*Useable no more than twice a battle, and it can only be used twice if the user is carrying two cases of IO katana.
*Only teachable by Musashibou, Akiza, and KeotsuEclipse.

S Rank

(Butai Kyuuen) - Elemental Reinforcements -

Rank: S
Type: Attack/Defence/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: +20
Description: The user just focuses normal chakra or one of the five basic elements in his sword(s). However it is used in combination with a normal sword technique which doesn't involve already any kind of chakra. The result is, no matter the element, the attack gaining a +20 damage boost and the elemental chakra creates some kind of small energy field around the sword which is strong enough to weaken a small spot of large-scale jutsu just big enough for the user to pass through it (the jutsu doesn't get destroyed as it is to big) or to deflect/neutralize small-sized jutsu's. For instance when infused with lightning, lightning bolts start to appear around the sword.

✘ Can only be used three times per battle
✘ Can't be used in the next turn after it is used
✘ Can only be taught by Caliburn
(Ryu Tsui Sen) - Dragon Hammer Flash -

Rank: S
Type: Attack/Defence
Range: Short/Medium
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra in both his legs and by bending his legs while he's focusing chakra, he builds up momentum (just like with a flikker of a finger) and then he jumps up till a maximum height of 10 meters. The user grabs his sword with both hands and starts to focus chakra in it. When the user goes down he makes a vertical slash right on the opponent, using the force of the gravity to make the slash a lot stronger then when he would do it on the ground. The strength this generates is enough to cut the opponent almost vertically in half, however there is more. When the user does the slash, the chakra that was focused in the sword is forced to the tip of the blade, where it is released as a shockwave at the point of impact, making the damage even higher. This shockwave can also be used as a defence to block an opponents attack when the user stays on the ground, though he can also block them when he's in the air, but then the charka part of the attack is aborted.

✘ Can only be taught by Caliburn
✘ Can only be used three times per battle
(Ryu Kan Sen) - Dragon Wrap Sword -

Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:

➤ One of the most dangerous, but effective counters there is. There are number of varations of it, it depends if you want to kill your opponent or not and if you use a sword or not, however the basic is always the same.
Sword variation one: when the opponent attacks with a stab/punch/kick you go straight to it, but just when it is about to hit you, you start to rotate. As a result his attack just passes by you, while you rotate forwards on the outside of his arm and/or sword. After one rotation you're exactly at the opponent's back, at this point you use the momentum of your spin to cut of his head starting from the back of his head (the sword slashes the head of at the moment the rotation is complete)

➤ Sword variation two: this can be used also when the opponent attacks from the left to the right with his sword/arm and vice versa. You start to rotate again, but this time inwards. This way you can block the opponents attack (during the rotation) and after the rotation is complete you use the momentum to cut of his head starting from the back, only now from his other side. By lowering your body during the spin you can attack him from below too and targetting his legs or attack upwards.

➤ Elbow variation: this is exactly the same as with sword variation one, however you don't use a sword, but your elbow. When your rotation is complete you use the momentum to hit the opponent with your elbow on the back of his head(instead of decapitating). This can be directly followed by a vertical shop on the opponents neck with that same arm by just stretching it immediately after the elbow connected. You can focus chakra to increase the damage.

When the opponent attacks with his left arm(sword or not) for example, you rotate counterclockwise with numbers 1 and 3 and clockwise with number 2.
This is an extremely fast counter that is in normal conditions almost impossible to block or dodge.

✘ Can only be taught by Caliburn
✘ Can only be used twice per battle
✘ Can only be used if learned Ken Ki

A picture of sword variation two:
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(Enbima Yonezu Oni Giri) - Charm Demon Sleepless Night Demon Slash -

Rank: S
Type: Attack/Defence
Range: Short/Medium
Chakra Cost: 40
Damage Points: 80
Description: The user crosses his two swords across his chest upwards. Then the user focuses katon based chakra into his feet to heet up the space around him, making him and his swords look bending or waving (that effect you see when it's extremely hot). This results in making it extremely difficult to block/avoid the attack as you can't really see it well (unless Byakugan/Sharingan).
After that the user uses the same chakra in his feet to give him a speed-boost, he catapults himself forwards and attacks the target by swinging the swords across his chest, resulting in a descending flat diagonal-crossing slash from both swords while the swords are twisted during the slash for added force, ending in a position with the stretched arms and the swords point forwards behind the opponent. The attack is strong enough to break through opponents thrusts and it can attack multiple targets at the same time.
When used with Yubashiri, due to the friction of the swords and Yubashiri being very flammable, the swords get on fire, increasing the damage with +10 (doesn't count as a fire jutsu) or with a normal sword katon-chakra can be infused with it as you already were doing that to give yourself a boost (in this case it counts as a fire jutsu) and it is called Yaki Oni Giri - Burning Demon Slash -
As last the move can also be done without first making heat, thus making the user attack a bit sooner. Though it will not have any effect on the damage, in this case it's called Oni Giri - Demon Slash -


✘ Can only be taught by Caliburn
✘ Can only be used three times per battle
✘ The fire-combo (with Yubashiri or a normal sword) can only be done once per battle
✘ If the user can use the Santoryu-style, he can place a third sword in his mouth, creating a third slash on top of the other two at the same time and adds +10 damage

Before the attack:
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After the attack:
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(Nitu-Ryu Iai: Rashomon) - Two Sword Style Draw and Resheath Technique: Castle Gate -

Rank: S
Type: Attack/Defence
Range: Short-Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: A dual sword drawing technique so powerful it can split large obstacles in half. The user bends his knees and draws two swords at the same time (one on his left and one on his right hip) and makes an X-slash. By focusing chakra into the users arm, the strenght becomes so strong it can destroy even attacking swords and large obstacles. This way it can completely counter an offensive sword-attack and the reach of the swords is so wide it also protects the users sides.
Normally it only works in short range, however combining it with Butai Kyuuen it will shoot an X-shaped projectile made out of the chakra it was infused with (elemental or normal), which can go to medium/long range.

✘ Can only be taught by Caliburn
✘ Can only be used three times per battle
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(Itto-Ryu Iai: Shishi Sonson) - One Sword Style Draw and Resheath Technique: Lions Song -

Rank: S
Type: Attack
Range: Short/Medium/Long
Chakra Cost: 40
Damage Points: 80 (-15)
Description: The user must have unleashed Ken Ki to use it. Placing a sheathed sword upright and listening to the "breath" of his opponent. The user then goes in a straight line to the opponent, using the speed from Ken Ki(=4 IG), making it look like he completely disappears and reappears behind the opponent. The attack rapidly unsheathes, attacks once, and sheaths the sword again when the user is past the opponent. The attack itself consists only from one straight slash that attacks the part between the shoulders and chest, slashing so deep it makes the arm that was hit disfunctional and making the opponent bleed to death.
The technique is back-handed as opposed to from the waist with a standard grip on the sword. The slash is not completely full as the tip of the blade leaves the blade when the it slashes and then is put back into the scabbard.
Utilizing the speed of Ken Ki at it max and focusing it all in one slash it makes it nearly impossible to dodge block, unless the opponent itself has Ken Ki activated or has an extremely speedy technique. Even then it requirs certain skill to avoid it.
It's strong enough to cut through steel. Though Sharingans can follow the movement, it's still quite a predicament to dodge it.

✘ Can only be used when released Ken Ki
✘ Can only be taught by Caliburn
✘ Can only be used once per battle
✘ -15 damage to the due to the enormous strain it puts on the body

A gif of the attack:
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(Mugen Ittōryū) Infinite One-Sword Style
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user will throw into the air a large container of katana that are wrapped in some sort of cloth or wire in order to bind them for easy travel – while in the air, a seemingly endless number of katana will slide from their casing and scatter all across the battlefield to supply the user with swords to fight with no matter where they are; conversely, the swords can be summoned from scrolls in the same manner as Tenten’s weapons. This technique was created with the belief that a swordsman didn’t need a perfect sword, but rather, the ability to wield any sword with great skill. Each sword has a mechanism built into their hilt that allows only those who know how to use this technique to wield the swords. If someone with no knowledge of how to use this technique attempts to wield one of these blades, needles will extended from the hilt, much like how Samehada does. Due to this, the Infinite One-Sword Style not only assists the swordsman and his allies in battle, but also puts an extreme amount of psychological pressure on the opponent, due to the sheer number of blades.

*Only Musasibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used once per battle.
*Only users of this technique may wield the swords.

(Mugen Ittōryū: Tōga) Infinite One-Sword Style: Sword Fang
Rank: S
Type: Offensive
Range: Short
Chakra: 45
Damage: 90 total (30 for each sword)
Description: The user throws 3 swords in front of the opponent with the blades piercing the ground and the edge of the blades facing the target. The user then quickly rushes in front of the opponent and uses a surprising maneuver by striking all three swords at their base so that they fling upwards and slash the opponent vertically, like a rising fang. While the opponent is stunned and injured by the three upwards slashes, the user will strike each sword individually at the opponent, firing them off for multiple strikes. This can either pin down the opponent with the blade, or the blades can be aimed at vital areas. This attack is best suited for when the user and his opponent are in close range of each other.

*Only Musasibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used three times per battle.
*This technique can only be done once the Infinite One-Sword Style has been set up.

(Mugen Ittōryū: Wake) Infinite One-Sword Style: Division
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage: 80
Description: The user will grab two katana and then rush at the opponent at high speeds. Using their chakra, as the user slashes at the opponent, they will cast a Genjutsu which makes it appear as if the user’s sword split into two blades as it approaches, confusing the opponent, and leaving them open for the real attack, which is the other blade. Using the other sword, the user very quickly strikes them across the chest with a horizontal strike, and then proceeds to stab them in the chest with their sword in a finishing blow. Done with Genjutsu, this technique allows the user to trick the opponent at critical times in order to gain the upper hand. This technique requires both high level Genjutsu and Kenjutsu skills to perform, and can be performed from either the left-hand or right-hand side.

*Only Musashibou, Akiza, and KeotsuEclipse can teach this.
*Does not require the Infinite One-Sword Style set-up to have been used.
*Requires two swords to use.
*Can be used three times per battle.
*The user cannot use Genjutsu in the next turn.

(Mugen Ittōryū: Ranritsu no Narabi) Infinite One-Sword Style: Disorderly Line
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage: N/A
Description: A powerful Infinite One-Sword Style technique, this technique involves the user focusing chakra into their blade and striking the surrounding blades, transferring some chakra to the surrounding blades, causing them to be launched up into the air, allowing the user to manipulate the blades as they wish. This allows the user to control the blades as needed, though they form a spinning dome around the user when idle, creating a powerful offense and defense. This move is similar to the move Soushuuha, but is in itself quite different and can be used by Samurai.

*Must have the Infinite One-Sword Style already set up.
*Only useable/teachable by Musashibou, Akiza, and KeotsuEclipse.
*Only usable twice per battle.
*Up to fifteen swords can be put into the air.
*May not be used again for three turns after first activation.
*The swords in this technique can be used in other Infinite One-Sword Style techniques, which may result in the move being slightly different due to variants.

(Mugen Ittōryū: Tōga) Infinite One-Sword Style: Sword Fang
Rank: S
Type: Offensive
Range: Short
Chakra: 45
Damage: 90 total (30 for each sword)
Description: The user throws 3 swords in front of the opponent with the blades piercing the ground and the edge of the blades facing the target. The user then quickly rushes in front of the opponent and uses a surprising maneuver by striking all three swords at their base so that they fling upwards and slash the opponent vertically, like a rising fang. While the opponent is stunned and injured by the three upwards slashes, the user will strike each sword individually at the opponent, firing them off for multiple strikes. This can either pin down the opponent with the blade, or the blades can be aimed at vital areas. This attack is best suited for when the user and his opponent are in close range of each other.

*Only Musasibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used three times per battle.
*This technique can only be done once the Infinite One-Sword Style has been set up.

Forbidden Rank



(Ken Ki) - Swordsman Spirit -

Rank: Forbidden
Type: Supplementary
Range: N/A
Chakra Cost: 50
Damage Points: N/A (-5 for each turn, max of -20)
Description: A power that only can be awakened by the most experienced swordsman as a result of years of training and countless deathmatches. The basic is that the swordsman can overcome his own physical limits by using his own willpower to live. This can be compared to the fourth Inner Gate, however the effects are mainly for specific swordsman techniques. Thus the spirit is more or less the same as the fourth IG, but in HTH-combat the IG would still be a lot stronger than a swordsman, but in plain swordfighting the swordsman would be stronger than the IG:

➤ The user's stamina, speed, reflexes and strenght are increased tremendously. However this is mainly for swordtechniques (blocking projectiles, sword drawing, faster reaction time on incoming attacks, faster slashes etc.)

➤ All sword jutsu's and techniques are increased with +20 damage

➤ Taijutsu techniques are increased with +10 damage

➤ The user can endure a lot more pain than normally and fight without being bothered much with his injuries

➤ If there are allied swordsman in short range of the user, they receive +5 damage for every sword jutsu and technique and they can indure more pain

This is a step further than the Elder teachings: sixth sense where you de-activate your emotions. Though it may sound paradoxal, but the swordsman spirit is based on "living". This doesn't mean the user should fear death (then you would have gone a step back of the Elder) but actually have the desire to live and win while having no fear of death at all. As swordsman are often in near-death situations, as a result death has become a second nature. But when the user finds the will to live again, he awakens his Swordsman Spirit.
As said before it is comparable to the fourth IG, however global seen the gate is a lot stronger as the spirit only focuses on certain aspects. The Spirit can be activated immediately.

✘ Can only be taught by Caliburn
✘ Can only be used if learnedElder teachings: sixth sense by Kaito-sama himself
✘ The effect lasts only for 4 turns max
✘ Can only be used once per battle
✘ The user takes -5 damage for each turn
(Kuzu Ryu Sen) - Nine-headed Dragon Strike -

Rank: Forbidden
Type: Attack/Defence
Range: Short/Medium/Long
Chakra Cost: 50
Damage Points: 90
Description: One of the strongest, deadliest and fastest sword-techniques there exists. This technique can only be preformed when the user has released his Ken Ki, because only then he has enough speed and strenght to do it. The user holds his sword with both hands in front of him and strikes nine different spots of the opponents body (head, shoulders, wrists, both sides of the waist, between the legs, and the chest). But these strikes are so fast, due to the Ken Ki, that they almost simultaneously hit the opponent and making it impossible for the opponent to dodge or block it. If there's a distance between the user and opponent, the user goes straight to him, but this makes it still impossible to dodge as Ken Ki gives speed comparable to the fourth IG. Only people with Sharingan can actually see the subtle difference in the speed of the strikes, still their bodies can't react fast enough to stop all nine attacks. Even someone with Ken Ki will have to use a very strong technique to stop it.

✘ Can only be taught by Caliburn
✘ Can only be used once per battle
✘ Can only be used when the user released his Ken Ki

The attack:
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The attack when it hits the opponent:
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(Kendou: Mugen Ichi-Katana kata - Yosezan) - Kendo: Infinite One-Sword Style - Addition
Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description: This technique utilizes the numerous swords involved in the use of the Infinite One-Sword Style and both the user's skill and speed as a ninja. The user attacks the opponent a total of eleven times in rapid succession, each at different angles and positions. With each strike the sword is left behind attached to the opponent. He then lands the final blow, making a total of twelve devastating blows. This technique pins and hurts the opponent. The reason why the swords can be powerful and stay on the opponent is because the blunt of the blade is used. The attack itself relies upon the high speeds of the individual attacks and the momentary stun inflicted by the previous blows, allowing the user to grab one of the surrounding swords and continue with the technique. This attack when used and if added with multiplication will put a great strain on the user making him or her dizzy and very exhausted. This is a finishing combo and is to knock out the opponent.

Note: Only musasibou can teach this.
Note: Can only use twice per battle.
Note: The user cannot use this technique again for 3 turns.
Note: The user can only perform two attacks this turn, this is included to that tally.
Note: User can only use 2 moves next turn.
Note: User can not use genjutsu or taijutsu for 1 turn.
Note: This can be blocked to minimize damage. (-10)

(Kendou: Mugen Ichi-Katana kata - Jouzan) - Kendo: Infinite One-Sword Style - Multiplication
Type: Attack
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 100 (50 to the user)
Description: This is a stronger version of the "Addition" technique of the Infinite One-Sword Style. The user attacks the opponent with another 12 strikes with a weaker damage slash to keep them stunned. While the opponent is still impaled by the previous twelve strikes, the user attacks once again, striking these remaining swords so as to repeat the succession of movements preformed previously. This results in doubling the attack damage that was already done, as it cuts his opponent with the twelve swords all over again. This totals up to twenty-four strikes being received by the enemy within an incredibly short period, leaving little to no chance for a counter attack. This attack causes damage to both the user and the opponent since this uses chakra and body speed/power to repeat the action it puts a immense strain on the users body. The user will be sluggish and be unable to do anything next turn.

Note: Only musasibou can teach this.
Note: Can only use once per battle.
Note: This technique can only be done if Kendo: Infinite One-Sword Style is set up.
Note: The damage from this can not be blocked.

(Mugen Ittōryū: Kyōfū Kōgu) Infinite One-Sword Style: Gale Slash
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-50 to user)
Description: The user will use only one katana from this technique, and thus it does not require the Infinite One-Sword Style set-up to have been used. The user will tightly grip their sword and focus chakra into the soles of their feet, gathering up a tremendous force for a burst of speed, using their Fuuton chakra. Taking the necessary stance, the user will release the wind chakra as they bolt forward, gaining a tremendous bolt of speed, as well as creating a sort of “over shield” of wind around them that can protect them from B-rank and above attacks. As they are moving, the user will swing their sword forward as the Fuuton chakra coats their body, creating a large movement of slicing wind due to the sheer speed that the air is being displaced by the user’s body and sword. While moving towards the opponent, this trail of wind created is the second part of the attack – the user will slice the opponent and the gale following will blow the opponent away from short to mid range. The strike from the sword does the majority of the damage, with the gale doing relatively little, being mainly for protection. The gale is a sort of countermeasure for anomalies, due to the abrupt nature of this attack. Due to the heavy force of the attack, from the tremendous output from the user’s muscles and the tailwind boosting their speed, the user suffers a sort of backlash and their body is damaged from the use of this technique. After using this technique, the user’s Fuuton jutsu will be weakened in power by an equivalent of one rank, for three turns.

*Only Musashibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used once per battle.
*All the effects from the Fuuton chakra vanish after this technique is completed - the boost of speed is not kept, and neither can this attack be used to launch yourself vertically into the air, as it requires the user to form the stance on the ground to launch themselves forward.
*No Infinite One-Sword Style techniques can be used in the next turn.
*This technique cannot be used to out-right avoid an attack.
*After using this technique, the user’s muscles will be so heavily damaged that they will not be able to move any faster than a regular walk.
 
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Lord of Kaos

Supreme
Joined
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Kin
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Fuuinjutsu

D rank

Sealing Technique: Hermes' Reply| Fuuinjutsu: Hermes' Touben
Type: Supplementary
Rank: D
Range: Short (When seal is applied on the object)
Chakra Cost: 10
Damage Points: N/A
Description: The user applies a sealing formula to a case of sorts (the 'case' doesn't necessarily have to be a case. It can be a letter, door, scroll, jar, box, suitcase, etc. Anything that can be opened can have the seal applied to it. After applying the seal, it seems to disappear on the object but is still there, just no longer visible. Seemingly doing nothing, the seal allows the user to know if the object has been opened. Once the object is opened, the seal is broken and the user is mentally alerted. Using the principles of chakra taught by the second Hokage, when the seal is broken, the tiny fraction that dissipates and alerts the user, also creates a fleeing chakra signal. This can be used to attach a paper bomb to the "case" which is automatically detonated once the seal is broken ( Quantifiable as 10 damage from the explosion of a paper bomb ). This usage is supplementary, and works with 1 paper bomb placed at the same time as the seal, it serves no purpose deactivating genjutsu or enemy seals.

C rank

Wind/Sealing Technique: Ouranos' Gift| Fuuton/Fuuinjutsu: Ouranos' Houtei
Type: Supplementary
Rank: C
Range: Short-Long
Chakra 15
Damage Points: N/A
Description: The user applies a sealing formula onto a paperbomb, infusing a small amount of wind chakra in it. While harmless on it's own, once the tag detonates, the burst of wind will feed the explosion, making a single tag as destructive as three, the norm being 10 damage. The seal is applied in short range, and seems to disappear afterwards. The secondary use of this seal is that, while activated, the user can, with a single handseal, release the seal, which will detonate the wind-powered tag, just like a normal tag, but, with the presence of the seal, the user is able to access it at any range, making it a perfect remote controlled bomb.

B rank

A rank

Sealing Technique: Earth Style: Hades' Underworld Grasp. ♆ Fuuinjutsu: Doton: Aidaou Yomi Haaku
Rank: A
Type: Supplmentary/Offense
Range: Mid-Long
Chakra Cost: 30 (-10 per turn to maintain)
Damage Points: 60
Description: The user channels doton chakra in his feet and the earth under him at the same time. He then makes a string of 3 handseals (Snake - Horse - Tiger) and stomps the earth with great force, causing a large, 3 meter tall humanoid earth statue in the form of Hades, God of the Underwolrd, to rise up from the earth near the target, similar to Hade's Tombstone Transport. As he raises from the earth, he extends his arms, grabbing the enemy in his clutches. As he grabs him, a fuuinjutsu seal around his arms activate, draining the target of chakra while crushing him with his arms, preventing him from using high ranking jutsu of A-rank and higher while he's on contact with him. As he drains the chakra, he lifts the target up, and slams them into the earth with great force. He can either appear beside, in front of or behind the enemy, raising up face first.
*Can only be used 3 times a fight*
*After using, the user cannot use any Fuuinjutsu over B rank for two turns*

S rank

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.

Forbidden rank

Jutsu Given/Taught By Others:

D rank

Fuuinjutsu: Aserureddo-ō no noroi Sealing Arts: Curse of The Unready
Type:Supplementary
Rank:D
Range: Short-Long
Chakra:10
Damage:N/A
Description: In the ever evolving struggle to bridge the gap between Taijutsu, Kenjutsu, and ninjutsu, this technique was created. This is only useful when the user is advancing of retreating towards or away from the target when the target attempts to use handseals to form a technique of some sort. When the opponent attempts to use a handseal, the user can create a small barrier around their hands. The barrier can be used only for small things like stopping a finger from lifting, moving a hand slightly out of place, or other things like that. Things that will otherwise cause the handseal to fail and thus the jutsu, giving the user more time to close the distance and deliver a strike or get to safety as the opponent must rebuild the chakra and redo the handseals from the start. This allows the user to advance or retreat due to the fact that he remains moving during all of this. The first catch to this is that if the user attacks the opponent in any way in combination with this the opponent may attack or defend they wish (given proper logic of course), like nothing happened. This is due to the fact that stopping a handseal would only be seen as a nuisance at best as far as an attack or defense situation, and that this, again, is only useful for advancing or retreating from your positions. The second is that, of course, the user must be moving fast for this to be effective in the slightest way. In order to move five meters, the user must be moving at least the speed of a Kage Ranked Tai Master (not specialist). If moving at twice that speed the user can move 10 meters while using this move, and if moving at 3 times this speed the user may move 15 meters, et cetera. Also, if the user is going to attack in combination with this technique (unless interrupted by the opponent) they must do so with either a Tai, Ken, or otherwise an physical body attack. Otherwise they may simply use this technique to advance or retreat as usual. The seal only lasts for the single moment of handseal disruption and vanishes after.

-Can be used in the same time frame or followed up by taijutsu or kenjutsu techniques unless the user is interrupted
-Can only be used five times per battle
-Can't be combined with anything that enhances barriers
-Can't be used to hurt the opponent in any way.
-One turn cool down between uses

C rank

(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: 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.

B rank

( 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

(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

Katon/Fuuinjutsu: Uranai shinjitsu] - Fire Style/Sealing Arts: The Telling Truth
Type:Supplementary
Rank:B
Range:Short-Mid
Chakra: 20
Damage:N/A
Description: Once a single handseal is made, a barrier will be released by the user that will move outwards from the user's position a the speed of Wind Style: Wind Blade. The barrier has a distinct red hue and is imbued with fire chakra, but is dormant and useless until it is triggered. The trigger being the barrier encompassing anything that has chakra sealed inside of it via fuuinjutsu, or otherwise seals, scrolls, and paper tags. When the barrier passes by a location that triggers this affect, it will react and release just enough of its stored fire chakra into the objects to corrupt the sealing script found within it or medium the chakra is sealed in itself. This would slightly burn it and make it unusable due to such. Paper tags will be destroyed, not set off or detonated. In the case of seals found on the opponent's body, the opponent would only feel a slightly warm feeling on the place of the seal and find that part of the seal has been slightly burned away, doing the same thing to it as it only takes a bit to corrupt the sealing script and thus make the seal useless. Upon reaching the end of mid range, this barrier would disappear.

Notes:
Can be used three times per battle
Can only be taught by Venom
Does no damage to the opponent whatsoever
Cant be combined with anything that enhances barriers
Can be destroyed by techniques following Katon's elemental S/W
2 turn cool down between uses

(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

(Fūinjutsu: Shirizokeru) Sealing Art: Repulse
Rank: B
Type: Defense
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: This is a special two way seal, that can be created by writing the formula on your body and then injecting either Fire or Earth chakra into it where it then lays dormant on the body, turning invisible, until activated. Once the user has been engaged within close range with an enemy that attempts to inject chakra within the users body through taijutsu the seal will activate on the users body, appearing around the initial area of contact, absorbing the injected chakra into it while injecting the opponent's body part with either Fire or Earth chakra. The user still takes the full hit of the taijutsu attack, but with one hand seal from the user, the opponent will either feel an extreme burning feeling in their joints as they attempt to move them or an extreme stiffness depending on the chakra placed in the seal. This prevents the opponent from performing any hand seals in their next turn. This seal can only absorb up to B ranked chakra at once, and only one type of chakra seal can be place on the body. The seal can activate up to three separate times throughout the battle, through 3 separate B ranked chakra injecting taijutsu moves, where the sealing formula then breaks and fades. The user will not be able to create the seal again until the battle is over.
NOTES
► Seal activates 3x before disappearing.
► User can create another seal outside of battle
► The rank of techniques will still play a role and the opponents wont be harmed if thier body is cloaked with a strong enough coat of chakra.
►Can only be taught by Zanda

( 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.

Fuuinjutsu: Chuubuu Gekitai) - Sealing Technique: Paralysis Repulse
Rank: B
Type: Supplementary
Range: Self
Chakra cost: 25
Damage Points: N/A
Description: Chuubuu Gekitai is a special seal located in the users back. The seal automatically activates when the user has been shocked or paralyzed by an electrical current. Upon activation, the seal will start pouring out wind chakra, manifesting wind throughout the users body. Wind having an incredible resistance to electrical currents, will cause the prevention of further spreading. The after effect of this process will be numbness throughout the body for one turn, due to the electrical current straining the body.

Note: Must know Fuuinjutsu.
Note: Must be placed in the users biography.
Note: Each biography can have up to two seals. Meaning this technique can be used twice per battle. One Seal will be located in the upper back and the other will be on the lower back.
Note: The user cannot perform any genjutsu in the same round.
The user cannot perform any summonings for the same and the following 2 turns.
Note: If the electrical current has enough volts to kill, the seal is void.
Note: Can only be used by Mathias.

A rank

( 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: 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

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: Nankaina oshie - Sealing Arts: Arcane Teachings*
Type:Supplementary*
Rank:A
Range:Short*
Chakra:N/A (+10 chakra per technique)*
Damage:N/A
Description: To understand this technique, one must understand that handseals are simply a way to limit the chakra that goes into a technique. Each handseal limits the chakra in a unique way and when chained together to form techniques, they make the users chakra form a certain way to release it. Seals can work in the same way. They may seal certain chakra points in a person's body and seal the total amount of chakra that a person may use at any given time. This seal combines these two aspects into one technique. By having a tattoo of all 12 handseals on the user's body, he may focus chakra into them when using a technique. The seals will passively rearrange themselves along the users body corresponding to the seals and the order of them that are used in the technique. When each seal on the user's body is filled with chakra, it will in turn seal the users chakra pathways to match that of the handseal it represents. Thus, the user can replace the handseals of any technique through these seals. The user may choose 3 fields out of Ninjutsu, Fire, Water, Wind, Lightning, Earth, or Fuuinjutsu that he may apply this too. The user can replace the handseals of a technique in each chosen field up to 3 times per battle.
-Is always active and must be posted at the beginning of the battle. User must state the chosen fields in bio or at beginning of the battle and once chosen they can't be changed*
-After 2 uses the user can't use the effect the next 2 turns
-If this effect is used this turn the seal speed for the next technique used without this effect is dropped one rank
- Can only be used on one jutsu per turn.

(Fuuinjutsu: Senro Noroshi) - Seal: Tracker Beacon
Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 30 (-10)
Damage: N/A
Description: User infuses chakra into their opponents clothing/skin (or tag that attaches itself) that for a period of time attaches itself to them as small kanji seal. The seal acts as a homing beacon attracting the users chakra toward it.
Note Usable three times per battle.
Note Last five turns per use
Drains users chakra per turn active

(Fuuinjutsu: Tojikome genso) - Sealing Technique: Elemental Confinement.
Rank: A
Type: Supplementary
RangeN/A
Chakra: 30
Damage: N/A
Description: Utlizing a special fuuin applied to a metallic object (kunai, swords, etc), users seals within an elemental striking force used against said object.
Ie: Fire would have the object have a burning capabilities/Water would make the object malleable (bendable)/Earth would increase it's strength(durability)/Wind it's cutting power/Lightning would increase it's speed when striking.
User must list which element is to be sealed, and only one element per seal. Each seals force is proportional to the users chakra.
Note: Usable 5 times per battle.
No Custom Elements can be sealed within the tag.
No Genjutsu may be used with seal is in effect.

(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.
Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times

(Fuuin: Akuma to no dansu) - Sealing Technique: Dance With The Devil
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will have a seal placed on their body with the Kanji for a specific element. The seal can be passively activated in battle and it’s activation will restrict the user to a certain element (as well as the one’s it’s comprised of. In exchange for limiting the user to certain element(s), the user's techniques of the remaining elements will gain one rank and in the case of S-Ranks and above they will gain +20 damage. In the case of defensive and supplementary techniques, they will become capable of defending against techniques with 20 more damage points (only applies to S-Ranks and above). This counts as a passive boost rather than an active one due to the nature of the seal. To clearly illustrate the seal’s use in battle, if the user restricted themselves to Steel Release, they would still have access to Earth, Fire and any CE combinations of the aforementioned elements (elements that use solely earth, solely fire or Earth and Fire). Alternatively, the user can create the seal in the middle of a battle but this usage can only be used once. This usage is fast enough to be used in the same time-frame as the subsequent technique. Once activated, this technique lasts until canceled.

Notes:

-Can only be taught by Detective L
-Must be stated in user’s biography and can only be activated once per battle/event
-Alternative use can only be used once per battle

(Fūinjutsu: Rokettohōmingu) Sealing Arts: Homing Rocket
Type: Offense
Rank: A
Range: Short-Mid.
Chakra: 30
Damage: 60
Description: This is a special Fūinjutsu formula made by Zanda. It consists of three kanji on a sealing tag that is then placed around a kunai. The kanji stand for "Fuel", "Homing", and "Detonation" listed in that order starting from the base of the kunai to where the blade begins. The process begins when the user inserts fire chakra into the "Fuel" kanji before throwing it towards the opponent. The "Homing" kanji then activates once the kunai reaches into short range of a chakra source that doesn't match up with the chakra inserted into the "Fuel" kanji. The "Homing" kanji then uses the fire chakra from the "Fuel" kanji to release a quick burst of fire chakra from the kunai in which it is used to passively change direction and propel the kunai towards the largest source of foreign chakra. The kunai has enough fuel to change directions 3 times in order to dodge, within reason, any lower amounts of foreign chakra in its way. Once the kunai is 1m away from the target the "Detonation" kanji activates and the kunai explodes releasing a multitude of small heated shrapnel that can pierce into the targets body. If the sealing tag becomes wet, the kunai is unable to reach the target within its 3 bursts, or the kunai gets stuck into a something before it reaches into 1m of the opponent then the technique stops.
NOTES:
-Can used it only 3 times, throwing one kunai at a time
-Can only be taught by ZandaT

(Fūinjutsu: Gogyou Shuriken) Sealing Art: Elemental Shuriken
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long.
Chakra Cost: 30
Damage Points: 60
Description: The base of this move relies on a fuma shuriken that has the inscribed Kanji's for "Store" and "Form Release" that sit next to each other on 2 of the four blades mirroring its placement on the opposite side.(A total of 4 kanji, 1 of each on both sides of the fuma shuriken.) The user then performs 2 hand seals and channels a specific elemental chakra into the "Store" kanji on the blade before throwing it at the opponent. The user will then perform 1 hand seal activating the kanji for "Form Release" which allows the large amount of elemental chakra to be release and manipulated from the shuriken creating different element attacks depending on which chakra the user channeled into the shuriken. All techniques have a power equal to A rank and immediately ends once the Fuma shuriken spins into long range.
Abilities
Fire
Once the fire chakra is released from the blades they will engulf each blade creating a 3m long, 2m wide flexible fire column that spins at a speed that would allow two hand seals to be done in between the interval of the next column. The four fire columns curve as they spin making the jutsu resemble a big flaming spiral. The column do not spin in unison with the Fuma Shuriken, but it does move with the shuriken as its center, so once the shuriken reaches into long range the jutsu immediately stops. The columns may touch long range before the shuriken but the technique does not end until the shuriken reaches long range.

Water
Once the water chakra is released it transforms into an upwards and downwards water torrent from the fuma shuriken creating a 6m tall, 2m wide, vertical moving torrent of water. The bottom torrent releases multiple small waves that spread to the sides of the geyser, reaching up to mid.range, as it moves, while the top water torrent spews out small waves that crash into the ground beneath the torrent.

Earth
Once the earth chakra is released from the fuma shuriken the chakra manifests into 4 sharp high density spikes that extend 2m from each blade of the fuma shuriken. The spikes are so sharp they resemble high density earth swords and can cut through a human, or a shape manipulated Earth technique same rank or lower, with ease. The spikes, being an extension of the fuma shuriken, rotates at the same speed as the shuriken resulting in a fast spinning earth spike attack.

Lightning
Once the lightning chakra is released from the fuma shuriken 8 sporadic lightning bolts will extend from the fuma shuriken, 4 from the top and 4 from the bottom, as it spins. The bolts spread out from the fuma shuriken and can reach up to 3m covering a circular diameter from where it was released, ripping through the air and ground as the shuriken spins.

Wind
Once released the wind chakra will begin to spin in unison with the fuma shuriken, expanding the range of the fuma shuriken's reach. This would result in a thin spinning wind shuriken whose reach can go up to 3m from its center, slashing through everything in its way.
NOTES:
►No Fūinjutsu next turn
►User can only have 2 special fuma shuriken per battle
►Must wait 2 turns after use to use again
►Once shuriken is used it is useless
►Can only be taught by Zanda

(Fūinjutsu: Erementaru ori) Sealing Art: Elemental Weave
Rank: A
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The base of this technique revolves around a special Fūin seal, made by Zanda, commonly placed on scrolls. The Fūin seal consists of two intertwined spirals and a total of three Kanji. One kanji, meaning "Store", is placed at the start of each spiral and at the end of the intertwining circle is the last Kanji for "Release". Before battle the user stores an element chakra into one spiral, and another non opposing element chakra into the other, giving themselves access to the premade scrolls during battle. Each "Store" kanji can hold up to A rank chakra of non opposing elements. The Fūin seal is activated by performing 3 hand seals and inserting chakra into the middle kanji releasing an elemental combination of the two chakras at the opponent.
Different Seal Combinations
Fire/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of fire and lightning creating a continuous unidirectional electrical fire blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.

Water/Wind Seal
After activating the "Release" kanji before or after placing the scroll on the ground, the scroll releases an elemental combination of water and wind creating a tall water typhoon that stands 7m tall as it travels towards the opponent. The typhoon, being skinny at its base, starts out at 1m and widens up to 3m as it reaches the top. Unlike normal typhoons this one is self sustained and does not need a water source. It can also travel up to mid.range before dying out.

Earth/Wind Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and wind creating a wave of numerous highly dense earth splinters coated with wind resulting in faster travel movement and enhanced cutting abilities. The wave has a length of 5m and starts 2m off of the floor reaching up 4m in the air. The wave has a mid.range reach before the technique ends.

Water/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of water and lightning creating a continuous unidirectional electrical water blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.

Earth/Fire
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and fire creating a large molten earth dragon. The dragon travels towards the opponent and wraps around them severely burning them in the process. The dragon can reach up to mid.range before falling apart and collapsing.
NOTES:
►No Fūinjutsu for the next 2 turns
►User can only have all scrolls made, but can only use 3 per battle
►User cannot use any jutsu of the two combining elements in that same turn, and 1 turn after
►Can only be taught by Zanda

Sealing Technique: Gaia's Loving Embrace (Fuuinjutsu: Aigyou Houyou no Gaia)
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user concentrates his chakra, and places a small sealing tag onto the ground through physical contact. The sealing tag has the kanji for 'Earth' written on it. Through this sealing tag, the user seals a small portion of his own earth chakra into the sealing tag, and uses it for future earth jutsu. Normally, most earth jutsu cannot be performed without being in contact with the ground. But as long as this seal remains undisturbed on the ground, and upon paying an extra '5' chakra (which is the key to the seal) the user will be able to perform earth jutsu without being in contact with the ground, the earth chakra from the seal being used as a substitute for the user's own physical contact. The medium would be a seal placed upon the user's body in a location of his choice which is placed upon his body in a location of his choice. This is optional however, like if for example if the user is already standing on the ground and does not wish to expend the chakra he wouldn't have to. Thus, it is more practical for this to be used in the beginning of a battle.

Note: Can only be taught by Vex
Note: Can only be used thrice a battle
Note: If the seal is disrupted or destroyed, then the user will have to make contact with the earth to use his earth jutsu.
Note: The seal lasts 5 turns, afterwards needing to be applied again

Fuuinjutsu: Hekkusubureikā (Sealing Arts: Hex Breaker)
Type:Supplementary
Rank:A
Range:Short-Long
Chakra:30
Damage:N/A
Description:Hex Breaker may only be used when an opponent erects a barrier type Fuuinjutsu of their own. Whenever this happens, the user can make the Dragon handseal and immediately cause 2 barriers of his own to form on the immediate inside and outside of the opponent's jutsu. Both of these barriers will have the Kanji for counter "カウンタ" all over them in bright red lettering. As they appear, they immediately begin pushing towards each other, breaking the erected barrier they formed around as they do so due to the crushing pressure. This can counter up to B rank elemental barriers
-Can be used 4 times per battle
-Requires a 1 turn cool down between each use
-User must be on the ground when using this

Fuuinjutsu:Gādowandā Sealing Arts: Wonder Guard
Type:Supplementary
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:*Created primarily to guard the user against gentle fist users, before battle the user will apply this seal to their body, which will create tiny barriers around each of their chakra points which lie dormant until triggered. When any amount of foreign chakra interrupts the flow of chakra between one chakra point to the next, the seals will absorb the foreign chakra and, If the opponent is touching the user, spit it back out at the opponents nearest chakra point, instead closing one of theirs and causing a brief stun that results in the opponent needing to spend 10 more chakra to use techniques for the next two turns due to the strain this puts on them. This technique can guard up to B rank Elemental techniques and up to A rank techniques of non elemental chakra
-Can be used twice per battle
-2 turn cool down between uses

( 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 S 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.

Fuuinjutsu: Yomigaeri no Mikoyose) - Sealing Arts: Resurrection of Sorcery]
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 to the main two affinities of the user)
Damage:N/A (-10 to the main two affinities of the user)
Description: This seal must be either stated in the user's bio or placed on him before battle. This seal is linked to the users two strongest elemental abilities and only seeks to make them weaker in order to increase the power of the users Sealing Arts. When passively activated it will drain the user's two main elemental affinities of 10 points of chakra and damage automatically every time they're used, storing it within itself, and making the users techniques using those affinities weaker until its deactivated. It's true purpose will be triggered whenever the user utilizes the art of Fuuinjutsu, it will convert and release this stored power into any Fuuinjutsu technique whenever it is used, filling the technique with the energy it took from the user's elemental prowess. This results in every Fuuinjutsu technique the user uses gaining +1 Rank (if they’re A-Rank or below). On the other side, the main two elemental affinities of the user will automatically lose 10 damage and chakra each when they are used. Elements which are a combination of both of the weakened elements will also be weakened in the same way. This lasts until deactivated.

-Can only be used or activated once per battle
-Can't be used on bios without two elemental specialties
-Can’t be used on S-Rank and above Fuuin
-Can’t be used on Multiple Infinite Embraces

( 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.

S rank

(FuuinOtoRaiton: Supīdofōsu) - Sealing/Sound/Lightning: Speed Force
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user places a pre prepared seal A ranked seal on his chest. The seal is adorned with a golden circular symbol, symbolizing the inter-connectivity of the user with the world around him. The lightning bolt (as it appears), is actually numerous intricately carved golden kanji for words such as 'quick' 'speed' and 'velocity', each of the kanji comes together to form the golden glowing bolt on the user's chest. The key to the seal, which causes it to open, is a simple tap to the chest. Upon doing so, the user's body is flooded by a large amount of Lightning and Sound chakra, which the user is constantly putting into the seal when outside of battle. As the seal opens and the sound and lightning chakra surround the body, the vibrational aspects of the two types of charka cause the user to begin vibrating at an extremely fast pace, causing rapid contraction and dilation of somatic muscle tissue all over the body. This increases the user's speed to the speed of Lee without weights whilst tripling his reactions, and causes trails of golden lightning to follow the user (purely cosmetic). While the seal is active, the user is restricted to Sound jutsu, and the elements that make it up. Consequently, the user's taijutsu due to the excessive muscular activity and because of the vibrational facets of both sound and lightning, is boosted by +20. This jutsu must be used before any other Speed Force based jutsus can be used (to be submitted later).

Note: User can only use Sound, the elements that make it up, and Taijutsu in this state
Note: Usable only twice per battle
Note: Lasts until deactivated
Note: The seal itself is A-Ranked

Forbidden rank

(Fuuinjutsu: Soudai Tsuwamono Hitokage)- Great Warrior Spirit Release
Rank: Forrbidden
Type: Supplementary
Range: N/A
Chakra: 60(when active)
Damage: N/A(-5 to user per turn)(+ 10 to taijutsu)
Description: User removes a special tag from their pouch and places it on the base of their spinal cord above the skin, tag instantly burns into skin. The tag is special fuuinjutsu seal that is charged with lightning chakra. If the user is to lose consciousness( fall a sleep,pass out etc) the seal triggers and sends electric impulses throughout the users body and into their brain. These impulses stimulate a portion of their brain that allows for movement. Once active the users body will rise to and act on basic instinct and reflexes, enabling the user to preform taijutsu while unconscious. The raiton charka slight hurts users skin.
Note
No Genjutsu can be used prior turn
Last 3 turns
Once per battle
 
Last edited:

Lord of Kaos

Supreme
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Sound Release

D Rank

C Rank

B Rank

A Rank

S Rank

16. Faded | fe-doauto
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user creates a sound based genjutsu by saying the trigger word Faded, causing sound waves to vibrate amongst the enemy's body from the ground upwards, vibrating heavily and causing a genjutsu to activate that causes the target to feel as if their body is vibrating viciously enough to cause their body to begin to fade away from their legs upwards, as if they are being erased. The genjutsu is further supplemented by causing the enemy to experience pain, while not actually being subjected to physical torture and instead having it be the result of sound waves vibrating amongst the eardrums in the middle ear, which resonate through the liquid filled body and through the three small oscilles that aid in the transmission and amplification of the vibrations in the ear drum. As they become naturally amplified, the sound waves resonate amongst the primary auditory cortex within the brain, causing the sound waves to spread throughout the brain and allow the wave to fool the brain by replicating the feeling of intense pain within the body while not actually aflicting the target, making pain based releases ineffective against it (that's not to say that other releases won't work). The brain sends the signals to the various pain receptors of the body throughout the nervous system, first taking effect at the legs of the target and swiftly making it's way to the head of the target, causing the target to faint from simulated pain of the user's main organs and respiratory system fading away.
*Can only be used 2 times a fight*
*Requires a break of at least 2 turns in between usage*
*After using, the user cannot use Sound for two turns afterwards*
*Usage of jutsu causes constant pain throughout the target during the duration of the genjutsu, preventing pain based releases*
*The user can only use either one wind or one lightning jutsu the same turn this is used and can only use a jutsu of the alternating element the following turn.*

Forbidden Rank

17. ( Ototon: Keisei Burukei ) Sound Release: The Siren's Bullwhip
Rank: Forbidden
Type: Offensive/Defensive
Range: Short - Mid
Chakra Cost: 50
Damage Points: 90 (+20 if used against or within a water jutsu)
Description: The user channels large amounts of Ototon chakra in their hands. The user then moves his hand as if he holding a whip and swings it at the target with great speed. There are at least three "modes of motion" that can produce the necessary speed in a whip to cause it to crack. The three are: a half wave, a full wave and a loop. These names are indicative of the shape of the bends in the whip as it is thrown. In all three, the initial motion is applied to the handle, and the resultant shape moves down the whip's body to the tip. The high speed of the tip is explained by the law of the conservation of momentum. Since momentum is a vector, it has a direction, and does not pass through any bend that reverses the direction of movement in the body of the whip − such as the one that occurs when a half wave shape moves down a whip. When the whip is thrown, the initial motion of the handle adds some amount of kinetic energy to the body of the whip. If the whip is going to crack, the handle movement must also produce one of the modes of motion that create a reversal of direction in the whip's movement. As the reversal of direction moves down the whip, the momentum and the kinetic energy in the whip, are concentrated in the segment of the whip between the tip and the moving bend. As the bend approaches the tip, the mass of the moving part approaches zero while the energy remains relatively constant. Since the momentum is the product of the mass and speed of the moving object, the smaller the mass, the higher the speed. Hence the end of the whip moves extremely fast, easily reaching the speed of sound. As this breakage of the sound barrier occurs, the point of impact suffers a great localized explosion, effectively destroying everything within short range of it. If aimed at a sentient being, due to the mixture of both liquids and solid composition, the whip crack causes the point of impact to suffer from shattered bones and muscle paralysis, causing them to be unable to move while simultaneous blasting them backwards to long range at great speeds. However, the jutsu takes a great toll on the user. useable only twice, each time it is used, the used is unable to mold Ototon chakra above B rank for 3 turns as well as having muscle and joint pain in his wrist and hand from maintaining a hold on the chakra whip as the sound cracks and "explodes, covering a short range radius. If used against a liquid, the explosion is magnified due to soundwaves traveling faster through liquids, allowing the explosion to span a mid range radius from the point of tip of the whip in the direction of motion, either outwards (half wave), directional (loop) or mid range omnidirectional (full wave), increasing the power of the explosion with an additional +20 damage, much like Echo Assault Skill.
*Can only be used once*
*After using, unable to use Ototon jutsu of A rank and higher for three turns*
*Can only be taught by Madara Uchiha*
*Unable to use taijutsu of A rank and higher next 2 turns after using and handseal speed is halved*

Jutsu Given/Taught By Others:

D rank

C rank

( 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 - Locomotor) - Sound Release: Locomotor
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user focuses sound waves through the air and into an object of some sort, being able to move objects through the battle field through the usage of their hands, or even by 'conducting' an object's movements through the manipulation of a staff, or other weapon. This is done by having high frequency, low amplitude soundwaves form discreetly around an object, and using them to grasp the object. The objects can be manipulated to move in simple or complicated patterns, and even to zoom through the air. However, the jutsu cannot manipulate anything of higher weight than a medium sized boulder. This cannot be used on the opponent's clothes or attire but can be used on any weapons they may be wielding.

Note: Teachable only by Vex


(Ototon: Lumos) - Ototon: Lumos
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: High frequency sound waves have been shown to be able to be converted into pure energy in the form of light. This is called Sonoluminescence (the process of high frequency sound waves being transformed into light), and is a well documented phenomenon. The usage of chakra to generate the soundwaves causes them to be much more potent than normal, being able to produce much brighter light than what is normally found in sonoluminescence.By focusing their chakra, as a jutsu is released, the user is able to quickly produce a sound wave (through some sort of body movement, snapping a finger, clapping, even whistling) which is of a high enough frequency to immediately generate a bright flash of light. This sound wave is released in the same time frame as the previous Jutsu, and aims to make it difficult to see the incoming jutsu, disrupting the opponent's sight. The sound wave would seemingly 'coat' the expelled jutsu in light, making it difficult for the opponent to see the jutsu or look at it directly, blinding the opponent if he looks at it directly for more than a few seconds. This would not work against the Byakugan, or chakra sensors.

Note: Teachable only by Vex

(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 Juinjutsu: Tabu Fuuin ) - Sound Release Cursed Seal: Taboo Seal
Type: Supplementary
Rank: C
Range: Short-Long ( applied on self, had long range capabilities )
Chakra Cost: 20
Damage Points: N/A
Description: A form of Cursed Seal based on the inner workings of the Tongue Twister Seal but inverted, the user instead of casting a seal on others places a seal on himself. The unique composition of this seal is that inside of it, is a kanji for a certain word, interchangeable at the user's will ( cannot be changed after placed, however ). When the word is spoken near the user, the seal is triggered, effectively creating a fleeting momentary connection between the user and the speaker, alerting the user to the location of the sound. The way this works is when the seal is placed, the dormant Sound chakra allows it to vibrate at a certain frequency, matching that of the word when spoken. When one speaks the trigger word, this seal is activated through the vibrations amongst the seal, the dormant Sound chakra activating and alerting the user to the location of the sound. Ideally created for the Ninja World, this seal is able to be used over an entire stage ( Borderlands, Inner Village, etc ) or inversely, if the landmark the user is stationed on is a single landmark, then up to 3 adjacent landmarks.

B Rank

A Rank

( Ototon: Curse of Dolohov's ) - Sound Release: Dolohov's Noroi

Type: Offensive
Rank: A rank
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: A Sound jutsu based upon Sectumsempra, but rather than amplify it's abilities, it is less powerful than the parent technique while offering greater versatility. By making a sudden slashing movement with his arm or a weapon whilst molding Ototon chakra, the user releases visible Sound waves that resemble a streak of purple jet like flames. Unlike the parent technique, the user isn't able to alter his arm movement's to direct the attack, instead acting as a direct projectile shot forward. However, just like the parent technique, the waves cause direct damage to the area struck, only this time below the surface and not visible. Causing no visible marks or bleeding, the wave vibrates and causes high pain within the muscles and tissues of the limb struck. If struck within a limb, the afflicted limb is left with deep tissue damage that leaves it unusable from the damage. If struck in the chest, the wave is capable of rendering an opponent unconscious as it constricts the muscles of the lungs and causes great pain, however not directly killing them.

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

( Ototon: Cruciatus Jutsu ) - Sound Release: Cruciatus Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The Cruciatus Jutsu is one of the three Unforgivable Jutsu, usage of any appropriate for a death sentence on the user. Considered the most sadistic of the three, the Cruciatus Jutsu is associated with Pain, as that is it's primary effect and objective. Beginning by channeling high amounts of Ototon chakra, the user begins by releasing this chakra through the usage of a lone word. Upon speaking the word "Crucio", the user triggers a high frequency, but low energy wave to be released, casting a genjutsu on the target, casting excruciating pain on the victim. As the genjutsu is cast, the target doesn't see his surroundings change at all, only the user speaking the words and feeling as if pressure is pushing on the body, seeing slight ripples emanating from the user, causing the target to potentially believe this is a projectile approaching the target that is causing damage. Considering the fact that this curse doesn't physically harm the victim, it only stimulates pain receptors, overloading the with such high signals that it impairs motor abilities over time, the concept of pain being so high that they cannot physically move. While seemingly lasting a long time due to the echoing of the user's voice in the genjutsu, the actual illusion lasts only 2 turns, causing pain the entire process, but should the user subject an opponent to it for more than a turn, the target's mind will be broken, causing them to become vegetative, and comatose.

Note: Note: This jutsu can only be used 3 times a battle, lasting 2 turns each use.
Note: After each usage, the user must wait at least 2 turns before using again.

( Arresto Ikioi ) - Arresto Momentum
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: Creating a Sound wave that is used to decrease the velocity of a moving target, the user alters the speed of moving matter based objects by way of powerful waves. This Sound chakra is released via triggering of a sound that causes it to manifest as a wide wave that affects everything within the target area or the target itself. Vibrating at high frequencies with low energy, the waves work by creating resistance and pressure against moving objects, slowing the target(s) down rapidly until it is unable to continue moving forward, trapping the object is suspended levitation; if used on airborne objects, it is able to slow them until they stop completely, lifted by acoustic levitation ( or sound waves that raise an object to levitate ). The further the range, the weaker the the effect is, slowing objects to a complete stop within short range and if aimed at objects mid range away, it will slow down to speeds that allow the user to be able to mount an escape and maneuver away from it. It should be noted that it can be used on multiple targets, as well as on the caster himself.

Note: Can only be used thrice per battle
Note: Due to being a Hindering Sound jutsu and triggered via sound, the effects of the jutsu happen quickly yet that doesn't mean it cannot be broken.
Note: Cannot be used to attack or cause damage.
Note: Lasts up to 2 turns per use and cannot be used for 2 turns after using.

( Expulso ) - Expulso
ype: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: An explosive Sound projectile, the user channels Ototon chakra to an arm or held item and releases a destructive wave from it that takes a light blueish color. This wave appears as a thing jet that is aimed at an object directly, based on Clapping Hands jutsu. What differs from the canon and this variant, however, is the lack of sound used initially and the usage of it; forming as just a jet of compressed sound waves, upon contact with an object, the waves will expand rapidly as their frequencies does as well, matching that of the object struck. This causes a loud, audible explosion as the release of the Sound waves trigger a bomb like blast radius of 7 meters, causing a massive release of shrapnel from the object that hit that also impacts this same area. Because the explosion impacts this area, it causes enough force to blast targets into mid range if hit directly with near lethal force, causing knock outs and broken bones.

Note: Cannot be used in subsequent turns.
Note: After using, the user cannot use S rank Sound the next turn.
Note: Can only be used three times a battle Max.

Ototon Genjutsu: Oto no yogen | Illusionary Sound Arts: Prophecy of Sound
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will charge their chakra into both of their hands and then clap it quickly. The opponent, soon as he hears the clapping sound of both hands [the chakra is released through the hands as the user is clapping and traveling through the sound that makes when clapping] the opponent will be placed under a genjutsu that mimicks the physical symptoms of having low or absent blood circulation on the opponents inner ear. This will induce a high pitched noise which will cancel out all other noises, essentially rending the opponent deaf for the duration of the illusion. This will affect his balance and his ability to reason such is the disconfort felt by the constant noise. Precise movement like long sequences of handseals (more than 4) or strong taijutsu (above C-Rank) are impossible. The targets handseal speed lowers to half as well as his movement speed. His hearing is also completely negated, even if he has otherwise enhanced hearing (this is an illusion, not a sound technique itself so everyone is affected by it). In reality, the target is perfectly fine physically and all the symptoms he experiences (loss of hearing, loss of balance, loss of mental and physical agility, etc) are illusionary and come from the effects one would experience if the illusion was indeed real.
Note: Able to use three times per battle.
Note: Last three turns unless broken.
Note: Can afect anyone in range
Note: Can not use or layer another genjutsu while the opponent is under this genjutsu.
Note: Can only be taught by Vision


(Ototon Genjutsu: Ototataku) - Sound Illusionary Art: The Sound of Drums
Type: Supplementary
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: By activating this genjutsu though the click of a finger, or any sound the user releases sound waves that travel towards the opponent and induces a genjutsu that follows the following the victim's mind begins repeating a simple pattern. Four drum beats in a second by second loop, constantly repeating in their mind. The sound of it tears away at the victim's mind, leaving them mentally weak until their mental state deteriorates to a point where their reaction time is halfed from the annoyance from the drums playing in their head.. The way this works is it plays havoc on the brain's capabilities of identifying touch, smell, sounds, sights, etc. The brain detects this sound as an anomaly, so it shuts down the auditory senses, rendering them basically deaf. That doesn't work and the sound still plays, so it starts shutting down the senses, one at a time until there's nothing left to shut down. The sound's still playing though, so it does one last thing; One last ditch effort to try and remove the sound. The brain shuts down areas that pertain to logic and reasoning, leaving the victim in a state of disarray, but the sound plays on still. Whilst in reality the opponent is a broken mess, and unable to move.
Notes:
- Can only be used twice per-match. Must wait two turns to use it again
- Cannot be layed.
- No genjutsu for one turn after the use of this.
- Lasts two turns unless broken.
- Can only be taught by Nathan.

(Ototon: Apparitionu) Sound Release: Apparation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A sound jutsu conceived after seeing the legendary Hozuki clan in action. The user would be able to suddenly turn his body into pure, low frequency, high amplitude sound waves. It would, in actuality, appear as if the user had turned into wind. However, the user's body becomes changed into sound. The user is actually able to reform and disperse at will. This can even be applied to singular portions of the user's body, or to single limbs. The opponent would not actually be harmed upon the user's body turning to sound. However, the sound waves would drive back all matter within a short range radius. This is similar in manner to (Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill. Thus, the jutsu would be good to use upon being bound. While the user is capable of normal movement if a singular body parts are changed into sound, if the user were to turn just his lower body into sound he becomes capable of moving at the average speed of a sage ranked user, and able to use sustained flight. This is done by way of acoustic levitation. Furthermore, if the user was to turn his entire body into sound he becomes able to move as a cloud of sound waves (unable to attack, and extremely vulnerable to wind) that travels at the speed of a Sage Ranked shinobi. The user is visible as ripples ain the air, and the opponent is able to hear him as a low pitched hum. Although matter, and energy attacks will be unable to affect the user, attacks utilizing wind are extremely effective. They become able to disperse the user's form. When large scaled wind jutsu such as Tornado Wall strike the user, his form becomes displaced to such a degree that he is unable to reform. This means that the user must be very wary while he is transformed. Upon dispersing, a loud 'pop' is heard. This is, of course, purely cosmetic and serves no purpose. Alternatively, by varying the way in which the sound waves travel, and condensing them - the user becomes able to appear as a traveling whisp of dark smoke (again, purely cosmetic).

Note: Usable twice per battle.
Note: Lasts for the duration of the turn it's used in
Note: No sound jutsu in the same turn
Note: No sound above A rank next turn
Note: Teachable only by Vex
Note: User cannot use this Jutsu whilst he is using a technique to seal the opponent's wind, or restricting him from using wind.

S Rank

( 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

(Ototon: Damu Hooru) - Sound Release: Dumb Hole
Type: Supplementary/Offensive
Rank: S-rank
Range: Short (Short - Mid for offensive application)
Chakra: 40 (-20 per each turn the Dumb Hole's supplementary application is active)
Damage: 80 (+10 for offensive application when sound is absorbed)
Description: This technique is based off a interesting concept known as the "Sonic/Acoustic Black Hole" or "Dumb Hole". The user starts by gathering Sound Release Chakra either in a specific part of their body, or throughout their entire body. The user then releases this Chakra in the form of a "bubble" around themselves which can be as large or as small as they wish, but it's size is restricted to Short Range of themselves. The bubble consist of high frequency, low energy sound waves, which vibrate at an extremely high frequency, so any noise that the barrier makes is above regular hearing, but this also creates an interesting effect. As the sound waves are vibrating at a higher frequency than most other sounds, especially those that are not created as a result of Sound Release, they act like a barrier for all but the most powerful Sound Waves, making it impossible for sounds from outside the bubble to be perceived inside the bubble. This applies in reverse too, making sounds from inside the bubble impermeable from the outside.

In addition to acting like "soundproofing", Dumb Hole has another application, which is far more violent and destructive than it's more supplementary application. By compressing the same high frequency, low energy Sound Release Chakra anywhere within of short range from the user, the user is able to create a much more violent, but controllable Dumb Hole, which visually resembles a Rasengan, that acts like a Black Hole for Sound Waves, drawing in any Sound from the immediate vicinity and trapping it inside the Dumb Hole. Once the sound chakra is trapped within the confines of the dumb hole, the user is able to use their own chakra to amplify and change the Sound trapped within the Dumb Hole, changing it into a sound wave that has low frequency and high energy, or in other words, destructive qualities. Once the user has changed the sound so that is able to act like a destructive Sound Jutsu, they aim the Dumb Hole at their designated target and weaken it's surface, causing the sound waves trapped within to violently burst out in the direction of the designated target, releasing them in the form of a destructive wave of Sound.

Note: This technique's offensive application can only be used two (2) times per battle.
Note: If the offensive application is used, the user must wait two (2) turns before they can use this technique again.
Note: The supplementary application can only be used three (3) times per-match.
Note: The supplementary application stays active for three (3) turns, unless countered, or manually halted by the user.
Note: The user can also only use sound, wind, lightning ninjutsu, taijutsu, kenjutsu & genjutsu techniques below A-rank while this supplementary application is active.
Note: Can only be taught by Nathan.

(Ototon: Saishō's Kaiketsu Suru ) - Sound Release: Saishō's Resolve
Rank: S
Type: Defence/suplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: A specific sound jutsu which involves the user recognizing the resonant frequency of any solids brought before him by releasing his chakra into his surroundings and using his/her sound mastery to hear the frequency at which the objects in that area are vibrating at. After gathering that data, the user would then clap his hands producing a sound which vibrates at the same frequency as the object allowing the user to cause it to smash into thousands of pieces almost instantly. This jutsu would be able to destroy any and every solids, but would be useless against anything energy based and/or intangible (Wind, Fire, Lightning etc).
Note: Can only be used twice
Note: Can only be taught by Erzo
Note: No other sound jutsu for the same and in the next 2 turns.
Note: Can't be used on humans or any other living beings.
Note: User cannot do any harm to an opponent.

( Juinjutsu/Ototon: Morsmorde ) - Cursed Sealing Arts/Sound Release: Morsmorde
Type: Defensive/Supplementary
Rank: S-rank
Range: Short
Chakra: 40 ( -10 per item marked and for communication, -20 per turn for barrier )
Damage: N/A
Description: This jutsu is based foremost on Fuuinjutsu such as the Tongue Twister Seal and the various types of Ototon Jutsu. The user creates a "cursed" seal on his arm called the Dark Mark, resembling a skull with a large intricate snake extending from it's mouth. This seal itself allows for a myriad of effect, the first and most basic ability being it allows the user to communicate with others who have been branded with the Dark Mark. Through simple touch and fueling of chakra, this allows the user to create a burning sensation which is procured through the intense vibrations resonating through the seal and being replicated in the sister seals marked across others. This acts as a sort of honing device, alerting those with the mark ( either as a group or individually ) to the user's location. In addition to this, the user is able to mark items with the Dark Mark, allowing him to summon the specific item should it be needed to him, much like a Reverse Summoning and Summoning: Lightning Blade Creation jutsu mixed. Up to 4 items can be marked each use. In addition to this base effect, the user is able to actively stimulate the seal and cause another effect. Through direct contact with the seal, the user releases sound vibrations through the seal and it erects a cursed barrier around the field. This barrier is designed not to harm, but to hinder and taunt the opponent; when erected, those within the barrier's 15 meter radius are left unable to enter or exit the barrier. The key to it's exit and entry is the seal on the user themselves, meaning only those with the Dark Mark are able to cross the barrier. Due to it's sealing abilities, it prevents the ability to use high level ninjutsu that require concentration, namely S rank and higher Ninjutsu ( this would encompass Kinjutsu, medjutsu, S/T jutsu, Fuuinjutsu, etc - various branches of Ninjutsu itself ) and Forbidden ranked Elemental Ninjutsu. To break the barrier itself, multiple walls (at least two) must be attacked with S ranked strength simultaneously.
Note: Barrier can only be erected twice per battle with at least a 2 turn break in between use. The barrier itself is of A rank strength.
Note: The communication aspect as well as basic summoning can be done an unlimited amount of times, as long as the jutsu is posted with each use and abiding by the 3 jutsu per turn rule.
Note: While the barrier is in effect, the user can only use Sound, Lightning or Wind and cannot use any other Fuuinjutsu techniques.

(Ototon: Jentoruekō) - Sound Release: Gentle Echo
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage: N/A
Description: A sound jutsu versed in it's defensive abilities, Gentle Echo allows the user protection from specific techniques. The user must first focus on the vibrational frequency of the opposing jutsu, having done that then releases Sound either through a clap, or via the mouth, creating a sound of equal frequency, mimicking the incoming form(s) of energy/chakra. By altering it's vibrational frequency and mimicking that of the opponents jutsu, the sound is able to displace the incoming form of energy, allowing the two to clash and nullify each other, leaving nothing behind but dispersed energy. This jutsu is able to defend against Wind/Fire/Lightning, and other elements of that nature, and anything which is Energy-based, as long as it is created using chakra (so can't use this against SM) of equal rank. But it would not be able to handle the physical attributes that come with Water/Earth based techniques.
~ Can only be taught by Erzo and is usable three times per battle, with a turn between each usage. Within the same turn, the user is not able to use other Sound techniques of S-rank and higher. It can only nullify up to A-rank wind due to the elemental disadvantage.

Forbidden Rank

Ototon: Avada Kedavra ) - Sound Release: Avada Kedavra
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra cost: 50
Damage points: 90 ( -40 to user )
Description: The Avada Kedavra jutsu is one of the three Unforgivable Jutsu, usage of any appropriate for a death sentence on the user. Generally considered the most fatal of the three, the Avada Kedavra is the jutsu associated with Death, as that is it's primary effect and objective. Beginning by channeling large amounts of Ototon chakra, the user begins releasing this chakra in two waves; the first wave is released by the uttering of the word "Avada". By speaking this word, the user releases several Hindering Sound waves of high frequencies, but low energy, causing waves to affect the target, causing localized paralyzation of certain parts of the target's body. This is achieved through the sound waves vibrating intensely and causing the targeted body part to be affected by alternating waves, essentially preventing movement ( the chosen body part can be limbs, such as the arm or legs, organs, such as liver or tongue, or even small digits, such as fingers and toes ). This doesn't include the heart nor lungs, however. While this effect is immediate, it's main goal is to prevent the target from moving while the latter, more destructive part of the jutsu is released towards the opponent. Upon speaking the word "Kedavra", a low frequency but high energy sound wave is released from the user's hand or weapon, moving towards the enemy. What is unique about this wave is that it is clearly visible in the form of a bright green wave that appears like a jet of light. Accompanying this bright wave, the sound of rushing wind can be heard, almost as if an invisible force was rushing through the air, though this is just the sound created that occupanies the Ototon jutsu. As the bright green wave travels, it causes no noticeable damage on contact with a foe, it's effect being more internal than external. Upon hitting a sentient, living target, the wave passes through the body of the target, causing high level vibrations in the targeted area, enough to cause minute and cellular destruction of such a level that the area is left unusable, it's cells fractured beyond normal repair ( this does not include high level Medjutsu, like Sakura's Yin Seal ). Upon ripping through a target, the sound wave forces a target backwards 10 meters, causing greater damage. The damage the user takes pertains to mostly the arms, preventing high ranking Taijutsu of A rank and above the same turn.

Note: This jutsu can only be used twice per battle but only once against each opponent
Note: After each usage, the user must wait at least 3 turns before using again.
Note: After using, the user is left unable to use any Ototon jutsu above A rank the rest of that turn and S rank and above next turn.
 
Last edited:

Lord of Kaos

Supreme
Joined
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Rain Release

N/A

Jutsu Given/Taught By Others:

D rank

C rank

B rank

(Ame Sutairu: Ame Kussetsu) - Rain Style: Rain Bending
Rank: B
Type: Attack/Defensive
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: Ame Kussetsu is a very simple technique in which the user bends the rain drops together to create small waves, shields, blades, pillars, arrows, kunais or even spikes made out of Rain water. To successfully create pillars, waves, and spikes there must be rain water already percent on the ground from the falling rain being collected over time. If used on a natural rain source the user will have to spread his chakra to the selected rain drops and thus create a small delay in the techniques.

Notes:
- Can only be taught by Mathias

A rank

(Ame Hijutsu: Hari Ame Hitoame) - Rain Secret Technique: Needle Rain Shower
Rank: A
Type:Attack
Range:Short
Chakra cost:30
Damage Points:60
Description: Whilst the field is being rained upon, the user releases chakra and molds with the droplets and they then take on a sharp characteristic and transform into a pin-like form.
Note: Can only be used by members of Rain Village

S rank

(Ame Sutairu: Ame Kumo Kadou) - Rain Style: Rain Cloud Vortex
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description After performing the Boar → Dog → Ram, the user will form rain clouds in the sky. Using the chakra that is spread throughout the clouds, the user will then bring down the rain clouds in the form of a vortex that surrounds the edges of the entire battlefield, leaving both the user and opponent inside of the vortex. Then the rain that comes from the clouds falls sideways, down, up, and near every direction. This technique is very similar to Vortex Storm Technique to bring down the rain clouds. The falling raindrops are closely linked to the users senses allowing him to sense any chakra source they come in contact with.

Note: Can only be used once per battle
Note: Must know Rain
Note: No Rain techniques before using this technique
Note: The clouds stay around the battlefield until they are blown away.
Note: No Rain techniques for the rest of the battle after the Rain clouds are blown away
Note: These rain clouds can't be used to perform Kirin or any other techniques which require stormy weather or clouds.
Note: These clouds can only be used for Rain Release techniques. (you can delete this note if you'd like, I'm just making sure 100%)
Note: Can only be used by Mathias

(Ame Sutairu: Hishou Raiga) - Rain Style: Soaring Liger
Rank: S
Type: Attack
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the Ox → Dragon → Liger hand seals, the user will gather the falling rain drops into one point to create a real life sized Liger with wings on its back made out of Rain water. The Liger can be created in mid air and use its wings to head towards its target or simply be created on top of the ground and run towards its desired target.

Notes:

- Can be used twice per battle
- Must know Rain
- No other Rain techniques in the same turn
- No Rain techniques above A rank next turn
- Must wait one turn before re-using
- Can only be taught by Mathias


(Ame: Hanzou Hateshinai Monsu-n) - Rain Release: Hanzou's Endless Monsoon
Rank: S
Type: Supplementary
Range: Vast Area
Chakra: 40
Damage: N/A (-5 per turn to maintain)
Description: After making the needed hand signs, user will subtely release his chakra into the sky above him. User combines his chakra with that of the water particles in the sky making them combine and form dense rain clouds. These clouds are similar to Monsoon type rain clouds and are endowed with the users chakra (as well as rain made from clouds). Takes two turns to for clouds to fully form. Once formed the clouds will release a constant heavy down pour of rain. Being made of users chakra if clouds are blown away user can summon them back. Last 3 turns
Note
Can only be used twice per battle

(Suiton: Mizu Kasuihou) - Water Style: Water Spike Cannon
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80 (+10 for debree)
Description: the user creates a a large cannon of rotating water and shoots it at the enemy. the user then manipulates the chakra and creates spikes that protrude out of the sides and rips at the ground adding debree and rocks causing extra damage to the opponent.

Note: Must use water source to perform jutsu
Note: Can only be used 3 times per turn
Note: Only Members of Rain village can use the jutsu

(Suiton: Mizu Shinkuu)- Water Release: Water Vacuum
Rank: S
Type: Supplementary / Attack
Range: Long
Chakra cost: 40
Damage Points: 80
Description: the user releases chakra into the air creating tornado's of wind that then can be used to draw up water attacks that the opponents cast and draw the water into the sky. The user then manipulates the water with their chakra and sends the water back towards the opponent in the form of 3 spinning cannons.
Note: Can only be used two times
Note: Only works on A rank and down
Note: Can only be taught by Hazure and Uchiha Kaito
Creator: Uchiha Kaito
Co-Creator: Hazure

Genjutsu: Ombrophobia ( Ame Osore )
Rank: S
Range: Short-Medium
Chakra Cost: 40
Damage Points: 80
Note: Requires Rain
Description: Ombrophobia is the fear of Rain or being rainned upon. This genjutsu will make the opponent suffer the symptoms of this phobia. Being rainned uppon will start to make the opponent enter in a panic state with disabling shaking. The user will not be able to stand on his feet. The damage of this genjutsu will be caused by the feeling that the opponent has of being constantly hit by needles, wich go deeper and hurt even more as the time passes. Soon enough, the needles turn into acid, and will give the user the feeling of having is flesh desintegrated, and that they're just bone.
*this jutsu is not avoidable by chakra. The opponent must feel a great physical pain (not just stab himself or break a finger) or hurt the user*
*Can be broken by Bijuu Chakra

(Ame Hijutsu: Senkou Shinsui) - Rain Secret Technique: Flash Flood
Rank: S
Type: Attack
Range: long
Chakra cost: 40
Damage points: 80
Description: The user releases their chakra into the sky to create an immense downpour of Rain, the rainfall causes a catastrophic flash flood that washes mud and debris towards the opponent and sweeping them away.
Note: Can only be used 3 times
Note: Can only be used by members of Rain Village

(Ame Hijutsu: Nagareboshi Ame Katou) - Rain Secret technique: Meteor Rain Drops
Rank:S
Type: Attack/Supplementary
Range: Long
Chakra Cost: 40
Damage points: 80
Description: The user releases their chakra into the sky causing the heavens to Rain large condence chakra infused drops of water that rain down upon the enemy ast such verlocity that when they hit the ground they create craters. Due to the large source of water these rain drops can create a large source of water to be used as water sources for other attacks.

Note: Can only Be used twice
Note: Can only Be used by members of Rain village

Forbidden rank

(Ame: Akuma Kumo Kuro Hekireki Sutoraiki)- Rain Release: Demon Cloud Black Dragon Thunder Strike
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 80
Damage: 130 (-50 to user)
Description: User makes a few hand signs to gather storm clouds around their body. User then cuts his hand releasing blood into the cloud to mix in his chakra/life force as well as massive amounts of lightning elemental chakra. The cloud will then stretch forth towards his opponent(s) shaped like multiple dragon heads with their mouths wide open, inside the dragon mouths are lightning bolts. The clouds then completely engulf the opponent severely shocking all inside. Leaving a crater where they once stood. Last 2 turns
Note
Can only be used once per battle. Clouds must already be present on the field.
User cannot use B rank lighting and rain jutsu for two turns after use
All clouds disappear after second turn.
 
Last edited:

Lord of Kaos

Supreme
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Messages
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1. Yoton: Tengu Megumi ) - Yang Release: Tengu's Grace
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 50 (-10 per turn)
Damage points: N/A
Description: The user mixes his Yang energy within a seal with the Kanji for "Tengu" on it. This seal only triggers when the user is targeted by spiritual techniques seeking to target the user. When said techniques target the user, this seal will trigger and cause the dormant Yang chakra to manifest as a sentient Tengu like doppelganger similar to the user, albeit in a duller color/tone. This allows the user to avoid being effected by these techniques and instead allow the entity to instead be used as a target. For example, if a Yamanaka technique were to target the user, this technique will instead be targeted and due to the heavy Yang chakra within the being, it will forcibly neutralize the spiritual techniques.
Note: Can be used up to 3 times. If triggered in battle, lasts up to 3 turns before fading away.
Note: Can be applied to a biography and triggered without need for first creating the seal in battle but will count as a required seal for each time the user wishes to use it like this.

2. ( Yoton: Shirubā Chariottsu) - Yang Release: Silver Chariot
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 60
Damage points: 120
Description: Silver Chariot is a physical manifestation of Yang energy, appearing as a thin, robotic humanoid sentient entity clad in silver, medieval stylized armor, armed with a cup-hilted rapier. Although Silver Chariot is thin, it wields heavy plate armor spiked at the shoulder pads and elbow pads. Silver Chariot has a distinctive helmet with a jewel embedded in the forehead and several pointed down projections protecting the mouth and cheeks. Silver Chariot´s battle cry is "Hora Hora Hora". Silver Chariot is an incredibly quick and powerful entity, as it is able to seemingly appear in multiple places at once, creating tangible afterimages at the cost of a move per turn. However, Silver Chariot is weighed down by its armor and needs to shed it to reach its full speed. When worn, he moves at a Jounin's speed but with the tracking capability of the user. When shed, he moves 2.5x faster than a Jounin ranked Apex Speed Specialist though his defense drops dramatically, being able to be defeated with 30 less damage required. While this armor is worn, Silver Chariot's durability likewise increases as a tradeoff, capable of reducing 60 damage from clashes while super heating, causing lasting damage to foes that are hit due to it's high intense heat despite giving off no signs. This armor can likewise be worn by the user for added defense, reducing 40 damage from attacks in this case, or being summoned and allowing the user to step inside it, not counting as a mode.
Note: Can only be used twice per battle with a 4 turn cooldown period.

3. Yoton: Ōtō o okuraseru - Yang Release: Delayed Response
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 70 (-15 per turn)
Damage points: N/A (+30 to techniques)
Description: The user, after inserting a significant amount of Yang energy from an outside source, disrupts the ratio of his Yang to Yin energy on a such a high level that his body becomes flooded with excess Yang energy that bolsters his physical attributes and energy. The result of this is that due to the influence of the overwhelming Yang energy, his body naturally enhances the abilities and effects of these natured techniques. This translates into a significant modifier towards those techniques' base capabilities and a large increase in their destructive power by a degree of 30. For supplementary or defensive techniques, this causes them to be able to effects things of a higher rank of chakra count normally incapable of by a degree of 1 or 2 ranks, depending on the technique in question (explained in Notes). Because of the excess Yang energy within him, this has the added effect of making spiritual techniques become delayed in their attempts to target him, taking at least 2 turns before they can begin to affect the user due to this imbalance of energy having to first be reset before made imbalanced again.
Note: Use of this technique can be triggered alongside other Yang techniques if an outside source infuses the needed excess energy as the user uses a technique, extending the abilities inferred in this jutsu to said technique.
Note: In the case of Defensive techniques, this allows the user's techniques to work on other techniques of one rank higher if they are of a spiritual nature. In the case of non spiritual techniques that seek to imbalance the user, these effects will allow the user to defend against techniques of 2 ranks higher.
Note: In the case of Offensive or Supplementary techniques, the power increase is on par of that of a Six Paths Senjutsu based bios allowing it to add this influence to said abilities and techniques, including others seeking to augment the user's abilities and Jutsu.
Note: Can only be used up to 4 times, twice against any opponent. Each use lasts until the user forgoes the chakra cost each turn to maintain it or 6 turns go by, whichever is shorter.

Yinjutsu
( Inton: Ōtō o okuraseru - Yin Release: Delayed Response )
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 70 ( -15 per turn )
Damage points: N/A ( +30 to techniques )
Description: The user, after inserting a significant amount of Yin energy from an outside source, disrupts the ratio of his Yin to Yang energy on a such a high level that his body becomes flooded with excess Yin energy that bolsters his spiritual attributes and energy. The result of this is that due to the influence of the overwhelming Yin energy, his body naturally enhances the abilities and effects of these natured techniques. This translates into a significant modifier towards those techniques' base capabilities and a large increase in their destructive power by a degree of 30. For supplementary or defensive techniques, this causes them to be able to effects things of a higher rank of chakra count normally incapable of by a degree of 1 or 2 ranks, depending on the technique in question ( explained in Notes ). Due to an excess of Yin energy in comparison to Yang within the user, this allows the user to gain a limited form of intangibility. This allows physical attacks to pass through his body unobstructed if he is in full intangibility mode, appearing as if still normal. The user is capable of determining how intangible his body is, capable of changing from as solid as spongy flesh to as tangible as mist. While in spongy tangibility, this causes Taijutsu and blunt force attacks to have their force absorbed, or rather slowed, for 2 turns before damage and impact sets in. Kenjutsu and sharp attacks will still deal damage, removing the limb when done ( if applicable ) but the damage and blood will not set in until a turn later. This allows the user a chance to better combat physical attacks and effects, slowing them from setting in in order to utilize defenses against them in the meantime.
Note: In the case of Defensive techniques, this allows the user's techniques to work on other techniques of one rank higher if they are of a spiritual nature. In the case of non spiritual techniques that seek to imbalance the user, these effects will allow the user to defend against techniques of 2 ranks higher.
Note: While active the user cannot access Yang techniques or use Taijutsu/Kenjutsu based attacks.
Note: Can only be used up to 3 times, twice against any opponent. Each use lasts until the user forgoes the chakra cost each turn to maintain it or 4 turns go by, whichever is shorter. This technique has a three turn cooldown in between usages

2. ( Inton: Okuninushi ) - Yin Release: Okuninushi
Rank: A
Type: Supplementary
Range: Short - Long
Chakra: 50 ( -15 per turn )
Damage: N/A
Description: Based on Hands of Sloth, Uchihageshi, and Fukurokuju, the user blocks an incoming attack and absorbs it using his gunbai as a medium, nullifying its effects and purifying it on contact. However, this jutsu differs from the Uchihagaeshi jutsu due to it's special ability; before or after chakra has been absorbed, the user adds Yin natured chakra to the war fan. Granting it the spiritually degenerative properties of the Hungry Ghost technique, the user becomes able to apply this converted chakra to various Uchihageshi variations when released. Upon release, this energy is near blindingly white seeking spiritual energy to feed on, forming a tether to the opponent's chakra system. Upon contact with the target's chakra, this causes the afflicted to have aspects of their chakra usage weakened. This effect is only applied when the burst of white energy is released from the gunbai. What this does is causes who had their chakra absorbed by the Gunabi and released gain the inability to use multiple jutsu in one timeframe or the ability to infuse chakra from other techniques into their jutsu. Should the opponent be hit twice, then the effects will double/worsen proportionately and they become unable to utilize above A rank Ninjutsu for 4 turns. This effect only takes place should the user choose not to make the attacks physical, in which case they carry high physical damage.
Note: When used, Okuninushi lasts for 3 turns and can be used twice, requiring at least 4 turns in between usages. After using, the user cannot make use of any Uchihageshi variants for 3 turns nor any Yin jutsu for the same turn.

Jutsu Learned From Others:

D Rank

C Rank

B Rank[/COLOR][/CENTER]

(Chakra Fuzei Kanadzuchi) chakra- Air hammer
Rank: b
Type: attack
Range: short
Chakra: 30
Damage: 60
Description: the user gathers up chakra in their hand and releases it at once giving off a explosive effect

(chakra Rasen ShottoHou) chakra-Spiraling Shotgun
Rank: B
Type: attack
Range: long,long-mid,short: 25
Chakra: 25
Damage: 40
Descriptions:.a big and stronger versions then spiraling of chakra gun but spreads apart into 100 weaker bullets

A Rank[/COLOR][/CENTER]

(Odin Tsume )- Odin's Claws
Rank: A
Type:Attack
Range:Short
Chakra: 30 (-10 per turn in use)
Damage: 60
Description: Odin can transform into two bear claw gauntlets covering the users hands, these claws are razor sharp and can cut through steel. There is water and wind chakra surrounding the claws, which can produce a freezing effect when struck.

(Subeta Tame Hou Kirikae)- Sword to Gun Conversion
Rank: A
Type: Supplementary
Range: Short
Chakra: 30 (+5 for every bullet fired)
Damage: 60
Description: The user takes thier sword(s) and while applying chakra , spins them around in a star-shaped fashion. By doing so the user completes a long-lost ninjutsu that transforms thier weapon into a chakra-powered gun. This weapon is then able to be used to preform multiple jutsu only possible with this weapon. The weapon can also be given unique properties if used with certain swords. Also by applying earth chakra the user can create dense erath bullets that can be fired with cannon like force due to the built up chakra applied when firing the gun.
(Last 2 Turns)
(Usable 2Times)

(Chakra RasenHou) chakra- Spiral Chakra Gun
Rank: A
Type: attack
Range: long,short-mid
Chakra cost: 30
Damage Points: 60
Description: this is move is as powerful as rasengan. it is a purely spiraling chakra ball that charges on the user finger tip
Note: the user only has three rounds during each battle

S Rank

Odin Kegawa)- Odin's Fur
Rank: S
Type: Defense
Chakra: 40(-20)
Damage: N/A
Description: Odin transfers some of his fur to User, he can then manipulate it to take whatever shape he chooses. This fur gives it's wearer immunity to ice jutsu S rank and below. User must force in chakra to provide immunity from freezing effects of ice elemental attacks, while doing so no other elemental jutsu can be used.
Note
*Can only be used 5 times per battle*

(Kuchiyose Rirīsu - Bakuhatsu Tekunikku) - Summoning Release - Explosion Technique
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: 80
Description: A technique in which when a summon returns to its homeland, the signature poof of smoke is instead replaced by a haphazard build up of chakra that's violently discharged, creating an explosion. The explosion itself stems no more than a few meters (3) away from the Summon's original silhouette, but when utilized by larger, or gargantuan summons, could potentially have devastating, perhaps even terrain changing effects. Should the utilizing summon have an elemental affinity, it would be capable of charging the explosion with said element, producing a elemental explosion. This technique can either be utilized by the summon itself, or activated by the user. The explosion itself starts directly after the summon disperses, building up from the centre and rapidly expanding outwards to the limits of its reaches - being clearly visible and also audible.

Note:
- Can only be used 2x
- Cannot be used on consecutive turns
- No Ninjutsu above S rank for the rest of the turn
- Can only be taught by Scaze

(Ongakupou: Naraku no Oto)- Music Arts: Hell of Sound
Type: Supplementary/Attack
Rank:S
Range:Long
Chakra Cost:40
Damage:80 (40 damage each turn)
Description: The user plays a deathly tune on the lyre which traps their enemy in a genjutsu, rendering them useless. Over 2 turns, the opponent will take the damage to their ear and body from the sound of 1,000,000 cries of pain (i.e. children crying, people screaming, death and destrucion, genocide).

(Ongakupou: Kisei Tame Youmei)- Music Arts: Oath to Order
Type:Attack
Rank:S
Chakra Cost:45
Damage:80 (also causes 10 damage to user)
Description: The user plays a tune, on an instrument, called the Oath to Order. The Song immediately paralyzes the enemy, making them unable to move, and damages them from the inside. This jutsu does 10 damage to the user

Forbidden Rank

(Kinjutsu: Mugen Fuuten Miokuri tame Shunkashuutou)- Kinjutsu: Infinite Madness, Farewell to Spring
Rank: Forbidden
Type: Supplementary/Attack
Range: N/A
Chakra: 60
Damage: N/A (80 if hit with claw spike) (+ 30 to taijutsu ) - 60 to user
Description: Once beserker is summoned unto the field user uses transformation jutsu henge(this jutsu makes transformation jutsu without cost) to combine both user and summoning in one body; However user remains the same height, grows hair from all over his body and bone spikes erupt from the users hands to form claws.User uses beserker summoning to fully utilize his kaguya clan taijutsu and abilities. Doing so turns user mad with rage, affecting his ability to use jutsu. Being directly combined with berserker the effects of the berseker summoning allows user to travel at even higher speeds,deliver bone shattering strikes and greatly enhance any taijutsu the user knows. However this uses more of the users chakra bringing him that much closer to death.

First Turn After Transformation: Only 2 jutsu can be used by user
Second Turn After Transformation: Only 1 jutsu can be used by user
Third Turn After Transformation: 1 jutsu immediately after dies (if not released and berseker dispersed)
Note
Can only be used once per battle and as soon as beserker summoned
Last 3 turns, No elemental jutsu can be used, no Genjutsu can be used while in effect
- 20 per turn in effect

(Fuuinjutsu: Soudai Tsuwamono Hitokage)- Great Warrior Spirit Release
Rank: Forrbidden
Type: Supplementary
Range: N/A
Chakra: 60(when active)
Damage: N/A(-5 to user per turn)(+ 10 to taijutsu)
Description: User removes a special tag from their pouch and places it on the base of their spinal cord above the skin, tag instantly burns into skin. The tag is special fuuinjutsu seal that is charged with lightning chakra. If the user is to lose consciousness( fall a sleep,pass out etc) the seal triggers and sends electric impulses throughout the users body and into their brain. These impulses stimulate a portion of their brain that allows for movement. Once active the users body will rise to and act on basic instinct and reflexes, enabling the user to preform taijutsu while unconscious. The ration charka slight hurts users skin.
Note
No Genjutsu can be used prior turn
Last 3 turns
Once per battle

(Chakra Yang~RasenHou) chakra- Yang Spiral Chakra Gun
Rank: Forbidden
Type: attack
Range: long,short-mid
Chakra cost: 50
Damage Points: 90
Description: this is a more destructive and powerful version of the chakra gun, once it hits something it explodes and then engulfs the target in a spiraling blast
Note: must know chakra bullet and then know yang and yin energy and at more then 3 uses of this move in a battle your chakra network begins to malfunction


(Yang Chakra~Fuzei Kanadzuchi) Yang chakra-Air hammer
Rank: Forbidden
Type: attack
Range: short,long
Chakra: 50
Damage: 90
Description: the user gathers up yin chakra then releases as explosion or as long range attack
Note: must know air hammer and then yin and yang energy and at more then 3 uses of this move in a battle your chakra network begins to malfunction

(Yang~Yin Chakra Sanban Manako) yang-yin chakra- third eye/ The Jagan Eye
Rank: forbidden
Range: long,short,short-mid
Type: attack/supplementary/defense
Chakra: 70
Damage: 90 (+15 self damage)
Description: the user focus the yang and yin chakra into one point in the body forming the third eye. allowing the user to cast a variety of yin/yang chakra base jutsu with out the effects of using them affecting the whole body at a fast rate.
Note: after using this jutsu within 3 more turns after usage the user's chakra network fails leaving them useless
Note: this jutsu is only active for 5 turns

Yang-Yin/Katon Chakra~Doragon Sona Snkou ) Yang-Yin/Katon Chakra- Dragon of the Darkness Flame
Rank: Forbidden
Type: attack
Range: long
Chakra: 50
Damage: 90
Description: the user releases the dark seal that has been place on their arm to send forth intense yang chakra in the form of a dragon. once it comes into contact with something it carries it off and then engulfs it into nothingness except for living beings
Note: only able to be preform in third eye mode
Note: when this jutsu is used,it takes an extra turn off from the third eye jutsu
Note: if used more than once,the user's chakra is cut in half leaving them able to use only B rank and below jutsus

Yang/Jagan Eye~Genjutsu Hakkyou Ranmyaku)- Jagan Eye Illusion technique- Insanity Chaos
Rank: forbidden
Type: supplementary
Range: long,short,short-mid
Charka:50
Damage: 0
Description: this is deep genjutsu worthy of matching Tsukuyomi but isn't quite on it's level. when cast the opponent would fall to the spell due to their sanity being disturbed and alter becoming insanity. their insanity would than become out of control and swallow their soul up in darkness and fear leaving them rendezvous.
note: could only be perform if the Jagan eye is activated
Note: it automatically works after 1 turn of the jagan eye and if the users have made eye or physical contact on the opponent than the opponent will begin to have hallucinations
Note: take 2 turns off the jagan eye jutsu
Note: last for 2 turns

(Juubun Yang Rasengan)- Perfected Yang Chakra Rasengan
Rank: Forbidden
Type: Attack
Range: Short
Chakra: 65
Damage: 130 (40 to oneself)
Description: Chakra is made of two halves, yin and yang. By upsetting the balance of the two, and increasing the yang in an unnatural ratio to the yin, the user creates a black, perfect ball of energy that's extremely unstable. It's a perfectly smooth sphere that immediately annihilates anything when it comes in contact with it. This unnatural rasengan is extremely powerful, and immediately shatters the bones of the user's arm using this rasengan.

NOTE: Only usable once per battle. If one uses this jutsu, no other jutsu may be performed that turn, or the user suffers internal organ damage.


(Juubun Yin Rasengan)- Perfected Yin Chakra Rasengan
Rank: Forbidden
Type: Attack
Range: Short
Chakra: 65
Damage: 130 (40 to oneself)
Description: Chakra is made of two halves, yin and yang. By upsetting the balance of the two, and increasing the yin in an unnatural ratio to the yang, the user creates a white, blinding, perfect ball of energy that's extremely unstable. It's a perfectly smooth sphere that immediately annihilates anything when it comes in contact with it. This unnatural rasengan is extremely powerful, and immediately shatters the bones of the user's arm using this rasengan.

NOTE: Only usable once per battle. If one uses this jutsu, no other jutsu may be performed that turn, or the user suffers internal organ damage.

(Yang~Yin Chakra Chishio/Michishic) Yang~Yin Chakra- Disflow or Flow
Rank: forbidden
Range: long,short,short-mid
Type: attack/supplementary/defense
Chakra: 70
Damage: 90 (+15 self damage)
Description: the user manipulates yin of the area (meaning any water source) or yang of the area (meaning any fire and earth source) to strength or cause a malfunction within something. If strength yin and yang must be apply evenly and if to cause a malfunction yin or yang must be apply at an non-equally amount. If malfunction is caused the attacked or the opponent will either be pushed behind or get their energy blocked for 2 rounds in which the user can't kill them, but can only capture them.
Note: i must be in contact with that object or opponent
Note: this jutsus starts to affect on the opponents next complete turn
Note: be able to use once per match
Note: the user can't perform jutsus with a rank higher than B's for 3 turns
 
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