♦ Dragon's Lair ♦

Igneel

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‡ Custom Jutsu List ‡



Personal List

#1
#2
#3
#4
#5
#6
#7
Custom Summons

Summoning Animal:
Previous Scroll Owner:Lil-Chwan
Current Scroll Owner: Igneel
#1 (Ten Kuchiyose no Jutsu: Dokuyaku) Marten Summoning Technique: Giftig
#2 (Ten Kuchiyose no Jutsu: Ken ) Marten Summoning Technique: Klinge
#3 (Ten Kuchiyose no Jutsu: Niiro Tsume) Marten Summoning Technique: Rot Krallen
#4 ( Ten Kuchiyose no Jutsu: Oyaji) Marten Summoning Technique: Greis
#5 (Ten Kuchiyose no Jutsu: Kuromori no Ten ) Marten Summoning Technique: Schwarzwald Martens
#6 (Ten Kuchiyose no Jutsu: Kokuou) Marten Summoning Technique: König

Summoning Animal:
Current Scroll Owner: Damon salvatore
#1 Summoning Boss: Anubis





♦Raiton: Denki bakuhatsu |Lightning Release: Electric Explosion|
♦Raiton:Naibuteki raikou dageki |Lightning Release: Internal Lightning Shock|
♦(Raiton:Erekutorikku Baburu)Lightning Release:Electric Bubble
♦Raiton: Raikou X|Lightning: Lightning X|
♦(Raiton: hekireki taihou) - Lightning Release: Lightning Cannon
♦(Raiton: Ryuusandan Haratsu Ami) Lightning Release: Shrapnel Explosion Net
♦(Raiton: Hiraishin no Jintai) -Lightning Release: Human Lightning Rod
♦(Raiton:shuzoku taka) - lightning element: Racing hawk
♦(Raiton: Shingai Nami ) - Lightning Release: Shock wave
♦Lightning Release-Pattern Links: (Ruikei Rinkusu)
♦(Raiton: Mankai Houden)-Lightning Style: Full Bloom Discharge
♦Raiton: Seiteki Sa-Chi Inu (Lightning Style: Static Search Dogs)
♦Raiton| Yurezuchi (Lightning Release| Quaking Thunder)
♦(Raiton: Ame no Kyohaku)- Lightning Element: Rain of the Stars
♦Raiton: Raiya Houchou (Lightning Release: Lightning Arrow Step)
♦Lightening Element : Double Lightning Sabers Cut (Raiton :Futae Raiton Gontuo Kire)
♦(Raiton: Keshi Makuga Hara) - Raiton Release: Blades of Honor
♦Raiton: Chidori Zenkai - (Lightning Release: One Thousand Birds Perfect Form)
♦(Raiton Bu-meran Ashinami) Boomerang Lightning Step
♦Raiton: Rippou- Lightning Release: Cube
♦(Raiton: Pachipachi Ninja no Kutsu)- Crackling Ninja Shoes
♦(Raiton: Fukuro no Giragira) Lightning Style: Owl's Glare
♦(Raiton: Ki no za Raibun'ya)- Lightning Release: Tree of the Lightning Realm
♦(Raiton: Sen no te no kyū ) - Lightning style: Sphere of 100 hands
♦(Raiton:kyuushuu) Lightning:Suction


♦Doton: Tsuchi Heika |Earth Release: Earth Arms|
♦Doton: Koumaru No Ishi |Earth Release: Balls Of Stones|
♦(Doton: Kyokan Mukade)-Earth style: Giant Centipede
♦(Doton: Tsuchi Musha) -Earth Style: Earth Marauders
♦(Doton - Koroseumu) Earth Release: Colosseum.
♦(Doton: Yurasu Bakura) Earth Element: Rock Explosion
♦(Doton: Enchou kangoku) – Earth Style: Dome Prison
♦(Doton: Bimyona Shifuto)- Earth Release: Subtle Shift
♦Doton:Yochi Haru|Earth Release:Earth Spring
♦(Doton: Hedoro no Kouzetsu) – Earth Release : Slime Ensnaring Tongue
♦(Doton: kensei no doragon ) - Earth Release: Power of the Dragon
♦(Doton: Kachiku Kanshou ) Earth Release: Bovine Intervention


♦Mizu ririsu - tako no shokushu |Water Release-Octopus Tendrils|
♦Water style: Oil clone Jutsu ( Suiton: sekiyu Bunshin )
♦Water release: Tears of Sorrows = Suiton: No namida wa, kanashimi
♦(Suiton: Kawa sono Suijin) Water Release: Shell of the Water God
♦(Suiton: Heisha Sattou) Water Style: Chariot Rush
♦(Suiton: Mizu Handou) – Water Style: Hydro Kick
♦Water Release: Giant Hand|Suiton:Kyojin Hando
♦Water: Bullet Orb (Suiton:kyuutai Teppoudama)
♦(Suiton: Mori Hando) Water Release: Helping Hands
♦(Suiton: kensei no doragon )- Water Release: Power of the Dragon
♦(Suiton: Suetto no Potteri Buta) – Water Release: Sweat of the Bloated Pig


♦Katon:kasai hitoya |Fire Release: Fire Prison|
♦Ushiro Honoo |Back Flame|
♦(Katon: sune-ku gogyou tatsumaki)-Fire Style: Fire Snake Tornado
♦(Katon: Hisan chourui)-Fire Style: Flying Birds
♦(Katon: Kasai Tenshi Tsubasa )-Fire Style: Fire Angel Wings
♦(Katon: Pirittokuru no Tankyuu)|Fire Release: Hot Pursuit
♦(Katon: Kaisu No Kusa)-Fire Release: Fire Grass
♦(Katon: Faia sogekihei) - Fire Style: Fire Sniper
♦(Katon: Kanetsu Nami) - Fire Style: Heating Wave
♦(Katon: Guren Bakuenjin) - Fire Release: Exploding Flame Blades
♦Katon: Ira Kaen|Fire Release: Thorn Flames
♦(Katon: Jigoku no Buresugādo) - Fire Release: Hell Guards Breath


♦(Fuuton: kochou bure-do) Wind Style: Butterfly Blades
♦(Futon: boushi bu-meran suraashu no jutsu)-wind style: spinning boomerang slash jutsu
♦(Futon: kyokudo bu-meran bakuha no jutsu)-wind style: extreme boomerang blast jutsu
♦(Futon: Taisan) Wind Style : Disperse
♦Fuuton: haipa tatsumaki) – Wind Release: Hyper Tornado
♦(Fuuton: Kaze Kei Kadou) Wind Release: Wind Whip Vortex
♦[Fuuton: Za Hyoujin Kaze] Wind Style: The Sharp Wind
♦(Fuuton: Kyanon) Fuuton Style: Fuuton Cannon
♦(Fuuton: Enenra) Wind Style: Smoke Yokai
♦Fuuton: Bofukoromo - Wind Style: Storm Mail
♦(Fūton: Tenryū no Hōkō) - Wind Style: Sky Dragon's Roar
♦(Fuuton: Torikago ) - Wind Release: Birdcage


♦Doton/Fuuton: Nidorutaretto |Earth/Wind Release: Needle Turret|
♦Raiton/Doton: Enkei Nokogiri |Lightning/Earth Style: Circular Saw|
♦(Futon/Katon: Ketsugo gijutsu || Eanetto)-Binding art || Air net
♦Doton/Fuuton: Shouchikubai Ashibishi (Earth/Wind Combo: Elevated Stepping Stones)
♦Doton/Fuuton: Semai Meimei Oberisuku | Earth/Wind Release: Small Divine Obelisk
♦(Katon/Raiton:Katans) - Fire/lightning Sword
♦(Raiton/Suiton: Kihou no Borute-ji) - Lightning/Water Release: High Voltage
♦[Kaze/koudo/faia soshi konbo: Enkou Nagareboshi Hitoame] Wind/Earth/Fire Elemental Combo: Flaming Meteor Shower


♦Odin Yari (Spear of Odin)
♦Odin Hishu (Odin dagger)
♦Odin Genkotsu (Odin Fists)
♦Heishi mune houmen | Dying Will Release|
♦Ninja arts: Spirt Arts = Ninpou: Supiritto Gijutsu
♦Ninja Arts: Spirit arts - Great Fire spirit. = Ninpou: Supiritto Gijutsu - Kyousei Ho Supiritto
♦Ninja art: Chakra Cannon (Seishou kyanon)
♦Hlín No Te | Hlín's Hand
♦(Ninpo: yajuu Ishiki ) Ninja Art: Senses of The Beast
♦(Ninpou: Kumogakure no Jutsu)- Ninja Art: Hidden Cloud Technique
♦(Kaunta-Kuchiyose no Jutsu): Counter summoning technique
♦(Ninjutsu: Buttai Hensa) - Ninja Arts: Projectile Deflection
♦Hades' Tombstone Teleport ♦ Aidaou Tafópetra Taxidevo
♦(Himitsu Kasso Hoho) - Secret Gliding Method
♦(Ninpou: Bakuhatsu Danmaku Tagu) Ninja Style: Explosive Tag Barrage


♦( Genjutsu: O Ushiro ! ) - Illusion Technique: Behind You !
♦( Genjutsu: Okuyuki Chikaku ) - Illusion Technique: Depth Perception
♦( Genjutsu: Mayaku Yotsu Kamereon ) - Illusion Technique: Drug-Intoxicated Chameleon
♦( Genjutsu: Yotta Kōmori ) - Illusion Technique: Drunken Bat
♦( Genjutsu: Ikirei no Shitai ) - Illusion Technique: Doppelganger Corpse
♦( Genjutsu: Kakushitsu ) - Illusion Technique: Dead Skin
♦( Genjutsu: Gunkaku Merutodaun ) - Illusion Technique: Arms Race Meltdown
♦( Genjutsu: Akumu Samasu ) - Illusion Technique: Waking Nightmare
♦( Genjutsu: Pechunia ni Yoru Shibō ) - Illusion Technique: Death by Petunia
♦(Genjutsu: Apollo no Te) Illusion Technique: The Hands of Apollo
♦( Kurogen: Za Niyurareiza ) - Black Illusion: The Neuralizer
♦( Genjutsu: Sakasama no Seikai ) - Illusion Technique: Inverted World
♦( Irooni Genjutsu: Ketsueki to Sora no Rendan ) - Colourful Demon Illusion Technique: Duet of Blood and Sky
♦(Dou Genkaku: Ina Kashira no Chikin) Mayhem Illusion: The Reverence of the Rooster
♦(Dou Genkaku: Akuma Gojou no Nori) Mayhem Illusion: Demonic Carousel
♦( Kurogen: Dai Hachiken, Ningyō Gekijō ) - Black Illusion: Eighth Sword, Puppet Theatre
♦(Dou Genkaku: Oni no Hara) Mayhem Illusion: Belly Demon
♦(Suiton Genjutsu: Yama no Bachi) Water Release Illusion: Mountain's Curse
♦(Katon Genjutsu: Ahou no Shinkirou) Fire Release Illusion: A Fools Mirage
♦( Genjutsu: Dangan no Jikan ) - Illusion Technique: Bullet Time
♦(Doton Genjutsu: Dou Ion) Earth Release Illusion: Ionic Mayhem
♦Genjutsu |Never Ending Pit Of Death|
♦(Genjutsu: Kujaku Umou) Peacock Feathers
♦(Genjutsu: Kurushii Songu) Illusion Technique: Painful Song
♦Genjutsu: Shinigami Bun'ya (Illusion Technique: Shinigami Realm)
♦(Genjutsu: Hera no Judgemento)Illusion Technique: Hera's Judgement
♦(Genjutsu: okashi sen) Illusionary Technique: Candy Beam
♦(Magen: Kūdaka Sekai) - Demonic Illusion: Shattered World
♦(Doujutsu: Genjutsu: Hari Oshi) Eye Technique: Illusion Technique: Needle Pressure
♦(Genjutsu: Uzume) Illusionary arts: Envy
♦Genjutsu: Fuhenteki Youbai) Illusionary Technique: Universal Solvent
♦(Genjutsu: Saru no Sobaeru) Illusion Technique: Prankster Monkey
♦(Genjutsu: Hokousha) - Illusion Techniques: Walkers
♦(Genjutsu: Seishi Gazō ) - Illusionary Technique: Still Image

♦(Taijutsu: Stomp Em In Za Nattsu) - Stomp Em' In The Nuts


♦Kansou Houmen: Shikke Henjou | Arid Release:Moisture Relinquish
♦Kansou Houmen: Suihou! | Arid Release:Bubbles!
♦ Kansou Houmen: Gure-Pu Doki | Arid Release: The Grapes of Wrath
♦Kansou Houmen: Kikou Sono San Kamigami | Arid Release: Season of the Sun Gods
♦Kansou Houmen: Konmei Harou | Arid Release: Confusion of Waves
♦Kansou Houmen: Atsusa Gekido | Arid Release: Heat of Refinement


♦Juinjutsu:Kenran Hayoku|Cursed Seal Technique: Brilliant Cataclysm


♦(Fūinjutsu: Rokettohōmingu) Sealing Arts: Homing Rocket
♦(Fuinjutsu: Kaminari Den) = Sealing Techniques: Thunder Palace


♦Kyōsei Abunai | Force Acrobatics
♦Kyōsei Ochitsuka/Gekido | Force Calm/Rage
♦Kyōsei Machigai/Mageru | Force Mind Trick/Will Bend
♦Kyōsei Sōsa Suru | Force Grip
♦Kyōsei Mamoru/Settoku | Force Protect/Persuasion




‡Katon:Kasai Sukin|Fire style:Fire Skin
FULL
♦Yubel
♦Naizen
♦Selendrile
♦Mathias
♦Lord of Kaos
♦Ushiro

Raiton: Burikka no Jutsu| Lightning Release: Flicker Technique
FULL
♦Icemyster
♦Ichigō
♦Shady Doctor
♦Akisha
♦Blizzard
♦-L-

Doton: Pirania Kyobou|Earth Release: Pirahna Frenzy

♦Negative Knight
♦Gutsy Jiraiya
♦Blizzard
♦Aízen

Suiton:Amatsu Supin|Water Style:Heavenly Spin
FULL
♦Ichigō
♦Rain of Hell
♦Aízen
♦-Yashiro-
♦Better
♦Venom

Fuuton:Kaze Hando|Wind Style: Hands of Wind|

♦Negative Knight
♦Zanda
♦Rain of Hell
♦Aízen

Genjutsu: Watatsumi Chishio| Illusionary Arts: Oceans of Blood

FULL
♦Negative Knight
♦Lili-chwan
♦Erzo
♦Professor Sarutobi
♦Ace.
♦Sharingdork

(Genjutsu: Ito Ijouhassei) - Illusionary Arts: Threaded Infestation

♦Negative Knight
♦Lili-chwan

 
Last edited:

Igneel

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‡ Raiton|Lightning Release|雷遁 ‡

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Raiton: Denki bakuhatsu |Lightning Release: Electric Explosion|
Rank: S
Type: Offense
Range: Short-Mid
Chakra Cost:40
Damage Points: 80
Description: The user starts by sending large amounts of raiton chakra above the palm of their dominant hand and then concentrating it into one tiny ball. Then the user throws the ball at high speeds at the opponent and as it reaches the opponent the user detonates the ball, causing an explosion that effects anything within short to mid range. Direct contact is fatal while being in the blast range causes paralyzation.
♦ This Jutsu can only be used twice per battle
♦ This Jutsu can only be used every 2 turns
♦ Can only be taught by Naruto41698
♦ The user can't use any Lightning Jutsu until they can use this jutsu again

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Raiton:Naibuteki raikou dageki |Lightning Release: Internal Lightning Shock|
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
♦ Can only be used once per battle~
♦ Can only be used by me and who I teach~

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(Raiton:Erekutorikku Baburu)Lightning Release:Electric Bubble
Rank:A
Range:Short-Mid
Type:Offense/Defense
Chakra:30
Damage:60 (+10 if used with a water jutsu)
Description:The user gathers up Raiton chakra into the center of his body and releases it around his body in the shape of a bubble which protects the user as a shield.The user can also use the bubble for offense by stretching out both his arms and expanding the bubble up to mid range shocking and stunning the opponent.If the bubble is touched by the opponent the bubble automatically bursts dealing more damage to the opponent by sending electricity through the opponents body.The user can use a Water jutsu before this one to increase it's power.
♦ Can only be taught by SilverMoon1996
♦ The opponent is unable to move for one turn after he touches the bubble.
♦ Can only be used 3 times per battle.

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Raiton: Raikou X|Lightning: Lightning X|
Type: Offence
Range:Mid
Rank: A
Chakra cost: 30
Damage: 60
Description:The user 1. makes 2 hand seals and then he starts gathering up a huge amount of raiton chakra in his palms and as he collects enought of the raiton chakra he releases it creating a quite big amount of electricity come out of his palms, and then he uses the electricity to create a big X shaped lightning which he will push forwards at high speed, if it clashes against any other electricity this jutsu will explode destroying ewerything what is close to it.
Notes:
♦ Can only be tought by me.
♦ Usable 4 times a battle.
♦ No other lightning jutsus the same move as this jutsu was used.

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(Raiton: hekireki taihou) - Lightning Release: Lightning Cannon
Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage: 80
Description: The user points both of his palms together and gathers his lightning chakra in his palms while leaving a distance between them then the user uses shape manipulation to form the lightning into a very condensed sphere of lightning energy that's more condensed than the Rasengan and has the same shape, then the user release the lightning chakra all at once in the direction of the desired place releasing a large beam of lightning that thrust at fast speed in the direction of the opponent.
♦ 3 times per battle
♦ No Lightning techniques higher than A-rank for 2 turns
♦ Can only be taught by ~Crow~

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(Raiton: Ryuusandan Haratsu Ami) Lightning Release: Shrapnel Explosion Net
Rank: B
Type: Attack
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user charges a large amount of raiton chakra into a single kunai/shurikan and throws it at the opponent. The user then may preform a single hand seal and cause the raiton built up within the kunai to explode outwards causing the object to explode into multiple, metal shards covered in raiton that are connected to each other by a multiple electrical currents, creating a net effect that will easily subdue an opponent.

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(Raiton: Hiraishin no Jintai) -Lightning Release: Human Lightning Rod
Rank: A
Type: Supplementary/Defensive
Range: Short-Mid
Chakra: 30
Damage: 60 (if opponent is within the field)
Description:The user emits a powerful field of electrical energy; anyone caught within it gains a negative charge. The user positively charges the air around him, meaning that if the opponent is within the field he/she is constantly shocked by lightning. Although, raiton jutsu are almost impossible to dodge while within the field, the field only extends 10 meters from the user. This jutsu also does a great job of disrupting electrical jutsu aimed at the user.
♦Last 3 Turns
♦Usable only once

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(Raiton:raikou enjin) - lightning element:Lightning ring
Rank:C
Type:Offensive, Supplementary
Range:short
chakra cost:20 (after the enemy is caught 15 each turn)
Damage points:15 (each turn once the enemy is traped)
Description:The user makes lightning in his hand and than makes it take shape of a circle.The user than can throw it on his enemy to demoblize them.Thus,stunning them.As the enemy is stunned and the circle of lighting is still on them it releases a shock wave that keeps stunning them.
♦The user cant move while the jutsu is active
♦While the jutsu is active the user can only use a jutsu that needs one arm and no handseals)
♦can only be used twice per battle(cant be used on the next turn)

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(Raiton:shuzoku taka) - lightning element: Racing hawk
Rank:A
Type:Attack
Range:short-mid
chakra cost:30
Damage:60
Descreption:The user counsintrates a big amount of lightning chakra to his mouth and than spits it out at the enemy.Than the user uses his chakra minipulation to form a hawk (only head and wings)
that attacks the enemy at high speed.
♦can be used 2 times per battle


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(Raiton: Shingai Nami ) - Lightning Release: Shock wave
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses chakra in a piece of string. When the chakra reaches the string, it should create a shock wave. When the user hits the opponent with it, their skin will set on fire and peel of slowly.

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Lightning Release-Pattern Links: (Ruikei Rinkusu)
Type:Supplementary/Attack
Rank:A
Range:Short-Long
Chakra Cost:30
Damage Points:60
Description: By channel Ranton chakra into some wire and form complex string figure designs with the user hands.The figure the user creates can then be launched from the string as a powerful cutting attack made up of Ranton.The wire itself is said to be stronger than steel.

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(Raiton: Mankai Houden)-Lightning Style: Full Bloom Discharge
Rank:S
Type:Attack
Range:Short-Long
Chakra cost:40
Damage Points:80
Description: The user generates a huge lotus-like flower from his/her hand, using this, the bud of the flower gets shot towards the enemy whereas the petals disperse around the desired area.

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Raiton: Seiteki Sa-Chi Inu (Lightning Style: Static Search Dogs)
Rank: A
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 50
Description: The user focuses lightning from the clouds that strike down on the earth and leave a medium sized dog that can sense the static in the persons body. The dogs then go out and find the opponent attacking him with burst of electricty and themselves.
♦User may not cast any other Lightning Jutsu while the Dogs are in play

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Raiton| Yurezuchi (Lightning Release| Quaking Thunder)
Rank: S
Type: Attack
Range:Short-Long
Chakra: 40
Damage: 80
Description: The user clasp their hands and formulates Raiton chakra on thier palms then the user will then proceed to slam their hand into the ground, cracking the upper surface and unleashing a torrent of lightning pillars through the ground that extend up into the air and towards the target. If target is standing on ground, they may loose their balance besides being possibly electrocuted.
♦Usable 2 Times

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(Raiton: Ame no Kyohaku)- Lightning Element: Rain of the Stars
Type: Attack
Rank:S
Range:Long
Chakra Cost:40
Damage:80
Description: The user summons a storm that rains down of thousands of lightning bolts that explode in an electric surge around the opponent. This attack has a very wide range.

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Raiton: Raiya Houchou (Lightning Release: Lightning Arrow Step)
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra: 30
Damage: (60 if used to attack)
Description: By harnessing the earth's electrical fields to generate electricity, this works as long as the user's legs are connected to the earth. When in use, this allows the user to nearly instantly to close short distances and strike within the same motion. Usable at distances of several feet or less, this allows one to deliver an electrically charged palm thrust should it connect. If no contact is made between the ground and the user's legs, this is unusable. There is a downside as the user cannot change directions once the technique is initiated, thus allowing a more skilled opponent to dodge if they see it coming.


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Lightening Element : Double Lightning Sabers Cut (Raiton :Futae Raiton Gontuo Kire)
Type:Attack
Rank: B
Range:Short-Mid
Chakra Cost:20
Damage Points:40 ( +10 at short range )
Description: by letting your lightning chakra through your hands , and making an lightening saber each one of them you can fuse it together in one X like slash directed at your opponent , or if you hit it directly to your opponent it will be more effective.

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(Raiton: Keshi Makuga Hara) - Raiton Release: Blades of Honor
Rank: S
Type: Offense/supplementary
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will channel Raiton chakra into the earth, channeling it underneath the ground, and with one handseal, spears or lighting will errupt from the ground, under the opponent, stabbing him from underneath.
Note:
♦Can be used up to 1 times in a battle.
♦doujutsu's can see through ground and can respond to it.
♦Only those who has mastered Raiton can use this.
♦You can't use any other lightning jutsus in the same turn, hence it will take up all your Raiton chakra.
♦In the next turn, you can't use any higher then a B-ranked lightning justu
♦Can be taugh only by Dr. House

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Raiton: Chidori Zenkai - (Lightning Release: One Thousand Birds Perfect Form)
Rank: Forbidden
Range: Short-Long
Type: Attack
Chakra: 50
Damage: 90 (-25 to user)
Description: The User will create a Chidori within the palm of his clenched fist. As he opens his hand, the Chidori will burst and scatter into "One Thousand Birds" of lightning. After released the birds barrel towards the opponent striking him like bolts of lightning. This is noted as the Chidori's final and most powerful form.

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(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

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Rank: B
Range: Short
Type: Supplementary
Chakra: 20( 10 per turn)
Damage: N/A
Description: A technique where the user does a small sequence of 2 hand seals and release raiton chakra to make himself flicker like a pulsating light rapidly turning on/off/on/off repeatedly. Others will literally see the user appear and disappear as he flickers and their eyes will find it very difficult to follow the user.If they focus their eyes to see the user,their eyes could suffer making it harder for them to concentrate their eyes on the user.A more pronounced eye damage from the bright flickering is temporary blindness which lasts for a few seconds,if not careful. The result is a confused opponent having difficulty tracking and following the user's movements, his position or his actions.This technique is very effective when used in conjunction with Taijutsu.This technique does not work against Doujutsu.
♦Lasts for 4 turns
♦Usable 2 times per battle
♦Can only use lightning techniques while active otherwise the technique ends.
♦Doesn't affect doujutsu.
♦Can only be used/taught by Igneel


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Raiton: Rippou- Lightning Release: Cube
Rank: A
Type: Defence|Attack
Range: Short
Chakra cost: 30(+5 for each turn cube is kept active)
Damage Points: 60(+15 for lightning techs)
Description: The user will mold a large amount lightning chakra in his body and release it. Using shape manipulation, he will slam his palms together and form a cube made of Lightning.This cube protects the user from all attacks A rank and below except for wind and Water which it can only block up to B-rank. The user can still move and perform other techniques while in the cube.
♦User cannot use any water techniques while cube is active.
♦Cube will automatically deactivate after 3 turns. -User cannot use lightning in the same turn cube is activated.
♦Lightning techniques used while in the cube receive a +15 boost.
♦Can only be used twice
♦Can only be used by Naizen


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(Raiton: Pachipachi Ninja no Kutsu)- Crackling Ninja Shoes
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: The user channels ration chakra to his feet, which then travels into the ground, 5 feet in any direction around the user. This jutsu lays dormant, until it is activated when any doton jutsu is used within its vicinity. The chakra reacts to doton, and as such will release a pulse of electricity, destroying any doton jutsu before it can be started.
♦Can only be taught/used by Selendrile
♦Only works when the doton jutsu emerges from the 5ft. area around the user
♦Usable twice per battle
♦Once used, the jutsu remains active until it is used once


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(Raiton: Fukuro no Giragira) Lightning Style: Owl's Glare
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user quickly gathers lightning chakra on the eyes, making them glow, iluminating the path. If eye contact is made with the opponent, a beam of lightning is shot to pierce the opponent's eyes. The beam is virtually untrackable, due to an optical illusion: Since the beam travels straight forward, all the opponent see are the glowing eyes. Only experienced doujutsu users or chakra sensors (Sage rank), will be able to notice the slight increase of chakra/glow as the beam is being shot, and as such are able to respond correctly.. In the case the opponent notices, it is easily blockable, for if it it's anything other then soft tissue (I.e. Eyes) the max it can do is leave 2 small wounds.
♦Can only be used thrice, lasts 3 turns, where the user can shoot 2 pairs of beams throughout*


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(Raiton: Ki no za Raibun'ya)- Lightning Release: Tree of the Lightning Realm
Rank: S (Forbidden*)
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user first begins by focusing a giant amount of lightning chakra, into there palm. But by using chakra compression, the user makes a small lightning "seed", which is so small that it is invisible to the naked eye. The user will the insert it into the ground. After exactly one turn the user will then do a one-handed tiger seal, causing a tree made of pure lightning to burst out through the earth at really high speed, which makes it nearly impossible to avoid. The tree will stab the opponent from below, and branches will stab holes in the victim. After the trees creation, the tree gives off lightning energy into the battleground that increases the users raitons jutsu's power by +15
*It can be used at a much larger scale to hit multiple enemies, doing the same damage, but putting a huge strain on the user, thus doing +10 damage to him.
♦Tree lasts for two turn
♦Can only be used once per battle
♦The jutsu is undetectable by the naked eye, and can only be detected by doujutsu and chakra sensory
Note:
♦Only Usable by Village Officials
♦Allowed to use by being the Current War General of Kumogakure

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(Raiton: Sen no te no kyū ) - Lightning style: Sphere of 100 hands
Rank: Forbidden
Type: Attack/Defense
Range:Short-long
Chakra Cost:50
Damage Points:90
Description:
The user begins by performing 2 hand seals whilst focusing an astonishing amount of chakra into a single point on his spinal cord (outside of the skin). After about 2-3 seconds of charging the lightning, the user would then allow the chakra to expand controllably into a large sphere of about 15 feet in diameter that floats behind the user, attached to his back by a small string of lightning. With the sphere created, the user is able to control the massive amount of chakra in the sphere to create up to 100 arms made of pure lightning chakra. The arms are similar to that of the biju cloaks arms used by jinchuuriki, though due to them being made of lightning, they move at incredible speeds and are able to pierce through objects with relative ease (A-rank cutting potential) or just shock them thus leaving them paralyzed for a brief time. The string attached to the user from the sphere continually sends electric pulses through the users body, thus damaging his body a little every turn It's active.
♦ Only teachable by shady doctor
♦Usable once
♦Lasts 3 turns
♦Can only use lightning techniques during use, and after the jutsu is done the user is limited to only A-rank Jutsu for 3 turns due to chakra drainage
♦Due to the constant pulses of electricity sent through the users body, his speed will drop one rank for the rest of the fight.


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(Raiton:kyuushuu) Lightning:Suction
Type: Supplementary
Rank: S
Range: Short
Chakra Cost:50
Damage Points:N/A
Descriptionnce a lightning jutsu is used against the user he does 3 handseals and lifts his hands towards the coming lightning.Then he absorbs the Raiton chakra from the justu.
♦Can be used 2 times per battle.
♦After used the user must use lightning jutsu in the same turn to free the stored lightning chakra.
♦Only taught by Damon Salvatore
♦Can absorb only till A rank justus.

 
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‡ Doton|Earth Release|土遁 ‡

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Doton: Tsuchi Heika |Earth Release: Earth Arms|
Rank: B
Type: Supplementary/Attack
Range: Short-long
Chakra cost: 40
Damage Points: N/A
Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
♦ The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
♦ Must be taught by ~Yard~
♦ Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
♦ If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.

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Doton: Koumaru No Ishi |Earth Release: Balls Of Stones|
Type: Offensive
Rank: S
Range: All
Chakra Cost: 40 (+20 more for each 2 additional balls)
Damage: 80
Describtion: The user makes 4 hand signs and than he focuses his chakra into his hands and he launches 1 ball of stones from each hand at his opponent whose speed can be increased by Wind Techniques of B-rank and lower. This technique can be used with Hurricane Fist which destroys balls and makes small stones which will fly at high speed at opponent with same strength.
♦ Can only be used 3 times in battle.
♦ User can´t use any Water Technique in next 4 turns.
♦ Can only be taught by Migualon J.J.

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Rank:S
Type:Attack
Range:Short-Mid
Chakra:40
Damage:80
Range:Short-Mid
Description:The user concentrates his doton chakra and does a single handseal creating an infinite number of pirahna's made of earth.These pirahna's are of the same size of the actual pirahna's and can only travel under earth and can jump a height of 1m above the ground.They swarm upon the enemies and devours them and can not be destroyed while in ground as any damage to the pirahna is regenerated as long as there in ground
♦ can only be used twice per battle
♦ cannot use any suiton jutsu of A-rank and above for 2 turns
♦ cannot use any doton jutsu of S-rank and above for 1 turn
♦ pirahna's lasts for a full turn
♦ pirahna's doesn't harm the user
♦can only be taught by igneel


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(Doton: Kyokan Mukade)-Earth style: Giant Centipede
Type: Attack
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: After preforming the required hand seals the user will pick a spot anywhere on the ground and focus chakra on it. A huge centipede made from rock will emerge from that spot and lunge at a target with its jaws open. If the target is not quick enough, the centipede will capture in its jaws and a slam it back into the ground. Once the centipede hits the ground it will crumble.
♦ Can only be used 3 times per battle.
♦ Faust can only teach this


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(Doton: oshi sacchi) Earth Release: Pressure Sensing
Rank: C
Type: Supplementary/Defense
Range: Short-long
Chakra cost: 20
Damage Points: N/A
Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
♦ User must make contact with the ground while using this jutsu.

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(Doton: Tsuchi Musha) -Earth Style: Earth Marauders
Type: Attack/Defense/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
This technique is some ways mimics the stone golums/earth clones. The user will preform two hand seals and spits out mud from mouth to ground then it solidifies. By doing this the user will have three options on what will be formed from the mud. The three choices are Broad sword wielding Warrior/ Archer with Bow/ Viking with giant shield. Warrior attacks are basic Kenjutsu; Archer attacks are typical shots. These Marauders stand about 13 feet tall. With the exception of the Viking the Archer/Warrior are basic attacking types. The warrior is capable of attacking at short range and the archer is capable of attacking at mid - long distance doing the based damage. The Marauders are able to move as fast as a clone and they are quick with their attacks. These Marauders are unable to use jutsus of any kind.
♦Only one Marauder is able to be used at a time.
♦They last on field until destroyed.
♦Unable to use Doton technique in same move they are created.
♦Unable to reform after begin destroyed.
♦Usable once per battle.
♦Only usable by Dexter..
♦Only trainable by Dexter..

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(Doton - Koroseumu) Earth Release: Colosseum.
Type: Supplementary.
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:N/A
Description: The user performs 4 Handseals then he slams his dominant hand onto the ground and, sends enourmous amounts of Chakra through the Earth and creates a Giant Colosseum rises up through the Ground, covering the whole battlefield.
♦Can only be used once per match.
♦The Colosseum is infused with the users Chakra untill it gets destroyed.
♦Can only be taught by Gobi Gobletsson.
♦Due the high amounts of Chakra the user is so exhausted that he is only able to perform B-Ranked or lower Jutsus for the next 3 turns.

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(Doton: Yurasu Bakura) Earth Element: Rock Explosion
Type: Offensive
Rank: B
Range: Short – long
Damage points: 25
Chakra cost: 40
Description: The user takes rock from the ground and increases the density, making the rock much harder than normal rock. They then launch it at the opponent and keep a string attached to the rock.
When the rock comes in close range of the opponent, the opponent releases chakra through the string by making the ram hand seal, making the rock explode and causing severe damage to the opponent. The injection of chakra goes fast.
♦Can only be taught by Wesobi
♦Can only be used twice per battle
♦The string is clearly visible to doujutus users, due to the injection of chakra before the explosion. Non-doujutsu users can see the string, but not very clear.
♦No Doton attacks in the same turn.

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(Doton: Enchou kangoku) – Earth Style: Dome Prison
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: This jutsu is used to trap an opponent in a dense dome of rock that rises up and imprisons the them, which can be further manipulated so that spikes will protrude from the inside of the dome piercing the target. The spikes cannot penetrate targets of greater density.
♦Can only be used 3 times per battle.
♦No S rank earth techniques the following turn.
♦Can only be taught by McKnockout

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(Doton: Bimyona Shifuto)- Earth Release: Subtle Shift
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: The user focuses earth chakra throughout the ground to make it absorb small objects, weapons, liquid etc and quickly transport them somewhere else either underground or on the surface. The movement of the objects underground is very discrete to keep enemies unaware of it. However, as objects reach the surface shifting earth can be heard. This jutsu is helpful when setting traps and will not work on a living organism.
♦Can only be taught by Shin-Akira


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Doton:Yochi Haru|Earth Release:Earth Spring
Rank:A
Range:Short-Long
Type: Defensive/Supplementary
Cost:30
Damage:N/A
Description:The user manipulates the earth with his chakra beneath him or his opponent by stomping, sending his chakra through the ground causing the ground to spring up(like a catapult) ,causing who ever the justu is used on to be propelled rapidly through the air in the direction of the users choice.
♦Can Only Be Used Three times
♦Can Only Be Taught By Icemyster


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(Doton: Hedoro no Kouzetsu) – Earth Release : Slime Ensnaring Tongue
Rank: D
Type: Supplementary
Range: Short
Chakra cost: 10
Damage points: N/A
Description: The user expels a retractable cord of mud in the shape of an elongated tongue from their mouth. Its adhesive and retractive ability allow it to stick to objects and pull them towards the user or it can be used to pull the user towards another person. However its main purpose is to attach to any part of the terrain which is in range and pull the user to the desired location extremely quickly. It can also be used in quick succession to travel from one place to another.
♦Lasts for Three Turns



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(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


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(Doton: Kachiku Kanshou ) Earth Release: Bovine Intervention
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: This Jutsu is based on the Earth Chakra's abilities to harden or soften any earth feature. By slamming the user's palm on the ground, or on any thrown or erupted earth structure, the user is able to harden or soften the said structure, all at once. The technique is based on the user's chakra reservations, and thus the area and volume of the feature the user wishes to change varies with it.
As described this technique has two variants:

(Buru no Ai Naguriai ) Bison's Love Fist, which allows the structure struck by the right hand to harden immediately. Basically, any soft structure, such as Sand, Gravel or Mud (Created by Earth Release (Canon Element), not Mud Release (Custom Element)) will turn into rock.

(Ushi no Nyuujou Kissu) Cow's Milky Kiss, which allows the structure struck by the left hand to soften immediately. Basically, any hard structure, such as Rock, Harden Mud or Earth will turn into sand.

♦Can only be used 3 times per battle

 
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‡ Suiton|Water Release|木遁 ‡

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Rank:B
Type: Offensive/Defensive
Range:Short-Mid
Chakra:20 (-10 per turn)
Damage:40(if opponent gets dizzy)
Description:After creating a solid construct made out of water[eg:Water Dragon,Gushing water imprisonment or any water jutsu that has a definite shape],the user simply performs the tiger seal manipulating the water construct to spin rapidly at high speeds.If used in conjunction with projectile based water jutsu's,this increases the penetration power of the projectile(the water projectiles gets +20 damage.).If used in conjunction with jutsu's like Gushing water Imprisonment(or other water jutsu's that traps the opponent inside a water body),the opponent would get dizzy and will eventually pass out due to getting rapidly spun inside the water body
♦Usable 4 times per battle
♦A solid construct has to be made prior to the usage of this jutsu
♦Spinning lasts while the user focuses on it
♦Only Taught/Usable by Igneel
♦Cannot be applied to Forbidden Rank techniques

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Mizu ririsu - tako no shokushu |Water Release-Octopus Tendrils|
Type Defensive/Offensive
Rank:A
RangeShort
Chakra Cost:30
Damage Points:60
Description:The user will create a orb of water around the to protect themselves.The can split the dome into many tendrils that can whip, slash and pierce nearby enemies.
♦While inside the dome you are very open to b rank raiton techs*
♦Can Only Be Taught By ROTM

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Water style: Oil clone Jutsu ( Suiton: sekiyu Bunshin )
Type: Supplementary
Rank: A
Range: short mid
Chakra Cost:30
Damage Points:60
Description: The User creates a clone out of oil that when it disperses it splatters near by objects with flammable oil. You can only summon three of them at a time. The clone can only use techniques using oil and cannot move past mid-range from the user's position.

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Water release: Tears of Sorrows = Suiton: No namida wa, kanashimi
Type: Defensive/Supplementary
Rank: A
Range: Self/Short
Chakra cost: 25
Damage points: 40
Description: the user focuses water chakra in his/her hands, then the user places the hands in front of his/her face, like if he/she was crying. The user will emit a lot of water, from their mouth and water chakra that just appears to be tears from their eyes. The water will begin to take form, and will quickly grow, into a three meter tall, faceless, human looking, clump of water, with very big arms. The water will place it’s arms in front of the user, thereby shielding the user from harm. This is all done in one fluid motion.
♦Can only be taught by ZeroGarra.
♦Can only be used three times per battle.
♦This jutsu lasts for 1 turn.

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(Suiton: Kawa sono Suijin) Water Release: Shell of the Water God
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user preforms a series of hand seals and causes a sphere of water to form around either themselves or the opponent. The sphere of water is hollow so the person is just surrounded by the water, not actually in it. The water then spins rapidly preventing the person inside of it from exiting. This can be used to protect the user form incoming attacks, or to imprison the enemy in an inescapable sphere of water (meaning they can't just walk their way out of it but instead must use an appropriate jutsu to force their way out). Then with a single hand seal the user can cause the water to violently collapse on itself crushing whoever is inside.
♦Can only be used twice per battle.
♦Requires a water source.

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(Suiton: Heisha Sattou) Water Style: Chariot Rush
Rank: A
Type: Attack
Range: Short - Long
Chakra cost: 30
Damage Points: 60
Description: The user preforms the *Snake* seal then releases a large amount of water from their mouth. The water forms into several chariots that rush towards the target. The chariots are able to hit all at once or one at a time this causing the target to move around the constant battering of chariot. If a chariot hits the target, the target is hit with such force that they are pushed back and have several injuries.
♦No water source required
♦Usable once per battle
♦Unable to use another "Water Style" in same turn
♦Only trainable/usable by Dexter..

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(Suiton: Mizu Handou) – Water Style: Hydro Kick
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: N/A
Description: The user gathers a large amount of water chakra under any of his feet and release it as a geyser of water to launch himself in any direction, depending on the angle that his feet maintain with the ground. This is basically used to shift in the blink of an eye from short to mid range and vice versa, or from mid to long range and vice versa. When using Hydro Kick, the user’s feet must be in contact with the ground/earth to give appropriate power to the geyser.
♦Can only be taught by BluePhenix.
♦Can only be used five times per battles due to the stress it poses on the ankle of the user.


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Water Release: Giant Hand|Suiton:Kyojin Hando
Type:Attack/Supplemantry
Rank:A
Range:Short-Long
Chakra Cost:30
Damage Points:60(+5 with lightning)
Description:The user creates a giant hand out of water that can be hard for a punch or sharp to act as a claw it can also be used to grab the enemy. Can be mixed with lightning techniques to make it stronger.
♦Can only be used by Rain of Hell or if thought by Rain of Hell


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Water: Bullet Orb (Suiton:kyuutai Teppoudama)
Rank:S
Range:Short
Type: Supplementary
Chakra Cost:40(-5 per each turn)
Damage:0
Description: The user creates a 1m diameter orb out of water the orb can shoot small bullets from inside of it and each bullet is as strong as Suiton: Teppoudama) - Water Style: Water Bullet and 5 bullets can be shot per turn.
♦It lasts for 3 turns unless taken out by a powerful jutsu
♦The jutsu can only be used by Rain of Hell and people who learned from him
♦Can only be used 3 times per battle


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(Suiton: Mori Hando) Water Release: Helping Hands
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will perform the Tiger – Ox hand sequence, whereas the user will pour their chakra into an existing water source which contains at least 3 cubic meters, and by doing so the user will perform the tiger hand seal and the water will when coming into contact with an object or person explode outwards with a surge of water. This surge of water will blast out and entangle, strangle, crush and drown the person.
♦Can be used twice per battle
♦Can only be taught by Gutsy Jiraiya
♦Needs a water source



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(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.
ɸ Can stay active for 2 turns at a time
ɸ Can't use earth jutsu while it lasts.



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(Suiton: Suetto no Potteri Buta) – Water Release: Sweat of the Bloated Pig
Rank: S
Type: Supplementary/Defensive
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user will perform the Boar Handseal whilst focusing their chakra into a nearby solid element e.g. Earth, Paper, Sand, Clay and etc. The resulting effect will be the miniscule drops of water residing in the air around it, quickly converging on the target material/element, aiming to seep through the pores, cracks and crevices in the material, if not simply being absorbed by it. Whilst doing this, the water will take on a very dense, viscous and adhesive quality similar to that of Water Release: Starch Syrup Capture Field. The resulting effect of this forced absorption of moisture will cause the affected substance to gorge and inflate to an incredible size, but also become so heavy that it can no longer move, remain airborne or even be manipulated in the slightest. To signify this, the affected material will begin oozing out adhesive water from its openings, almost overflowing due to the great amount of sticky water its been forced to absorb e.g. Clay creatures will be "drooling" adhesive water from their mouths. This technique will have varying effects on different elements e.g. Paper will become too heavy/sticky and will begin to cling to other sheets of paper, Sand will become almost impossible to control/manipulate, Clay will become incapable of detonation and etc. However since the basis of this technique relies on water absorption, the user will be physically incapable of using it on metal or crystal-based elements. Furthermore, the affected material/element must be completely in solid form and not partially e.g. cannot effect Mud, Lava and similar solid-like liquids.

♦ Can only be used four times per battle
♦ Can only be Taught by Negative Knight
♦ Cannot be used on consecutive turns
♦ Can only be used on elements/materials and not on people directly
♦ Follows elemental weaknesses and strengths

 
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‡ Katon|Fire Release|火遁 ‡

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Type: Defence
Rank:A
Range:short
Chakra:30
Damage:60
Description:After the user performs a single handseal,he channels his entire body with katon chakra and,the user coats himself with the katon chakra making him impervious to all katon jutsu's of A-rank and below
♦can only be taught by Igneel
♦can only be used 2 times in battle

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Katon:kasai hitoya |Fire Release: Fire Prison|
Rank:A
Type:Supplementary
Range: Short
Chakra:30
Damage:N/A( +10 if they touch the fire)
Description: This jutsu is used to trap a victim inside a virtually inescapable dome of fire.The user will gather his fire chakra in his hands, slamming them into the ground forming a ring around the opponent. The user will then make it rise forming a dome around the opponent. Not only will this trap the victim but it will burn the oxygen inside so if the opponent doesn't escape in three turns, he will run out of breath and die.
♦Jutsu can only last for three turns
♦Can only be used or taught by Taiketsu Namikaze
♦Can be escaped by jutsu like "Hide like a mole" or with a powerful water jutsu

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Ushiro Honoo |Back Flame|
Rank: S-rank
Type: Defensive
Chakra Cost: 40
Damage Points : N/A
Description: The user focuses fire chakra in one arm, then a flame appears around the users hands, the user can shoot out pure fire chakra to cancel out any fire jutsu
♦can only be taught by Axle
♦It only has 3 shots
♦except Forbidden

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(Katon: sune-ku gogyou tatsumaki)-Fire Style: Fire Snake Tornado
Type: Attack/Defense.
Rank:A
Range: Mid Range.
Chakra Cost: 30
Damage Points: 40
Description: The user gathers fire chakra around him/her and then creates a giant tornado around him/her. And, after that it form it self in the form of a giant snake/hebi and forms a shield around the user it self a shield of fire. And, your oppont can not touch you.
♦The User Can Only Use This Jutsu only once a Battle.

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(Katon: Hisan chourui)-Fire Style: Flying Birds
Type: Attack
Rank: A
Range: Mid Range/Long Range.
Chakra Cost: 25
Damage Points: 50
Description: You, concentrate your chakra into your hands and then release a wave of fire. Once, you're done you make flying birds (10) out of the wave of fire and direct them to at your opponent. When, it hits your opponent they start exploding. And, turning you're opponent to dust.But, on the other side this jutsu can be canceled by a stronger water jutsu.
♦The User Can Only Use This Jutsu Twice A Battle.
♦The, user must be Sannin or above.

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(Katon: Kasai Tenshi Tsubasa )-Fire Style: Fire Angel Wings
Type: Defence
Rank: B
Range: Mid-Long
Chakra Cost: 50
Damage Points: N/A
Description: The User concentrates his/her Fire chakra in his/her shoulders.Then, the user shapes it into two (angel) wings made out of Fire. The user can use as a fire shield against wepons like Kunai's, Shuriken's Etc. This, jutsu can also alllow the user to Fly into the air.
♦This, jutsu can be used once per battle.
♦This, jutsu lasts two turns.
♦The user must be Sannin rank or above

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(Katon: Pirittokuru no Tankyuu)|Fire Release: Hot Pursuit
Rank: S
Type:Attack/Defense
Range: short/long
Chakra cost: 40
Damage points: 80
Description:The user gather huge amount of katon chakra ,As he feel it he put it into his hand,As the chakra channel into his hand he make dragon and tiger hand seal then he slam his hand into the ground ,as he touch the ground with his hand he release the chakra into the ground creating alot of falme pillars that go towards the enemy into a line shape till it hit him
♦can only be used 2 times per battle
♦can't use any Katon jutsu on the same turn and Katon above A-Rank on the next
♦must master katon and aact
♦can't use it on the next turn

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(Katon: Kaisu No Kusa)-Fire Release: Fire Grass
Type: Attack, Supplementary
Rank: A Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes three hand seals and then manipulates the ground within a mid-range of them to have small, hot flames come out of the ground around them. The fire is hot enough to severely burn and damage the feet/other body parts of those who touch it. By regulating where they stream their katon chakra, the user is able to exclude certain areas from being set ablaze. Ex. The area beneath their feet.
♦The fire will burn for two turns.
♦Once created, the user isn't able to manipulate the fire so that it quits burning a certain area.
♦Can only be used once every four turns.
♦It takes a certain time before the flame reach a high enough temperature to severely burn the oppononent, leaving a small gap to react accordingly.

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(Katon: Faia sogekihei) - Fire Style: Fire Sniper
Rank: S-Rank
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user gathers in Katon chakra and at the same time inhales. Then as the user exhales, they will mix the air with their katon chakra. At this time the user will bring up both hands up to the mouth, with both hands the user will create a "barrel". As the user exhales a powerful amounts of fire, the users hands will act like a gun barrel and will make the fire into a concentrated stream of fire. Because the fire is condensed into a stream, it becomes very power and accurate.
♦Can only be used twice per battle
♦Can not use fire justu A rank or higher for current turn and the next turn as well
♦Must have fire mastered to use this jutsu
♦Must be Taught by Piccolosan

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(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


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(Katon: Guren Bakuenjin) - Fire Release: Exploding Flame Blades
Type: Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After a series of destructive attacks, the user finishes with a torrent of blade-shaped flames by rotating the body in a cirkel pattern, thus releasing the blades from both hands while rotating that strikes the enemy in a spiral formation, from multiple direction. Every time the enemy is hit with a blade, it explodes and burns the enemy. Described as one of the ultimate fire technique, this attack is so powerful and destructive that it has been shown to destroy big rocks once the flames explode, such as gigantic pillars 2-3 meter tall, which is known to have extremely tremendous endurance capabilities amongs the Iwagakure shinobi. This technique is mainly used as a finishing move and it's extremely hard to evade, due to the unpredictable flame blades which come from multiple direction, as seen in the gif below.

Appearance;

♦ Note: This jutsu can only be taught by Ichigō.
♦ Note: This jutsu can only be used four times per battle.
♦ Note: The user must have mastered katon inorder to use this jutsu.
♦ Note: The user cannot perform fire technique above A-Rank, the next turn.


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Katon: Ira Kaen|Fire Release: Thorn Flames
Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: User chooses some weapon(s) and channels his fire chakra in them, it can be done through a distance, contact with the weapon is not required. After channeling the chakra, with just one Tiger hand-seal user makes the chakra burst into flames in a shape of thorn, which reaches out half-meter in a shape of spiked orb. User can simultaneously envelop maximum of 5 weapons with thorn flames.
Note:
♦ Usable 4 times per battle.
♦ Copyrights © Blizzard.


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(Katon: Jigoku no Buresugādo) - Fire Release: Hell Guards Breath
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 40
Damage: N/A (+20 to Fire techniques, - 20 to wind techniques; see description for more information -5 per turn)
Description: Sending out chakra from their body, the user will perform nature transformation to change the nature of their chakra into the properties of fire, and manipulate it to mix in with the air to create a heatwave around them. The heatwave will resemble the shape of an orb and cover everything short range from the creator. This technique is used in multiple ways. Firstly, because the air is heated from the user's chakra, any fire techniques created by the user and shot out by the user, or anyone that has compatible chakra with the users like summonings will be strengthened by infusing the heatwave's heat into the fire technique. When the heatwave fuses with the fire chakra from a fire technique, it would greatly increase in temperature, and thus, become more powerful (next rank). Secondly, any wind technique coming from the user to outside of the orb and from the opponent coming inside of the orb will be weakened, due to the heat gradually weakening the wind technique as it travels within the orb and when the wind clashes with the fire chakra, it would lose power and momentum, because fire is superior to wind. Lastly, with a single handseal, you can manipulate the heat from the heatwave with shape manipulation to a more intangible form of the heatwave that can be released from all directions, counting as an A-rank and reaching up to mid range. Once the heatwave expands out, and once making contact with the target, it would cause 3rd degree, painful burns throughout the body or body parts touched by the heatwave.
♦Useable 3x Per battle with a three turn cooldown
♦No fire jutsus above S-rank during this move
♦Teacheable by Ace. only
♦This technique remains active for 3 turns, and requires five chakra per turn that it is active.

 
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‡ Fūton|Wind Release|風遁 ‡


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Type: Offence/defence
Rank:S
Range:short
Chakra:40
Damage:80
Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack his opponent only head on and he can use his hands to defend even against lighning justsu's of rank S and below and it can also be used to deflect kunai's and shurikens
♦Can only be taught by Igneel
♦No hand seals required
♦Cannot use any wind jutsu of A rank and above for 2 turns
♦Can only be used three times

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(Fuuton: kochou bure-do) Wind Style: Butterfly Blades
Type: Attack
Rank: A
Range:Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will cup his/ her hands infront of their chest focusing wind chakra to the palms of their hands, they will then throw their hands up into the air releasing 5-10 wind manipulated butterflies. The user can then manipulate the wind butterflies around the battle field to wherever they want within range, the user can then snap their fingers at any time of their choosing and instantly manipulate the wind from its butterfly state to blades which then hurl towards the target(s) at extreme speeds from where ever the butterflies where last situated.
♦When the butterflies are changed to blades they are almost impossible to see by an ordinary ninja due to they're small blades of wind.
♦This jutsu takes a few seconds when sommoning the wind chakra and manipulating the butterfly shapes to the disired location
♦Can only be used three times per battle

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(Futon: boushi bu-meran suraashu no jutsu)-wind style: spinning boomerang slash jutsu
Type:Attack
Rank:B
Range:short-medium
Chakra Cost:25
Damage Points:40
Description:The user would make a boomerang shaped gathering of wind in each hand and throw them at their opponent and then the user would be able to control where it goes because of the flow of their chakra being in the boomerang. The user could then manipulate the chakra from a distant and adjust the height the boomerang is at and add more chakra to certain parts to make it turn in a certain direction.
♦you can only make it move or curve through the air once.
♦this jutsu can only be used by Kid Ace2392 or Lord of Kaos and people they teach it to.

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(Futon: kyokudo bu-meran bakuha no jutsu)-wind style: extreme boomerang blast jutsu
Type:Attack
Rank:B
Range:short-medium
Chakra Cost:25
Damage Points:40
Description:The user would make several (up to 5)wind boomerangs and throws them at the opponent. As they get closer to the opponent, the user makes a hand seal(tiger), and the chakra spinning inside the boomerangs expand and explode.
♦This jutsu can only be used twice in battle
♦this jutsu can only be used by Kid Ace2392 and Lord of Kaos and people they teach it to.

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(Futon: Taisan) Wind Style : Disperse
Type : Defense/Supplementary
Rank : A
Range : N/A
Chakra cost : 30
Damage points N/A
Description : The user is able to disperse his body into the wind, making the user one with the wind. The user can decide where he wants to reform back to his original state. Can be used to avoid incoming attacks.
♦Takes time to reform back into user's original state.
♦Dojutsus such as sharingan and byakugan can see the user of this jutsus chakra flow as he disperses into the air.
♦Can only be used Once per battle
♦Only used/taught by ~Yondaime~

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Fuuton: haipa tatsumaki) – Wind Release: Hyper Tornado
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.
♦The controling of the shuriken counts as one of the users turns
♦Can only be taught by ~Yard~

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(Fuuton: Kaze Kei Kadou) Wind Release: Wind Whip Vortex
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will begin to compress a large amount of chakra into their hand, forming it into a whip made out of the wind. The user will then swing the whip towards the opponent, releasing multiple vortexes of wind towards him.
♦After the vortexes are released the whip will dissipate
♦can only be used 3 times per match

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[Fuuton: Za Hyoujin Kaze] Wind Style: The Sharp Wind
Rank: S
Type: Attack
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user will gather wind into their hand and condense it with chakra. creating long and thin projectiles in their hand. Then the user can aim these projectiles, launching them at a target. The projectiles do not deal a very much damage, though they are made for precision instead. for if aimed at a very vital, or severe pressure point, the user can cause their target to be unable to battle. Though this is quite hard to do and requires a great amount of focus and accuracy. They are really sharp and fast and could pierce through steel.
♦Usable only one times per battle.
♦Their as fast as Rock Lee without weights
♦Five projectiles are made from the users fingers.
♦No wind techniques the next turn.
♦Faust can only teach this.

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(Fuuton: Kyanon) Fuuton Style: Fuuton Cannon
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges their finger with chakra then adds fuuton chakra into their index finger the same way as a chakra cannon and aims at the opponent, he then releases the vortex blast of wind infused chakra at the opponent sending him flying.
♦Puts a tremendous strain on the users hand and can only be used 3x per battle
♦Cant use Wind Techniques for two turns
♦Must know chakra cannon to use this
♦Can only be taught by Nagato..

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(Fuuton: Enenra) Wind Style: Smoke Yokai
Type:Attack
Rank: A
Range:Short-Long
Chakra Cost:30
Damage Points:60
Description: When the foe is inside smoke or mist, the user then manipulates the wind around it to form a Smoke demon which is used to attack the enemy throughout there body and consistantly attacks the enemy within the range of the smoke.
♦Can only be used in conjunction with smoke and/or mist

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Fuuton: Bofukoromo - Wind Style: Storm Mail
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 0
Description: This technique gets initiated by the user crossing his hands above him. This prompts many air currents to gather around him, creating an hurricane surrounding his entire body. While clad in this "armor", users destructive power is boosted, allowing him to go into melee to perform wind-enhanced blows capable of shattering rock. With the hurricane preventing user to meet any wind resistance during movement and giving extra momentum speed is also increased and so is defense, with the currents moving around him being strong enough to repel enemies and prevent them from nearing him but the user is weak to fire in this state.
♦Can be used once
♦Lasts 4 turns
♦Taijutsu increase +5
♦Speed level equals a taijutsu specialist
♦C rank and below ninjutsu/taijutsu have no effect


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(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.

Appearance;

♦ Note: This jutsu can only be taught by Ichigō.
♦ 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.


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(Fuuton: Torikago ) - Wind Release: Birdcage
Type: Offensive
Rank: B rank
Range: Mid range
Chakra: 20
Damage: 40
Description: By performing two handseals, Rat -> Snake, the user will create a ball of dense Wind in the air above the opponent which is barely visible to the naked eye, but can be felt due to the energy of the Wind chakra it is gathering. Then by using shape manipulation, the user is able to form the ball of Wind into thin wires that spread out from the central point of the ball outwards into a dome of sharp, thin Wind-based projections that look like a bird cage around the opponent. Then by a snap of the user's fingers, the dome of sharp Wind projections would close in on the opponent with great speed, cutting him up within it

 
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‡ Mixed Elemental Techniques|倍性質変化 ‡

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Doton/Fuuton: Nidorutaretto |Earth/Wind Release: Needle Turret|
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user slams his hands on the ground and raises a 10x10 block of earth from the ground with many small holes in it that shoots countless needles of earth in any direction that are cloaked in wind to greatly increase their speed and piercing ability. As long as the user's hands stay on the ground, the turret can continue to fire. The user can use the same turret again later but it will count as another move.
♦Can be created 3 times per battle
♦No A-rank or higher wind and earth the turn after use

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Raiton/Doton: Enkei Nokogiri |Lightning/Earth Style: Circular Saw|
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 60
Damage Points: 20x3
Desription: User Creates a Lightning Disk, making it slightly larger, and instead of throwing it aerially at an enemy hauls it to the ground. The Lightning Disk acts as a Circular Saw, that splits into 3 different smaller Lightning Disk that follow one after the other with a 1 foot gap in between each.
♦Can only be taught by Loki.
♦Can only be used 1 time per battle.

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(Futon/Katon: Ketsugo gijutsu || Eanetto)-Binding art || Air net
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description:
For this jutsu the user makes a Ram handseal and then in the air above the opponent there starts forming a fisherman's net like structure made up of pure air once its forms it quickly falls on the opponent standing below it. This net then restricts the opponents movement and also stops him from doing any raiton jutsu since the net absorbs any lightning that leaks out. By doing another Tiger handseal the user can set the net ablaze with fire reducing the opponent to ash.
♦Can be used twice per battle.
♦Requires mastery of wind and fire.
♦The net can be easily destroyed by B rank fire while its in the air. The trick is to notice its formation.

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Doton/Fuuton: Shouchikubai Ashibishi (Earth/Wind Combo: Elevated Stepping Stones)
Type: Defense/Supplementary
Range: Short-Mid
Rank: A
Chakra Cost: 50
Damage Points: N/A
Description: 5 Large patches of earth infused with wind chakra raises out of the ground elevating the user. Can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before slowly sinking back into the ground.
Restricted to 3x per battle.
♦Can only be taught by Loki

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Doton/Fuuton: Semai Meimei Oberisuku | Earth/Wind Release: Small Divine Obelisk
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long (on throwing)
Chakra: 30 (-10 each turn)
Damage: 60
Description:
User does 3 hand seals (Dog+Ox+Bird) and 1 Rock Obelisk breaks from the ground within short range of the user. This obelisk is about 4 meters high and 2 meters wide. This Obelisk is then infused with wind chakra which makes it rise from the ground and hover above ground between short to mid range around the user. The user can direct the obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire. When the Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. The Obelisk can also be used to attack the enemy, by throwing it against the enemy.
♦can only be used 3 times
♦stays active maximum of 3 turns
♦can only be taught by Scorps

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(Katon/Raiton:Katans) - Fire/lightning Sword
Rank: S-rank
Type: Supplementary
Range: short
Chakra cost: 40
Damage points: 80
Description: This technique allows the user to create a fire sword which the User sends Lightning chakra to make it a Lightning/fire sword which can be used to cut through objects and slash enemies.
♦No Lightning Jutsu above S-rank for the next 3 turns.
♦The Jutsu last for 3 turns.
♦The user can only perform this Jutsu Once per battle

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(Raiton/Suiton: Kihou no Borute-ji) - Lightning/Water Release: High Voltage
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user starts by focusing a large amount of suiton chakra infront of his/her hand which is pointed at the opponent by converting the highly focused suiton chakra into water, materializing a large amount of water before their hand and as the water appears the user starts channeling his raiton chakra into his hand till the point it's a pure mass of focused lightning chakra than the user will blast it right into the water infront of him/her, exploding inside the water and creating a lightning/water combination, with lightning coiled around the water blast and inside it in a form of a dormand bomb. The user will direct this at the opponent and being fired in an "V" pattern and as it makes impact it will explode leaving a large mass of steam an a crater behind.

Appearance;

♦ Note: Can only be taught by Ichigō.
♦ Note: This jutsu can only be used four times per battle.
♦ Note: The user can't perform any lightning or water jutsu the following turn.


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[Kaze/koudo/faia soshi konbo: Enkou Nagareboshi Hitoame] Wind/Earth/Fire Elemental Combo: Flaming Meteor Shower
Rank: Forbidden
Type: Attack
Range:Short- Long
Chakra Cost: 50
Damage Points: 90
Description: The user performs four handseals, he then releases his doton chakra into the earth [by foot eg.stompimg], he then inhales a normal proportion of air, as this is done, the user forms the tiger handseal,and focuses his katon chakra, the user then stomps on the ground, as 10 boulders [each the size of a regular human body in height and are of spherical shape] are ejected from the ground, up into the air, the user then clasps his hands together, this engulfs the boulders in flames, as the extreme heat of the fire changes the boulders color to glowing red, the user then focuses and generates wind chakra into the air to forcibly push the boulders to strike the opponent, the wind also slightly increases the power of the fire.This scenery is a shower of meteors.
Note:
The boulders are formed in front of the user [in short range],added by fire and then launched by the wind [to mid or long range], When the boulders make contact to the ground, the entire terrain of a range will be entirely devastated into the form of a crater, while patches of flames are scattered throughout that entire area.[this jutsu is performed at great speed] As this jutsu is performed, the user coughs up blood. He falls to his knees, as blood runs down his nose, this is due to the incredible force upon the user to perform the technique, after the use of this technique, the users hand becomes dark in color, as they are useless to perform handseals for the next two turns. The users chest also becomes red, since the extreme use of multiple chakra, this overuse of chakra temporarily clogs the chakra circulatory system, causing it not to flow efficiently which will lead to the the use of only three of the basic five elements for the next three turns.
♦No S ranks or higher for the next turn
♦Usable only once per battle
♦Usable for Sannin Rank or Higher
♦Requires the space of three moves [since the usage of multiple elements]



Raiton/Fuuton| Mabushii Unari (Lightning/Wind Release| Radiant Howl)
Rank: S
Type: Attack/Defense
Range: Short-Long
Chakra: 40
Damage: 80
Description: The User concentrates a large amount of wind and lightning Chakra in his mouth that when releases sends out massive shockwaves of lightning and wind around that can obliterate whatever is in it path. The rippling wind and lightning creates a deafening howl that is able to drown out all sound and causes the and opponent to be deaf for the turn afterwards.
♦(No Lightning Or Wind Next Turn)
♦(Usable 2 times)

 
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‡ Ninjutsu|Ninja Arts|忍術 ‡

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Odin Yari (Spear of Odin)
Type:Attack
Rank: S
Range:Mid to long
Chakra cost:40
Damage Points:80
Description:The user focuses chakra in one hand and makes a spear using shape manipulation.This spear is then launched at the target.It explodes upon contact causing a blast of 2 yards' radius
♦Can be used 3 times.
♦Created by Chan.

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Odin Hishu (Odin dagger)
Type:Attack
Rank: S
Range: short to mid
Chakra cost: 40
Damage Points: 80 + one range push back (not counted as a finisher)
Description: Using shape manipulation,a chakra ball of 2 feet in dimension appears at the index finger tip and it is shot at the target.If hit,the victim is sent flying one range back.It can break through smaller projetile shots of up to non-elemental S rank.But only the ones it meets during its travel meaning other senbon from the opponent can still come at the user.(eg,the jutsu below-Odin Fists)
♦Usable only 2 times.Takes one turn to use again.Must have completed the chakra control training session from a sensei.
♦Created by Chan.

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Odin Genkotsu (Odin Fists)
Type:Attack/defence
Rank: S
Range: short + one range knock back
Chakra cost: 40
Damage Points: 80
Description: The user gather chakra into his fists.The fists start to shine and from each fist,shoots out multiple pellets.A few advantages it has is that the shots are wide spread, which makes it highly effective against quick or invisible opponents.The target will be send flying back to Mid range.
♦usable only 2 times.
♦Created by Chan.

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Heishi mune houmen | Dying Will Release|
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: The user releases 90% of their remaining chakra into a force known as the user's "Dying Will", the user's 5 senses are pushed to the Max, also it greatly increases the users reaction time dramatically improved ten fold, but this jutsu takes alot of pressure on the user's body
♦can only be used once per battle
♦only lasts 3 turns
♦after using this jutsu is cancelled, the user can only used B and below ranked jutsu

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Ninja arts: Spirt Arts = Ninpou: Supiritto Gijutsu
Rank: A
Type: Supplementary
Range: short-long
Chakra cost: 30
Damage points: 60
Description: The user will concentrate his elemental chakra and will create a spirit of the certain element. This spirit represents some kind of animal with the size from average person to the size of Gamabunta. It is naturaly made from the ceratin element (e.g made of fire, water wind etc.). It has the ability to use techniques from the certain element without any hand seals much more faster than usuall, and it applys the normal elemental weaknesses. However if made of fire the spirit will be extremly vulnerable from water attacks and even 2 ranks lower techniques of the elemental weakness of the spirit, would be able to destroy it. Also the spirit can only perform techniqes that does not require hand seals. *
♦Last for 3 turns
♦Can only be taught by PowerOfDarkness
♦No taijutsu and genjutsu while the spirit is on the field
♦Ryuji is the co-creator of this and all spirit arts.

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Ninja Arts: Spirit arts - Great Fire spirit. = Ninpou: Supiritto Gijutsu - Kyousei Ho Supiritto
Rank: S
Type: Offense
Range: short - long
Chakra cost: 40
Damage points: 80
Description: The user first performs a row of 2 handseals and then he will create a huge fire spirit with the size of Gamabunta. This is one of the 5 great spirits and he is able to use fire jutsus up to S rank that doesnt require hand seals, however he can only use 3 jutsus by the time he is on the battle ground. This spirit is extremly volnerable to watter attacks and he would immediatly die once being hit by B rank water or above. Every jutsu the spirit does counts as a single move.*
♦Can only be taught by PowerOfDarkness
♦Ryuji is the co-creator of this jutsu
♦While any of the great spirits is on the field, the user can only have up to 2 clones in use.
♦No taijutsu and genjutsu attacks while the spirit is on the field

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Ninja art: Chakra Cannon (Seishou kyanon)
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a massive amount of chakra into their index finger and aims at the opponent he then release the blast sending a blast of pure chakra at the opponent
♦Can not use Ninjutsu techniques the next turn~
♦Can only be used by me and who I teach~

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Hlín No Te | Hlín's Hand
Type: Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
Using basic chakra shape manipulation, the user coats his palm with pure chakra and expands it forming a thin circular construct in front of it that can be directed and used to defend against an offensive jutsu. The construct is light blue in color but remains quite transparent. Once per battle the user can make a construct strong enough to defend against 1 S-Rank jutsu but, if so, he can't use it again for the rest of the match. This chakra construct is weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.
♦Can only be taught by Scorps
♦Can only be used once per turn to a maximum of 3 times
♦Can defend against 1 S-Rank, once per match but can't be used again and the user can't use Non-Elemental Ninjutsu in the following turn

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(Ninpo: yajuu Ishiki ) Ninja Art: Senses of The Beast
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
♦Once per battle
♦Only taught by Professor Sarutobi
♦Lasts for 3 turns or until canceled.

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(Ninpou: Kumogakure no Jutsu)- Ninja Art: Hidden Cloud Technique
Type: Supplementary
Rank: C
Range: Long
Chakra Cost: 15
Damage: N/A
Description: Usable by most members of the Hidden Cloud village, this technique creates a very thick group of ground-level clouds that covers the battlefield. The clouds are many times thicker than mist from the Hidden Mist counterpart jutsu and thus makes it harder to see and even more difficult to breathe in the clouds. Cloud ninja have no trouble breathing as they reside at such high altitudes that they have grown used to the atmospheric pressure, but against regular shinobi unfamiliar with life in the Hidden Cloud Village, they could potentially suffocate if the clouds are not dispersed within 5 turns. Like the Hidden Mist counterpart, the clouds are made up of the users chakra, making it impossible for Sharingan users to effectively use their sharingan in the Hidden Clouds.
♦Can only be used two times a battle

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(Kaunta-Kuchiyose no Jutsu): Counter summoning technique
Rank:C
Type:Supplementary
Range:Short-Long
Chakra Cost:15
Damage points:N/A
Description: when the opponent forms the hand seals to perform 'Kuchiyose no jutsu', the user of this jutsu, releases an amount of chakra into his/her hand and lays their palm on to the ground, this then enables a disruption throughout the ground and disrupts the calling of the summoned creature/weapon when the foe tries to summon.

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(Ninjutsu: Buttai Hensa) - Ninja Arts: Projectile Deflection
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: After throwing a chakra infused kunai, shuriken etc. or any other projectile upto C-Rank which is imbued with user's chakra, user focuses on that projectile's chakra which is of his own, and by hand gestures he can control/change the direction of that projectile in mid-air.
♦Can only be used on 4 projectiles at max in one usage.
♦Can only be taught by Enzup.


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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*


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(Himitsu Kasso Hoho) - Secret Gliding Method
Type: Supplementary
Rank: C
Range: Short
Chakra: 15 (+5 each turn active)
Damage: N/A
Description: This jutsu gets its basis from the technique a shinobi uses to walk across the surface of water. To perform it the user must emit a constant stream of chakra from the bottom of his feet which will make him hover just above the surface of the ground. The user then proceeds to emit stronger chakra streams from any side of his feet to act as a propellant and allow the user to seemingly skate across the ground. This can be done without moving but the user can gain speed faster by moving his body in a similar fashion to an ice skater. While on a level surface, the user can reach sprinting speed in 8 seconds if only propelled by chakra. Of course, this technique works on water as well.
♦Lasts up to 5 turns


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(Ninpou: Bakuhatsu Danmaku Tagu) Ninja Style: Explosive Tag Barrage
Type: Offensive | Supplementary
Rank: C
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description: The user will form three handseals, "snake > boar > monkey", and then clap their hands together, channeling their chakra through the air and into any Explosive Tag within range (the user must be aware of the tags' presence). Then, utilizing the basic properties of "Manipulate Advancing Blades", the user will then cause the tag to levitate, and their chakra will cause the tags to become stiff like a piece of metal (the paper comprising the tag can still be cut, but it cannot be bent or shattered). The user will then cause the Explosive Tags to fly in any desired direction. This technique can be used to manipulate a cloud of Explosive Tags fluttering through the air in order to give them a destination and to keep them from exploding until they're at a safe distance (this works because explosion tags work through chakra causing the tag to explode, either on a timed delay, or by remote handseal detonation, or when fire reacts with the chakra. The users chakra within the tag acts as a sort of "insulator", restricting other chakra from reacting violently to cause an explosion until the technique is completed), to stop the user's own kunai with explosive tags attached to them, and to even redirect them back at the target. The explosive tags caught in this jutsu do not need to travel together in a single "swarm", and can be manipulated individually to counter specific kunai or shuriken. However, the user can only choose a maximum of three destinations for tags to travel to (allowing them to manipulate three clouds of tags, or three single tags individually per use). When the user separates their clapped hands, the tags explode simultaneously.
♦Can only be taught by Sharingdork
♦The user must have touched the explosive tag in order to manipulate it (but the number of explosive tags manipulated by a single use is limitless, so long as the user has touched the tag)

 
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‡ Genjutsu|Illusionary Techniques|幻術 ‡


GENJUTSU MASTERS ARTS



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

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

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

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

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

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

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( Genjutsu: Gunkaku Merutodaun ) - Illusion Technique: Arms Race Meltdown
Rank: B
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user makes four handseals, casting an illusion on multiple target(s). If any of those targeted possess some weapon on their person, the genjutsu activates. It makes the target(s) believe that the weapons on their person are melting into superhot metal and enveloping their skin, causing them severe pain. Reflexively, any target(s) holding a weapon in his hand opens it due to the perceived pain, making this illusion useful to both cause damage via mental stress and disarm an opponent.
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( Genjutsu: Akumu Samasu ) - Illusion Technique: Waking Nightmare
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes four handseals, casting an illusion on a single target. The target then appears to 'wake up' in his own bedroom, unhurt and rested, as if the events of the preceding battle were a particularly realistic nightmare. This makes it difficult for the target to break the genjutsu, as he does not notice it. In reality, the target is immobile as his mind believes he is safe in his bed, allowing the user to strike.

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

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

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

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

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

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

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

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

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

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

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

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

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



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Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user perform a single handseal and places a genjutsu upon the opponent. In the illusion, every time the opponent spews a Suiton technique from their mouth, they'll instead see themselves utilize their own blood for the technique. Due to this, should the opponent continue with the technique, they'll immediately feel the numerous and severe effects of major blood loss in the illusion. These effects include the opponent collapsing, breathing extremely heavily, paling of the skin, weaknesses of limbs and dizziness. In reality, the opponent's brain is so well fooled by the illusion into believing that the body is actually losing gallons of blood, that the brain causes the body to react accordingly, causing the target to undergo hyperventilation, weaknesses of limbs, and dizziness, often leading to collapsing, just as in the illusion. Due, however, to the difference in scales from the volume of blood a body has and a volume of water a normal technique may have, the effects aren't directly proportional and will only be fully experienced if the target uses water techniques or maintains water techniques in use for the duration of the technique, with the symptoms gradually setting it. Being such an advanced form of genjutsu, this technique controls the sense of sight,taste and smell,meaning the blood produced by the technique is difficult to distinguish from the real thing.

♦Can only be Taught by Igneel
♦Can only be used once per battle
♦Genjutsu lasts for three turns unless dispelled

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Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user performs a sequence of four handseals to trap their opponent(s) in a genjutsu. The illusion consists of a mass of threads emerging from inside of the opponent's body, with the threads spreading their reach throughout their body much like a radical infestation. The threads erupt from opponent's mouth, eyes and ears before enveloping them in a large tightly weaved cocoon of dark threads which completely prevents their mobility. The dark threads seem to be almost symbiotic in nature, clinging to the opponent and digging their tips deeper into their body the more they resist the technique. As the threads continue their infestation of the body, they puncture through the opponent's body numerous times, as well as tightening their grip by the second so to prevent the opponent's mobility.The abundant dark threads wrap around the opponent,encasing him completely.It's almost as if the opponent has been mummified by dark threads.The dark threads clog up all the openings in the opponent's body robbing some of the senses. As the threads multiply in the illusion, the target is left progressively hindered and will eventually become unable to move after a full turn. As the technique progresses the opponent begins gasping for air, as the threads tighten their hold over the opponent's throat. Due to being such an advanced illusionary technique,this genjutsu can be cast on multiple opponents.The appearance of the threads produced by this technique is entirely dependent on the user's preference. They can range from resembling Kidomaru's silk to metallic wires, from Kakuzu's dark threads to Jiraiya's hair.

♦Can only be used Twice per battle
♦No other genjutsu in the same turn
♦Can only be Taught by Igneel

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Genjutsu |Never Ending Pit Of Death|
Type:Supplementary
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description:The user cast a genjutsu on the opponent to make it seem as if a huge hole formed under him and he is falling to his death. While the opponent is in the midst of the jutsu, the user may finish him quickly or slowly torture him until he dies.
Tip: It is best used when your opponent is making handseals
♦Can only be used once a match*
♦Can Only Be Taught By ROTM*
♦This jutsu affects only the ocular nerves

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(Genjutsu: Kujaku Umou) Peacock Feathers
Type: Supplementry
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user creates the illusion that the opponent is seeing peacock feathers floating around them. While in the genjutsu, the colorful 'eyes' on the feathers are looking at the opponent. In reality, the feathers are actually kunais with paper bombs attached to them and explode on inpact as soon as the kunais reach the opponent.
♦Can only be taught by Sinderella23

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(Genjutsu: Kurushii Songu) Illusion Technique: Painful Song
Type: Supplementry
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 20 (+5 if the opponent has a sharingan)
Description: The user casts a genjutsu on his/her opponent, making him feel like he has headphones glued to his head. A Justin Bieber song plays through the the headphones, causing the the opponent to scream in pain and feel like his ears are bleeding. In realilty, the user throws 2 kunais with explosive tags attached to the ends of the kunai. The kunais go past both the opponents right and left ear, exploding when it reaches close to the ears.
♦Can only last one turn
♦You have to say ,out load, a name of a Justin Bieber song after the opponent gets trapped.
♦Can only be taught by Sinderella23 and those of her choosing

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Genjutsu: Shinigami Bun'ya (Illusion Technique: Shinigami Realm)
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra Cost:30
Damage Points: N/A
Description: Traps opponent in an illusionary world where everything is dead. When the opponent is trapped in the illusion the user can create clones of himself to help him attack the opponent. He and all the clones will look like Shinigami because of the illusion, and all weapons will also look different and will be less easy to defend from. The user (and clones) will move to short range from the opponent and stab him with swords or other ninja tools, thereafter all jutsus can be used again. The opponent can only use jutsus up to B-rank while trapped.
♦The genjutsu will last for 3 turns.
♦Creating clones counts as one of the three moves a turn.
♦A jutsu will count as one of the three moves a turn.
♦Can only be taught by Crimson.
♦Can only be used 3 times
♦cannot use A rank or above Genjutsu the following turn.

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(Genjutsu: okashi sen) Illusionary Technique: Candy Beam
Type:Attack
Rank:A
Range:Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: User points at the opponent which places a genjutsu on them which makes it seem as if a pink beam of energy is fired from the user's finger at lightning fast speed which transforms the opponent into a candy version of themselves,paralyzing them since food can't move.
♦Only taught by Professor Sarutobi
♦3 times per battle.


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(Genjutsu: Hera no Judgemento) Illusion Technique: Hera's Judgement
Type:Supplementary
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description: In this illusion the victim is brought before Hera(Goddess of the underworld) in the underworld, to serve in atonement for his or her sin and serves it by being tortured by Hera's servants and being struck by paralyzing fear. The torture faced
is enough to render the opponent motionless for one turn and the damage effects also affect him psychologically because of the sudden frightful sight.
♦Can only be used twice per battle.
♦Opponent remains paralyzed for one turn.
♦Can only be taught by DeanMinatoNamikaze.

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(Doujutsu: Genjutsu: Hari Oshi) Eye Technique: Illusion Technique: Needle Pressure
Rank: A
Type: Supplementary
Range: Short – Long
Chakra Cost: 30
Damage Points: 60
Description: The user looks at the target with his/her activated Sharingan, and claps his/her hands together to create a fluctuating sound vibration that travels into the inner ear, causing the opponent to be ensnared by this Genjutsu. The Sharingan’s tomoe spin to activate the Genjutsu. The target is invisibly constrained in mid air, surrounded by needles that, 1 by 1, insert themselves slowly into each of the pressure points of the target. This paralyzes them for 2 turns.
♦Only the Uchiha Clan can perform this technique and can only be used by Hazure
♦Must have the Sharingan activated
♦Can only be used once per battle

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(Magen: Kūdaka Sekai) - Demonic Illusion: Shattered World
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: This Genjutsu affects the opponent by attacking their sense of touch and sight, by causing unbearable pain. The user will perform three hand seals (Dragon → Horse → Tiger), and then channel their chakra into their opponent’s nervous system, taking control of their senses. This jutsu then traps the opponent in a world where literally everything is made out of glass, that breaks down in sharp glass spikes with the slightest move, even by breathing. So if the victim trapped in the genjutsu would breath, it would feel if glass was piercing their lungs over and over again, even if the victim would blink, it would feel like there are small pieces of glasses stuck within the victims eyes. If they would take a step, it would feel like their leg was pierced and so on. This jutsu has been known to be extremely painful, if the victim does not break out of this technique within one turn, then he or she will pass out due to the constant pain.
♦This technique can only be taught by Ichigō.
♦This technique can only be used once per battle.
♦The user cannot perform any type of Genjutsu for the following two turns.


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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.


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(Genjutsu: Saru no Sobaeru) Illusion Technique: Prankster Monkey
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user preforms 1 handseal, casting a genjutsu that affects the opponents' brain, making him loose control over his own techniques, by exaggerating on the proportions of said technique. For example, if the person goes to spit a fireball, the stream that is spat is bigger than usual, burning the face and anything near it. Or when the person runs electricity through his the body, loss of control makes it short-circuit and shock the body. Or when the user encases him/herself in earth, the earth constricts around the body, harming and preventing breathing. This does not serve to augment the damage of the technique, if the opponent manages to fulfill the technique, it just makes it backfire. This genjutsu doesn't work on every technique nor on every situation, the user must balance the usage of this technique with situations where increasing the technique would make it backfire. Only one jutsu is affected by the technique, the following ones will not be.
♦The genjutsu will only affect people from the same rank and bellow. Sharingan users or other Genjutsu specialists will be able to affect one rank above


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(Genjutsu: Hokousha) - Illusion Techniques: Walkers
Type: Supplementary
Rank: A rank
Range: Short - Mid
Chakra: 30
Damage: N/A (60 if not broken)
Description: The user forms the Snake then Boar hand seals and sends his chakra into their targets brain. The target is then put in a genjutsu where he sees walkers rise up from the ground all around him and under him. Walkers are humans who died and their brains are still functioning aka Zombies. These walkers can be random dead people coming back to life or if the user knows people that their opponent knew and have passed, they can make those walkers into the people they knew. Walkers rise up from underneath their target and grab his legs and rise up grabbing all parts of their body. They begin to start eating their target. The target also see Walkers around him walking towards him to continue the assault. In reality the target is immobilized and can't move, despite the illusion consisting only of the Zombies. The target is not locked in an illusionary world but rather sees the Zombies added to the normal "reality". If the genjutsu isn't broken, the target will feel a lot of mental anguish and receives damage. This jutsu can effect multiple people.

♦When effecting multiple people, the walkers are random.
♦Can only be used 3 times
♦Can only be taught by Better


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(Genjutsu: Seishi Gazō ) - Illusionary Technique: Still Image
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user would release his chakra into the opponent's brain after doing 3 hand seals and disrupt his chakra flow, catching him in this genjutsu which affects the the opponent's vision, making him see the battlefield and the user of this jutsu exactly as they are, making it seem as if the world suddenly stopped like in a still image. Furthermore, the user would manipulate the chakra further, so that if the opponent turns around, it'd still look exactly as it was, due to the user linking his vision within the chakra, and making his opponent see the same thing he was seeing. This allows the user to throw Kunais or perform hand seals without his opponent being aware of what's going on/being performed, which in return would slow down their reaction time greatly, since they (opponent) would have no idea something is even coming towards them. However, this genjutsu only affects vision, so every other sense the opponent has is still intact and can be used to figure out that they have in fact been put in a genjutsu.
♦Can only be used 3 times.
♦Can only be taught by Erzo
♦No S-rank Genjutsu next turn.

 
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‡ Taijutsu|Body Techniques|体術 ‡

(Taijutsu: Stomp Em In Za Nattsu) - Stomp Em' In The Nuts
Rank: Forbidden
Type: Attack
Range: Short
Chakra cost: 50 + 10 for each additional stomp
Damage points: 50 + 10 for each additional stomp
Description: The user quickly crouches down and swiftly sweeps his left leg into his opponents legs to kick the enemy's legs out from under him, while charging chakra into his right leg. Then while the opponent is on the ground, the user repeatedly stomps on the enemy's scrotum, causing severe abdominal pain that forces the opponent into the fetal possition.
♦Maximum of 5 stomps
♦Can only be used once
 

Igneel

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‡ Marten Summoning Contract ‡

Summoning Animal: Martens
Scroll Owner: Igneel
Other Users who have signed contract: Himura|Thunderbolt
Summoning Boss if existing: Rot Krallen, König
Other Summoning Animals tied to contract:
♦Marten Cub
♦Average Marten
♦Schwarzwald Martens
♦Giftig
♦Klinge
♦Greis

Origin: A secret coniferous forest called Schwarzwald, from an unknown land.

General Description: Martens are slender, agile animals, adapted to living in taigas, coniferous and northern deciduous forests. They have bushy tails, and large paws with partially retractible claws. The fur varies from yellowish to dark brown, depending on the species.

Summon General Abilities: The Martens from Schwarzwald are very proficient in Weapon play, and are seen weilding one or several blades, from daggers to sickles. They've developed several weapon and taijutsu experties, and some of the most talented individuals have unlocked especial physical abilities, such as hardening their fur into needles and shoot hair strings, embue their body and claws in poison, without harm, or have acquired one or two elemental affinities. They're all able to speak our language, with a slight german accent though.

Summoning: The person who signs this contract is able to summon martens from Schwardzwald, and can also be summoned by martens. In case of an unsucessfull summoning, or the usage of a very small ammount of chakra, the user calls forth a baby cub, without much use in a battle. The canon Summoning Jutsu calls forth common martens, with no special abilities other then a ramdom small weapon. Using specific ammounts of chakra, the user can summon special martens, with special abilities, all up to the Boss. (Which will be submited using the official
template)


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(Ten Kuchiyose no Jutsu: Dokuyaku) Marten Summoning Technique: Giftig
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Giftig (Poisonous) is a large blackish marten, with a the ability to harden and shoot her fur twice per battle. She is a very stealthy, fast and agile marten. Her speed and fur colour gives her near invisibility near vegetation and trees. Giftig, or Gift weilds a large double edged scythe, which, just like her fur and claws, is embued in poison. The poison has paralization abilities, and if used correctly, can clog the target's breathing channels.
Gift is a very quiet marten, and only talks if necessary, mainly choosing to grunt, other than using words...
♦Both the user and herself are immune to the poison
♦Can be summoned once and lasts three turns per battle

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(Ten Kuchiyose no Jutsu: Ken ) Marten Summoning Technique: Klinge
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Klinge (Blade) is a large double tailed grey marten with Lightning affinity (Can use Lightning jutsus up to A rank that count as one of the user's moves). He is a weapon play expert, and the best of Schwartzwald. He weilds a wide range of weapons, from sickles to katanas, which he switches and swirls around his paws, tails and mouth, and uses in combination with his Lightning chakra. He usually talks very loudly and does heroic stances to show others his light, which contrast with his groovy and insane looks, as if constantly electrified.
♦Can be summoned twice per battle, lasts three turns per time

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(Ten Kuchiyose no Jutsu: Niiro Tsume) Marten Summoning Technique: Rot Krallen
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Rot Krallen (Red Claw) the huge Marten Boss. She's a giant red marten with Wind and Fire elemental affinity, and has the ability to use Wind and Fire jutsus up to A rank. Krallen weilds a huge sickle that can be separated into 5 smaller weapons, which she uses on each paw and on her mouth. Her tail drags a 3 bladed claw, but it doesn't restrains her movements, due to Krallen's strenght and weapons mastery.
Rot Krallen has the personality and attitude of an old Hausmeister, both harsh and loud, or tender and sweet, normally in fast sucessions.
♦Can be summoned once per battle and lasts five turns

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( Ten Kuchiyose no Jutsu: Oyaji) Marten Summoning Technique: Greis
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Greis (Old Man) is a dirty white old marten. His eyes are white from blindness and his ears are deaf from old battle wounds. Despite those weaknesses, Greis is a calm and wise marten. He usually speaks very slowly.
His greatest (And only) ability is a powerful inhalation-induced Longe Ranged Genjutsu - Greis chakra his released from his body like odour and inserts itself on the target's brain through the mouth or the nose. The Genjutsu its constant and, every turn, Greis looses 30 chakra (He can only stay in the battlefield for 4 turns). The foreign chakra stimulates the area of the brain responsible for dealing with pain, thus it will make the hosts will experience increasing levels of pain/burning sensation inside the breathing pipes, lungs and digestive pipes down to the loins. Depending on the quantity inhaled, the severity of said pain varies, so the rank of the victim will determine the ammount of exposure to the genjutsu necessariy for it to translate in full loss of consciousness.

  • Special Jounin - Roughly 1 turn
  • S-Class - Roughly 2 turns
  • Sannin - Roughly 3 turns
  • Kage - Roughly 4 turns (Greis' already out of play)
  • Sages - Roughly 5 turns (Greis' already out of play)

To release the Genjutsu, on must either vanish Greis, or have a constant supply of allied foreign chakra, constantly repressing the genjutsu for as long as Greis' in play (Even if both are affected by the Genjutsu, they can release eachother). Momentary repressions of the Genjutsu will lessen the pain, but are irrelevant to the effects described earlier. This only applies when Greis' in play, because there's a constant source of chakra to keep the Genjutsu. After the 4 turns, when Greis vanishes, any normal ways to release A ranked Genjutsus are fair game.
♦Can only be summoned once per battle
♦Can only stay for 4 turns
♦Doesn't use Taijutsu nor Elemental Ninjutsu, doesn't attack
♦User and allies are immune to the Genjutsu
♦Sharingan of tomoe 3 or above may see through the genjutsu, tomo 2 and lower takes 1 turn to break the genjutsu

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(Ten Kuchiyose no Jutsu: Kuromori no Ten ) Marten Summoning Technique: Schwarzwald Martens
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Applying a bit more chakra to the average Kuchiyose Technique, the user is able to summon larger specimens from Schwarzwald. These martens will have the exact same abilities as the martens summoned by the C ranked Kuchiyose Technique, such as having no Elemental Affinities, and carrying only one or two weapons, but will be significantly larger, from the size of summons like Gamaken (Which can be summoned with the C Kuchiyose Technique and stay forever in the battlefield).

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(Ten Kuchiyose no Jutsu: Kokuou) Marten Summoning Technique: König
Rank:S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: König, meaning King in german, is a very tall painfully dark Marten, from the size of his queen, Rot Krallen. He is extremely well versed on fightning arts, and its blood tainted gaze releases a Killing Intend one Rank stronger that the summoner, being that König will always be superior than his summoners. He fights mostly with his bare paws, being so that a strong punch from him will vibrate through the direct vincity, causing severe damage to the internal organs. He wears clawed steel gloves, and holds a large steel machete on his back. His right eye has 3 ripped scars, made by the only opponent who ever wounded him, his wife, of course, Rot Krallen.
He speaks in a very thick german accent, in a very harsh and cold basso tone. It is really hard to have control over König. Female summoners have to be in the good graces of Krallen, while male summoners have to impress him deeply. Lili-Chwan has achieved both.


Special thanks to Lili-Chwan
 

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‡ Kansou Houmen|Arid Release|燥 ‡

♦Co-creator


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Kansou Houmen: Shikke Henjou | Arid Release:Moisture Relinquish
Rank: A
Range: Short - Long
Type: Attack
Chakra: 30
Damage: 60
Description:
The Arid user will preform 1 handseal and utilize their chakra to quickly cause the air around the target to be completely quenched of all moisture in the air surrounding the target. This in turn causes the skin to be sucked of water and causes the water in the blood to be drained slightly yet not completely. This puts the target into a form of dehydration, the target will become dizzy very quickly in some sense being confused by a genjutsu when it isn't. Also prolonged exposure to the intense dryness will cause the target to faint. When the target becomes dizzy they wander around and are unable to think straight to off-set their reaction time to other attacks.
♦Doesn't kill the target
♦Lasts 1 turn
♦Usable once per battle
♦Only usable by Arid Release user
♦Only usable/trainable by Coyote

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Kansou Houmen: Suihou! | Arid Release:Bubbles!
Rank: S
Range: Short - Mid
Type: Supplementary/Attack
Chakra: 40
Damage: 80
Description:
The Arid user will preform a short row of 3 handseals, once completed 3 or less pockets of extremely hot air will be in encased in these "bubbles". To the target they will look like spheres that seem to be wavy due to the heat. These 3 air pockets travel along with the user floating around them. The bubbles are roughly the size of cannonball if you made 3 of them, if you only made 2 they would be the size of a carriage wheel and if you only made one they would be the size of a smaller boulder. The effects of these "bubbles" are somewhat varied, they're able to launched at the target hitting them causing an extreme burn or they are able to pop causing the air in the "bubble to be like a explosion of air causing burns and swelling. The bigger the "bubble" the bigger the impact area is and severity. These "bubbles" are also able to weaken water techniques on contact, more so then others based on the size of the water technique used and size of the bubble being used. You are able to combine the 3 bubbles to form the largest one possible depending on the situation. Depending on the water technique used is how each bubble can weaken them. One bubble can weaken a water jutsu B-Rank and below, two bubbles can weaken a A-Rank water jutsu, 3 bubbles can weaken a S-Rank. This goes for each bubble so in turn if you make 1 giant bubble it works the same way as 3 smaller bubbles when it comes to weakening purposes.
♦Only usable once per battle
♦Bubbles last 3 turns or until used
♦Unable to preform any Arid techniques while "Bubbles" are being used
♦Weakens water techniques by one rank on contact
♦Only usable by Arid Release user
♦Only usable/trainable by Coyote

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Kansou Houmen: Gure-Pu Doki | Arid Release: The Grapes of Wrath
Rank: A
Range: Short - Mid
Type: Supplementary/Attack
Chakra: 30
Damage: 60
Description:
After the battlefield has become an Arid wasteland due to the technique "Season of the Sun Gods" the user will preform a row of 3 handseals and begin to control dry air and rumble up the dust, dead grass, smaller rocks to form a large Dust Bowl that will surround the target moving at high speeds. The effects of being caught up in the bowl would be injuries to the skin, slight burns from the hot dust, unable to see the enemy, dust in eyes, lack of breathing. Since the speeds of the dust if very fast these effects are quick acting and lasting. Able to kill the opponent in prolonged exposure (2 turns unless the taregt escapes or stops the dust bowl).
♦Only usable once per battle
♦Only usable able battlefield has become Arid
♦Only usable by Arid Release user
♦Only usable/trainable by Coyote

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Kansou Houmen: Kikou Sono San Kamigami | Arid Release: Season of the Sun Gods
Rank: B
Range: Short - Mid
Type: Supplementary
Chakra: 30
Damage: N/A
Description:
By utilizing the air that lingers on the battlefield the user will cause the air to very quickly be drained of water and become extremely dry and heated. In turn this causes the field to become very barren-like; the ground gets rid of grass/leaves and other living plants and is turned to cracked land. This also causes the target to get a slight form of heat stroke, causing the target to become much slower is movements, reactions as well as handseal creation. This also sets up the battlefield for additional Arid conditions in nature. (separate jutsus)
♦Last 2 turns
♦Usable twice per battle
♦Must wait two turns before re-using
♦Slowness is cut by half. Meaning ration and handseal creation is half as slow as they would normally be able to do.
♦Only usable by Arid Release user
♦Only usable/trainable by Coyote

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Kansou Houmen: Konmei Harou | Arid Release: Confusion of Waves
Rank: B
Type: Supplementary
Range: Short - Medium
Chakra cost: 30
Damage points: N/A
Description:
The user will preform one handseal and spread his Arid chakra up to mid range and heat up the air directly to a high temperature. When the user does this the density of the air changes dramatically and from that light passes through it much differently then usual. This greatly alters the enemies ability to locate the user. All they would be able to see is intense heat waves on the entire field. Not only does this effect their ability locate it also effects their overall ability to string handseals and reduces their speed due to the dehydration, the longer the user keeps it active upon them. The use of the technique confuses the enemy and in some ways is like being trapped in a room full of crazy mirrors. This does not affect the user ability to see. The user of this technique is immune to the effects of the power, due to their blood, skin, and very life itself being under these considerations during the training of this intense heat - allows them to function normally.

♦Lasts 3 turns
♦Starts of in short range during the first turn then goes up to mid range during the second turn
♦User can stop at anytime
♦No wind techniques in the same and next turns
♦Only usable/trainable by Coyote.

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Kansou Houmen: Atsusa Gekido | Arid Release: Heat of Refinement
Rank: A
Range: Short - Long
Type: Attack
Chakra: 30
Damage: 60
Description: The User of this technique will focus their Arid chakra into their hand, making it highly condensed. The user will then extend his/her hand that the chakra has been condensed in a thrusting motion, releasing a beam of highly condensed arid chakra. This beam though only moves in one direction. Because its Arid chakra, it can easily evaporate/brittle A-rank and lower techniques that require water (Water element, Wood, Ice, etc.)

♦Usable 3x per battle
♦Only usable by Arid Release user
♦Only usable/trainable by Coyote

 
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‡ Juinjutsu|Cursed Seal Techniques|天の呪印 ‡
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(Ten to Chi Juin: Bubun Henkan) - Heaven and Earth's Cursed Seal: Partial Transformation
Rank: B
Type: Supplementary/Defense
Range: Short
Chakra Cost: 20 (-5 to sustain)
Damage Point: N/A
Description: Aside from the first and second levels of the seal, skilled users of the seal are able to perform partial transformations enabling the user to transform a part or parts of their body into the form it bares while under the full transformation of Cursed Mark Level 2. This is accomplished by partially mastering the spreading of the Senjutsu Chakra released from the cursed mark and enabling it to effectively only affect one area of the body. While in this state, half of the user's face becomes grayed according to the side of the body that the user transforms their body. While within this state, the user is not granted the power boosts of either of the cursed levels. This technique is only used to grant the user extra appendages for a duration of time.
Note: Must possess Cursed Seal Level 2.
Note: Lasts for 2 turns.
Note: Can be deactivated at will.
Note: User is limited to transform one leg or one arm or his torso or his head and the transformation always spreads from the seal towards the users desired body part.
Note: Usable 3 times per match if he hasn't yet used Level 1 or 2 of the cursed mark.

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(Ten no Juin: Ichi) - Heaven's Cursed Seal: Level 1
Rank : A
Type: Supplementary/Defense
Range: Short
Chakra: 30 (-10 to user per turn)
Damage: N/A
Description: The user wills the opening of the cursed seal partially, giving him more chakra and more strength, as the Senjutsu Chakra contained within the seal is unleashed upon the users body in a reduced amount. Patterned red lines that extend from the Cursed Seal on the body of the user course through the user's body, covering it in a repetitive pattern as their body surges with chakra. When the state it done, the lines will become a solid black. While active, the seal actively consumes the users chakra in order to produce and fuel Senjutsu Chakra into his body. While in this stage the user gains +10 damage to his elemental Ninjutsu and +5 to his Taijutsu. His physical strength is slightly improved as is his speed.
Note: Lasts for 5 turns.
Note: Can be deactivated at will.
Note: Usable once.

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(Ten no Juin: Ni) - Heaven's Cursed Seal: Level 2
Rank : S
Type: Supplementary/Defense
Range: Short
Chakra: 40 (-15 to user per turn)
Damage: N/A (-10 to user per turn)
Description: After opening the first level of the seal, the user forcefully opens the seal completely, unleashing the full extent of Senjutsu Chakra contained in it which floods his body. Because this Senjutsu Chakra is raw and is fueled by the enzymes extracted from Jugo's DNA, the user will experience a physical transformation unique to him. As the seal opens, the previous black markings glow almost like fire and grow covering the user completely. As the transformation ends, his skin gains a grayish tone, his sclera becomes black and his eyes change in shape. The transformation is unique from user to user but always has some animalistic feature to it. While active, the seal actively consumes the users chakra in order to produce and fuel Senjutsu Chakra into his body.While in this stage the user gains +20 damage to his elemental Ninjutsu and +10 to his Taijutsu. His physical strength is improved as is his speed. Once it deactivates (regardless of being willed or timing out) it leaves the user drained of stamina for 3 turns as well as unable to mold chakra above B-Rank or use Taijutsu above D-Rank for 3 turns. His speed drops drastically (2 ranks) as the damage and pain produced by the stress on his body overcomes the user. After those 4 turns, the user regains some of his ability to mold chakra, with each turn increasing by one the rank of chakra he can mold. His physical penalties however aren't recovered unless the user is healed.
Note: Lasts for 4 turns.
Note: Must be in stage 1 to use.
Note: Can be deactivated at will.
Note: Can only be used once.

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Juinjutsu:Kenran Hayoku|Cursed Seal Technique: Brilliant Cataclysm
Rank: S
Type: Attack
Range: Short-Mid
Chakra: 40
Damage: 80
Description: While in Cursed Mark level 2, the user condense chakra into a spear in his hand, throwing it in the air. When it comes back down a turn later it hits the ground, then chakra fills a large circular area, bursting forth through the ground as raw chakra, damaging opponent and/or the user depending on who is in range of the technique. This though needs a great deal of chakra thereby taking the user out of his Curse Mark mode, and unable to preform anything above B-Rank for two turns afterwards.
♦Usable Once


 
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‡ Fūinjutsu|Sealing Techniques|封印術 ‡


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(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.
♦Can used it only 3 times, throwing one kunai at a time
♦Can only be taught by ZandaT


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(Fuinjutsu: Kaminari Den) = Sealing Techniques: Thunder Palace
Rank: A
Type: Offensive/Defensive/Supplementary
Range: All
Chakra cost: 30
Damage Points: 60
Description: The user summons multiple orbs with a special tag on them, filled with enormous amounts of Lightning chakra and suspends them high up in the air in a circular formation around the target. If anyone decides to pass by the orbs, the seal will activate and the one who passed will be immediately zapped by lightning and will be unable to move for 1 turn (pretty much like zapped with chidori nagashi) If the orbs are destroyed by an outside force, lightning bolts will be shot from the orbs and will zap him extremely fast (in a matter of second or so) and he/she will have trouble moving for 1 turn while being disoriented and dizzy.
♦The orbs can not be placed in short range radius from the opponent (meaning the user can't summone them next to the opponent, hence electrocuting him on the spot)
♦Can only be used once per battle.
♦The orbs last for 4 turns.
♦The orbs can be placed around a whole village.
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Steller's Sea Eagle Contract


Summoning Boss: Anubis
Type: Summoning
Rank: A
Range: Short - Mid Range
Chakra Cost:40
Damage Points:60 (depends on the jutsu)
Description:Anubis is a large Steller's sea eagle.His size is the same as Gamabunta.When flaping wings he creates B rank wind vortex.His most impresive ability is that he is able to use his chakra to create also every known to the user Genjutsus.Due to his genjutsu understanding he can withstand genjutsu easily and also sense when the user is put into genjutsu.Then he makes a loud screech that brings back the user to his senses.
Note:The B rank wind and genjutsus and also the Screech count as a move and cannot be used in the same turn together.
♦Taught only by Damon Salvatore

 

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‡ BinkanTechniques|Clan Arts|



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Kyōsei Abunai | Force Acrobatics
Type: Supplementary
Rank: A Rank
Range: N/A
Chakra: 30
Damage: N/A (+10 Taijutsu)
Description:
The most basic application of Force Control, the user will use the Force to use enhanced hand to hand skills. As such, the user will take advantage of his Force Control abilities and will use it to enhance his movement abilities and acrobatics in a series of different simple applications:
♦Acrobatic Jump|Chōyaku- The user will use the force to execute a powerful jump which can bring him up to insanely high heights in a flash for speed. He can also use it mid air to dodge an attack while airborne by executing an air jump. The user can also execute a Dash Jump by combining both applications into a powerful long range low heigh jump which enables him to move at 3 times his normal speed. This application counts as two moves and, while fast, prevents the user from attacking on arrival due to the momentum he carries.
♦Acrobatic Dash|Sattō- The user will use the force to execute a dash in one direction (with or whitout a simple flip or roll). The dash is fast enough to dodge small incoming techniques or catch a nearby enemy off guard. The user moves, in that small time frame, 3 times faster than he can run. However, the dash is done in one simple direction through a linear movement and in a short length, meaning the user can only go from Short-Mid of his initial position with one use and cannot attack while using it. The technique, by relying on the force, can be executed mid air.
♦Acrobatic Movement|Undō- The user will use the force to execute a multitude of acrobatic free form movements at insanely high speeds (twice his normal base speed) which can be used to dodge techniques (if small scaled) or taijutsu, or to attack through Taijutsu. The user will execute the movements with great fluidity and agility, enough to do acrobatics that would otherwise be impossible to perform even by Taijutsu experts. When used with offensive Taijutsu techniques, it increases their damage but not its speed as the user will be concentrating in strength and not speed. And that is the real limit: the user can only concentrate in either speed or strength but not both at the same time. The user cannot use the technique to move more than from Short range of his initial position.
♦Can be used and combined with Taijutsu Styles (if feasible) or free form Taijutsu, enhancing it and adding the acrobatic effect to them
♦As the user grows stronger in the clan he becomes more adept at spending less focus into the technique.
♦Can only be used once every two turns.
♦Upon reaching Grand Master level, the skill doubles the Taijutsu bonus damage.

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Kyōsei Ochitsuka/Gekido | Force Calm/Rage
Type: Supplementary
Rank: A-Rank
Range: N/A
Chakra: 30 (-5 per turn)
Damage: N/A
Description:
An unique Force Control technique that influences the users force sense abilities as well, Force Calm and Force Rage oppose each other but revolve around the same ability: the influence of emotions into the force sensitives abilities. The natures of both Jedi's and Sith differ immensely, with the jedi's mostly focused on calm and logic, seemingly controlling their own emotions and sith's relying on their passion and anger to rampage aggressively in savage moves. While a Jedi cannot use Force Rage, a Sith cannot use Force Calm.
♦Calm|Ochitsuka- The Jedi will clear his mind of any harmful techniques or effects (such as negative emotions, mental stress, etc) and increase his reactions by focusing on his surroundings and controlling his emotions and his senses. This calming effect leaves him immune to low rank Genjutsu (C-Rank), mental influences (B-Rank Yamanaka Abilities) or emotions and increases his agility and reflexes. The user becomes able to perceive and at times foresee (once every two turns) incoming taijutsu and weapon attacks, as well as other jutsu, increasing his reaction speed by calming his mind and focusing on the force and the "now". His sensing abilities become much more acute and perfected.
♦Rage|Gekido- The Sith will focus on his rage and anger and will let it control his senses and his mind. The rage powers his physical strength and somewhat his speed but diminishes his precision. The user becomes a rampaging aggressive brute, capably of mauling on anything he sets his eyes on. His Taijutsu, Melee Ninjutsu (that is related to the users physical strength such as Rasengan) and Kenjutsu (physical melee ones) increase in power and speed, gaining a concussive effect that adds +20 damage to them. However, he becomes clouded and loses precision in his sensory abilities, having diminished reflexes during the use of this ability, being left able to react at the same level as a normal ninja. While the technique is in use, the user becomes immune to emotional manipulation such as Killing Intent effects and highly resistant to the stress produced by physical pain, taking power from it instead of losing stamina and focus. Because of the immense rage fueling his mind, he becomes immune to low rank Genjutsu (C-Rank), mental influences (C-Rank Yamanaka Abilities).
♦Jedi can use only Calm and Sith can only use Rage.
♦When activated, Padawans and Apprentices can keep it activated for 3 turns while Jedi Knights, Sith Lords and Grand Masters can keep it active for 4 turns
♦Cannot be stacked with the effects of other Force Techniques or similar techniques.
♦Can only be used twice per battle with a 2 turn cold down time.
♦Grand Masters can use either variations but only one application per battle.

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Kyōsei Machigai/Mageru | Force Mind Trick/Will Bend
Type: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
A basic offensive Force Control ability, it revolves around using the force to influence the will and mind of others. Through the use of the force the user will influence the mind of those around him and put their will under his control. The applications of both Sith and Jedi's are different in their purpose and finality but equal in their method:
♦Mind Trick|Machigai- The Jedi will use the force to make the target's technique miss. Mind Trick will fool the target into believing his technique hit its target by tricking his mind into believing an event happened when in fact the user used the force to warp his mind mid way through the process. As the enemy is molding his chakra, the Jedi, using Force Sense, will perceive the change and use the force to trick the mind of his enemy. His enemy will believe that he in fact used the technique and it hit his target but in essence its a simple mind trick where the enemy will have molded and spent the chakra, effectively using the technique but without any effect happening. Once the effect ends, the enemy can quickly recover and "fall to his senses" of what really happened.
♦Will Bend|Mageru- Similar to Killing Intent in some aspects its much more devastating and serves a much more practical use, the Sith will use the force to overcome the mind of any enemy nearby. He does this by flooding the enemies mind with his own overbearing will and "crushing" the enemies mind in the process. The user will effectively break the targets will in all that such an expression means and while doing so can even render, through his imagination, nightmarish emotional effects such as fear, terror, nausea, etc through the use of speech (in an RP way, appropriate dialogue is necessary). The target will be unable to move and will often collapse on his knees due to the immense mental pressure and be subdued to the users will and immense torturing pressure. The Sith needs to focus on the technique to completely bend the opponents will and produce the desired effect, meaning he cannot simply throw a weapon or use a technique on the enemy while he is forcefully bending him to his will. The main use of the technique, however, is to reset most power ups the enemy might have activated prior or to stop the enemy in the midst of using a technique. As the target descends into the despair filled pit that is the Sith's maniacal mental games, the lack of focus and will sustain them clears any mental cleansing or boosting techniques cast before by the target and makes him release techniques such as Sage Mode, EIG, Susanoo, clones, etc that he might have used to boost himself or other he might otherwise currently have active. If summons are in the field, the enemy will release them, reverse summoning them to their lands. The effect is so powerful that it can even revert Bijuu chakra cloaks and incomplete transformations. Once the effect ends, the enemy immediately recovers. Restriction-wise, the target will suffer any effect he might have suffered had he released the technique himself, on his own free will. Due to the nature of the technique, the user is unable to differenciate from friends or foes while using will bend and will effectively do the same effect to nearby allies, summons or even his clones, dispersing them.
♦Mind Trick can only be used by Jedis and Will Bend can only be used by Sith.
♦Mind Trick can only be used 2 times and Will Bend can only be used once per battle.
♦Cannot use Force related techniques in the same and next turn.
♦Grand Masters can use both abilities but only one application per battle.
♦The abilities aren't Genjutsu but pure Mental and Will manipulation and as such cannot simply be released or dispelled or otherwise countered by the same means as one does for Genjutsu or Yamanaka technique

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Kyōsei Sōsa Suru | Force Grip
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description:
The most basic application of the Force Alter skill; it pertains to the ability the user has to use the Force to kinetically manipulate the world. By using willpower to influence the Force into affecting the world around them; Force Sensitives can "grab" or "grip" anything around them and, through focus and concentration, move them around. This ability has several applications and its power correlates with the users rank within the clan. To perfectly control its usage; the user must focus and use hand or body gestures. The size of what can be grasped is irrelevant for highly-ranked Force Sensitives, as what counts is the user’s mental focus and willpower, which are honed more and more as the user climbs the ranks of the clan. This skill has several applications, depending on how it’s employed, but always follows the same principles:
♦Grip Push | Atsuryoku – The user moves one or both palms, producing a directional push that moves whatever is targeted away. The application’s area of effect is dependent on the user’s rank within the clan and can even be large enough to push a boss summon backwards. This is one of the most basic applications, usable by all Force Sensitives since it requires little focus. Its limitation is that it cannot affect intangible or otherwise "ethereal" targets, such as energy, and can be defended against by an equality strong physical force. This application is unlocked at Padawan/Apprentice rank
♦Grip Pull | Unpan – The user moves one or both palms, producing a directional pull towards him of a given target. The size of what can be pulled is dependent on the user’s rank within the clan and can even be large enough to move a boss summon towards the user. This is one of the most basic applications, usable by all Force Sensitives since it requires little focus. Its limitation is that it cannot affect intangible or otherwise "ethereal" targets, such as energy, and can be defended against by an equality strong physical force. This application is unlocked at Padawan/Apprentice rank. The pull is mainly a supplementary or defensive application as it cannot damage an enemy directly. It can, however, be used to damage structures or techniques if applicable.
♦Grip Flight | Hikō – The user grab themselves with the Force and lift themselves above ground. If used correctly and with enough skill; the user can effectively achieve a form of flight. The limitation of the application is the focus needed to sustain it, which prevents the user from using other techniques at the same time. This application is unlocked at Jedi Knight/Sith Lord rank. Grand Masters can share this ability with an ally byt gripping them at the same time but adds a double chakra cost in return.
Grip Control | Seigyo – The core application of the ability, the user grips something with the Force and moves it around through the use of willpower and focus upon the Force. If used on inanimate targets; it can destroy equally-ranked structures if the user wants to and applies enough chakra and force. However, the focus and concentration needed for this application prevents the user from using it to directly harm an enemy in that same manner, instead needing to direct him at nearby hazards or physical structures, producing physical damage as the enemy is "thrown" against it. The momentum one can produce, however, inflicts damage proportionate to the chakra spent. While all users require the use of hand or body movements and gestures to control and sustain the technique, Grand Masters can grip and move several objects simultaneously. However, even Grand Masters have trouble using this application against multiple, small targets, as is the case of sand/powder based techniques, fire, or Aburame Clan bug techniques (the more individual objects, the less effective the technique is). This application is unlocked at Jedi Knight/Sith Lord rank.
♦Grip Shield | Bōei – The user will focus and produce a spherical, blunt, physical almost "repel-effect" that can protect him from physical attacks. It’s the user grabbing whatever is thrown or fired and stopping it or diverting it from its path. To the outside observer; it’s as if an invisible, spherical solid barrier is protecting the user. Through the use of each hand, the user can produce a 180º field of effect, whereas both hands are needed to achieve a 360º effect. This application is unlocked at Grand Master rank.
♦S-Rank usage will lead to a 2 turn cool down before the ability or any Force technique can be used again.
♦Grip Shield can only be used twice per battle.
Note: The strength of the technique is directly related to the amount of focus and chakra one spends on it as well as his rank within the clan. Padawan/Apprentice can use it as a C-Rank on one target by using both hands, Jedi Knight/Sith Lord can use it as a B-Rank by using one hand or A-Rank by using both, Grand Master can use it up to S-Rank on multiple targets.
♦When Grand Masters use it on multiple targets, the power of the technique is divided amongst the targets, meaning that more targets equals less power in each.
♦The scale of the technique increases as its power does, keeping in consideration the logic and reasoning of the narutoverse.
♦Cannot fully interact with energy or intangible targets.
♦The ability can be kept if chakra is expended (same as the initial use per turn) to sustain it, but as long as the technique is being used, regardless of its application, no chakra can be molded for other techniques and focus must be maintained.
♦If the user specializes in Force Alter, the technique can be used with less effort and doesn't require hand gestures within short range.
♦Multiple applications of the technique can be used at the same time as long as the user spends the required chakra, though each application counts as a move.

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Kyōsei Mamoru/Settoku | Force Protect/Persuasion
Type: Defensive
Rank: S-Rank
Range: N/A
Chakra: 40 (-20 per turn)
Damage: N/A
Description:
The dichotomy of the force manifested in its truest form in those who dwell only in one of its shades. For those who dwell on the light side, the force can be used to protect themselves from harm. For those who dwell on the dark side, the force can be used to influence the world into attacking their enemies. As such two opposite abilities are possible:
♦Force Protect/Mamoru: A simple application of the ubiquitous power of the force and the defensive, passive nature of the Jedi, the user will focus on the force and allow it to protect him, for a short time duration, from a given harmful factor. The user can choose to be protected from an element, a skill, a technique, a poison, etc. As long as the user knows it exists, he can will the force to protect him from it. Off course, conscious input is still needed as well as chakra output to sustain it. The protection is simply the inability of said harmful factor to affect the user for the duration of the technique.
♦Force Persuasion/Settoku: The application of the sheer brute will power that Siths wield is shown through Settoku. Its the use of the force and one's will power to take control of enemy "entities" in the field, sever their connection to their user and turn them against their user. It can target Clones, Summoning Animals, Elemental Familiars, Edo Tensei Summons, etc. This control is limited as the user cannot force the clones or summons to simply dispel themselves or simply negate the technique and if his control is broken, the technique, if feasible, will be once again under its original user's control. He also needs to keep focus and conscious control over the technique to sustain its influence. The technique can also be applied to sentient-like techniques such as a Wood Dragon or Earth Dragon (basically elemental familiar techniques where the element is shaped into an animal of sorts, an entity which, even if control from the user is needed, will still be controlable by the user of Settoku) or even Edo Tensei summons. A rather specific and more advanced use is that the user can also target a Genjutsu and turn it against the opponent who used it. By using his will, the user can control and illusion and reverse it back into the opponent while releasing himself from it. The technique is limited into the aspect that the user cannot control other ninjas or non sentient beings or techniques such as Aburame Bugs or simple elemental techniques which aren't familiars or similar.
♦Each application can only be used twice and the user can only use one application per battle.
♦To use Mamoru, the user cannot have used any Dark Side abilities until that point in battle. To use Settoku, the user cannot have used any Light Side abilities until that point in battle.
♦Lasts only a max of 2 turns (both Settoku's Controling and Mamoru's Protective effects).

 
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