✫ Baldy's Brain™✫

Baldy

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Custom Jutsu Created By Me:


#1 (Katon: Kushizashi No Za Moeru Shokushu & Muchi)-Impalement of the Flaming Tentacles & Whips
Type: Offensive/Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: By focusing the users chakra into an existing fire source, with no chakra infused or your own chakra infused, the user manipulates the current existing fire source, preferably rather large, and changes its shape. Wherever he wishes, the user can cause a huge amount of fire tentacles and whips to spring forth from the fire source, like Water Dragon Whip, that are sharp, and fiery, and they then race towards the opponent. Despite their sharpness, it would usually be used to impale the opponent, but the intense heat of the whip does not necessarily need to pierce through, impaling your opponent, but its heat can cause burns also. However, the whips are still strong enough to pierce through flesh, burning a hole through and skewering through. The whips can be controlled individually.
Restrictions:
~Can only be taught by Baldy..
~Only usable 3 times per battle
~There must be a pre-existing fire source to create these technique, the tentacles and whips cannot be created out of nowhere
~Flaming tentacles and whips travel at a fairly fast pace
~This technique cannot be created with the opponent's fire, since the opponent's fire has his own chakra in it. Can only manipulate regular fire. The fire source used must either be created by the user, or is naturally created, with no chakra within.



Code:
[URL="http://narutobase.net/forums/showthread.php?p=6093236"]~Vision[/URL]
[URL="http://narutobase.net/forums/showthread.php?t=279227"]~Scaze[/URL]
[URL="http://narutobase.net/forums/showthread.php?p=6608121"]~Nathan.[/URL]
~Kerrah

#6 (Katon: Belenos no buresu)- Fire Release: Breath of Belenos
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.

Notes:

-Can only be used 4x per battle



Code:
~Erzo
~Akasha
~Venom
~Negative Knight
~Noni
~Scaze
#10 (Katon: Barukan no konseki)- Fire Release: Vestiges of Vulcan
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A (80 if ignited)
Description: This technique revolves around the creation of ash particles within earthen sources, such as the ground, and the like but not techniques. With a single hand seal, the user is able to form numerous small particles of ash inside the bodies of these substances. This particles would occupy the spaces within these sources, both internally and externally. On the exterior, these techniques may be minimally crusted with a thin layer of ash, and thus, roughly noticeable; in addition, the opponent will also feel some heat upon the formation of these superheated particles should he be standing atop these surfaces/be in contact with it (ie. the ground). The surfaces that may be affected can range from anywhere from short-long range, but the maximum radius for the creation of ash is within a 5 meter radius. Taking into account the characteristics of ash, the ash that is formed would be highly flammable and even explosive. As such, upon ignition by means of fire, lightning, or friction, the ash spread around the earthen source would violently erupt in flames, burning everything standing atop the earth source, or near it. These flames constitute as an S-rank attack, regardless of the magnitude of the source of ignition. Alternatively, the user may also manually cause the ash to explode and be set aflame, though this constitutes as an additional move. In addition, this technique may also have implications on other techniques that come from the earthen source in which this ash is created and stored. Techniques that originate from the source material, such as earth techniques emerging from the ground, would become semi-molten though there will be no damage boost, due to the ash amalgamating with the earth techniques. It would also become extremely susceptible to being set aflame and exploding should it come into contact with lightning, fire, or friction due to the additional ash within it.

Notes:

-Can only be used 2x per battle
-Ash remains dormant for 3 turns, before losing its flammable qualities
-No Fire techniques above A-rank for the rest of and the next turn



Code:
~Scaze
~Akasha

Custom Jutsu Learned After The New Rules:



(Katon: Yomi Doki) - Fire Style: Underworld's Wrath
Type: Offensive
Rank: A-Rank
Range: Mid
Chakra: 30
Damage: 60
Description: This is an advanced katon technique. The user preforms two hand-seals, and utilizing their chakra, they focus it into the ground anywhere, mid-range from the user. The user preforms one more hand-seal, and using shape manipulatio, they form a large fireball that rises from the ground. The user constantly sends chakra into the fireball while compressing it at an incredible rate, so it looks like an expanding sphere of intense flames. On the users command, they can cause it to explode, creating a giant explosion that covers entire short range and the shockwave will reach mid range.

- Can be used three times per match
- No fire techniques in the same turn
- Can only be taught by Toshiro


(Katon/Raiton: Ho-Masubi's Raiden ) - Fire/Lightning: God of Fire's Thunder
Rank: Forbidden
Type: Attack/Supplementary/Defence
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-10 to user)
Description: An advanced Fire and Lightning combination. The user releases their fire chakra from their body, manipulating it so as to create several rings of flame that are arranged in a concentric circular pattern. The rings orbit the user at all angles, acting as a spherical defense. However the user quickly releases their raiton chakra outwards from their body, while performing two brisk handseals. The chakra creating dozens of threads comprised of lightning that branch outwards, coiling around the already rampant flames. The user then sends the flames forwards, the former rings breaking into large crescents which can be sent racing towards the opponent. The fire and lightning combo both incinerates and slices through anything within its path; carving a blazing path of destruction through the land. Alternatively the user can perform a single handseal, thus instead of sending the attack in a single direction, the user is cable of making the attack expand outwards up to mid range. As it does so the rings begin to spin faster and faster, to the point that the rings seemingly form a visually impregnable sphere.

Notes:
~ Can only be used once.
~ Can only be taught by Erzo
~ No Fire or Lightning Jutsu above A-rank in the same and next turn .
~ This technique leaves the user lethargic while the users experiences painful pins and needles in their extermeites due to the overuse of chakra. This lasts for the rest of, and the next turn. Inhibiting the users resourcefulness.
~ Counts as two moves from the users move count


(Katon: Kaji Kawari ) - Fire Substitute
Type: Supplementary
Rank: C
Chakra Cost: 10
Damage Points: N/A
Description: This jutsu uses the Ox handseal. When your opponent attacks you, you disappear in a cloud of fire. When you poof away, your opponent gets burnt while they are in that cloud of fire that you created.


(Katon: Shinku Nesuto)- Fire Release: Crimson Nest
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: 80
Description:
The user of this technique will focus huge amounts of katon chakra into a single hand, compressing all the chakra greatly which takes the form of a red glow around their hand. Then the user will simply touch the earth and with that fire will blaze through the earth underground and create a huge network of tiny tunnels in all directions. In these tunnels there is contained one thousand small beetles made of pure fire. These beetles are controlled by the user and can perform various tasks for them. When to directed they can burrow up out of the ground to attack the opponent, flying or climbing up their body while biting and burning them from their intense heat. The beetles can be used as a wide range attack, rising up from underground all over the battlefield or at one or multiple points, all up to the users will. After they attack the beetles will disperse harmlessly.

Note:
~When employed the user cannot use katon techniques above S rank in the same turn or the next
~Beetles can only be triggered once per use of the technique
~Technique can only be used 2 times per battle
~The beetles are present for 4 turns if not eliminated or used
~Can only be taught by xHoudinii


(Doton/Katon: Gibil to Girra no adobento) - Earth/Fire Release: Advent of Gibil and Girra
Type: Offensive / Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Advent of Gibil and Girra is a technique where user will firstly release doton chakra within their vicinity as to take a shape of two skulls with an opening at the lowest point of it. These two skulls would be approximetely the size of human heads and their properties would actually be the one of adhesive mud. As soon as the skulls have been formed, user will release katon chakra where they are placed, making it arise from the ground taking shape of two spirits, with two hands, levitating through the battlefield and filling in the previously made skulls. These spirits would be formed of solid fire chakra, being capable of withstanding the weight of mud that would act as a protector from other techniques, however at all times they will have intangible layer of fire flowing through them. Both Gibil and Girra are capable of going to mid range from the user before dispersing however they can only be made in vicinity to the user, aka short range. Each turn they are active, user will only be capable of performing techniques of fire release and his chakra would be drained by ten points. They can stay on the battlefield up to three turns and can be made only twice per battle, however never in consequent turns. Now both Gibil and Girra have their specific traits. Gibil, is mostly known for his solidity. He is capable of extending different parts of his body as to form different solid form of fire that will aid him in battle and that he is capable of relasing which will upon impact form explosion, albeit they can only reach short range. It could be swords, shields and similar. Their size can vary as well as the rank, going up to B rank. However in the case where the extension has been destroyed, the rank from which it was will also effect the rank of the spirit itself. The main attack of Gibil however is to actually condense itself into the mud skull which represents its base after which it will propel towards the target. Because of the highly condensed fire within the mud, upon impact with a solid object it will explode forming a maelstorm which would be of A rank. Gibil would actually prematurely detonate in case where wind based attack is coming his way which would actually just add onto fire because of oxygen feading the flames, making it envelop it before descending towards them (the person who used wind attack). Girra on the other hand, is different from Gibil. Its main property is the one of light. Because of the brightness of its fire, upon its forming, it will blind opponent for few moments as he needs to get used to to its illumination. It is less solid than Gibil, and its main use is to actually send projectiles of fire towards the target. Projectiles size at its peak can be 3 meters in diameter and their shape varies depending on Girra's feeling which are reflected upon them. Projectiles can be of either C or D rank, and it can only release up to 4 projectiles of C rank before dispersing completely. Both Gibil and Girra can in case of danger actually condense themselfs into skulls which represent the base of them as to defend from attacks coming their way. Their reforming however would drain user of the technique by ten chakra points.

Note: Can only be used twice per battle
Note: No technique of S rank or higher of fire release in the turn they are made.
Note: They can not be made in consequent turns.
Note: They can be on the battlefield up to three turns before dispersing.
Note: When it comes to elemental techniques, user can only use element of fire whilst they are active.
Note: User would be drained proportioned amount of chakra to the rank of the ability that the spirit uses. (e.g. if spirit uses a projectile of C rank, user would be drained by 15 chakra point and similar)
Note: Each ability they use will also count towards the three jutsus limit.
Note: The ability of condensing themself into the skull will cost 10 chakra points as well as reforming back to their original shape.
Note: The jutsu would take two slots of possible three upon its activation.
Note: Can only be Taught by Akasha



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



(Katon: Hai Ken ) - Fire Release: Fire Fists
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra cost: 40 (-15 chakra per turn)
Damage points: 80
Description: The user releases his Fire chakra through his body and either into areas short range around him, or allow the chakra to travel through the ground, allowing it to travel further and emerge at a further distance. The Fire is compressed and through chakra manipulation made to be in the shape of two hands up until the forearm, with both ends forming a fist which is dense and able to deal extreme physical, as well as burning damage. The length of each arm is roughly 3 meters, and the girth of the wrist area 2, giving it quite a wide diameter, allowing them to strike multiple people at once if they are all within the same area. This jutsu is used by the user as if the opponent was standing directly in front of him, with the users own hands performing punching motions which are then instantly and directly mimicked by the fiery fists. The user can use these hands made of Fire to perform other tasks such as open palmed attacks, grabbing of objects/people (whilst keeping in mind the burning characteristic), and anything else which can be done with normal hands. A secondary use of this jutsu allows the user to simply release his chakra and pin point the opponent but then no longer have the ability to control them, but instead leaving the two fists to act as projectiles which once released simply travel towards the opponent leaving the user to perform other techniques. The fists do this by tracking other bodies of heat from the surrounding area which does not belong to the user.
~ Can only be taught by Erzo. Used 3 times per battle, only lasts until defended from, or until deactivated. However, if manipulated to mimic the users own fists, the user can't use jutsus of other elemental nature until the jutsu has stopped. After usage, must wait 2 turns before using again, and no other Fire jutsu above S-rank can be used within the same and the next turn.



(Katon: Sanshōuo no ikari) | Fire Release: Sonata of the Phoenix
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 (-20 chakra per turn)
Damage: 90
Description: A technique in which the user is capable of materialising fire from near their body through the rapid release and conversion of copious amounts of fire chakra. The materialised flames are dense yet free flowing in nature, being almost liquid like in consistency, with the user being capable of bending or melding the flames into different shapes or forms so long as they maintain sustained control of this technique. The flames generally take the initial form of two halo like rings (The size of hula hoops, albeit much thicker in that can they overlap to somewhat form a sphere) that blanket around the users body so as to afford the user with a perfect defence, however the manner in which the flames first appear and their subsequent movements are completely subject to the users wishes and intentions. The immense heat of this technique and it's adaptable shape and size allows it to boast versatile destructive capabilities, however what truly warrants this technique it's strength is that whenever the flames collide with an inferior technique they immediately begin to regenerate - drawing on the users chakra supply to do so - so that by the beginning of the next turn the flames will have already restored themselves to full power, hence the name Phoenix. Ultimately, to end the use of this technique, an enemy would have to completely extinguish the flames of this jutsu. However as a result, for as long as the user maintains this technique they will be restricted in the elemental affinities that they can access, mainly being limited to Fire Release (Can still use Fire Release CE provided they only utilise fire elemental chakra.) Lastly, the user is capable of spawning fire techniques from the flames of this jutsu which, combined with the ability to shift these flames throughout the battlefield, essentially allows the user to produce fire techniques of their choice from various angles to assault an enemy, as these flames fundamentally act as an extension of the users body.

- Can only be used 1x.
- Can be sustained for a maximum of four turns.
- Once this technique ends, due to the chakra strain the user will experience exhaustion that will reduce their physical capabilities by one rank, sharp pangs of pain that will occasionally glance through their extremities, and chakra overuses that will prevent the use of fire techniques above B rank for that, and the next turn.
- User takes 40 damage points and suffers from first degree (But not incapacitating) burns on their extremities once this technique ends.
-Cannot create Forbidden Rank Fire techniques from this technique
- Can only be taught by Scaze



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

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




Custom Jutsu Recieved Before New Rules:



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

(Katon: Hanabi) - Fire Style: Fireworks
Type: Offensive | Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user first channels their fire chakra into the ground around the opponent. Subsequently, the user materializes the fire chakra into countless yet tiny fireballs around the size of a raindrop. The fireballs emerge from the ground, rising upwards, surrounding the opponent at short-range. The fireballs are highly condensed, hence the reason why it is so small. The user can cause the fireballs to explode simultaneously around the opponent with a simple snap of a finger. As there are many fireballs exploding simultaneously in a haphazard manner, it resembles a firework. Due to the low rank of this technique and the relatively small size of each fireball, the resultant explosion can cause close to no harm, perhaps some minor burns. However, as there is a large quantity of explosions, and at such close range to the opponent, it would cause a lot of noise. Furthermore, due to the fireballs being in extremely close proximity to the opponent when they explode, the explosion would temporary blind the opponent for a couple of seconds as the fireballs are very bright. However, the user will not be affected as the fireballs are not close enough to affect him.

- Can only be taught by Toshiro
 
Last edited:

Baldy

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Custom Jutsu Created By Me:


#5 (Doton: Gareki no sakusei)- Earth Release: Rubble Creation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A(+20 if used in combination with other techniques)
Description: This is a technique initiated almost in conjunction(that is to say, right after) with another technique. After performing a technique(which could be combined with this), the user simply chains another hand seal, initiating this, granting the technique it's additional boost. It would seemingly be performed in the timeframe of 1 move but would count as two. Through this technique, the user may, in any location of his choosing, choose to cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.

Note:

-Can only be used 4x per battle



Code:
[URL="http://narutobase.net/forums/showthread.php?t=491465&p=14770889#post14770889"]~Scaze[/URL]
[URL="http://narutobase.net/forums/showthread.php?t=486243"]~Teno[/URL]
~Erzo(cbb to find link)
~Ushiro
~Negative Knight
~Noni

#7 (Doton: Arumajiro no yoroi)- Earth Release: Armour of the Armadillo
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A(+10 to chakra cost to techniques)
Damage: N/A(+20 to Earth techniques)
Description: This is the brother technique to Earth Release: Rubble Creation. Unlike its counterpart, this technique is more passive in nature. This user activates an ability which allows them to infuse additional Earth chakra into their own Earth-based techniques(includes Earth-based KG/CEs). As a result, any subsequent Earth technique performed by the user would emerge with an additional layer of rubble around it. The earthen particles coating the technique would be jagged and abrasive in nature. Hence, this grants the original Earth technique an extra dimension, in terms of its offensive potential, as it allows the original Earth technique to deal additional damage. In other words, all Earth techniques used while this is active grant a sort of ‘shredding’ property, which in turn, allows it to deal more damage than it originally would. For example, for techniques such as Destructive Rock Rising Pillars, the pillars that rise would be coated with the aforementioned particles, thus becoming somewhat abrasive(coupled along with its original blunt destructive power). The added mass also aids in its destructive potential. For techniques such as the Hardening technique, the rocks would be coated with more rubble, which would make it more ‘abrasive’ to the touch, and allow it to deal more damage(when used offensively). It would also serve as an additional defensive mechanism, and would grant the technique the ability to defend against techniques with 20 more damage points than usual. The rubble used for this technique must either originate from the terrain itself, or extruded from the user’s body itself. This means that for the most part, this technique only works on projectile-type techniques, and terrain manipulation techniques. This technique may not be used to enhance mud techniques. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns
-Technique may be deactivated at any time



Code:
~Erzo
~Negative Knight
~Venom
~Noni
~Loki
~Drackos

Custom Jutsu Learned After The New Rules:



(Doton: Kuroi Kurohyou) - Earth release: Black Panthers
Rank: S
Type: Attack
Range:Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user quickly concentrates his doton chakra in his hands and quickly touches the ground to release 2 panthers made out of Earth to run at the opponent at full force and take down the opponent savagely without trouble upon impact. The user can take his hands of the ground and the jutsu will still be active however to control the panthers the user must bring his hands back to the ground. If the users hands are not touching the ground, the panthers will simply attack the opponent whenever they see him/her.
Note: can only be used by RockLeeGreenBeast and those he shares this jutsu with.
Note: Can only be used 2 times.
Note: Panthers must be destroyed with an approperate jutsu.
Note: Panthers disperse after 3 turns if they are not destroyed.
Note: No S-rank Earth jutsus next turn.
Note: User can order the Panthers and tell them what to do as long as his hands are still touching the ground.



(Doton: Bimyōna 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




(Katon/Doton: Hotto tamaishi kikku) - Earth/Fire Style: Hot Boulder Kick
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user stomps his foot on the ground, causing a large boulder about 3x the size of a human to pop out of the ground. The user then kicks the boulder and ignites it with Fire Style, sending a blazing boulder to the target.



(Doton: Barzani no Senjutsu) - Earth Release: Barzani's Tactic
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A technique that encompasses the density of Earth and it's applications. By channeling chakra to a certain point on the ground within range, the user will massively increase its density to the point where the ground begins to act separately from the rest of the Earth, bending inwards on itself and forming a minuscule hole at said point. The deterioration extent is to a certainty where the ground does not break apart, but instead an external structural shift occurs, where this minuscule point begins to alter the behaviour of the terrain, acting as a epicenter for exaggerated geotropism to occur at irrational speed, where matter in the form of structures will be attracted and have their trajectory path changed towards the minuscule point. If matter is formed using the ground as a source (e.g. Earth techniques requiring the ground) Their growth will be altered in the way a plant faces where light intensity is at the most. Due to the Earth's natural attraction to the point created, the structures tops will ultimately bend towards it as it protrudes the Earth, differentiating from it's initial target and will fully grow/move at a different angle. This attraction from geotropism only works on techniques that have a constant, solid contact with the ground, since that is what is being altered. Therefore any techniques that don't adhere to this law (Fire, Wind and Lightning techniques) will not feel the effect of the gravitational pull on the ground. If a technique that is less in rank is affected by this, it will break apart as it reaches the point. Though on the other hand, the attraction also isn't strong enough to pull techniques of a higher rank and power towards itself, nor any living organism.
~Can only be used twice per battle.
~No techniques above S-rank for this and the following turn.
~No Earth above A-rank whilst this is active.
~If not destroyed, will last three turns.



Doton: Keiri | Earth Release: Executioner
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user sends his earth chakra into the ground beneath his opponent and raises his dominant arm with the palm facing up creating a cage like construct around the opponent with the only possible way to escape being up. The cage is two meters in height and each side is one and a half meter wide and unlike a regular cage each of the four pillars that hold it together are connected to eachother by 1.5 meter long blades with a small socket in the pillar where the tips are. Every pillar contains a total of ten blades, each being roughly 5 centimeters in width at the back end meaning there's roughly a space of 15 centimeters between each blade and when looking directly at one of the four sides the tips of the blades would be pointed towards the right. They are however not identically placed on each side so that the blades can freely pass eachother when the user executes the true purpose of this technique. Upon creating the cage the user, by a flick of his wrist rotates his wrist in a 90 degree angle so that their thumb would now be facing upward and upon executing that simple movement all four pillars rotate inward at a 90 degree angle, chopping through the opponent with the blades.
Note: Can only be taught by Tybone.
Note: No Doton above A-Rank in the same turn or the next.
Note: Can only be used twice per battle.



[Doton: Seis Fleur Kuracchi] Earth Release: Six Flower Clutch
Type: Attack
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user makes six arms appear out of a vertical portal behind the opponent ; two grab an opponent's legs and makes them fall backwards. Two pairs hold the foe up at their back, and a pair grabs his upper body. The pairs at the upper body and legs pull, cracking the foe's back.
Note:
♦ Can be used 4 times per battle.
♦ Copyrights © Blizzard.



(Doton: Rōsha No Hibana ) - Earth Release: Deaf Spark
Type: Attack/Defence/Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-5 to maintain the jutsu) (-10 when used alongside other Earth techs)
Damage Points: N/A (30 if contact with heated Earth/Rock is made)
Description: An activation of sorts, this jutsu allows the user to use other Earth techniques (only those which consist of rock/hardened Earth) but with a slight difference which allows the jutsus used to have a different layer of Earth emerge simultaneously. This layer of Earth would merely scrapes against it continuously, at fast speeds, causing the original Earth, beneath the layer to be extremely hot due to frictional heating. As this process occurs, the Earth jutsu being used creates sparks which fly off 2/3 meters from the source, the sparks do no damage if they manage to land on the opponent, however, if left on clothing, they have the ability to slowly burn the piece of clothing, unless put out within a turn (can be put out by simply patting it away with your hand). This whole process allows normal Earth jutsus used to deal scorching damages equivalent to that of a C-ranked Fire technique, however, as already mentioned the rank of the Earth jutsu used remains the same and so can be destroyed by an appropriately ranked technique, according to the strengths and weaknesses of the Earth element. Moreover, this jutsu would have no effects on the mud based Earth jutsus as the layer of Earth has no source from which it can emerge from when used. Due to it's lack of ability to deal damage alone, the activation of this jutsu is instant, allowing it to be performed in the same time-frame as another jutsu.
~ Can only be taught by Erzo
~ Can only be used thrice; Lasts 5 turns
~ Once used, the user must wait a turn before using agan.



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

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

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

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

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

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



[Doton: Chika Shoutaku Doragon] – Earth Release: Subterranean Marsh Dragon
Rank: S
Type: Supplementary/Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a sequence of three handseals, the user will focus their doton chakra into the ground beneath the opponent's feet, to cause for the formation of an underground reservoir of mud. With a final handseal, the user will create cracks and fractures on the solid layer of rock concealing the newly formed swamp, to expose the underlying marsh. The instant the first fractures begin to permeate, the uppermost layer of the adhesive swamp seeps through and quickly binds the opponent's feet in place, firmly rooting them to the section of rock they're on top of. As the cracks in the ground grow, the thin layer of rock the opponent is positioned on begins to break off into small platforms of drifting stone. The created swamp is similar in composition to Earth Release: Swamp of the Underworld, but much larger in magnitude as well as possessing a much thicker, denser quality to it, allowing for the platforms of rock to easily float upon its surface. Without hesitation, the user will stomp their leg on the ground to initiate the final stage of the technique. By pouring in a larger abundance of chakra into the swamp, the user will materialize a large crocodile-like dragon made purely of swamp directly beneath the rocky platform the opponent is positioned on, utilizing the beast to swallow them whole in its upward ascent before plunging back into the depths of the sticky marsh.

Note: Can only be used once per battle
Note: Can only be Taught by -Venom-
Note: No other S-Rank or above Doton in the user's next turn
Note: Requires both parties to be standing upon solid ground within the logical limitations of allowing the creation of an underground swamp



(Doton: Doukutsu no Chiisana Ikimono)- Earth release: The Caves little creatures
Type: Supplementary-Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (+20 on impact if used as a projectile and every turn left on the opponents body)
Description: The user will create a vast amount of tiny spiders (up to 10) no larger then 0.5 meters in diameter, made out of sticky adhesive mud similar to Earth release: Swamp of the underworld. This spiders can be created either by an already existing mud source and appear from the mud source or spewed out of the mouth of the user to shape them into the spiders. When released from the mouth, a chunk of mud is sent out, it moves towards the opponent and begins to split apart into many spiders, this method can actually lightly harm the opponent due to the blunt force impact it would inflict because of the momentum it travel. It can also be spewed out close range of the user and controlled by the user to send towards them crawling along the ground, this has less of an impact affect but gives them a certain mobility and control on which target to go towards. The spiders act to cover the opponent by crawling all over the opponent and cover the limbs and body of the opponent to suffocate and restrict his/her movements due to the sticky nature of the mud and the added weight it would place on the opponent. Similar to the jutsu Earth release: Swamp of the underworld, by allowing the mud spiders to remain on the body for too long they will begin to sap the strength of the opponent, drastically weakening the opponent with every turn the spiders remain on the user, over a certain time period if the opponent does not do anything to the spiders they will cause him to faint due to lose of strength (3 turns), this also means the mud is chakra infused. However, this can only be achieve if there is a large amount of spiders on the opponent's body that way the spiders can compress around the body of the opponent causing the strength loss to take place (would need at least 5 spiders attached to the opponent's body) This spiders are able to move along almost any surface sticky or solid (Mud, sticky water, wood, regular water, etc) due to the adhesive property it has but can still retain its shape because of the earth chakra keeping it condensed preventing them to lose shape under normal circumstances. This spiders can only attach itself to one target at a time, these targets can consist of summoning animals as well as regular ninjas.

Note: Remains on the field for three turns
Note: Can only be used twice
Note: Requires a one turn cool down before use again after they are dispersed or destroyed
Note: Must have S-Rank Doton training before use



[Doton/Suiton: Harumagedon Ishuu] – Earth/Water Release: Armageddon Swarm
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: This technique is essentially the daughter technique of 'Earth/Water Release: Tyrannical Aggravation'. The user will release their doton chakra into the ground to cause a swarm of winged beetle-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as an ordinary insect. The user will then focus their suiton chakra into each of the creatures to cause them to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their miniature bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the insects become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the small creatures. Alternatively, these insects can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth as a ride-able wave, meaning the user doesn't have to be in contact with the ground to use this technique. In terms of offensive capabilities, each of the beetles have sharp serrated claws which they can use to assault the opponent with and can also extend small needle-like spiked protrusions of earth from any location on their bodies. In terms of defensive capabilities, the entire swarm of insects can collectively neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will all be destroyed in the process. The special ability of these roaches is that they're capable of compacting their sticky bodies together to form various constructs such as a defensive dome around the user. The insects can even attach to the user's body to create a armour of sorts. Coupled with the ability of flight the beetles naturally possess, the user becomes capable of pseudo-flight. The real utility of this techniques lies in the fact that the swarm of beetles is capable of attacking from multiple angles. The beetles can passively merge and move through the earth, fly through the air, swim through water, swamp and even liquid metals.

Note: Creatures last for a maximum of three turns
Note: Can only be used 2x per battle
Note: Can only be taught by -Venom-
Note: Counts as 2 moves from the users 3 per turn limit.
Note: No insect can separate from the swarm to do its own thing
Note: Parent Jutsu



(Doton: Kyakkan toremāzu)- Earth Release: Objective Tremors
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will release their earth chakra into preexisting earth techniques(Takes one move), or beforehand activate this ability (instant activation due to it being stand alone, and does not grant ability until another tech is used that works with it), to apply to all earth-like structures (KG and CE alike). A technique deprived from Earth Release: World Shaking technique, the user will have these objects begin to shake/vibrate violently. Localized, only for those techniques, and not surrounding area. What this insures is the user will be able to argument a different form of offensive for their techniques, creating worse wounds from an earth spike puncturing the opponent, or make the punch of a Golem that much more dangerous. However, this is just a simple free-form ability, and does not add onto the damages of the technique, it is mainly cosmetic and creates a more unique damage output. The shaking will also provide a unique defense, where the shaking of the objects can push away material such as dust or gas that might be lingering over the technique/structure, liquid or chemicals that might be on the technique, remaining dormant, or anything of similar matter. The push is not directed or aimed at, and is simply pushed back from where it came from, or in random directions. This shaking can also provide friction when clashes or rubbed against other solid, or certain flammable material (depends on it logically, coal might suffice, or condensed ash) which can set sparks of unfocused lightning, or even ignite flammable solid objects. There are certain drawbacks from this technique, the user obviously loses the sense of surprise, since their structure becomes easier to notice due to their vibration and can create noise, easily detected by anybody. This technique applies to logical ones that can co-exist with it, obviously any earth-based technique can be used from it, and with different sizes (as small as spikes, or as big as Golems), its size also plays a role in its abilities, but the shaking will always remain localized to the structure itself, and never to the terrain. This technique can also be used with regular metal weapons as well.

Note: Can only be taught by Noni
Note: Can only be used two times
Note: Activation lasts three turns, can be turned off any time
Note: Can only be applied to earth techniques with solidity, and that erect from the ground
Note: Can only be used on S-Rank and below earth techniques



(Doton: Ōkami no Fukkō)- Earth Release: Wolves Reconstruction
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (depends on the technique)
Description: The user will gather their earth chakra and manipulate it so it activates an ability (instant activation due to it being stand alone, and does not grant ability until another tech is used that works with it), where certain structures of earth techniques; when protruded from the ground, out of the user's body or from the sky, will have mud infused into the body of the structure, as a passive ability when being released (still costs a move to activate). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique takes on the basic earth jutsu Earth Release: Mud Wolves and expands on it. What will occur, when the users earth techniques are destroyed, the mud will forcefully erect out and reform to take the shape of the previous technique. The mud can reform specific parts of the earth structure, or its whole body, but can only be used once, both for the body and body-parts. The mud will reform the technique as soon as the initial reason of the previous techniques destruction is finished. Meaning, the moment a projectile technique that had destroyed the users original technique bypasses, the mud will begin to jump out and reform, if the technique used to destroy the technique was streaming based, the mud will once again move around/over the streaming tech and reform. The creation of the technique back is passive, just the the original technique of the mud wolves. The technique will then now be slightly weaker (one rank less) then before, and lose certain amount of its stability/hardness, it still has brute force damage of mud, and can engulf the opponent entirely. This technique applies to logical ones that can co-exist with it, obviously any earth-based technique can be used from it, and with different sizes (as small as spikes, or as big as Golems), the mud will also remain to have the same basic ability and movement that the previous technique had.

Note: Can only be taught by Noni
Note: Can only be used two times
Note: Requires two turn cool down before re-use
Note: Must have earth mastery
Note: Reformation is done only once per technique
Note: Activation lasts three turns, can be turned off any time
Note: Can only be applied to earth techniques with solidity, and that erect from the ground
Note: Can only be used on A-Rank and below earth techniques



(Doton: Hotei no Tacchi)- Earth Release: Touch of Budai
Type: Supplementary
Rank: A
Range: Short (Short range contact to inject chakra)
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A
Description: This is one of the advancements of earth release, a corresponding technique with the Added/Light Weight techniques. The user will inject his chakra into an already existing earth technique, or infuse it with a technique that is already being created (an activation based technique). This technique grants its fellow earth-based jutsu the ability, on touch, to freely manipulate the weight of an object. This is done through similar means of how a actual ninja does it, by simply making physical contact and injecting his/her chakra into the objects manipulating the weight towards their own desire. This is essentially the same thing, but with earth-based techniques injecting the chakra instantly on contact, the earth technique is nothing more then a medium to allow for this to happen, the users chakra is what manipulates the weight ultimately. This technique allows for either to manipulate the weight of an object/living being to increase dramatically or decrease exponentially, to achieve similar effects of the Added/Light weight techniques, either to increase the weight of a being, preventing his movement, or decreasing the weight of other earth techniques, making it weaker in damage. Different usages could be, for example, the user can rise a spike that impales the opponent, after done so, using the earth spike as a medium they will inject their chakra into the opponent, freely manipulating his/her weight, however way the user wishes to go about it. This is only an example, but it is fairly unlimited to anything that is logical and bound to the rules of the Added/Light Weight technique, this includes KG/CE earth based, metal objects, living beings, etc. This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). The activation of this technique if requested, is instantly, and lasts up to four turns. The reason for its instant activation is because it basically does no harm or effect until an earth object has touched and injected its chakra. When the earth technique is infused, it does not lose any of its physical damage capabilities or defensive stature. It remains with the same effects, the ability is only activated on touch. After the structure has touched and injected its chakra to manipulate the weight, it essentially loses the ability to do it anymore, unless the user, performs this very same technique once again to grant it the same ability. This technique can only be used with techniques which its purpose is to touch the opponent to inflict damage, so spikes to stab an opponent, humanoid structures to punch a technique, etc. Overall, mainly offensive techniques can be used with this, supplementary techniques alone will not work will the technique well. Combination of offensive and supplementary can work with the technique, but depends on how it is worked logically, if its purpose is to touch the opponent and inflict damage or pain, then it can be used along side this technique. Moving Earth Core for example can not be used.

Note: Can only be used two times
Note: Can only be Taught by Noni
Note: The activation lasts up to three turns



(Doton: Euron's Entorappumento) - Earth Release: Euron's Entrapment
Type: Supplementary
Rank: A
Range: N/A
CHAKRA: N/A (+10 chakra to Earth Release techniques)
Damage: N/A (+20 if mud is ignited, otherwise no damage boost)
Description: The user will activate an ability which will allow them to add an additional layer of mud on the surface of all earth techniques for the next three turns. Through expending some extra chakra, the user will infuse extra earth chakra into his earth techniques and this chakra will coat any earth techniques made with an adhesive, flammable, layer of mud. The mud itself is chakra infused and because of its adhesiveness when it comes into contact with another substance, it quickly SPREADS around the object/being. The mud would coat whatever substance it is touching and basically disable it within seconds due to the sheer weight of the mud. This technique is APPLICABLE on walls, domes or other earthen defenses and the extra layer of mud serves to increase their defensive capabilities, making it so that the defenses can defend against techniques with 20 more damage points. This boost has no effect on the defenses offensive capabilities; so Hardening technique could defend against 20 additional damage points but have no change to its offensive uses. The mud is flammable and can be ignited through flames, sparks and friction, and when it is ignited it will become aflame and burn rather than explode.The mud layer is quite thick and if used correctly it can make for a deadly combination attack. For example, with this technique active the Hardening technique would have its earthen armour coated in the layer of mud, and for techniques such as stone golem the creature would rise covered in a layer of mud from head to toe. However, it can only be used within reason and the layer of mud will only be APPLIED to earth techniques that already have a hard surface; so it will have no effect on swamp, mud or dust-based jutsus or jutsus like antlion and the weight/flight jutsus. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes a Earth Release technique. This ability doesn't have to be APPLIED to every Earth Release techniques used while this is active.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Rayder
Note Doesn't work with KG/CE variants



(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40 (-15 chakra per turn)
Damage points: N/A (30-80 damage if used to attack the opponent)
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will perform the Snake handseal and focus their doton chakra into the earth below to create a subterranean field of semi-sentient (similar in nature to the Earth Golem technique for example) tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create. Depending on which one of the three forms is chosen, all of the tendrils will only have a single ability and it will be the same one for all of them (e.g. they can all alter weight). This means this technique effectively only has one special ability when used (either Earthly Tether, Enter the Void or Become Earth; never two or all three). Using these tendrils in order to attack and inflict harm on to the opponent count towards one of the user's three moves per turn and it's rank will vary depending on what percentage of the tendrils are devoted to this attack e.g. using all of the tendrils will make this an S-Rank, using half of the tendrils will make this an A-Rank, et cetera. The minimum proportion of tendrils that can be invested in any given attack is 1/8th of the total meaning such an attack would possess the power of an C-Rank. Simple tasks (which more often than not include one or a few tendrils at most) such as merely making contact with entities to use their special ability, lifting up/moving around objects/people and anything else which isn't directly offensive or defensive in nature will not count towards the user's jutsu per turn limit.

Earthly Tether
The special ability of the tendrils in this structure is their capability to freely increase or decrease the weight of anything the touch (up to a scale of factor of ten times their original weight as in the A-Ranked weight alteration techniques). Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.

Enter the Void
The next form grants the tendrils the ability to apply the Hiding in Rock property to anything they touch and maintain contact with. As long as the tendrils maintain some form of contact with what they're touching, they can freely traverse through the earth with whatever it has a hold of. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.

Become Earth
The third and final form grants the tendrils the ability to harden anything they touch (similar to Earth Release: Earth Spear). As with the previous ability, as long as contact is maintained so will these hardening effects. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.

Note: Lasts four turns (unless cancelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Earth on the turn this technique is deactivated
Note: User is restricted to Earth and non-elemental abilities while this is active




Custom Jutsu Recieved Before New Rules:



 
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Baldy

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[IMG]http://img824.imageshack.us/img824/5066/windicon.png[/IMG]
Custom Jutsu Created By Me:


#2 (Futon: Itsuwari Uzu)- Wind Release: The Deceitful Vortex
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:The user simply forms the mundane Dragon hand seal, putting his hands together, outstretched at chest level, his arms pointing at whichever direction he pinpoints this technique towards. Essentially, in the desired direction of the user, the user will manipulate the air currents in that location, controlling the air to spiral in whatever manner he/she desires, forming a vortex of wind, by manipulating the currents, whose size can range from the size of a limb, accentuating to the size of a slightly overlarge human. It's most primary function, is to use it in conjunction with other elemental techniques. Due to this technique stemming from the manipulation of air currents, the user can, immediately after using an elemental technique, almost in quick succession use this, manipulating the air currents around the technique to spiral and spin, causing the technique sent to be given a spiraling motion, which further accentuates its strength and impact. This technique can be used in conjunction with any Fire, Water, Mud-based Earth Techniques, and even Wind techniques, though not Lightning, of whatever rank. The spiraling motion added to the technique would amplify its impact, increasing its damage by a rank(essentially, +20). In that manner, this technique works in a similar fashion to Wave of Inspiration, being capable of using it right after the previous technique, almost successively. When combined with this technique, the spiraling motion of any technique would cause it to move faster.

Notes:
~ Can only be used 3x per battle
~ Works on techniques up to A rank.



Code:
[URL="http://narutobase.net/forums/showthread.php?t=391567"]~Negative Knight[/URL]
[URL="http://narutobase.net/forums/showthread.php?t=391575&p=12130926&posted=1#post12130926"]~Erzo[/URL]
[URL="http://narutobase.net/forums/showthread.php?t=380232"]~Scaze[/URL]
[URL="http://narutobase.net/forums/showthread.php?t=459006"]~Shuusai[/URL]
[URL="http://narutobase.net/forums/showthread.php?t=461713&p=14083635#post14083635"]~Ushiro[/URL]
~Tybone
#8 (Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns



Code:
~Erzo
~Negative Knight
~Shady Doctor
~Edwardsama
~Noni
~Scaze
#9 (Futon: Ātisuto no kunō)- Wind Release: Artist’s Affliction
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long (Explosion of Wind spans Short-Range)
Chakra: 40 (-15 chakra per turn)
Damage: 80
Description: This technique revolves around the principle of using wind as a means of inflation, to create various kinds of animals. Through the rapid expulsion of wind chakra, the user is able to infuse any earthen object with his wind chakra. By infusing one’s wind chakra with these inanimate objects, the user is able to expand these substances greatly, inflating them to multiple times their original size. Essentially, the aforementioned objects would be flooded with compressed air internally, while its exterior would remain the same as its original material. Despite this, the technique does not become dual elemental. The objects, upon inflation, would take on the form of an animal of the user’s choosing. For example, the user could inflate a rock, forming a wind/earth boar which he could thereafter direct towards the opponent to deal damage. The kinds of animals that may be created through this technique are limitless, and is only bound by the user’s imagination. Aside from the plethora of animals the user may be able to create, the user is also capable of controlling the animal’s path through his own will. As such, this technique grants a certain sense of versatility to the user, in that the animals may be directed to do whatever the user chooses to. Upon impact, the animals would not only, due to their corporeality, deal physical damage, but also violently burst, releasing an explosive burst of wind which could further harm the opponent. The animals move at the same speed as the user, and are capable of gravitating through the air due to their composition, which contains a healthy dose of wind. It is worth noting that while the animals retain the general anatomical traits of its real-life counterparts, such as horns for rhinos, etc, the animals do not possess advanced traits such as venom.

Notes:

-Can only be used 3x per battle
-Animals last for 3 turns, before they disperse normally
-More than 1 animal may be created with a single usage, though naturally, the animals would be smaller in size(can move separately)
-No Wind above A-rank for the rest of, and the next turn.
-Can only be used on Earth
-No mythical creatures may be created through this technique.
-While the animals may differ in size compared to their real-life counterparts, they cannot exceed the maximum size of an elephant, and can be no smaller than the original substance used for inflation
-Can only be taught by Baldy



Code:
~Erzo
~Shady Doctor
~Edwardsama
~Noni
~Scaze
~xHoudinii
#11 (Futon: Teito no sōdō)- Wind Release: Tumult of Tate
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn)
Damage: 80
Description: This technique revolves around the vacuum aspect of Wind. With two hand seals, the user is able to create two golem-shaped entities of wind anywhere within range, though outside of a 5 (outside short-range) meter radius of the opponent. These humanoid figures of wind are composed of highly compressed wind, that functions like a vacuum. The golems are roughly the size of the Earth Release: Stone Golem technique, and are, of course, A-rank in strength each. Upon creation, the golems begin to grow in size rapidly, using the terrain(dirt, rubble, soil, rocks, water etc.) to fuel their growth by drawing smaller particles in through the vacuum. Within a turn, each golem will be able to grow to half the size of the Earth Release: Great Stone Golem technique. Of course, in spite of the increased size, the strength of either golem remains the same. The golems exist not as sentient entities, but rather, as beings that are controlled passively by the user's mind. As such, the user has to supply chakra passively to sustain this control over the golems. They are also able to gravitate throughout the air due to their wind composition. When in enlarged form, the golems have a reach of mid-range. Due to the strength of the vacuum, being within a 2 meter radius of either golem will make movements and gesticulations highly difficult. The unique nature of this golem makes it highly invulnerable to damage - so long as it is not completely destroyed, it will be able to feed on the terrain and regenerate to its original strength and size (same size as at creation - Stone Golem technique), regardless of the damage sustained. Regeneration takes one turn. The A-rank golems are capable of combining together at any point in time to form a larger golem that is S-rank in strength, in which case the size would be twice of its original counterpart. The maximum possible size of the golem is that of the Great Stone Golem technique. Each golem is capable of imploding, creating a much stronger vacuum that would suck in everything within short-range towards itself (including the user if applicable), whilst shredding it to bits. However, this would cause the golem to vanish. This counts as a move. The strength of the vacuum is approximate to the strength of the golem, and can be done independently of each other. That is to say, one of the A-rank golems may choose to implode, creating an A-rank vacuum, whilst the other remains. The golems may also choose to combine, creating an S-rank vacuum instead that is larger in size, drawing in everything within an 8 meter radius. Imploding both Golem's individually will indeed cost two moves of the users moves.

Notes:

-Can only be used twice per battle
-Golems last for 4 turns, before they dissipate
-No Wind above A-rank for the rest of, and the next turn
-There must be a cooldown of 2 turns in between usages of this technique
-Can not combine with Pull of Pazuzu or Erzo's Sickle Draws

Code:



Custom Jutsu Learned After The New Rules:



Fūton: Kakusareta Burēdo| Wind Release: Hidden Blade
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user creates a disk of spinning wind in one of their hands, the disk being two meters in diameter. Once it is formed the user slams that hand onto the ground and the disk spins so fast that it can easily slice through the earth, creating slight tremors as it slices. The user directs it to the opponent and when it's close makes the disk shoot out from the ground either in front or behind the opponent. The disk can only travel to mid range while travelling through the ground. When the disk is underground a soft humming sound can be heard and when it re-emerges a loud whizing sound can be heard. When the disk is shot out from the ground it is equivalent to a B rank jutsu.

Restrictions
- Only usable three times per match
- No wind jutsu above A rank in the same turn
- Can only be taught by Kryptiic



(Fuuton: Ekusupuro-Jon Uindo): Wind Release: Wind Explosion

Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: During movement of the user. The user will release a burst of exploding wind towards the bottom of their feet to move at the speed of sound. It will appear to the opponent as the user had teleported, however this is not the case. Any dojutsu users as well as sound and sensory ninja's would be able to follow the movements however they would lose the movements towards the end as the user would be moving too fast.

Note: User has to be moving to use this jutsu.
Note: Can be used two times per battle.
Note: Can't use to move in the air or fly around
Note: Can use it to change direction, but will count towards the users 3 moves per turn
Note: Can only use this to move within the line of sight. (Meaning can't go around walls without changing directions)
Note: If ran into something the user will take -50 damage as a result of the great speed
Note: Can only be taught by NineVision



(Fuuton: Kurasshu) - Wind Style: Crash
Type: Defensive|Supplementary
Rank: A-Rank
Range: Short(Activating the technique)
Chakra: 30
Damage: n/a
Description: The technique is based off of the user utilizing their chakra, and inserting it into an intangible substance. The substance acts as a medium to contain for your chakra to be inserted into. As the chakra is successfully inserted into the substance, by utilizing the slicing trait that the wind is well known for, the wind chakra slices through the bonds of the chakra particles within that substance causing it to spread outwards. By manipulating your chakra with great precision, the wind continues ravaging inside the substance, causing it to spread outwards to the point it severs totally, turning into many smaller harmless particles of the substance, making it neutral, and causing it to disperse entirely.

- Can be used two times per match
- No wind techniques in the same turn, or the turn after
- After using it for the second time in a match, the user loses their ability to mold wind chakra properly
- For elemental techniques the user can neutralize it up to A-Rank, where as non elemental techniques can be neutralized up to S-Rank.
- Can only be taught by Toshiro



(Fūton: Shū no Yūwaku Burīzu ) - Wind Release: Shu's Tempting Breeze
Type: Attack/Defence/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds] allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
~ Can only be used 2 times
~ Can only be taught by Erzo
~ Lasts 3 turns unless destroyed
~ Once used, must wait 1 turn before re-using.
~ No other wind jutsu higher than A-rank in same turn or next turn
~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.





(Fūton: Ōbu hakai) – Wind Release: Orb Destruction
Rank: S
Type: Attack
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: The user performs 2 hand seals (Tiger and Boar) and releases his wind chakra in the area around his opponent, creating a gust of wind which blows towards the opponent, first blowing upwards leaving them 2/3 cm from the ground and then goes on to create an orb which would form around the opponent and begin to compress and close in on them, resulting in the formation an orb of wind which would trap them due to the pressure that acts as a solid form. Trapping the opponent would prevent them from having enough space to move their legs or arms, which in return means they can't perform hand seals if the technique actually connects. The user -if he/she wishes- can create two orbs if there are 2 opponents or an opponent and a summon, however, when this is done, the power of each orb decreases to A-rank. The pressure of the orb and the slicing winds damage the targets and may even tear them apart.
Note: Can only be used twice.
Note: Can only be taught by Erzo
Note: No other wind jutsu in same turn.
Note: No Wind jutsu higher than S-rank, next turn.



(Fuuton: Kōkū-Bin)-Wind Style: Air-Mail
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra: 10
Damage: N/A
Description: With one handseal, the user creates a gust of wind that envelopes a distant shuriken or other small object and lets the user manipulate it in midair.
-Usable 3 times per battle
-Can only be taught by Katonpwnz



(Fuuton: Kyōfū no Jōshō) - Wind Release: Rising Gale
Rank: B
Type: Defense/Supplementary
Range: Short-Long
Chakra cost: 20
Damage points: N/A
Description: The user summons an upward wind current in order to halt the decent of falling objects or lift objects into the air. The scale, strength, and duration of the current can be customized depending on the task to be performed. Although the current cannot be changed once created, it may be cancelled whenever the user desires. This technique is capable of hovering a giant summoning animal above the ground but cannot lift it very high.
~Can only be used three times per battle.
~Cannot be used for offensive purposes.



(Fuuton: Tobideru no Jutsu) - Wind Release: Popping Technique
Type: Attack/Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user focuses wind chakra at certain points in range, manifesting small balls of pressurized air (max 6) which immediately burst and push away objects near them but have no effect more than 2 ft away. They may be created all at once or in sequence and each one is capable of knocking over an adult. While this technique won't deal much damage to enemies, it is a good surprise attack and could leave them open for additional attacks. If the user creates a ball beneath himself he may evade attacks by launching himself upwards and can do the same for allies. Defensively, this technique could deflect weapon strikes and projectiles with enough precision to even launch objects like shuriken back at the enemy.
-Usable once per turn
-Can only be taught by Ushiro



(Fuuton: Sono kaze kiji) - Wind Release: The Wind Cloak
Type: Defense
Rank: A
Range: Short
Chakra Cost:30
Damage Points: N/A
Description: User channels Wind chakra in his/her hands. He then claps and separates his/her hands from each other creating a long cloak that could easily cover users body (10 feet by 10 feet). The clock is a mesh of strong tight wind bonds which are not harmful to the user whose chakra is used. He can then use this cloak to protect him from other jutsus by wrapping it around him or the jutsu. This cloak is super effective against lightning style technique which are A-Rank or below, It can tear the lightning into molecular level, which means the wind mesh of the cloak will destroy the lightening leaving no trace but it disappears after it is used once.
Note:
~ Can defend the user from A-Rank or below Lightning jutsus; such as: waves, thunder or bolts etc.
~ Can be destroyed by B-Rank Fire Jutsu.
~ Will disappear after used once.
~ Lasts for 2 turns without use.
~ Can only be used 2 times per battle.
~ Can only be taught by -Blizzard-



(Kaze Fuukaku: Kaze Nami) Wind Style: Wind Tsunami
Type:Attack
Rank:A
Range:Short/Long
Chakra Cost:30
Damage Points:60
Description: User Emits huge amount of Wind Chakra in shape of a giant tsunami wave from his mouth which covers the battle field and shields the user from many weak ninjutsu's. When it comes in contact with anything it inflicts a severe blow.

*Can only be used thrice per battle*
*Can only be Used/Taught by 0sama*



(Fuuton: Umakashi Yamihitonami) - Wind Release: Stampede of the Underworld Horsemen
Type: Offensive
Rank: S
Range: Short/Long
Chakra: 40 (-5 per turn)
Damange: 80
Description: The user will perform two handseals (Boar > Tiger) as they gather wind chakra into their mouth and then expell one or more wind blasts twice the size of an adult human. Though very powerful in both speed and strength, the real motive of this technique comes into play when the user claps his palms against each other. After which the wind entitity morphs into a normal sized gallant horse of wind which enter a state of self-sustainment, seemingly galloping a couple of inches through the air itself the horse(s) ram into their target with incredible bone shattering force upon impact. Although made of wind, the horses have semi-transparent bodies with a green hue around their edges, being more visible the closer someone is to them; off a larger distance they would seem like green flickers without any actual shape however since they must be near the target to strike, once they enter mid range they are more than easy to spot. However they still move at incredible speed (the peak of the user's base speed). The strength and size varies to the number of horses, firing two blasts to shape two horses will mean each one has A rank, and so on. These can be released in a side by side manner to cover more range, or in a direct line behind each other - should they miss the target they can turn and seek them out aslong as within existance. Although their bodies are nearly solid, it's not possible to ride them.

*Can only be used thrice per battle, and not in consecutive turns.
*A horse can remain on the field two turns if it hasn't yet collided into an object/person of equal or larger mass.
*Can only morph up to four horses with each usage, however the more horses, the smaller and weaker they are.



(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.



Fuuton: Jaakuna gēmu | Wind Release: Wicked Games
Type: Supplementary/Attack
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: n/a (60)
Description:
A known wind specialist, Shady, wanted to put to use the intangible side of wind, liking the sneaky opportunities it could bring. He decided to make use of it as a supplement to his other attacks altogether, making them a bit more dangerous than normal. This jutsu is initiated by manipulating wind chakra around a chosen projectile or jutsu in range that's in motion (a wind sphere, kunai, etc.) Whether it be the user's jutsu (not opponents) or an inanimate object. The wind chakra suddenly coats the jutsu/object creating a shell of wind in the shape of it, about an inch away from actually touching. The wind shell itself is unique, purely taking on intangible properties like the wind blade technique but giving off a noticeable green glitter affect. Once the shell of wind is around said projectile, it remains there in a useless intangible state, until the object is removed (getting knocked away from the coat, stopping said projectile). Once the inside of the shell becomes empty, the wind continues at the speed of the projectile but completely pressurized in order to recreate the projectile in a cutting wind form. For example, when coated onto a kunai that is thrown at an enemy, it would simply look like a glittery kunai. If the opponent attempts to intercept with a kunai of his own, it will simply phase through the intangible wind shell unaltered, knocking the other kunai away as planned. The shell of the kunai would continue at the opponent as if it was the kunai itself, but now pressurized into cutting wind instead of its intangible state. When first created and in its intangible state, the wind will phase through physical objects but affected by energy type techniques such as fire, lightning etc. In the case that the opponent is combating the intangible wind with energy based techniques, the wind is treated with A-rank strength according to strengths and weaknesses. So it would play on equal terms with S-rank lightning but only B-rank Fire or other A-rank wind. Once in its pressurized state, the wind can be combatted by physical and energy based techniques, according to elemental strengths of course.

☆ usable 4 times
☆ only taught by Shady



(Fuuton: Andāwāru dodoragon no deburi | Wind Release: Underworld Dragon's Debris)
Type: Offensive | Defensive | Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: By doing a series of 3 hand seals (Dragon - Dog - Snake) the user is able to initiate a wind technique made from the ground. Using wind chakra in the surface of the ground (earth, dirt, deserts etc) the user controls the air particles to lift rapidly, ripping the ground on a small level in order to bring up dirt, dust and small broken up rock with the air. The chakra enhanced air carries the debris with it as the user uses shape manipulation to create a dragon that resembles the water dragon technique, rivaling it in size, though due to the wind properties the dragon can achieve flight but only at the user's base speed. It is also to be noted that the outside of the Dragon is harmless smooth wind, while the inside of it is made of the earthen debris and sharpened wind. This allows the user to ride on the dragon to fly or evade the opponent without the risk of being cut by his own technique. Once materialized into existence the dragon uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the wind it's made of with the earthen material it brought up with it. From any part of its body, the dragon can release large streams (similar to the water bullet jutsu) of wind that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. These streams equal to an A-rank (60 dmg) attack and the range of the streams reach up to 15m away from the dragon. Alternatively the dragon can reverse the flow of wind in its body, creating a vortex on any point on the surface of its body that would suck up things that the part of the body is aimed at. The suction's reach extends out to mid range, allowing the dragon to suck in anything within 15m of his immediate area. This ability counts as a move by the user and the sucked in target or item would be cut up and destroyed by the sharp wind and large debris spinning inside the dragon, equaling an A-rank (60 dmg) attack from the inside.

☆ Usable twice per battle
☆ Can't be used in consecutive turns after ended
☆ Lasts three turns (unless cancelled)
☆ Each ability used by the dragon counts as a move
☆ No S-Rank or above Wind on the turn this is deactivated
☆ The dragon can only use his ability 3 times, this so it has sufficient chakra left to sustain its own form.



(Fuuton: Yari Longinous ) - Wind Release: Spear of Longinous
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: After a short sequence of two handseals, the user releases their chakra out into the battlefield, manipulating the wind allowing them to create a two meter long spear of wind anywhere within mid range of the user and outside of a three meter radius distance of the opponent. The spear of wind propels itself forwards at high speeds using wind currents, which is a saving grace for the opponent as it creates small drafts of air that a particularly alert opponent should be able to feel and then react to allowing them a small period of time before the Spear hits them. The spear of wind also creates a faint yet barely audible swishing sound as it travels and is a bright radiant lime green colour due to being comprised of compressed air and dense chakra making it clearly visible.

Note:
- Can only be used 2x
- No Fuuton jutsu above S rank for the next two turns.
- Can only be taught by Scaze



Futon: Sore wa Kaze no Nakada | Wind Style: It's in the Wind
Type: Attack
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user performs two hand seals and infuses their chakra into the wind around a target. They cause the air, two meters around the target to rapidly move in different directions. Hidden in the wind are very small, tangible sheets of wind. The sheets cut into the opponents body, not deep enough to kill, but because of the sheer amount of sharp sheets it feels like they are being torn to shreds and by the end of it their body is completely covered in cuts and their clothes completely torn. Although it's not meant to kill, the sheer number of cuts causes an immense amount of pain all over the body.

Restrictions
– Can only be taught by Kryptiic
– Can only be used two times per match.
– No wind jutsu above A rank in the same turn.




Custom Jutsu Recieved Before New Rules:



 
Last edited:

Baldy

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[IMG]http://img819.imageshack.us/img819/7254/watericon.png[/IMG]
Custom Jutsu Created By Me:


#12 (Suiton: Carcinus no kōra)- Water Release: Carapace of Carcinus

Type: Defensive/Supplementary/Offensive
Rank: S
Range: Short-Long (Created Short)
Chakra: 40 (-15 per turn to sustain)
Damage: Depends
Description: This is a technique that utilizes the versatility of the water element in the form of a sentient armor. To initiate this technique, the user simply surges chakra throughout his entire body in a fashion similar to the Hardening technique, erecting a layer of water over his entire body(certain parts may be excluded but it would not be a full-body surge). This water's form is sticky water that has traits of the Grudge rain's chakra absorption abilities. The syrupy fluid much like the Starch Syrup Capture Field technique. This form is able to immobilize the opponent or anchoring the user. The fluid spreads quickly upon contact with another surface, weighing them down, making it ideal for trapping others. Of course, this doesn’t immobilizing the user. The chakra absorption is unique in that when it comes into contact with a foreign chakra substance, it will absorb chakra from them, reducing its damage by 20. When in contact with a human, it will absorb 50 chakra per turn. This makes it ideal for weakening others. This also applies to the user in some ways, since the user is in contact with the armour. However, the armor doesn't absorb the user's chakra, but foreign chakra (eg. genjutsu). When foreign chakra enters the user, this armor, in this form, would serve to nullify it by absorbing it, thus rendering the effects useless. This means that the user is immune to genjutsu insofar as the armour remains in this form, as foreign chakra will be absorbed. This ability is also not limited to genjutsu, but also applies to other supplementary techniques that directly affect the user (eg. added/light weight, etc) that involves foreign chakra. The effects of these techniques will also be nullified as the foreign chakra would be absorbed, making the user impervious to such techniques for the duration of this technique. Of course, this armour does not only serve defensive purposes. It can be used offensively as well. The armour is capable of launching attacks using itself as the source; this includes various shapes, such as projectiles, spears, needles, and waves. Additionally, the armour can be reshaped to form extensions for varying purposes, such as swords, sticks, or even take on the shape of various exoskeletons/animal parts for close-combat. Each of these usages count as one move, and are A-rank in strength - while multiple constructs may be formed with a single usage, the cumulative strength and size should be that of an A-rank. Without a usage of these offensive applications, the armour itself is incapable of dealing any substantial, non-freeform damage, as it adds little offensive power to the user’s close-combat moves. So long as the armour is not fully destroyed, the user’s constant supply of chakra will replenish its strength.

Notes:

-Can only be used 2x per battle
-Lasts for 4 turns, though it may be terminated early
-Offensive applications can only be used 4x per usage of this armour, after which the armour will deactivate by itself
-No Water techniques above A-rank for the rest of the turn
-One turn cooldown before re-use



Code:


Custom Jutsu Learned After The New Rules:



(Suiton: Shelob No Yūwaku) Water Release: Shelob's Temptation
Rank: S
Type: Attack/Supplementary/Defence
Range: Short - Long
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: The user performs two handseals, manipulating the moisture in the air and ground so as to create a gigantic web made of wire thin threads comprised of water. The web envelops the area mid range around the user, being exceptionally inconspicuous due to the thin size of the threads and the translucency of the water. The threads have an exceptionally sticky like quality, as well as being rather elastic and having a solid like property. Should the opponent move, they would find themselves running into one of the threads, when they do so the vibrations of the threads movement would be sent directly back to the user, who is connected to the web via use of a single thread that attaches to the users chest. This effectively allows the user to detect the movement of any objects within the webs range of influence lest they find a way to avoid the webs entirely. This single web attached to the users chest is optional, and is not a requirement, leaving it up to the user whether he/she'd want it, as it'd be more or less useless if the user and his opponent have a clear view of each other. Also, when an object comes in contact with a thread, the web clings to them as it begins to expand and propagate, fully consuming the opponent in a sticky mass of water in an attempt to drown them or fully cease the objects movements. The user is capable of traversing through the web with ease, without being hindered. The user is also capable of removing the webs attachment from their chest, so as to prevent attacks conducting through the web and directly into them. Alternatively the user can perform an extra handseal upon the opponent being ensnared, this causes the web to abruptly snap in on the targeted object, trapping them within its wired embrace as it consumes them in an exceptionally large and exceptionally strong sticky bubble of imprisonment.
Note: Can only be used 2x
Note: Can only be taught by Erzo
Note: Web lasts until either destroyed, or four turns pass.
Note: No Water jutsus higher than S-rank, in the same turn.




(Suiton: Omoi tatchi ) Water Release: Heavy Touch
Rank: S
Type: Supplementary/Defence
Range: Short - Mid (Mid when released from palms as a burst)
Chakra Cost: 40
Damage Points: N/A
Description: A simple Water jutsu which can be used in two different ways. The first way would be where the user makes contact with another being and uses his abilities his suiton chakra to manipulate the water which is released from his palms to have the same effects as the C-ranked Starch Syrup Capture Field (The sticky aspect to the jutsu). The user would simply release the water from his Palms onto whatever part of the opponents body he touches, spreading it all over the opponents body, allowing the sticky water to engulf the opponents body in the slime like substance at blazing speeds. Another way the user could 'catch' the opponent in the sticky water is by concentrating their suiton chakra at a point where the opponent may be touching them, allowing the sticky water to come out from that point rather than from just the users palms. The sticky water would have no dangerous aspects to it, however it'd have the ability to weigh the opponent down, as if a huge boulder was placed on their body, preventing them from moving properly, if at all, depending on where the slime is. The effects of this would begin from the point of the touch but proceed to spread to wherever the sticky water is spreading. Once even a tiny bit of the sticky water ('slime') is on the opponents body, the user can simply release more of his chakra into it and spread it, meaning prolonged contact is not required. Moreover, this jutsu can also in a second, different way. The second way is more defensive and allows the user to release the a burst of sticky water from his Palms, as it bursts out, the slime would take the shape of a net which would have holes just smaller than a Kunai, allowing it to trap the majority of things aimed at the opponent. The burst of Slimy water can be released from either one palm or both, however, when released from both, each burst of water would be equivalent to an A-rank jutsu. The size of the net released from both arms would be able to completely cover something twice as big as Gamakichi after time skip, whilst when released from each palm (separately), it'd cover something half that size. As a normal water jutsu, despite the sticky aspect to it, the water would still be able to be electrified by both user and/or opponent and would still be affected by the normal elemental strengths and weaknesses.
Notes:
~ Can only be taught by Erzo
~ Can only be used three times
~No Suiton jutsu higher than A-rank in the next turn
~Must wait one turn after use, before using it again.



(Suiton: Suijou Souhou) – Water Release: Aquatic Touch
Rank: A
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will make direct contact with an object before focusing their suiton chakra directly into their intended target. Through the use of this chakra, the user will apply a process of conversion similar to the ones employed in replacement techniques using various mediums e.g. water, sand, etc. Instead of converting one's own body into water, the user will cause the target substance to undergo the state transition in their stead. Unlike the original technique this jutsu is based on (Water Replacement), the converted object will retain both its shape and form, granting it a certain degree of solidity (Similar to Water Style: Sword of Draining) thus allowing the user to keep a hold of the newly liquefied object if they wish to. If the user wishes instead of the whole object being turned into water, only select components (e.g. hilt or blade of a weapon) can be targeted. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada)

Note: Lasts two turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: Follows elemental strengths and weaknesses



(Suiton: Mizu Kamigami no Zangyakuna Fukushū) - Water Release: Atrocious Vengeance of the Water Gods
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (-15 per turn)
Damage: 80
Description: With the use of three hand seals, the user can summon forth a large vortex of water around the enemy and the user, or around the enemy only. The vortex of water is circular, with a maximum diameter of 15 meters and a minimum diameter of five meters therefore, the target must be within mid-range. It reaches the height of fifteen meters and spins at a dangerously fast speed, such that physical contact with the spinning vortex would be capable of pulling the person that touched it into the currents, which would make them vulnerable to the goldfishes. It is hollow inside and serves as a water source and to keep the enemy inside. Once the "vortex" of water is created, the user, with the use of shape manipulation, will shape hundreds of basketball-sized goldfishes with pressurized 1 foot horns. They attack from all directions, except the direction the user is standing on if he was to create the vortex around him to avoid the technique from backfiring. They jump out of the wall/vortex of spinning water as if it was a river and jump out to attempt to impale the target(s). The goldfishes jumping from the walls have a long-reach, therefore, they are able to jump from one side of the vortex and land on the other one and continuously jump back and forth to repeatedly attack the enemy. Releasing it in the same turn is generally only used if, A) The technique was successful, or B) The enemy was able to properly defend from it, or completely destroy it. If, for whatever reason, the user chooses to release the technique, the enemy will take in no damage unless they've been pierced by goldfishes, in which case, they will take the S-rank damage
Notes & Restrictions:
Note: Useable three times per battle with a four turn cooldown before each usage
Note: Can only be taught by Edward.
Note: After using, cannot use A rank and higher Water jutsu the next turn.
Note: Lasts 2 turns per usage.



(Suiton: Kanui Batsu) - Water Style: Water Blitz
Type: Offensive
Rank: A
Range Short - Long
Chakra: 30
Damage: 60
Description: A water variation of Wind Blitz. After infusing water chakra into a kunai, and coating it in malleable water [which takes the shape of the Kunai it's surrouding]. The user will then hurl it at the intended target, and when deemed necessary, the user may wave 1 handseal, controlling the water coating the kunai to expand and spin rapidly around the kunai. Taking the shape of a spinning spear; with the kunai as it's epicenter while spinning. Said spear is 6 feet long and 3 feet wide, capable of piercing and shreadring human flesh with ease. This technique follows a sraight path, thus, only moves foward and in a single direction.

*Only usable with 1 kunai per usage.
*Only usable x3 per battle.
*Must be taught by Loki



(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja.

Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar.

Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength.

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of four turns.
Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn.
Note: Can only be taught by Drackos.



(Suiton: Euryubiā no Chronosphere) - Water Release: Eurybia's Chronosphere
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around their surrounding reaching up to mid range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it deal any damage. The water molecules would stay around both the user and opponent in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to users chakra being infused within the molecules. Same would apply to jutsus user uses. The molecules would immediately converge onto entities which are in motion and which speed is above the one of the user's when this technique was activated. Additionally, the molecules in the surrounding will be able as to be mentally maneuvered by user's will in addition with hand gestures however never as to form shapes and constructs and never to be used offensively. When they attach themselves onto an entity of sorts within their range, user would be able to via mental command control movement of the said entity and even push it towards the one who initially sent it, however following elemental weaknesses and strengths. Additionally this could only be used once during duration of the technique and such would have effects on the technique itself, making it wear off quicker (duration decreases by one turn).. Within the Chronosphere, the speed of an entity moving would be decreased up to four times compared to their original speed. This would apply only to solid entities. The closer they are to the one who performed this technique the greater is reduction of speed due to the more and more molecules attaching themselves onto an entity. Although the movement of user wouldn't be affected within the Chronosphere, movement of those whose chakra signature is differing would (This would also apply to allies of the one who performed the technique due to the difference in chakra signature). Despite not being able as to use the molecules of adhesive liquid as to offend opponent directly, if they attach onto the body of them, their movement capabilities would gradually decrease. However this happens over time, as more and more molecules attach to ones body. Furthermore, user would be able as to use the molecules as to completely stop specific part of the body (joints, hand, leg etc.) they are enveloping by mentally moving molecules once during duration of this technique. This wouldn't make damage to the one within the Chronosphere, however it wouldn't allow them to perform specific movements. Keeping in mind that it would only work on people who are in motion and who's speed is greater than that of the user when this technique was first activated.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Akasha




Custom Jutsu Recieved Before New Rules:



 
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Baldy

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[IMG]http://img687.imageshack.us/img687/7435/lightningicon.png[/IMG]
Custom Jutsu Created By Me:



Custom Jutsu Learned After The New Rules:



(Raiton: Rikujōkōrō) - Lightning Style: Six-Staff Lightning Prison
Type: Supplementary
Rank: A-Rank
Range: Mid-Range
Chakra Cost: 30
Damage Points: n/a
Description:The user performs a sequence of five hand seals, then begins to point their index finger towards the target. A large blinding light begins to emit from the users index finger which can result as a distraction towards the enemy. The user shoots six triangular beams of lightning that emerge from their index finger. The beams of lightning then begin to head towards the opponent. The six triangular beams surround the target in a hexagonal formation. Soon after surrounding the target, the six beams of lightning slam into the target's midsection, holding them in place, and doing minor physical damage. Soon after the beams come into contact with the target, they release electricity making the enemy paralyzed, much like Nagashi, hindering the target's movement, and speed.

- Paralyzation last for ten seconds
- Can be used two times per match
- No lightning techniques in the same turn
- Can only be taught by Toshiro
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(Raiton: Sono Ikazuchi Tentei Kusari) - Lightning Release: The Chains of lightning God
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: During the battle user channels its lightning chakra as a long stream of thick chakra threads in the ground below him/her through his/her feet. These threads tear the ground, coming out as lightning chains and wrapping both legs of the opponent to shock them or restrict their motion. An additional chain could be manipulated to stab the opponent when he/she is fully tied up.
Note:
~ Can be used twice per battle.
~ No S-Rank or above Lightening jutsu in the next turn.
~ Can only be taught by -Blizzard-



(Raiton: Sono Ikazuchi kiji) - Lightning Release: The Lightning Cloak
Type: Defense
Rank: A
Range: Short
Chakra Cost:30
Damage Points: N/A
Description: User channels lightning chakra in his/her hands. He then claps and separates his/her hands from each other creating a long cloak that could easily cover users body (10 feet by 10 feet) . The clock is a mesh of strong tight lightning bonds which are not harmful to the user whose chakra is used. He can then use this cloak to protect him from other jutsus by wrapping it around him or the jutsu. This cloak is super effective against earth style technique which are A-Rank or below, It can tear the earth into molecular level, which means the lighting mesh of the cloak will destroy the earth leaving no trace, but it disappears after it is used once.
Note:
~ Can defend the user from A-Rank or below Earth jutsus which are of reasonable size, not huge boulder but rocks, spikes, small earth weapons.
~ Can be destroyed by B-Rank Wind Jutsu.
~ Will disappear after used once.
~ lasts for 2 turns without use.
~ Can only be used 2 times per battle.
~ Can only be taught by -Blizzard-



(Raiton: Taishū no atorakushon)- Lightning Release: Attraction of the Masses
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will gather lightning chakra and release the lightning into a weapon and/or object (kunais, shurikens, etc) that can conduct lightning, the user will then proceed to throw the weapon at the opponent. The user will have to make direct physical contact with the weapon to channel their raiton chakra into it. Once it gets within short-range of the opponent, the user will perform one hand seal, and essentially release the built up lightning chakra from within the material in order to activate the special ability of the technique. Taking into account the canon jutsu Lightning Release: Lightning Blades Levitation from which it was derived from, the user will cause any objects/tools/materials within short-range of the opponent to converge on the opponent's position by releasing the lightning all around and attracting things inward to its source, crushing anything within the vicinity. These materials will also contain a certain amount of shock value, able to paralyze the opponent on touch, yet only applies to things that are logical and can conduct lightning (clothing, metal, rocks, etc).

Note: Can only be used three times
Note: Requires one turn cool down before re-use
Note: Can only be taught by Joker



(Raiton: Shusei Bolla)- Lightning Release: Bolla's Modification
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on the jutsu)
Description: The user will perform one hand seal and release their chakra towards pre-existing lightning, specifically lightning that is either "focused" (lightning that retains a shape, or has powerful piercing ability, such as a Spear or Animal) or "unfocused" (lightning that does not retain a shape, and destructive, such as the nagashi). Using a concept that has been shown from various lightning jutsus (specifically with the Chidori variants), the user will take a hold of their lightning chakra, and forcefully turn that chakra into the opposite composition it is retaining at that moment. Essentially the user at will, will be able to turn focused lightning, by willfully dispelling its shape, turning it into a unfocused lightning source. When turning it into an unfocused lightning source, it becomes heavily similar to the Nagashi, having numbness and destructive capability of against solid matter. Unfocused lightning also has a unique property of conducting and combining with other material and elements, when doing that it would add a 20+ damage. The same is for unfocused lightning, where the user will inject their chakra and turn the unfocused lightning source, and turn it into a specific shape, the unfocused lightning would come together to create the shape of lightning spear (Similar to the Lightning Release: False Darkness Spear). To allow for unfocused lightning to turn into a spear, the user will perform this technique first, and then the inject itself into a unfocused lightning source/technique that will either be dormant (read further) or created right after through a technique. From their the user will be able to control the unfocused lightning source to allow for the manipulation to occur. A similar process as streaming techniques, after the spear is created, the user doesn't need to focus on it no longer for that scenario. The spear will have a clean piercing power and a certain amount of tangibility. Note the size, rank, and damage capabilities depend on the initial current of the first lightning (i.e. a B-Rank will inflict 40 damage). That rule only applies to unfocused techniques made focused. Focused techniques transformed into an unfocused surge will have no damage capabilities but they will be capable of paralyzing the opponent in the same way as Chidori Nagashi. The larger the initial technique was will dictate the size of the reformed technique. When a focused technique is turned into an unfocused surge of lightning, the lightning will spread out in such a way that it encompasses short-range around the area the jutsu originally encompassed. This jutsu can fully be used on lightning that is combined with other materials or conducted on other constructs (such as water, metal, earth, etc). By simply turning the surface of the lightning into focused or unfocused lightning, however this comes with a drawback, where the initial elemental combo will no longer be in effect for that material it is conducting, destroying it and rendering it useless. This jutsu can be used on dormant lightning, for there is evidence of lightning remaining dormant, things like holding the nagashi on a sword, or lightning currents in water sources/techniques (the user would still need to inject this technique into that lightning source to take control and manipulate it). Evidence of this kind of advance shape manipulation and reformation is present by taking evidence of the various chidori variants, and how they can turn into different shapes or perform different attacks/tasks. This is simply an advance offset of that mechanism in lightning. Another note is, when the user manipulates the lightning's form, they can re-aim the lightning (like a projectile), or remain focus and stream the lightning.

Note: Can only be taught by Noni
Note: Can only be used three times per battle
Note: Cannot be used on an opponent's technique
Note: This jutsu can only be used once per technique, so when the form of lightning is changed, it can not be reversed
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control



Raiton: Zeusu Takumi no Waza | Lightning Release: Zeus' Craftsmanship
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Calling on concepts from 'Four Pillar Bind' and 'Lightning Blades Levitation', this technique allows the user to perform two hand seals and send Lightning chakra into the ground to carve out multiple shapes of rock through the careful administration of the destructive properties of lightning. Various shapes can be crafted, ranging from walls, cubes and pillars to spikes and even crude weapons. The shapes, filled to the brim and coated with lightning chakra, can be manipulated to violently rise from the ground, guided into a desired position, and can even be made to levitate mid-air. Upon creation the shapes will, acting as conductors and amplifiers for the lightning chakra, release multiple bolts of lightning that dance from one shape to the next at rapid speeds and repeatedly shock anything caught within their formation. Meanwhile the created shapes pose the threat of crushing, smashing into, or stabbing through anything caught within their path. The created shapes can be of a large enough scale to impale and completely incapacitate a large summoning such as Gamabunta. However they can also be created in far smaller sizes for the sake of releasing smaller, yet far more potent lightning bolts. In the case of the creation of but a single shape, lightning will radiate out from around the rock forming a perimeter of electricity that will cover twice the area of that which the rock covers.

Note:
- Can only be used 2x
- No Lightning techniques above A rank in the user's next turn
- Can only be taught by Scaze



(Raiton: Senshu Yousei)-Lightning Release: Usurper’s Claim
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
To begin the user will form the Dog>Dragon hand seals and focus their lightning chakra into an existing liquid source or technique. Using a similar concept that has been shown in previous lightning techniques, the user will then infuse the liquid with a current of lightning throughout the source, containing and electrifying it and by doing giving them the ability to levitate and manipulate the liquid. The user can shape the liquid into various forms to attack their target, shocking them from the current while also dealing blunt damage from the force of the water.

Note:
~Can only be used two times
~Cannot use lightning techniques above S rank for the rest of this turn and the next
~Can only be taught by xHoudinii




Custom Jutsu Recieved Before New Rules:



(Raiton: Byakurai) - Lightning Style: Pale Lightning
Type: Attack | Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 100
Description:This technique is similar to Chidori Sharp Spear, but its power far exceeds it. The technique is performed by the user focuses their lightning chakra towards their index finger. They then begin to compress the stored chakra in their finger. Then, by releasing the chakra from their index finger, into a dense spherical shaped beam of lightning, roughly 3x the size of chidori sharp spear. It can reach up to long-range, wrecking and piercing through many objects, however, the user is unable to control the trajectory, the direction, like Chidori Sharp Spear. The beam simply goes in one direct manner, and thus, the lack of flexibility. The technique is forbidden due to the fact that because of the huge amount of chakra built in your puny index finger, and releasing it all at once, quickly, at the same time, it is lightning chakra, it would cause your index finger to be numb for one full turn, unable to move it, remaining limp. The finger will also look slightly burnt and black during this time, causing some stinging pain to the user. This makes it impossible to perform hand seals during this duration​

-Can only be taught by Toshiro
-Only usable 2 times per battle
-Cooldown of 3 turns(including the turn the finger is numb)
-No S-rank Lightning and above in the cooldown period
 
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Was the creator, but I gave the contract to Scaze, who owns it now.


Summoning Animal
Rays (Batoids)
Scroll Owner
Scaze
Other Users who have signed this contract
Kryptiic, Baldy
Summoning Bosses if Existing

(Kuchiyose:Batoidea: Atlantia) -Summoning: Batoidea : Atlantia
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Atlantia is a small eagle sting ray, between the size of a Frisbee and a basketball. Atlantia is one of the three bosses of the Ray summons, and is usually looked upon as the weakest due to her size. Atlantia is a vibrant deep sea purple with turquoise/blue spots. Like all eagle rays, Atlantia has small electroceptors in her snout that allow her to detect the exceedingly weak electric signals generated by prey, or in most cases enemies, within a mid range radius of her. Atlantia is extremely smart, and what she fails to make up in bulk, she makes up for in intelligence, skill and tactics. Atlantia must be summoned in water. Atlantia is incapable of using suiton jutsu, however she is capable of freely manipulating water to create B, A or S ranked constructs such as pillars, walls, vortexes and other useful apparatus, this of course counts as a jutsu. Atlantia is also capable of creating a forbidden ranked exoskeleton of water to surround her, the water being a exact replica of her, except enlarged. The exoskeleton of water can be as large as, if not larger, than gamabunta, and responds solely to Atlantia's will, for all of which Atlantia requires a equally large water source. Atlantia is incapable of flying through the air, however she can gain small periods of hang time by launching in and out of the water. Atlantia is capable of speaking fluent english, japanese, and greek.

Note:
- Atlantia can only be summoned 1x
- Atlantia is capable of staying on the field for four turns.
- Atlantia is capable of creating the water aura only 1x per match, and it lasts for only three turns.
- Atlantia is capable of sensing living animals within a mid range of her, using her passive electroception.
- Atlantia is capable of creating a maximum of 2 S rank structures, 3 A rank structures, and 4 B rank structures.

Kuchiyose No Jutsu:Batoidea: Blitz Krieg)- Summoning: Batoidea: Blitz Krieg
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Blitz Krieg is one of the three boss summons of the Ray Contract. Blitz Krieg specialises in lightning, and has a pectoral fin span of 7 meters, while being 5 meters long from head to tail base. (Not including tail length.) Blitz Krieg, upon being summoned, passively brings with him dark purple clouds of lightning that settle over the battlefield, at a minimum height of two meters above head height. The clouds greatly reduce lighting, the battlefield only illuminated by the small non hindering static bolts that course throughout the airborne clouds. The true use of the clouds is that they attract the lightning techniques of the opponent, weakening them by one rank as they store some of the oppositions electrical charge within them. Krieg is then capable of taking hold of the stored electrical energy, effectively utilizing the clouds as an electrical source as he uses his chakra to empower the currents, allowing for the release of Lightning attacks from anywhere within the clouds. Fortunately for the enemy, the enhancement and manipulation of the electrical essence within the artificial clouds isn’t necessarily discreet, as a distinct crackling noise can be heard echoing in the nearby vicinity. Utilizing this method, Krieg can release B, A and S rank bolts, waves, blades, blasts and walls of lightning, either through use of the clouds. When Krieg disappears, he is capable of causing the lightning clouds to disperse in a electrostatic discharge which empowers any Lightning jutsu in play by +20, whether it be the users or the opponents. The clouds are both self fuelled and sustained by Krieg, and in turn Krieg also utilises them as a medium for his active electroception while in air, although on the flip side only beings within a 2 meter radius of the clouds can be sensed. Underwater however, Krieg's passive electro-location is unrivalled, spanning out for miles. The clouds can only be removed by a large scaled blowing wind technique of at least A rank, otherwise they would simply reform.

Note:
- Krieg is resistant to B rank and below lightning techniques, however when struck by an enemies lightning technique his electero-location begins to malfunction, rendered unreliable for two turns except at close distances of three meters or less.
- Krieg can only release lightning techniques through use of the clouds and only the generic applications described, not any specific known techniques..
- Krieg can swim at commendable speeds through both water and air.
- Krieg can only be summoned once per battle.
- Krieg stays on the field for four turns.
- Krieg is limited to creating three B ranked lighting attacks, two A rank lightning attacks, and two S rank lightning attacks, overall Krieg can only use five lightning attacks per battle, all of which naturally count as a jutsu.



Other Summoning Animals Tied to this Contract
Kodai no mizūmi Sting Rays
(Kuchiyose:Batoidea:Sting)- Summoning:Batoidea:Sting
Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Sting is a mediocre sized Stingray, being roughly 24 meters from top to tail tip, and having a pectoral fin span of 32 meters, Sting is dark turquoise in colour and has a large scar on his underbelly running from his left pectoral fin all the way to his bottom right side. Sting is the student of the weapons specialist of Kodai No Mizuumi, and as such excels at the use of weaponry. On the edge of Stings pectoral fins is a metal platelet, the metal platelet being honed to a fine edge and being extremely light and fitted perfectly. This allows Sting to slice his enemies in two as he swims past them at great speeds. Like all Stingrays, Sting has a large barbed stinger at the end of his tail that is roughly 15 inches long, the barbed tail enhanced with metallic blades, allowing it to pierce through even the most fortified defenses. Sting is able to shoot his stinger at a opponent, the stinger equating to a A rank non elemental projectile when launched. Sting specialises in the fuuton element being able to use up to and including A rank fuuton jutsu, slapping his pectoral fins against his sides in replacement for handseals and swinging his pectoral fins to execute the jutsu if need be. Sting can coat his Stinger and fins in fuuton chakra, making it equivalent to a S rank elemental jutsu. If an opponent is hit by Sting’s Stinger, the Stinger will begin to release its protein based toxins, resulting in their heart rate drastically slowing, the wound bleeding profusely, parallelization in the wounded area due to muscle cramps, and in three turns the user will surely die due to heart failure unless the enemy can counter its effects. Additionally, he can speak being able to communicate with its summoner easily.

Restrictions
-Sting’s stinger regenerates after one turn and can only be shot twice
-Sting can fly through the air by applying basic chakra for 3 turns, he then must return to water or return to kodai no muzuumi
-Sting stays on the field for 3 turns
-Sting can only be summoned once per battle

(Kuchiyose:Batoidea:Krieg)- Summoning: Batoidea : Krieg

Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: n/a
Description: Krieg is a mediocre sized Ray who resembles a torpedo Ray in both looks and abilities, Krieg is roughly 18 meters long from tip to tail, with a pectoral wingspan of 24 meters, and his skin pattern resembles that of a cheetah, vibrant yellow with black spots. Krieg is fairly adept in the use of Raiton, and is able to use all Raiton jutsu up to and including S-rank without the use of handseals, albeit slapping his pectoral fins together to replace handseals and using his Pectoral fins to execute the jutsu if need be. Krieg is also immune to all Raiton jutsu B rank and below, absorbing the lightning into his electric glands, and using the lightning to produce a large spherical omnidirectional blast of lightning that is released from all directions of his body, effectively creating a lightning bubble that spans out to mid range, stunning and blasting everything, the blast being equivalent to A rank. Krieg is able to choose to make gaps within the blast. Kreig's tail stinger is very resistant. Additionally, he can speak and thus is able to communicate with its summoner easily.

Restrictions
-Krieg can only be summoned once per battle
-Krieg can only stay on the field for 4 turns.
-Krieg can fly through the air for three turns through the use of chakra, on the fourth he must either be in water or he disappeared in a poof of smoke
-Omnidirectional Blast can only be used 2 times per battle after absorbing a lightning attack.
-All of his moves count towards the users move count




(Kuchiyose No Jutsu:Batoidea: Slip-Stream)- Summoning: Batoidea: Slip-Stream
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: n/a
Description: Slip-Stream, is a rather small Sting-ray in comparison to most of the other Rays and has the body shape and looks of a Spotted Eagle Stingray. Slip-Stream is roughly three meters long (Not including tail) and three and a half wide (Including wingspan), and is capable of carrying a single person on her back, possibly two if the need should arise. Slip-Stream has an extremely bubbly and energetic personality. Slip-Stream is incapable of using jutsu, but makes up for it through her prominent and useful move set. One of her techniques involves releasing her chakra as she flies, the chakra shapes into her form, effectively forming clones that are in-fact projectionary illusions created by the distortions caused by her chakra. Once activated, which counts as a move, the technique continues to remain active, mirages being created passively, leaving a trail of Slip-Streams behind her, which combined with her insane speed is often mistaken for Motion Blur by a opponent, fooling them into thinking that she’s moving faster than she actually is, while masking her exact position. The illusions often mistaken for after-images, begin to fade roughly 3 seconds after their creation and are similar to that of the basic E rank clone technique. Another of Slip-Stream’s abilities, is that she is capable of releasing a burst of wind from her body, utilizing the wind, and the updraft and force created so as to give herself a dramatic burst of speed, allowing her to amplify her speed by up to 50% for a few moments. Slip-Stream usually releases the burst of wind from either beneath her or behind her, but is capable of releasing it from all over her body if need be. Strangely, Slip-Stream prefers Air over water, and is the fastest flyer in kodai, it requires immense focus from a non doujutsu enemy to keep track of her movements while she moves in straight lines or circles, and even more focus to decipher which is a mirage and which isn’t. Slip-Stream is slower when moving in intricate motions but still remains faster than a Sage Rank Ninja with ease. Slip-Stream’s Last ability is a testament to her mastery over air and flight. As she flies, Slip-Stream is capable of utilizing her wind chakra to create a flow of wind around her, the flow of wind acts as a barrier for both defense and offense. The wind coating allows Slip-Stream to slice through opposing objects as she travels with immense ease, and is equivalent to S rank. While it also reduces Air-Resistance against her forcing the air to her sides, allowing her to move even faster than usual.

Note:
- Slip-Stream can stay on the field for 4 turns.
- Slip-Stream can only be summoned Once per Battle.
- Slip-Stream can only use her Wind Burst Technique Twice, and it counts as a move.
- Slip-Stream’s Wind Armour activation counts as a move and can only be used twice per battle


Kuchiyose No Jutsu:Batoidea: Kagutsuchi)- Summoning: Batoidea: Kagutsuchi
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Kagutsuchi is a rather small sized eagle like ray, being roughly 15 feet long (not including tail length), while his skin colour is deep orange with red ringed black spots. Kagutsuchi is unique among the rays, in the fact that he prefers heat, opting for warm water springs rather than cold water. His elemental affinity of fire reflects this. Kagutsuchi is capable of using all Katon techniques B rank and below and is capable of releasing a S rank blast of fire similar to that of Great Majestic Fire annihilation twice per battle, all of which counts as a jutsu. Kagutsuchi’s venom glands are also specialized in the sense that due to it being melded and mixed with his Katon chakra, it gains a similarity to oil in the fact that it’s highly combustible, viscous, sticky, and the venom doesn’t become denatured at higher temperatures but rather works even better before eventually turning into a dangerous gas if heated to high enough temperatures. Kagutsuchi is capable of spewing his specialized venom from his mouth in vast quantities, unlike normal venom, rather than relying on the piercing capabilities of a stinger, Kagutsuchi’s spewed venom sizzles on contact with skin, resulting in bruises and burns being formed, in which the poison can seep into the enemies blood-stream. Kagutsuchi spewing his venom counts as a A rank equivalent elemental jutsu which he is capable of applying shape manipulation to if he so wishes. Once per battle, Kagutsuchi is capable of spewing a gigantic maelstrom Fire/Venom combo towards the target which has the power of a forbidden ranked jutsu, the maelstrom leaving a fair amount of toxic gas behind. Like all Stingrays, Kagutsuchi has passive electroreception, his electroreception working through water, or using the moisture within the air as a medium. Kagutsuchi is capable of speech. Kagutsuchi’s venom results in the enemies heart and breathing rate slowing, not to mention that they begin to feel pain on the afflicted area as the enzymes take effect, this is proportionate to the amount of venom taken in, anything more than 30 mls leads to the next step. If enough venom is spewed, the cells in the contact area begin to die, resulting in the enemy experiencing a decline in health over the next few turns before dying of heart failure due to the heart and breathing rate lowering exponentially.

Note:

- Kagutsuchi can only be summoned once per battle and stays for four turns.
- Kagutsuchi is capable of spewing his venom normally three times per battle and counts as a move.
- Kagutsuchi is capable of using his Venom/Fire combo once per battle which counts as a move.
- Kagutsuchi’s electroreception spans out to Mid range.
- The user is relatively unaffected by the enzymes within the poison, however will still be marred by the offensive capabilities of the substance itself.
- Kagutsuchi is capable of flying through the air, and water, however while submerged under water he cannot use any of his techniques, and his strength is slowly sapped. Leaving him bedraggled after resurfacing, and causing a -20 damage deficit to his techniques for the remained of the turn. Though he has to be submerged for a good while and not simply a quick dip before exiting.
- Due to Kagutsuchi's fire nature he is susceptible to water based attacks and takes half extra damage when hit by one.

(Kuchiyose No Jutsu:Batoidea: Ophelia)- Summoning: Batoidea: Ophelia
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Ophelia is the weapons expert of the Stingrays and thus focuses heavily on close range prowess. She has the looks of a small sized Eagle Stingray being only a meter long (not including tail length) with a wingspan of a meter 1/2 and is sandy yellow in colour with white spots. Despite not having a humanoid body to perform punches and kicks, she makes up for it through a unique moveset. Ophelia’s first ability is what allows her to overcome her lack of limbs to wield weapons. Ophelia is capable of freely growing Stingray stingers from all over her body, and is also capable of applying shape manipulation to the stingers so as to create various weapons of all different shapes and sizes. These stingers have the strength slightly greater than that of a Kunai. She is also capable of growing much more powerful wind elemental chakra enhanced stingers which is equivalent in strength to an S ranked jutsu. The stingers can also be retracted or shot if need be. The venom on Ophelia’s grown stingers aren’t the most potent, but is still quite deadly. Five pen sized stingers being able to easily incapacitate a limb while causing the opponent minor heart rate and breathing problems such as lack of breath, and minute cramping like pains within the chest region. Thanks to her size, Ophelia remains to be rather fast, capable of keeping up with a Sage Ranked ninja with minor difficulty. Despite her small stature she also remains to be rather strong, while she doesn't quite rival the strength of summons such as Enma, she does exhibit a physical prowess that overshadows that of the average ninja.

Note:
- Ophelia can only be summoned once per battle and stays on the field for four turns.
- Growing elemental enhanced Stingers counts as a move and can only be done three times.
- Ophelia is capable of both swimming and flying through the air.
- Ophelia's Electroreception spans out to Long range through water or air.

(Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.

Note:
- Hydra can only be summoned once per battle and stays on the field for four turns.
- Hydra is capable of both swimming and flying through the air.
- Hydra’s electroreception spans out to long range through medium of water or air.
- Expansion size is slightly faster than Akimichi's, while regrowth is slightly faster than that.
- Only three sets of regrowth can be done, a set being defined by when all tails are fully restored. Sets occur irrespective of Hydra's wishes, being passive and automatic in nature, therefore they're liable to run out quickly.
- Hydra’s abilities are loosely based off of Pein’s dog.
- Tail size manipulation can only be used three times per battle.
Torpediniformes
Pristiformes
Rajiformes
Myliobatiformes

Origin
The Rays are from a hidden secretive and mysterious lake found in a valley within a obscured mountain range called Kodai no mizūmi, translated to Lake of Antiquity.

General Description
Batoidea is a superorder of cartilaginous fish commonly known as rays and skates, containing more than 500 described species in thirteen families. They are closely related to sharks, from which they can be distinguished by their flattened bodies, enlarged pectoral fins that are fused to the head, and gill slits that are placed on their ventral surfaces. Some species of Rays being able to naturally generate a eletrical discharge used as a self defense or offense mechanism to stun a predator or prey. While others have what could only be describe as a tail with a barbed stinger on the end, that can literally be launched, the stinger containing naturally produced toxins that are usually protein based, and can be used to alter respiratory and heartbeat rate. Some even having what could be described as a long "Saw" like nose used for slashing at prey and predator alike.

Summon General Abilities
Kodai no mizūmi Rays vary in size, being as small as a plate to being as large as gamabunta, and other great summons.
Like all Rays, Rays that hail from Kodai no mizūmi also known as Lake of antiquity or sometimes referred to as Lake of the past or Lake of time, have their natural abilities, such as having a barbed stinger at the end of their "tail", or even naturally being able to generate eletrical discharges, however it is usually the case that their abilities are much more developed and "Heightened" than a standard Ray, the Protein-toxins being much more potent, naturally discharged eletric currents being much more harmful, and the strength of the Saw like noses being increased ten or even one hundred fold.Furthermore, Kodai no mizūmi Rays are aquatic animals, swimming with great agility and speed (and beauty) but some can even use their chakra to "swim" through the air for a limited amount of time (turns). Rays that can swim through air have a unique adaptation that allows them to breathe in air for a period of time before being forced to return to water to breathe properly. Some Rays can keep this up for only a few minutes, while others have trained to be able to utilize this ability for hours or even days.

Summon Land History

Kodai no mizūmi being a epitome of beauty, nature untouched and unspoiled by the average human, however unfortunately the Rays that reside in the Lake of Antiquity, are segregated due to a civil cold war brought about due to triplets being born as heirs to the throne, and no record remaining of which is older, thus they both strived to establish dominance resulting in a stalemate and the Ray population being seperated.
As such the tripelts are all bosses of the three segregations keeping a level of peace, but still regarding eachother as traitors, leading to much tension between the tjree segregations. Something that every signer since has been striving to amend

Batoidea Arts

#4 Batoidea Jutsu: Kakuu Heki | Batoidea Arts: Electrostatic Surge
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user draws blood and then continues to slides the blood across their summoning tattoo so as to summon five identical rays around the opponent in a pentagonal formation. These Rays specialize in an immensely potent and powerful variation of Active Electrolocation, which produces a field that directly interferes with the opponents nerves. Shinobi two ranks below the user will find performing even hand seals to be an immensely difficult task, while those of equal or higher rank will suffer from a state of slowed movement, and sluggish bodily control. The field doesn’t affect the enemies reaction times, as they can still think and strategize as normal, and thus perform handseal-less jutsu with only a slight deficit in initiation speed. However it does affect motor skills and function, making movements, reflexes and the like slower and more difficult. On being summoned, these rays continually dart and whiz around the opponent, following them if need be. The rapid sometimes orbital movements of the rays causes for countless minute non-damaging sparks of electricity to materialize over the opponent's body, giving them a strong electrostatic charge which is oppositely charged to that of ordinary lightning. As a result, whilst the opponent is surrounded by the rays, raiton jutsu become incredibly difficult to dodge and Raiton jutsu used by the opponent often suffer from the habit of discharging back into the opponents body, shocking them, or perhaps doing worse depending on the nature and power of the technique. (Unfocused bursts would be heavily affected, while immensely focused, directed and projectile like lightning techniques would work almost as normal; Eg Spear of Darkness) Due their speed, these rays can be incredibly difficult to escape from. Alternatively, the user can simply summon the Rays so as to ‘sniff’ out and surround the opponent, making them exceptionally useful for finding hidden enemies due their abilities.

Note:
- These Rays disappear when either killed, or three turns pass.
- Each time a ray is killed the technique becomes weaker. Once at least three of these Rays are killed the technique ends.
- Can only be used twice per battle
- No Ray jutsu can be performed by the user for the rest of the turn.
- A ray can summon these Rays simply through the use of chakra and a high pitched call.
- Must have signed the Ray Contract


Batoidea Jutsu: Sutingā no kakudai | Batoidea Arts: Stinger Expansion
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: A technique which allows the user to expand Stingers through use of chakra, allowing them to become larger in size, weight, and potency in a similar manner to the ‘Giant Shuriken Technique’. The expansion size is proportionate to the size of the targeted Stingray barbs, for instance a senbon sized barb could be expanded to reach a maximum size large enough to skewer a small summon such as Sasuke’s Hawk. Several Stingers can be targeted for this technique, or alternatively the user can target a specific area for this technique, enabling expansion for all Stingray barbs within that specific area. Naturally, this technique also expands/duplicates venom, allowing ratios to stay intact. Unfortunately, the expansion area is limited to a 3 meter radius, limiting the amount of barbs that can be expanded without having to visually single them out.

Note:
- Can be used by both Contract signers/summoners, and Stingrays. If used by a Stingray boss the size increase and expansion area can be up to 2x as large.
- Can only be used 2x by a boss, and 3x by a human/normal Ray. Can only be used a maximum of 3x regardless of the user.
- Stingers, shards can all be expanded.


Batoidea Jutsu: Kakuu Heki | Batoidea Arts: Aerial Burst
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: A simple technique developed by the Rays so as to make aerial maneuvers easier as well as much faster. A Ray will release chakra throughout their body so as to give a non-forceful augment to their physical strength while allowing some of the chakra to seep outwards so as to coat the outside of their body. The chakra that is released serves to temporarily decrease, or increase the wind resistance around the Stingray, allowing for more advanced, powerful and finessed aerobatic maneuvers. By increasing the resistance; it allows for the Stingray to pull up, and ascend into the air easier as the wind beneath their wings becomes amplified. While the strength augmentation puts them just above their physical peak, allowing for them to cope with the increase in force. Likewise if air-resistance is decreased it allows for the Stingray to pull off sharper and more intense diving movements. In short, this technique effectively allows a Stingrays to further enhance their aerial maneuverability and speed for a short period of time by increasing or decreasing air-resistance in conjunction with aerial moves. Allowing for fast paced barrel rolls that allow the Stingray to dodge to the left or right, or for high speed ascents or descents. The technique also leaves behind an aesthetically pleasing glowing trail of sorts, which acts much like a slip-stream that allows other Rays to follow the leads movements albeit to a lesser extent. Allowing flocks to move with immense grace, speed and unity. This also works underwater by affecting water-resistance and buoyancy.

Notes:
- Useable by all Rays
- Lasts momentarily. (For that turn only)

Batoidea Jutsu : Ken Gyakujou | Batoidea Arts: Stinger Frenzy
Type: Offensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: By drawing blood, the user is capable of calling forth stingray barbs, ranging from dozens upon dozens of small needle to senbon sized barbs, to a few larger spear sized barbs, each containing their own sac of intense venom. The stingers being harder than steel and exceptionally aerodynamic, allowing them to be launched at high speeds through propulsion spewing should they be released from the mouth, or similarly propelled/thrown if called forth into the sleeves, similar clothes folds, or even the crevices between fingers for exceptionally small ones; done in a similar manner to 'Hidden Snake Hands'. The protein toxins on the stingers force the muscles in the opponents body to tense, resulting in severe and painful cramping as the enzymes ravage the cells in the impacted area, causing intense searing pain. The potency of the venom follows a combinational size to effectiveness ratio, therefore a single four cm stinger, or four one cm stingers, would be capable of incapacitating a limb and any organs contained within the period of two turns via paralysis. This can alternatively be used by a Ray, however they simply spew the volley of stingers without the blood requirement, or alternatively call forth the Stingers to release them in a manner orientating around a specific body part/area, for example releasing them through a whip of a tail, via a flap of pectoral fins or etc.

Note:
- Can only be used once every two turns.
- Can only be used 3x by a Human/Ray.
- The stingers are dark tan in colour.
- Can only be used by a member of the Batoidea contract.
 
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Custom Jutsu Created By Me:


#3 (Genjutsu: Indoafisshu)- Indoor Fish
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique is a technique designed for torture. Activated through the snap of a finger, the user places the opponent in an illusion where several skeletal, carnivorous, aggressive fish materialize around the opponent. Upon its materialization, the fishes proceed to devour the opponent in any way the user intends them to; whether by robbing them by their limbs, or simply tearing out chunks of flesh, whatever the degree of gore, the fishes will never kill the opponent. However, the effects of the fishes mauling is felt by the opponent in reality. For example, if their legs were torn off, they'd imagine unbearable pain, and shock from losing their legs. In addition to the mental stress and pain, they would also, due to the reality of the illusion, believe that they can no longer use their legs. Hence, any damage sustained within the illusion is believed to be real until the illusion is released.

Note:
- Can only be used 3x per battle
- No A-rank and above Genjutsu for the next 2 turns

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Code:
[URL="http://narutobase.net/forums/showthread.php?t=460271"]~noni1997[/URL]
[URL="http://narutobase.net/forums/showthread.php?t=463193"]~The Mockingjay[/URL]
[URL="http://narutobase.net/forums/showthread.php?t=461713&p=14083635#post14083635"]~Ushiro[/URL]
[URL="http://narutobase.net/forums/showthread.php?t=494623"]~xHoudinii[/URL]
~Detective L
~Loki


Custom Jutsu Learned After The New Rules:



(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.

Taught Here:

Illusionary Arts: Eyce (Genjutsu: Eyce)
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After performing a single handseal, the user traps the opponent inside a genjutsu. With the genjutsu in place, the next step that the opponent takes is met by a sudden flash freeze which emanates from their feet and rises up quickly through their body before settling behind the eyes. The opponent then sees an frosted white veil begin to form over their eyes, giving the impression that his eyes have been covered in ice. With the veil also comes the inability to look in any direction other than forward.
-Cannot be used in successive turns-
-Can only be used four times per battle-
-Must be taught by The Mockingjay-

Taught here:

(Genjutsu: Kagirinai Seken Buruburu) Illusionary Arts: Unlimited World Shaking
Type: Offensive
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will begin by making 2 handseals and then channel chakra into the opponent, mainly focussing on the inner ear. Once the genjutsu is in place the user will trigger the sensory inside the opponents inner ear causing him to believe the ground beneath his has started to shake. At first it is only a mild tremous enough to make one stumble, but this genjutsu works by, the more the opponent tries to stabilise himself the greater the shaking becomes. Inside the genjutsu as the opponent is trying to keep stable the ground will shake more violently with every attempt the opponent makes making it harder and harder to keep their balance causing them to keep stumbling all over the place essentially losing control of their body. Outside of the genjutsu the opponent will be stumbling around due to the affect the genjutsu has on the inner ear, except the symptoms are not as severe as inside the genjutsu. Inside the genjutsu the opponent will be unable to control their bodily movements making them stumble uncontrollably, while outside the genjutsu it would be a small stumble to the left and right making the opponents body unable to keep its center of gravity. The user is still able to see the world as it is and none of this other senses apart from his balance are affected.

Restrictions:
Can only be used twice per battle
Cannot be used twice in the same battle
Can only be taught by Delta

Taught here:

(Genjutsu: Ketsuraku Chuushin) Illusionary Arts: Missing Heart
Type: Supplamentary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/a
Description: The user will point to the users heart area which is the trigger for the genjutsu. Once done, the user will make a hand gesture as if they were squeezing something that was in their hand. As they continue to squeeze their hand the opponent will feel sharp pains in their chest. The more the user squeeze his hands the more the heart of the opponent aches. The air in the user palms represents the heart of their opponent. If the user so please he can indeed crush the air in his palm resulting in the crush of the opponents heart. This will cause pains beyond measure. In the genjutsu his heart would be crush but since it is an illusion he would die just experience massive pains.
Note: Can use a max of 3 times
Note: Cant use this jutsu back to back
Note: If the user crushes the opponent heart, due to the massive pains the genjutsu will automatically be broken



Genjutsu: Kuro Mizu | Illusion Technique: Dark Water
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: A genjutsu which, once the user has cast it lays dormant inside the target's chakra system until the user initiates a water technique which creates it's own water source. The water technique will appear to be of a pitch black color, however due to the water's transparency this results in the water appearing invisible to the naked eye thus the target will be unable to see it unless they have a dojutsu or a sensory ability. The illusion only changes the water's color, any other characteristics of the water still remain. The genjutsu has been derived from the Rain Release skill 'Dark Rain Technique' which turns raindrops black, making them invisible but in this case it's purely illusionary and only makes the first water technique used after casting the illusion pitch black.
Note: Can only be taught by Tybone.
Note: Dojutsu users and sensors will still be able to see/sense the water.
Note: The genjutsu remains dormant until a water technique is used by the user.
Note: Only applies to water techniques that materialize their own water.
Note: No Genjutsu in the next turn.
Note: Can only be used twice per battle.



(Genjutsu: Namekuji o taberu! ) | Illusionary Technique: Eat slugs!
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: A Genjutsu used mainly to mock or distract the opponent. With two hand seals, the user will induce the opponent in a Genjutsu, where the opponent would start to feel as though a large amount of slugs are situated in his throat, and they are moving towards his mouth, with gooey slime. Due to the human gag reflex, the opponent would feel the need to get rid of these slimy slugs by throwing up, and this allows the user to attack within this time window. The slugs keep on generating as one is released, making it extremely disgusting for the opponent. In reality, the opponent is standing still, as he tries to release himself from the Genjutsu.

Notes:

-Can only be used three times per battle.
-No S rank and above Genjutsu in the next turn.
-Can only be taught by Detective L.



(Genjutsu: Hason Shita Me) - Illusionary Arts: Brutal Mental Reversal
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: This technique is a counter illusion applied by a Shinobi who understands and makes use of the necessity of pain to be released from an illusion. After using a logical deduction to figure out they are in an illusion, the caster of this technique will place an illusion on themselves. Affecting their own chakra flow, the caster would fool his brains nerve receptors through the illusion to amplify the sense of self-imposed pain. This illusion would serve the purpose of aiding the Shinobi to escape an illusion by making their brain believe they are under more pain then they really are. Falsifying what they really experience, the pain imposed for example by a kunai simply nicking the the users skin would now feel more like the kunai was just stabbed into them. While the user is under this illusion, it could backfire if an opponent lands a technique, as the user would feel a false pain far beyond what the opponents technique actually delivered. The illusion would immediately end after its use in conjunction with a source of pain to escape an illusion, the illusion itself dispersing from the faux pain it enabled.
-Usable 4 times
- User could not use S rank Genjutsu the subsequent turn to this one



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

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



Genjutsu: Saizu wa Jūyō | Illusionary Arts: Size Matters
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: N/A
Description: To perform this Genjutsu the user just has to have some sort of vision on the opponents body. In the Genjutsu the user can alter the length of their weapons or limbs. This is used to put off the opponent in close combat and can be very useful if doubled up with certain Genjutsu.

Restrictions
– Can only be taught by Kryptiic
– Can only be used 4 times per fight.




Custom Jutsu Recieved Before New Rules:



 
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Ninjutsu Techniques

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( Ninjutsu: Ryousei Kanshou ) Ninja Arts: Amphibian Intervention
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Based on the principle of friction and microscopic texture. While some materials may seem smooth to the naked eye, in the nano-scale, they're comprised of multiple irregularities and rough textures. When two materials drag on eachother, the inherited friction increases exponentially, superior than it would happen case the materials were virtually smooth. Applying the teachings of the basic Tree/Water Walking techniques, the user is able to create a thin layer of chakra across any surface of his/her own body. The chakra is thus able to cover or enhance the microscopic irregularities, thus increasing or decreasing the friction to extremes.

( Kato Enten ) Smooth Tadpole- The thin layer will get rid of the irregularities in one's body surface, allowing a nearly zero-friction surface. Given the natural flexibility and curvature of the user's own body, and allying it with well-timed motions, the user is able to become impervious to any physical attack, allowing it to slip off the side. The selective aspect of the jutsu allows one to retain some un-covered areas, permitting usages such as whole-body "armor" with naked soles for walking, left covered-sole and right naked sole for fast gliding, covered arm for evasion and naked fist for attack, etc.

( Gama Ranbou ) Rough Toad - The thin layer will accentuate the irregularities in one's body surface, increasing the friction. It allows one to have a much better grip on objects, almost sticking to them in a microscopic scale. Likewise, it allows one to mimic the Lotus Effect, becoming a superhydrophobic surface. This, among other things, would turn the user impervious to pathogenic agents like bacteria, fungi or algae growth, reducing or eliminating the area of contact with the water particles in which these pathogens dwell and proliferate.

Effective against Earth and Water based elements, to a certain extend, as one can be affected through the sheer size of the tangible object. There is a protection against physical blades, but not intangible blades, such as those created with Wind or Energy based elements. While it does cover oneself with chakra, the low ammount of chakra deployed is minimal, and thus, outside the described effects, it is useless as a chakra armor, when in direct confrontation with chakra-based attacks. It does not protect against Genjutsu or Yamanaka techniques.
The user is able to passively change between the Smooth, Rough and Normal aspect as long as the technique is active, though, except in the turn of usage, swapping between the Rough and Smooth will count once towards the jutsu count. The user is able to selectively cover oneself with chakra, allowing the rest of the surface to be normal, and alter the degree of irregularity, but the whole affected surface must have the same degree, thus preventing part of the body to have the Rough variation and other part the Smooth.
Lasts 5 turns, max, per usage.
Requires 1 turn cool down.
Can only be used 5 times.
Allows the cover to spread through body/clothes and any surface in contact with the user up to 1 meter all around (thus allowing other people to suffer the same effects).
Doesn't negate usage rank and strength and thus can only be used against physical Jutsu A-Rank and bellow and is completely useless against energy based elements while neutral to wind based ones.



(Ninjutsu: Gundan no ījisu) - Ninjutsu Technique: Aegis of Legions
Type: Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20 (-5 per turn)
Damage: N/A (+20 per technique) (+10 Taijutsu)
Description: The user quickly performs a single hand seal, the Tiger, shortly after a technique has been sent out in such a way that it is created and shaped around a technique within the same timeframe. He will send chakra to that technique and effectively create a shield of chakra around it. The chakra is pressurized and condensed into a solid form of chakra that has a bright blue hue. It takes the shape of whatever the user has ordered it to shape around, for example, if it is an earth projectile shaped like a fist, a layer of pure chakra with solid-like properties will envelop the fist. The solidity of it increases its overall mass and force it can exert as well as acting as an armor of sorts for the technique, which obviously adds damage to the technique it was performed on. However, this only works on tangible elements, such as Water, Earth, Steel, etc; it would not work on elements like Fire or Lightning. And because it is simply a layer of chakra, it cannot be performed on stream-based techniques unless the user is in possession of Yin-Yang. Alternatively, one can perform it on himself, or on another's body. The solidity of the layer of dense chakra will increase the damage every physical based Taijutsu that makes contact with the opponent makes. It is shaped around the user in such a way that it does not restrict movement, and it remains until it is completely broken through a stronger attack, or if chosen to do so by the user. This can also be applied on weapons and other materials of a solid composition. For example, the user can coat a kunai with this chakra layer and throw it, which should deflect other kunais due to the armor it's gained.
Notes&Restrictions:
Note: Can only be used 4x
Note: Lasts 3 turns if coated on oneself or an item
Note: Can only be taught by EdwardSama



(Yousobetsushori Ninjutsu: Rongu Karakuri) - Elemental Ninja Arts: The Long Con
Type: Offensive
Rank: B-rank
Range: Short - Long (if thrown)
Chakra: 20
Damage: 40
Description: This technique is a rather creative technique. This technique is an alternative performance of the Shadow Clone Technique in which the user will create a bladed weapon out of one of the basic five elements, but with a twist. It gives of the impression of a normal elemental bladed weapon, but hidden within the chakra is a shadow clone of that decided element. Once the weapon is created within the users hand (at this time depending on the element chosen the user will receive some effects from it, example if they picked fire they would receive minor burns from holding the weapon) - from there the user will throw the elemental bladed weapon, at any time the user can perform one hand seal to release the elemental shadow clone from the elemental blade, if so the clone will grasp hold of the blade and fight. This technique is best used as an assassin technique; getting the sword behind the opponent and stabbing them from behind. The speed at which the user performs this technique has given the illusion that the user is using Space–Time Ninjutsu on more than one occasion. Additionally, by manipulating the position of the blade via wire strings he can more easily position his blade behind an opponent.
Notes:
- Only usable four (4) times per-match, and one clone per-usage.
- Bladed weapon can range from anything from a kunai to a longsword, tanto, etc.
- Follows the rule of only four (4) clones per-match.
- If not thrown, the weapon stays active for four (4) turns. If thrown the weapon and the clone within the blade stay on the field for three (3) turns.
- Any of the basic five (earth, fire, wind, water, or lightning) can be used to create the weapon, and cannot be a mixture of two elements unless the user has the required training (Yin-Yang Release).
- The user will receive minor damage holding the elemental blade, depending on the nature of the chakra (fire - minor burns, lightning - small shocking, wind - minor cuts, earth & water - no effect)
-The clone can only use the element(s) its composed of and non-elemental abilities.
- Can only be taught by Nathan.



Kaguya Techniques

(Ruri'iro Sakikurue) Split and Deviate | Rod Bone
Type: Supplementary/Attack
Rank: B
Range: Short/Mid
Chakra: 20
Damage: - (40 if used as attack)
Description: The technique follows the concept of Sawarabi No Mai, on a much smaller scale. By stomping either foot against the ground, the Kaguya is rapidly able to grow and shoot bone rods from the ground, no larger than an arm's length. The technique has imaginable uses, such as using it as an alternative method to create a bone sword instead of having to manually remove it from their body. Otherwise using it as spikes to perforate targets from below. These can shoot from the ground at different angles, thus it can be created to the side of the user but shot at the target.
*It cannot be used in consecutive turns, with at least a 1 turn interval between uses.*
*Can be used four times per battle*

☾ Kitsune no Mai ☽ Dance of the Flying Sparrow
Type: Supplementary
Rank: B
Range: Short/Long
Chakra: 20
Damage: -
Description: The techniques of Shikotsumyaku relate to close combat. However this technique allows the user to trick the laws of their clan by manipulating their bone creations they detach them from their body much like other clan techniques, however instead of merely releasing them from their body these are fired torwards a target. Such example would be 'Dance of the Clematis Flower' where the user through this technique can fire the bone spiral spear torwards a target, with great speed and a drilling motion in order to strike long ranged targets; not being restricted to close quarters any longer. The projectile carries the strength of it's original technique, this is merely a medium to lengthen it's reach, as such this jutsu does no actual damage either itself.
The technique works only on Shikotsumyaku techniques that grow directly from the user's body. And move at fast speed, yet still trackable by any strong fist user. The bone projectile can be given a spinning motion when it is sent forth if wanted, increasing it's cutting edge.
~ Usable with one DBP technique at a time regardless of the bone size/amount.
~ Only works on DBP techniques up to A rank.
~ Can be used four times per battle.

(Mujōu Karamatsu no Mai) - Ultimate Dance of the Larch
Type: Supplementary/Defensive/Offensive
Rank: Forbidden
Range: Short (self)
Chakra: 50 (-10 per turn)
Damage: 90
Description: A forbidden technique of the Kaguya clan, only usable by those who have mastered Shikotsumyaku; Regarded as the final and most advanced form of 'Dance of the Larch'. The user will perform a row of 4 two-handed seals, followed by growing an abundant amount of bones from their body, which will attach and surround to themselves as an outer layer of the skin. Sharp bones surround the user's knees, shoulders and arms to further improve defensive and offensive capabilities, the appearance of this armor which is considered to be the final stage of Dance of the Larch, instead of being plain, is a rather decorated structure - having vines and spikes of bone run accross it, the finger of the user being cladded in sharp bone, shoulders having large protective bone vines rising etc. Mujou is an armor-like structure that the brave kaguya warrior known as Nitian developed to supress other clans in close combat, many years before the Kaguya's demise against Kirigakure.

Abilities: The bone armor is made of cartilage and such making it malliable and flexible, yet still being able to adapt steel like density due to the user's heritage. The user can freely manipulate Mujou to the degree of creating tools, vines, and other appendages out of the armor. The bone armor itself has different sub modes. The main and basic mode being the offensive, includes the ability to create swords, shields, staffs, essentially any weapon/object within the user's imagination. The defensive mode allows the armor to detach itself from the wielder only partly, extending into a strengthen form due to the cartilage and the tendons to form an extremely resistant shape, completely consisting of bones to defend against incoming jutsu. The creation mode is the last, yet most potent mode where the creation would be manifested out of the armor itself, creating a wolf silhouette body consisting of a wolf's body features. In which a wolf's mouth/head would overwhelm around the user's head, and their hands would be clad with the wolf's claws [Virtually every aspect of a wolf onto the user, consisting of bone]. Within creation mode, the user's feet which are now clad with the legs of a wolf and their hands which are clad in claws can tear skin and limbs apart with a single swipe. Should the user use an S rank technique while creation mode is active, it would shut off instantly and befall onto the ground as useless remains of bone.
Note(s):
Note: Can only be used by Kaguya bio(s).
Note: While active user can't use any techniques which are released from the body directly (Except for oral techniques, as the user's mouth is not covered by the armor). Otherwise, techniques would get stopped by the armor itself and backfire at the user.
Note: This technique grants an A-Rank defense against fire and wind elemental attacks, except for Lightning which can only be defended against if it's of B rank strength. While being an almost absolute defense against S rank water and earth techniques.
Note: The body's weapon attacks will have an A rank strength each. The power of an attack is divided through the number of objects, such as hurling 2 spears from the armor, would mean they would be B rank each.
Note: Can only be used once and last for a maximum of four turns after which the user will be left extremely exhausted (unable to perform heavy movement for 2 turns) and unable to Shikotsmyaku for the rest of the match. Neither can they use S-ranked or higher elemental techniques 2 turns afterwards.
Note: The user may only use Shikotsumyaku, earth, water, and Taijutsu techniques when using this technique.
Note: The user may only use A rank and below techniques while active.
Note: When the technique is activated, the user cannot use S rank or higher Shikotsumyaku techniques in the same turn.
Note: Can only be taught by Loki
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(Animarumateriaraizēshon) Animalistic Materialization
Rank: A
Type: Offense|Defense|Supplementary
Range: Short
Chakra Cost: 30 (-5 per turn)
Damage Points: 60
Description: Animalistic Materialization is a special Kaguya technique that allows the user to create tools based on the bone structures of prehistoric dinosaurs. By channeling their chakra to any part of their skeletal structure, the user can force a cluster of bones to explode from their body as they take the shape of a specific part of a dinosaur, allowing the user to utilize a prehistoric tool during battle. The forming of the tool is swift, and the size of the tool created is no bigger than the user's own body altitude, as any bigger would be a burden to move around with. Just like many other Kaguya techniques the bone density of the tools can be manipulated allowing the user to create highly dense tools that can make for a strong offense or defense. The user can create skulls of great durability, with two sharp protusions acting as horns, a skull and neck of otherwise abnormal size that can reach up to six feet in length and two in width, or a a 4-8 foot long tail with a club the size of a perons's head at the end. These are few of the many posibilities one can form, asit includes other aspects of common animals which would prove useful (claws over the palms, the back of a hedgehog, skull plates, monkey hands as extram limbs, etc.) The tools can be wielded as weapons, created as an extension of the users limb, or created as an extra limb where the user then operates it through bone manipulation. When created and wielded as a weapon the tool lasts until destroyed, but if created as an extension of a limb or as an extra limb then the tool disintegrates after being used. If the tool is kept as for the upcoming turns, the user must pay a chakra toll each turn that bone part is in play.
NOTES
►Can be used 3x per battle
►A creation which requires chakra each turn lasts 3 turns max.
►No Shikotsumyaku techniques S rank or higher in the same turn.
►Can only be taught by Loki

(Sougikishi no Kakuho Shichiyou) Wake of the Unruly Moons
Type: Supplementary/Attack
Rank: S
Range: Short (created) - Long (reach)
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will move low and slam both hands against the surface of the ground, using the abilities to shape their bones they will raise from the underground three or less animal skeletons. Pertaining to any animal they consider useful, bear, lion, etc. The bone structures with steel-like hardness will remain still near the user (within short range). However once the user performs the seal of activation, he channels his chakra into the skeletons giving them a shroud of chakra which in return will allow the awakened beasts to move as they would in life. Each animal would specialize in it's type, a lion would have sharp claws and jaws, while a bear would have greater force than normal. The user can only control up to three animals at a time without losing focus of the battle, trying to use more than three would result in a backfire, taking 20 damage. They move at the same base speed of the user, with the exception of animals who specialize in speed such as cheetah, which would move 1/4th faster, while strength animals would have 1/4th more raw force than the user, etc. To keep them active on the field the user's chakra is drained each turn (-10). The chakra shroud is blue, however because of the bone's "aged" aspects, the colors mix and give their shroud a vibrant pink/red hue. In essense it is still raw chakra.
- Can only be used twice per match. With a three turn cooldown between use.
- Lasts three turns on the field, unless the seal of de-activation is casted.
- While active on the field, the user cannot use any Forbidden Shikotsumyaku jutsu.
- No other S rank Shikotsumyaku in the same turn.



Shikotsumyaku: Futago no Churippu Ha|Dead Bone Pulse: Twin Tulip Teeth
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A technique developed by the kaguyas utilizing the ulna bone in each arm. Mimicking the skeletal structure of the clematis vine, the user manipulates the skeletal structure of each forearm bone to extend out of the forearm where the palm and wrist meet. Each 'tendril' that is extended from the arm is identical to the clematis vine, with segmented portions of 2inches in length with a connecting joint and small spikes capable of extension on contact if the user maintains the physical link. However, these tendrils are not as wide as the clematis vine and each one maintains a width of 2inches and has more of a rounded structure for increased flexibility. The tendrils do not occupy the hands and are connected at the wrist and palm. They can be extended up to mid-range and the user is capable of detaching as many segments as he wishes but to re-extend them costs a move. The purpose of this technique is to use the flexible tendrils for lashing, restricting and certain supplementary uses.
Note: Usable 4 times

 
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