[CE] Atmospheric Lightning

Matt

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1.
Basically what I know is utilising the fire release aspect of the element and combining it with the lightning it increases the temperature of the lightning itself in doing so increases the amount of energy the lightning has naturally. It has a range of different ways it can be manifested such as waves, streams, beams etc. One of the things I only just noticed is the user is able to choose what colour the element actually is which I must say is a very nice cosmetic ability. The other interesting thing about it is the conductive nature of it and how it interacts with Lightning specifically with it being able to basically absorb it into itself for substance just a shame in doing so it doesn’t boost the element in anyway.
2.
How it differs from its components is quite simple in a sense it has that piercing capability not found in fire release but also that explosive power to it not always found in lightning.
 

Goetia

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It seems like you get the gist of it, but I'll say this for the sake of clarification. The main defining feature of the element that separates this from Lightning Release is that it serves as a battery for energy, like you said. While it is specifically for Lightning in that respect, and it does not inherently get boosted by interactions with the element, that's just how it is. There are one or two CEJ that build on that concept.

Do you have any questions before we go over the techniques?
 

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(Kōshiton: Gensho no Shin) – Dendera Light Release: Primordial Abyss
Type: Offensive / Defensive / Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-10 per turn)
Damage: 20 - 80
Description: Primordial Abyss encompasses the most basic applications of Dendera Light Release in its wispy, intangible state of matter closer to that of flames. Through it, the user is capable of forming basic attacks of varying shapes and sizes, including constructs and even cloaks on the body. What the user creates through this technique, for whatever purpose, is limited only by imagination. This energy can be released directly from the user, or through the ground, or in the air. There is no restriction to where this energy is created, except that it cannot be manifested within short-range of the opponent, unless the user is also within short-range. The crackling sound of the energy where Dendera Light is being created serves as a warning to anyone who is within that same area. The energy can be compressed at will to the point of being able to punch through solid matter. At its weakest, it will cause minor electrical burns, and at its strongest, can cause lethal electrocution and scorching of the body. B-Rank and higher usages will require handseals (B - 1 , A - 2 , S - 3), and all usages of this jutsu will last for up to four turns at maximum. The S-Rank usage can be performed 4 times per battle and cannot be used in consecutive turns.

(Kōshiton: Anku no Eien) – Dendera Light Release: Key of Eternity
Type: Offensive / Defensive / Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-10 per turn)
Damage: 20 - 80
Description: Key of Eternity is a jutsu which deals with basic applications of Dendera Light, encompassing usage of the element’s more compressed, plasma state. The user is able to create basic shapes and attacks made of compressed, solid-like energy, and form constructs possessing more geometric form, including armors. Energy may be created anywhere on the battlefield, except for within short-range of the opponent, unless the user is also within short-range of them, and the crackling, sizzling sound of the area where energy is manifested is made serves to warn anyone nearby of its manifestation. Due to the energy being highly compressed, it does not flow or stream like flames, but crackles and tears through matter as it moves. It is more akin to Lightning Release in this sense. It easily rends flesh and bone, destroying solid matter it comes into contact with. These constructs possess an aspect of tangibility, meaning that the user is able to create appendages that would assist with mobility. Usages of B-Rank and higher will require seals to be formed (B - 1 , A - 2 , S - 3), and all usages of this jutsu will last for up to four turns at maximum. S-Rank usages can be performed 4 times per battle and cannot be used in consecutive turns.

(Kōshiton: Shisha no Kuni) – Dendera Light Release: Hand of Anubis
Type: Offensive / Defensive / Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: Hand of Anubis allows the user to create familiars composed of Dendera Light in either it’s flame-like or plasma-like state. These familiars are controlled by the user, acting as minions to serve various purposes on the battlefield. Their shape and size are at the behest of the user, and can be made to fight directly alongside the user as smaller humanoid figures or as larger beings, up to the size of the Great Stone Golem, and can be shaped according to the user’s desire. These familiars are able to utilise Dendera Light techniques up to their own rank (e.g. an A-Rank familiar can only use A-Rank Dendera Light or below). Due to being composed of the element itself, they are capable of utilising techniques of Dendera Light on the level of an Apex Handseal specialist. The familiars themselves are able to passively shape certain parts of themselves into appendages resembling weapons etc, even after they have manifested. Additionally, the user is capable of manifesting these familiars around his person, similarly to that of Susano’o, with the user floating in the chakra anywhere in the body of said familiar. Unless otherwise stated, the user will always be located in its head. Familiars of B-Rank and higher require seals (B - 1 , A - 2 , S - 3) and all usages above B-Rank can last up to four turns at maximum. Once an S-Rank usage of this technique ends, this technique cannot be used again for one turn to create a familiar above A-Rank strength. S-Rank usages can be performed thrice per battle.

These are all very similar, hence why we're going over them at once. I don't expect any questions, but do ask if you have any.

please ignore the name for the love of christ oh god oh fu
 

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We'll go over the boosting/infusion techniques next, one at a time.

(Kōshiton: Jedo Jeseru) – Dendera Light Release: Spine of Osiris
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The Spine of Osiris is a supplementary infusion, performed in the same timeframe as another energy-based technique, or anytime one is on the field (requires a handseal), which allows the user to manipulate their jutsu through what is called a ‘refractive index’. A refractive index is a scale which indicates how focused the energy is. Energies with a higher refractive index are more focused, whilst energies with a lower refractive index are less focused. Differences in refractive index, how focused the energy is, can have varying effects on how it performs or behaves. This technique allows the user to passively (same timeframe, but occupies a move slot) manipulate the refractive index of a jutsu, allowing for different behaviour and capabilities. Should the user choose to increase the refractive index of a target jutsu, the energy will become more focused, reaching speeds equivalent to the 2x the user’s base speed. Should the refractive index be lowered, the energy will become less focused, but as a result, its shape will gain an extent of malleability, being able to passively alter its physical characteristics while it is on the field. This can be used to make a jutsu more difficult to deal with, changing its shape to evade attacks, changing the travel path and size of the technique, even maneuvering around defences and obstacles to reach a target. Spine of Osiris is compatible with AE and CE, but they must possess Lightning or Fire as a component, and can only be utilised once per turn, but each infusion lasts for the same duration as the targeted technique.
 

Matt

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A fairly simple infusion tech but also very nice. Allows one to make their technique 2x the users base speed (wonder if that changes now given the speed ratings of jutsu now probs not) and allows one to passively manipulate how a technique behaves whether it be Fire, Lightning the CE or other CE/AE composing of those 2 elements.

No questions here.
 

Goetia

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Yeah, logically it should adhere to the values listed in the Speed Chart; this CE would fall under Lightning Release speed. Good catch.

(Kōshiton: Aru no Hata) – Dendera Light Release: Fields of Aaru
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Fields of Aaru is a supplementary infusion technique which derives its function from one of Dendera Light’s natural qualities; its capacity to self-sustain by constantly generating intense oscillations. By infusing an additional amount of chakra into a chosen energy-based technique, be it in the same timeframe as the creation of that technique, or anytime it is on the field, that jutsu will be bestowed with the passive ability to regenerate itself upon sustaining damage. Should an interaction with another jutsu result in it being weakened in any way, but not neutralised entirely, it will naturally restore itself to its original strength and physical state prior to the interaction. This technique can be used once per turn, up to four times per battle, and each usage lasts for the same amount of time as the targeted technique.

Another infusion technique. This technique's utility is a little harder to maximise in the current landscape, but it's an alright niche to have filled.
 

Matt

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Not a bad technique given how after a clash you can use this to repair the jutsu back to its original state unless I’m mistaken and it has to be used prior to a clash
 

Goetia

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You can't use this technique to instantly restore it, it must survive a clash for the regeneration to occur. In the current meta this technique is far less useful than just damage stacking out the ass, especially with how prevalent and accessible boosting is.

Last infusion technique!

(Kōshiton: Ra-Horakhty) – Dendera Light Release: Pillar of the Two Horizons
Type: Supplementary
Rank: A – S
Range: N/A (Short – Long)
Chakra: N/A (+10 – 20)
Damage: N/A
Description: Pillar of the Two Horizons focuses on the nature of Dendera Light as a superconductor of energy. This technique is an infusion with two usages that revolve around this quality, imbuing any energy-based technique of choice with unique effects upon the incorporation of extra chakra into said technique. Performing either of these applications can be done so in the same timeframe as the creation of the chosen target, or anytime it is on the field, and each infusion’s duration is equivalent to that of the chosen target.

East Horizon: The lesser A-Rank application, Earth Horizon infuses the targeted technique with additional chakra (+10), and applies two effects. The first, and more basic effect, is a simple increase in power, equivalent to +1 Rank, with techniques above S-Rank being granted +20 damage instead. The second is the effective transformation of the targeted jutsu into a superconductor, allowing for the total absorption of techniques it clashes with. Though Dendera Light already has the natural capacity to absorb energy, this technique enhances that quality. Absorption follows the S&W scheme of the host technique (equal rank for neutral elements, one rank higher for elements weak to it, one rank lower for elements strong to it). Techniques based in Lightning Release (having Lightning as a component or being Lightning Release) and respecting the S&W of the jutsu targeted by East Horizon will be passively absorbed without weakening it, but techniques which are of sufficient strength or aren't based in Lightning Release will clash normally instead. The East Horizon requires a single turn cooldown between uses, and can be used four times per battle.

West Horizon: The West Horizon is the greater S-Rank application, and greatly enhances the effects exhibited by the East Horizon. The first being the amount of power granted by the infusion. By infusing a greater quantity of chakra (20 chakra cost, but the technique only gains +10 points), the technique will gain an additional 30 damage points. The absorption capability is identical to the effects outlined in East Horizon, though the range at which the targeted jutsu can absorb other techniques is greatly increased (jutsu up to mid-range away can be absorbed, respecting the aforementioned conditions). The West Horizon can be used twice per battle, and requires a two turn cooldown between usages. For the remainder of the turn in which West Horizon is activated, the user cannot perform other Dendera Light techniques above B-Rank, and for the duration of the subsequent turn, the user's Dendera Light is limited to A-Rank and below.
 

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Now for the final technique.

(Kōshiton: Shin'ō no Amun-Ra) – Dendera Light Release: Vessel of the God-King
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: Vessel of the God-King is a manipulation of Dendera Light Release applied to one’s own body. By performing a sequence of three seals, the user will fill their body with the electrical energies of the element. This results in the user’s body being transformed into pure Dendera Light, their physical form becoming a shimmering silhouette of raw energy. Whilst in this form, one's usage of Dendera Light is greatly enhanced, giving them the ability to utilise any and all Dendera Light techniques on the level of an Apex Handseal Specialist. Additionally, the user is capable of passively manipulating their aura to form basic constructs, such as swords or shields, though these cannot be any larger than two meters in length and width. Furthermore, the user can even form appendages from the energy, granting them capabilities based on the appendage created, e.g. using wings to fly. Constructs and appendages are merely extensions of the energy, and thus are equally powered. This technique is able to interact with others based on the S&W scheme of Dendera Light Release, defending the user from techniques accordingly. Should a technique of equivalent strength neutralize the energy, the user will revert to their original form without sustaining harm or injury. However, a technique which neutralizes the armor-like state by overpowering it will deal damage equal to the difference (the remaining damage after clashing with the transformed energy state). While within this form, the user is restricted to using Dendera Light, its component elements, and other non-elemental skills. Once a usage of this technique ends, it will require a single turn cooldown before subsequent use. This jutsu lasts for four turns, and can be used twice per battle.
 

Matt

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Not a bad technique tbh but it does really limit what you can use while its active for not a great deal of benefit but still nice that it doesn't have any wild drawbacks after its duration ends.
 
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