Book of Magic-al spells..

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33. (Suiton: Earozoru) - Water Style: Aerosol
Rank: A
Type: Supplimentary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user kneads his suiton chakra into a water source then makes very tiny water droplets rise covering an expansive range and upto 20meter height. He then merges the
water droplets with harmful airbone gaseous
particles like poison gas and its varient. This is
an alternative water release in which the user breaks down water into its least possible size
which makes it more prone to combine with
gases in the air(something like moisture).
Instead of the normal syphoning of harmful gas
from the air, the water fuses with it and
continue to coagulate more water unitl it becomes heavy. After combination, the later
(gas/water mixture) becomes heavy/dense due
to the presense of impurity then drops to the
ground. This clears harmful gases from the
surrounding air.
The aerosol is nearly invisible at first(appears like a fading mist) but can be seen clearly when it has completely combined with the gas and is droping as tiny droplets of water.
-note-
+- Requires a water source
+- No S-rank suiton in the next turn +- Can be used twice.

Approved here
 
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Octopus cjs
Taught by Ace

Mizu Taryuu Tako Kuroniku Funmuki
(Water style: octopus ink sprayer)
Rank:B
Type: Attack
Range: long
Damage:N/A Chakra: 25
Description: The user opens their
mouth, and out spills a dark, ink. The
ink spills into any water source yards
within the technique. The ink can be
used to blind the opponent, when the opponent is submerged into water.
The user can take this opportunity to
attack, or retreat.

Kuchiyose: Tako Taishita (Summoning
Octopus)
Type: Supplementary
Rank:A
Range: location of user
CC:30 DMG:N/a
Description: Must have a signed
contract with the great octopus,
Takomni. The octopus is able to
survive out of water, and is as big as
Akumaru(in Shippuden). Is capable of using any water technique the user
knows, and his own arts.

Tako Kyuushuu Kappu Hyoushi
(Octopus Suction Cup Binding)
Rank: A
Type:Supplementary
Range:Close-Mid
Chakra Cost:30 Damage Points:N/a
Description: The user summons an
octopus's suction cups, that envelop a
surround the area(15m). Once
trapped in the tentacles, it is very
difficult to get out. A user of the octopus arts is able to not stick to
suction cups.
Note: Kind of like Jiraiya's toad
stomach binding technique; He
summoned a toads stomach


Tako Shokushu Kinko (Octopus Tentacle Prison)
Rank:B
Type: Supplementary
Range: mid- long
CC:30
DMG:N/a Description: The user implants their
hands in the ground, and their hands
turn into tentacles that appear
underneath the opponent. The
tentacles clasp together, trapping the
opponent. The users hands must remain in the ground for this
technique to work.

Tako Shokushu Kankyou(Octopus
Tentacle Bridge)
Rank:A
Type:Supplementary
Range:Close to Long
Chakra Cost:30 Damage:N/A
Description:The user summons
tentacles that create a bridge for the
user to catch them from a fall or to
cross easily over obstacles to get to an
oponent. When catching someone who isn't a user of the octopus arts,
they are stuck in the suction cups grip.
A user of the octopus arts can be
caught, and use the bridge as a
trampoline.
Note:Must be a user of the octopus arts. Signed contract with great
octopus also.

Tako Shokushu Toku (Octopus
Tentacle Shield) Rank: A
Typeefense
Range:Short
Chakra Cost:30
Damage Points:N/a Description: The user summons a
octopus's tentacles that envelop them
from head to toe to protect them from
all elemental attacks. This defense
can't withstand elemental
combonations. The technique is released at the end of the turn.
Note: Kind of like Gamabunta
wrapping his tongue around Naruto
during his fight with Gaara

Tako Kyuushuu Kappu Gurippu
(Octopus Suction Cup Grip)
Rank:A
Type:Supplementary Range n yourself Chakra Cost:30
Damage:N/A
Description:The user creates hundreds
tiny suction cups on their hands, that
allow them to grip onto any surface
within reach. The suction cups aren't visible, and still allow a person to
control how sticky they are, so that
they can throw objects. The suction
cups last until the end of the turn.
Note:Must be a user of the octopus
arts. Signed contract with great octopus also.


Mizu Taryuu Tako Kuroniku Funmuki)-
Water style: Octopus Ink Sprayer
Rank:S
Type: Supplementary/Attack
Range: Long Damage:80
Chakra: 40
Description: The user opens their
mouth, and shoots out a jet of
compressed dark ink. The compressed
jet is so sharp, it can cut through a platuea. The ink can be used to blind
the opponent, when the opponent is
submerged into water, or if it gets in
their eyes during battle. This jutsu is
said to rival even the Genjutsu:
Kokuangyou Satsu (Illusion Technique: Infinite Darkness).
*If it gets in an opponents eye, they
will be rendered temporarily blind for
1 turn.*
*Can be used a total of 3 turns.*
*No hands seals*


(Tako Taishita modo)-Octupuse mode
Rank: S
Type: Offense/defense
Range: N/P
Chakra Cost: 40
Damage Points:N/A Description: This jutsu allows the user to take
features of an octopus in other words be like an
octopus except they gain just more four hands
making it six hands in total.In this mode the
user is able to stretch some parts of their body
up to 10 ft, these includes their tongue,neck,arms and legs,they can also
detarch and regrow non vital parts of their
body like the legs,hands,tongue and their body
are covered with pores which helps them stick
to anything their body comes incontact with
And also grants the user flexibility,great speed (underwater) and ability to survive underwater. -Must be able to summon uctopus
-Must be used only once per battle
-The user cannot use Taijutsu in this mode and
Taijutsu (B rank) is useless against the user
-Only last for 5 turns
-Must be immobilized/stand still for 1 turn to activate this mode.
 
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2. (Raiton: meimei souhou) - Lightning Release: Divine touch
Rank: S
Type: Offense
Range: Close
Chakra Cost: 40
Damage Points: 80
Description: This jutsu allows the user to
concentrate huge amount of raiton energy in
his/her palms. electricuting and paralysing
anything their hands comes incontact with.
Note:-Must touch the target Note:-Must be used only twice per battle
Note:-The target is paralysed for 1 turn
Note:- No A rank Lightning jutsu or above the
following turn.

3. (Doton: Doton yuhhi) - Earth Style: Earth flying jump
Rank: A
Type: Defence
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: After the user does a single
handseal,he/she manipulate the earth below
their feet to raise up with great speed inform
of a small platform that bumps the user into the air either backwards,sidways,upwards, forward.The bump is strong enough to send the user miles.However while the user is within the air they have trouble with reacting to enemy attacks unless they have some form of measure helping them to eliminate the risk
-Can only be used 3 times per battle
-Cannot use A rank or above Earth techniques the following turn
 
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(Summoning Technique|cracker)(Kuchiyose no Jutsu|cracker)
Rank: S
Type: Summoning
Range: N/A
Chakra cost:40
Damage points :80
Description: cracker is an octopus,at the same size with gamabumta.his whole body including his eight hands are covered with spikes making taijutsu and other sharp object useless, all eight hands are able to level any wall,also could be used to immobilize a summon of the same size and his able to shot off the spikes on his body,his also able to spray ink that can blind a target at mid-range from his mouth .he has an affinity for 2 element which is water and earth because He has always been around them ,He can use both up to S rank.He has an incredible defense and can easily defend against high leveled jutsu(A-Rank) but can stop only 3 S-ranked jutsu before poofed away .like every other octopus he is slow but his hands are not.
Note:
-Can be summoned once per battle and stays for 4 turns
-Must be the only summon the user has on the field
-Must have signed the octopus contract.
-Since he has an Earth affinity he is weak to lightning based attacks
-Target stays blind for one turn when hit with the ink spray
-The ink counts as 1 out of 3 move used.


4. (Taishou No Me) Contrasted eye
Rank: A
Type: Defence
Range:Short-Mid
Chakra Cost: 40
Damage Points: N/P
Description: the user infuses his/her eye balls with chakra,there for reducing their eye contrast so as not to be affected by light based attacks.
-Twice per battle
-lasts for two turns.
 
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5. (Fuuton: Meimei Bakuha no Jutsu) - Wind Style: Divine Blast Jutsu
Rank: S
Type: Offense/defense
Range: short-mid
Chakra Cost: 40
Damage Points: 80
Description: The user makes a snake handseal and releases a strong 360 degrees wind blast from his/her body, that flattens every thing at mid- range to the him/her.
-can only be use 2 time per battle
-No A-ranked wind jutsu next turn


6. ( fuuton: mei mei din kikku no Jutsu) - Wind Style: Divine Dropkick Jutsu
Rank: S
Type: Offense/defense
Range: mid
Chakra Cost: 40
Damage Points: 80
Description: The user concentrates a large amount of wind chakra into his/ her leg and jumps up,doing a front flip with a leg dropkick that intsantly sends down a strong,large wave of wind to impale the target. This jutsu is best in mid-air .
-3 times per battle.
-no A rank wind next turn


7. ( fuuton: mei mei kikku no Jutsu) - Wind Style: Divine Kick Jutsu
Rank: S
Type: Offense/defense
Range: mid
Chakra Cost: 40
Damage Points: 80
Description: The user concentrates a large amount of wind chakra into his/her leg and does a backflip kick that instantly elevates anything in the users path and is able to knock a Target unconscious.
-Useable 3 times per battle
-No A-rank wind next turn


8. (Mittsu Doragon Hira)- 8 Trigrams Dragon Palms
Rank: S
Type: defence/Attack
Range: close
Chakra Cost:40
Damage points:80
Description: The user focuses a huge amount of chakra into both palms and manipulates it to become a sphere of chakra with a dragon head in the user palms. A single touch of this chakra will sink into the targets body and damage their internal organs.
-3 times per battle
-last for 3 turns
-Must be a hyuuga clan member.
-This tech can be combined with normal tai.
 
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(Summoning Technique|Demon)(Kuchiyose no Jutsu|Demon)
Rank: S
Type: Summoning
Range: close-mid
Chakra cost:80
Damage points :40
Description: Demon is an octopus,also at the same size with gamabumta.All eight hands are able to level any wall,also could be used to immobilize a summon of the same size ,his extremly strechy and can dig into the ground to grab a target in long- range with one of his hands. can also spray ink from his mouth.
He also has an affinity for 2 element which is lightining and wind ,He can use both up to Srank(ones without handseals).He has an incredible defense and can easily defend against high leveled jutsu(A-Rank) but can
stop only 3 S-ranked jutsu before poofed away .like every other octopus he is slow but his hands are not.
Note:
-Can be summoned once per battle and stays for 4 turns
-Must be the only summon the user has on the field -Must have signed the octopus contract.
-Target stays blind for one turn when hit with the ink spray.
-The ink counts as 1 out of 3 move used.


(Summoning Technique|Dino)(Kuchiyose no Jutsu|Dino)
Rank: S
Type: Summoning
Range: close -mid
Chakra cost:80
Damage points :40
Description: Dino is an octopus,far larger than gamabumta bcos he is the fatest Octupus that ever existed.His whole body including his eight hands are also covered with spikes making taijutsu and other sharp object useless, his whole body is always burning.cause he has an affinity for Fire and wind also ,which He can use up to S rank and he also able to spray
ink from his mouth. He is used mainly for defense and can easily defend against high leveled jutsu(A-Rank) but can stop only 4 S-ranked jutsu before poofed away . He can't barely move because of his size unless in a large body of water.
Note:
-Can be summoned once per battle and stays for 4 turns
-Must be the only summon the user has on the field
-Must have signed the octopus contract.
-The ink counts as 1 out of 3 move used.


9. (Doton:shinkuro) earth style: synchronize
Rank: A
Type: Defence
Range: short-long
Chakra Cost: 40
Damage Points: N/P
Description: The user sends his/her doton chakra into the ground thus through out the battle field and synchronises with earth.when this jutsu is active the user can sense anything either standing on earth or underground.
-Twice per battle
-lasts for 3 turns.
 
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10. (Myou Yakke)- Chakra Coat
Rank: A
Type: Defence
Range: N/A
Chakra Cost:40
Damage points: N/A
Description: The user molds up huge amount of chakra within their body then channels it out through all 361 chakra points to form a blunt coat of chakra covering their whole body.This
chakra coat enables the user to walk on sticky materials, spikes and also a good defense against chakra base attacks(A ranks).
-can only be used by a hyuuga clan member
- only twice per battle
- the coat last for 3 turns.


11. (Yubi Funsha)- Chakra Finger Jet
Rank: A
Type: Attack
Range: short -mid
Chakra Cost:30
Damage points: 60
Description: The user compresses the chakra in their fingers and shoot them out in form of jet that travels at great speed and are capable of cutting through concreat.
-Must be a hyuuga clan member
-3 times per battle


12. (Mittsu Semento)- 8 Trigrams Chakra Cement
Rank: S
Type: defence
Range: long
Chakra Cost: 40
Damage points: N/A
Description: The user concentrates a huge amount of chakra, then channels it into the earth and with great concentration he/she cements the entire area with chakra, preventing earth(ground) based jutsu .
-This technique becomes a success in one turn meaning it takes one turn after the jutsu has been used cement the whole area.
-useable only by a hyuuga member
-the chakra cement lasts for 5 turns and once per battle.


13. (Chakra Zesei ) -Chakra correction
Rank: S
Type: defense
Range: N/A
Chakra Cost:40
Damage points: N/A
Description: The user focuses and compresses the chakra in their thumb,then poke theirselves with it,thus sending in a wave of chakra into their body to correct their chakra flow, if previously disturbed.
-Must be a hyuuga clan member
-3 times per battle


14. (futon: mei mei mikku no Jutsu) - wind Style: divine stomp Jutsu
Rank: S
Type: Offense/defense
Range: long
Chakra Cost: 40
Damage Points: 80
Description: The user concentrates a large amount of wind chakra into one of his/her leg and stomps on the ground thus releasing a
powerful,large wave of slicing wind raging through the ground with great speed, towards the Target. Doing major damage to his/her leg.
-Useable 3 times per battle
-No A-rank wind next turn


15. (Genjutsu:Kaihou Omoi ) - Illussion technique: open mind
Rank: S
Type: deffence
Range: mid/long
Chakra Cost: 40
Damage Points: N/A
Description: The user casts an illusion on the target,that forces him to mumor anything he has in mind momentarily, to the hearing of the user.The target would doubt what had just happened,because the jutsu lasts for only a second.This technique is usually used by village gate guards to interogate any suspicious target without violence.
-twice per battle .
-lasts for a second.


16. (Sono Chou Tegotae ) - Illussion technique: The butterfly effect
Rank: S
Type: deffence/offense
Range: mid/long
Chakra Cost: 40
Damage Points: N/A
Description: The user casts an illusion on his/her foe,of rare beautiful coloured butterflies scattered around the battlefield.once the targets eye comes incontact with the pretty creatures,he is stunned and pleased at what he/she is seeing,stoping him/she from thinking about anything else but the creatures therefore completely restricting the movement of their whole body.
-last for a turn and useable twice per battle.
-No A-rank genjutsu next turn


17. (Genjutsu: Han-Genkaku ) - Illussion technique: anti- illussion
Rank: S
Type: deffence
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: The user casts an illusion on him/herself that prevents the user from getting caught in any other genjutsu.The genjutsu is just to block other genjutsu but keeps the user's vision of reality.
- lasts for 5 turn
-useable twice
-can't block forbidden genjutsu or Arank and Above Doujutsu
 
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Allowed by Akisha


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


Forbidden Taijutsu Art: Demonic Palm Strike =
Kinshi Taijutsu Gijutsu: Oni Hirate Dageki
Type: Offense
Rank: S
Range: Short
Chackra cost: 40 Damage Points: 80
Description: This is a technique from the
forbidden fight style Kraf Maga. The user will
first concentrate large amount of chakra into his
palm and compress it. Once it’s enough he will
perform a palm strike at the opponent’s nose. Once the nose is hit with this kind of power,
the nose would be immediately broken and the
opponent will lose consciousness. Due to the
large amount of chakra and power if the user
punches his opponent, he will break his twist.
However performing the hit with palm will prevent the braking from happening.
Note: No B or above rank taijutsu attacks due
to the users hands will be shocked because of
the hit.
Note: Can only be used 1 times per battle.
Note: Can only be taught by PowerOfDarkness

Forbidden Taijutsu Art: Demonic Wrist Braking
= Kinshi Taijutsu Gijutsu: Oni Te Hadome
Type: Defense - Offense
Rank: S
Range: Short
Chakra cost: 40 Damage points: 80
Description: After being attacked, the user will
move aside and catch his opponent’s wrist.
Then the user will twist it really fast, and
because of the pain the opponent will bow a
little bit. Once this happens the user will concentrate large amount of chakra into his
knee and kick his opponent, at the same time
braking his wrist and also breaking his nose.
Note: the user can’t use any A or above rank
taijutsu attacks for the next turn.
Note: the user can’t run due to his leg being shocked because of the chakra. However if the
user is in sage mode or other mode that
increases his spead or energy, he can still run.
Note: Can only be used 2 times per battle.
Note: Can only be taught by PowerOfDarkness

Forbidden Taijutsu Art: Lightning Eye Blinding = Rai Taijutsu Giijutsu: One Manako Buraindo
Type: Offense
Rank: A
Range: Short
Chakra cost: 30 Damage points: 60
Description: The user will concentrate Raiton
chakra into his index and middle fingers. He will
then thrust them into the opponent’s eyes,
blinding him instantly. Due to the Raiton chakra
the opponent's eyes would be blind and his whole face numbed for the following turn.
Note: No A rank or S rank Taijutsu and
Lightning attacks for the next turn.
Note: Can only be used twice per battle.
Note: Can only be taught by PowerOfDarkness

Strike of the Devil Monkey = Dageki no Mashin Okane
Rank: B
Type: Offense
Range: Short
Chakra cost: 20 Damage Points: 40
A taijutsu attack that requires a leg sweep to
knock the target off balance and then by
slipping over onto their hands to deal two kicks
downwards onto their chest and slaming them
into the ground and they push themselves off the ground flipping in the air where they insert
Doton chakra into ther knees to deal a double
knee strike to the opponent whilst they hit the
ground. Due to the Doton chakra charged within
the knees, the hit deals extra brute strengh.
 

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18. (Hakkeshou kuuhaku Kaiten) - 8 Trigrams chakra spikes
Rank: S
Type: Attack
Range: long
Chakra Cost:40
Damage points:80
Description: After the user must have used (8 trigrams chakra cement) to cement the entire battle field. Then he puts his hands unto the
ground ,whilst manipulting the chakra cement to gain a spike shape,making it to instantly erupt all over the battlefield.The chakra spikes are 5 ft and are extremely sharp.
-must be from the hyuuga clan
-only once per battle and lasts as long the chakra cement is available
-must have used chakra cement.


19. (chou Hakke Hazangeki) - Giant mountain crusher
Rank: forbbiden
Type: Attack
Range: long
Chakra Cost: 50
Damage points: 90
Description: This technique,is a larger variation of "8 trigrams air palm".This jutsu allows the user to gather a very large amount of chakra into his dominant hand,then thrusting his palm forward, he is able to release an air palm but at a far more larger scale.Although this chakra burst travells with an insane speed,its strength is equal to the ones of "8 trigram mountain crusher".
-must be a hyuuga clan member
-Twice per battle
-due to the strain caused by the air-palm to the user,he is unable to use hand based taijutsu next turn.
 
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20. (Jukenpo:Aoi Jiten ) - 8 trigrams:Blue rotation
Rank: S
Type: Defense
Range: close
Chakra Cost:40
Damage points: 80
Description: This is a unique type of rotation that requires the addition of a little quantity of water chakra to the normal chakra needed for
rotation.first off,the user channels out water
based chakra through all 361 chakra points
whilst immediately following it with the channelling out of non-elemental chakra making they two almost close before rotating rapidly, thus using the water chakra as a sheild against opposite/weaker elemental attacks. whilst in rotating motion the chakra dome gives off a blue color, unlike the normal rotation,hence the name.
-must be a hyuuga clan member.
- twice per battle.
-this is a good defense against certain fire
based jutsus but leaves the user completely
open for any lightning jutsu.


21. (Jukenpo:shiro Jiten ) - 8 trigrams: white rotation
Rank: S
Type: Defense
Range: close
Chakra Cost:40
Damage points: 80
Description: This is a unique type of rotation
that requires the addition of a little quantity of
wind chakra to the normal chakra needed for
rotation.first off,the user channels out wind
based chakra through all 361 chakra points whilst,immediately following it with the
channelling out of non-elemental chakra,making they two almost close before rotating rapidly, thus using the wind chakra as a sheild against opposite/weaker elemental attacks. whilst in rotating motion the chakra dome gives off a whitish like color, unlike the normal
rotation,hence the name.
-must be a hyuuga clan member.
- twice per battle.
-this is a good defense against certain lightning
based jutsus but leaves the user completely open for some certain fire jutsu


22. (Jukenpo: jin Jiten ) -8 trigrams:Silver rotation
Rank: S
Type: Defense
Range: close
Chakra Cost:40
Damage points: 80
Description: This is a unique type of rotation
that requires the addition of a little quantity of
raiton chakra to the normal chakra needed for
rotation.first off,the user channels out raiton
based chakra through all 361 chakra points
whilst,immediately following it with the channelling out of non-elemental chakra,making
they two almost close before rotating rapidly,
thus using the raitön chakra as a sheild against
opposite/weaker elemental attacks.whilst in
rotating motion the chakra dome gives off a
Silver color, unlike the normal rotation,hence the name.
-must be a hyuuga clan member.
- twice per battle.
-this is a good defense against certain earth
based jutsus but leaves the user completely
open for some certain wind jutsu.


23. (Jukenpo:Akai Jiten ) - 8 trigrams:Red rotation
Rank: S
Type: Defense
Range: close
Chakra Cost:40
Damage points: 80
Description: This is a unique type of rotation
that requires the addition of a little quantity of
fire chakra to the normal chakra needed for
rotation.first off,the user channels out fire
based chakra through all 361 chakra points whilst,immediately following it with the
channelling out of non-elemental chakra,making
they two almost close before rotating rapidly,
thus using the fire chakra as a sheild against
opposite/weaker elemental attacks. whilst in
rotating motion the chakra dome gives off a red color, unlike the normal rotation,hence the
name.
-must be a hyuuga clan member.
- twice per battle.
-this is a good defense against certain wind
based jutsus but leaves the user completely open for some certain water jutsu.


24. (Jukenpo:chakassh Jiten ) - 8 trigrams: brown rotation
Rank: S
Type: Defense
Range: close
Chakra Cost:40
Damage points: 80
Description: This is a unique type of rotation
that requires the addition of a little quantity of
earth chakra to the normal chakra needed for
rotation.first off,the user channels out earth
based chakra through all 361 chakra points whilst,immediately following it with the
channelling out of non-elemental chakra,making
they two almost close before rotating rapidly,
thus using the earth chakra as a sheild against
opposite/weaker elemental attacks.whilst in
rotating motion the chakra dome gives off a brownish like color, unlike the normal
rotation,hence the name.
-must be a hyuuga clan member.
- twice per battle.
-this is a good defense against certain water
based jutsus but leaves the user completely open for some certain lightning jutsu.


25. (Raiton:shainingu boruto ) - Lightning style: shining bolts
Rank: forbidden
Type: Attack
Range: long
Chakra Cost: 50
Damage points: 90(10 to user)
Description: The user focuses a large amount of lightning chakra and trasmits them into both hands whilst stretching forth his/her hands,he/she gathers a pool of shinning lightning energy in his palms,then releases them in many shinning bolts that travells widely and with an insane speed.
-Once per battle
-No A-rank and above next turn
- this shinning bolts has the ability to
temporalily blind anything that makes eyecontact with it,thus the are blinded for a
turn(This goes for the user also).


(Summoning Technique|fu|wu)(Kuchiyose no Jutsu|fu|wu)
Rank: S
Type: Summoning
Range: Mid
Chakra cost:80
Damage points :40
Description: fu and wu are the two elder
octopuses ,they are both classified under blue-
ringed octopus,known for being deadly to human
being and other living things.By combining their
ink and venom,they are able to produce a unique type of ink,although the ink is not
poisonious but it paralyzes incontact(mid-
range).fu is male and has affinity for 2
elements which is wind and water,which he can
use up to S-rank,while wu is female and has
affanity for fire and earth,which she can use up to S-ranks.Both are the same size with ton-
ton,making them able to fuse to the user's
shoulders with their tantacles whilst in battles.
Note:
-Can be summoned once per battle
and stays for 4 turns -Must be the only summon the user
has on the field
-Must have signed the octopus
contract.
-Target stays paralyzed for one turn when hit
with the ink spray -The ink counts as 1 out of 3 move used.
-both are able to use octopus arts.


26. (Fuuton: Sukai Toku) - Wind style: sky shield
Rank: S
Type: defense
Range: N/A
Chakra Cost:40
Damage points: N/A
Description: The users focuses and channels a
certain amount of wind chakra into their
head,then he or she manipulates the chakra into a large flat sphere of wind,more like a flat hat atop the users head,which is large enough to shade the user's whole body and acts as a barrier against attack from skywards.
-useable twice.
-lasts for 3 turns



27. (Genjutsu-genshuku songai)Illusion technique - gravity damage
Rank: A
Type efence/Offense
Range: löng
Chakra Cost:40
Damage Points:60
Description:This technique,requires the target
to be in mid-air,then the user casts an illusion
that makes the target think his or she is floating in the air but for some reason they are
unable to move a single muscle due to
gravity,where as in reality he or she is just
falling.after crashing unto the ground the illusion desperse but leaves the foe badly
wounded,depending on the height of the fall.
-lasts for a turn
-twice per battle.


28. (fuuton-mimi juuten)wind style-ear plugs
Rank: S
Type: Defence
Range: N/A
Chakra Cost:40
Damage Points:N/A
Description:The users concentrates and
channels small amount of wind chakra into both of their ears,manipulating it to gain a tiny sphere like shape.this renders them completely
deaf.Thus,making sound based attacks useless but leaving he or she open for surprise/sneak attacks.
-Twice per battle
-lasts for 5 turn
 
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29. (Doton: Toraberingu Doro ) - Earth style: Travelling Mud
Rank: A
Type: Attack/defence
Range: N/A
Chakra Cost:40
Damage points:N/A
Description: this justsu is similar to earth style-
hiding like a mole,but only works on muddy and swampy portions of the earth.firstly, The user focuses earth chakra through out his or her whole body,then he is able to merge or sink into any mud/swamp but instead of turning the earth into fine grains,he solidifies it a bit whilst travelling through it, and just like the earth style hiding like a mole technique,the user is still updated with every movement happening on surface thus enabling him or her to launch a surprise attack.
-The user can't use any other elemental jutsu
except earth whilst using this technique,simply
because of the constant earth chakra
concentration needed.
-twice per battle.


30. (Doton-Sokonashi no Kussaku Earth style- bottomless excarvation
Rank: S
Type: Defense/Offense
Range: long
Chakra Cost:40
Damage Points: N/a
Description:This technique requires The user to first perform some handseals, then he or she forcefully seperates his/her hands whilst
manipulating and horizontally excarvating/
demacating the earth between them and the
target.this jutsu can be used to drain out water jutsu,watery/muddy/swampy terrains because of the mass capacity of this technique.
-Twice per battle.


1. (Suiton: poseidon's hei,kabe ) - Water Style: poseidon's wall
Rank: S
Type: Defence/Supplementary
Range: Short
Chakra cost: 40
Damage Points: N/A
Description: This defensive jutsu creates a wide Range,10 ft wall of water horizontally in front of the user from the ground,the seconds he/she slams his/her two hands on the ground. This wall of water is exceptionally good,for stoping fire based attacks and can further, be used as a water source
Note-
-Does not require water source
-Can only 2 times a battle
 
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(Tako Taishita modo)-Octupuse mode
Rank: S
Type: Offense/defense
Range: mid
Chakra Cost:40
Damage Points:80(20+ to every water jutsu)
Description: This jutsu allows the user to take
features of an octopus in other words be like an
octopus except they gain just more four hands
making it six hands in total. In this mode the
user is able to stretch some parts of their body
up to 10 ft, these includes their tongue,neck,arms and legs,they can also
detach and re grow non vital parts of their
body like the legs,hands,tongue and their body
are covered with pores which helps them stick
to anything their body comes incontact with
And also grants the user flexibility,ability to squeeze through tight openings ,speed only
track able by a 3 tomoe sharingan(on top and
underwater) and ability to survive
underwater. Lastly four giant size detachable
octopus hands erupts from the users
back ,which can be used to pound the target to death,as they are able to demolish any wall. -Must be able to summon octopus
-Must be used only once per battle
-The user cannot use Taijutsu in this mode,and
Taijutsu (B rank) is useless against the user
-Only last for 5 turns
-Must be immobilized/stand still for 1 turn to activate this mode.


31. (kansetsu shogai)- joints disorder
Rank:A
Type: Defence/offense
Range: close
Chakra Cost:30
Damage points: 60
Description: The user performs a series of
gentle fist strikes on the target,but not the
chakra points nor the gates but the joints
(major joints).thus temproraly disordering them and leaving the target defenseless.
-target stays immobilized for a turn.
-twice per battle.
-must be a hyuuga clan member.
 
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32. (genjutsu-omoi karada) - illusion technique-
heavy body
Rank: S
Type: Defence/Offense
Range: mid
Chakra Cost:40
Damage Points:N/A
Description:The user does a unique set of handseals that leaves the foe under an illusion,making him think that his whole body has instantly grown so heavy,that he can't barely move a muscle but this is only temporarily.
-last's for a minute.
-once per battle.
-no S-rank and above genjutsu next turn.
 
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34. Water Style: Sticky Image - Suiton: Nebanebasuru Zo
Rank: B
Type: Sup
Range: Short
Chakra: 20
Damage: 0
Description: The user knead his suiton chakra throughout his entire body and creates a perfect image dummy of himself made of sticky water while quickly moving away from his current position in a swift dash(5meters from his original position). The user can do this while running and create the dummy behind himself for distraction and to buy some time for himself. The dummy can't move but is created and stay at the point of creation and any physical contact with him would immediately trap the target in its adhesive gelatinous body thus restraining their movement.The dash however can not be used to avoid incoming techniques other than Taijutsu.
-1 turn rest in between usage


35. Illusionary Art: Continuity - Genjutsu: Renzoku
Type: Sup
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 0
Description: This is deceptive genjutsu that lay emphasis on the most basic of things used in battle. This actually works on covert freeform techniques that are used to create diversions or distractions like smoke from smoke bombs and the flash from flash bombs. Concurrently with the genjutsu, the user can detonate a smoke bomb. Now the affect of the genjutsu makes it look like the smoke that is created is never ending and continues to spread throughout the terrain in an endless chain of fluffy plume. Though on a normal day, a smoke or flash light would not affect doujutsus however, because they are embeded with this genjutsu, their sense of sight would equally be affected like any other ninja. Even when the smoke is blown away with wind, it has no notable effect on them. The same goes with flash bombs, thus the whole environment ceases to come back to normal from its whitish and blinding appearance. Another useful application of this genjutsu is using it concurrently with dormant blinding effects/aftermath on the terrain like the steam produced through the clash of fire and water, dust from disturbing earth with wind, etc. Because these after-effects requires no control whatsoever but are equally blinding, they can perfectly be used with the genjutsu to make them seems they continue to linger forever.
++No genjutsu above A-rank the turn this is used
++Last 2 turns
++Usable 4x per battle
 
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Learned from Priest

Doton - Pesuku Riritu Obitu : Earth Release - Pesky Little Hobbits
Rank: A
Type: Offensive/Sup
Range: Short-Long
Chakra Cost: 30
Damage Point: 60
Description: The user spreads his doton chakra and does 2 hand seals , he then makes up to
10 earth dwarfs(1meter height) emerge from
the ground. The dwarfs however can't use any
jutsu but they are very fast and each of them
holds a kunai which can be used to stab the
opponent. -useable only 3 times
-they stay on the battle field for 3 turns and
unless destroyed
-Must be taught by Priest

Doton: Kyojin no Aizengaadu - Earth Release:
Troll of Eisengard

Rank: Forbidden
Type: Offensive/Suplementary
Range: Short - Long
Chakra cost: 50(+20 per turn active)
Damage points: 90(-30 to user due to chakra
strain) Description: An advance earth chakra
manipulation where the user creates (short
range of him) a giant mud troll the same size as
the "great stone golem". This mud troll is able
to move about up to long range and acts via
the user's will. Due to semi-intangibility of mud, the troll is immune to weapons and most
physical attacks as they would just pass
through it, however is weak to wood, lightning,
etc following its elemental weakness towards
other elements. The troll regenerates when hit
by attacks that aren't enough to destroy it at once as it churns for more mud as it moves on
the ground. The troll however can sweep a
large area with mud flood and can extend his
body. Due to its semi-intangibility, It can't break
through most solid matter , however it
can be fatal when a human recieves a direct hit. The user however, would be exhausted after the
troll is out of play and find it hard to mold earth
chakra thus can't use doton for next 2 turns
and at the same time he is only able to use 2
moves per turn for next 2 turns
+++Mud flood count as a move out of the 3 moves and is equivalent to A-rank mid range
earth
+++useable only once
+++User recieves +30 damage due to chakra
strain
+++No doton for the next 2 turns after troll is out of play.
+++The user can only use two moves for the
next two turns after troll is out of play
+++Stays on the field for 3 turns after which
it crumbles forming a huge pile of mud. However
it can be destroyed before then where, depending on the technique used to destroy it
may or may not leave the mud pile behind.
+++No A-rank and above Earth when troll is
on the field

Doton: Tenkyo Tsuchi waku - Earth Style:
Moving Earth Slide

Rank: C
Type: Sup
Range: Short-Long
Chakra Cost: 15(+10 for each turn active)
Damage Point: N/A
Description: This is somewhat similar to Marvel Ice-Man's Ice Slide. The user focuses his/her
doton chakra to the hands and legs and while
constantly coating his legs in glossy molten
mud, he also continously releases a stream of
mud from one or both his/her hand which he/she
extends a little bit forward so that a long Mud slide is formed conveying the user along as it
extends. The mud he releases partially solidifies
as soon as it is released in such a way that the
upper half which will be in contact with the
user's legs is inform of a glossy mud while the
lower half is solid. The user then while his legs is coated with molten mud creates a small
rideable mud wave from the top molten half of
the mudslide. It appears that the user is riding
a very narrow mud wave on an equally narrow
solid earth sky-way. The user can ride this from
his/her initial position(ground/Mid air) to any direction and can go high into mid air (not very
high) and also has quick manouvreability. The
user is prone to lightning when using this.
+note+
-can't use any jutsu apart from earth while using
this although the user can't make handseals to sustain this
-Dormant earth slide crumbles one turn after
user passes it(this is due to the user chakra
timely depletion from the slide and also
prevents unneccesary narrow bridges formed
from the conveyance) -can carry only one person who holds on to the
user while he rides the mud

Doton: Shaolin Saka - Earth Release: Shaolin Soccer
Type: Offense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: 80
Description: The user after 5 handseals, channels his doton chakra into the ground short
range of him, then he stomps his leg making up
to 3 big boulders (x2 size of a normal
soccerball) rise from the ground shaped into
soccer balls. The user while hardening his legs
also using doton chakra, momentarily leaps into air and with swift continuous spinning
movement, kicks each balls separately towards
the opponent with extreme power at different
angles(overall kicking takes 1sec and can be
directed in any direction the user is facing). the
rock balls proceeds towards the opponent at fast speed. However it can still be seen and
tracked by normal eyes. its procession carries a
force that rub itself against air resistance
therefore making it to be coated in fire due to
air friction as soon as they are kicked. due to
the additional fire coating which requires no katon chakra, Ball can break through S-rank
earth and A-rank if splitted into 2, can break B-
rank earth if 3 balls were made.
++Note++
-No S-rank Doton in the same turn or next -
Usable only twice - Added Fire doesn't grant advantage against
Wind Release or any element that Fire is
strong against.
-Requires one turn rest in between usage

Doton: Doro Yubi Funsha Kei - Earth Style:
Mud Finger Jet Whip

Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: An alternate earth release where the user compresses mud into his fingers then
shoots out fast concentrated mud which are
still connected to the finger through an elastic
and glossy thin line of mud. The tip of the whip
is made of dense mud with a cone shape while
the lines connecting the cone shaped tips to the fingers are light, flexible and elastic wires of
mud with glossy appearance and ancient
markings on the body. The jet while been shot,
can be manouvred in mid air before it hits an
obstacle. it can be disconnected or retracted
back into the fingers at the user's will but making another shot after it is being called back
into the fingers will count as another move. 10
jets can be shot at a time with the 10 fingers
while this is upto the user, he can reduce the
amount of jets he wants to shoot by using less
fingers. ++Must be taught by Priest
++Useable 5 times per match
++Re-shooting after retracting back into the
fingers counts as a move

Katon: Weldingu Yubi - Fire Style: Welding
Fingers

Rank: A
Type: Offensive
Range: Short
Chakra: 30(+5 per turn active)
Damage: 60
Description: An alternative fire release where the user kneads fire chakra into some or all of
his ten fingers. He then realeases pressurized
fire from the tip of the fingers. The flame has a
5m reach. This is released similarly to the way
oxy-acetylene flame is released from a gas
welding machine nozzle. The length of the fire can be reduced and increased at will while
similarly to pressurised flame, it can cut through
something as hard as steel. However elemental
weakness is still valid for this.
-Useable 5 times per match
-Only Fire jutsus can be used while active -Must be taught by Priest.
 

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Custom element Japanese name: Karakazeton
Custom element english name:
Harmattan Release
The element is based on:
Wind+fire
Facts that prove the element to be possible (in the manga context):
The fact that there is dry weather, wind and dust in Narutoverse proves this to be true. | |


Harmattan is a hot dry wind, coupled with the dust it carries posses an amount of threat to life as a whole.
Its a West African trade wind that blows south from the Sahara into the Gulf of Guinea between the end of November and the middle of March(winter).
Harmattan(dry wind) carries a heavy amount of dust in the air that can severely limit visibility and block the sun for several days as the dense amount of dusty aerosol it poses remain suspended for longer time.
The dense blinding dust of the harmattan is comparable to a heavy fog.
Albeit having same cutting and sharp properties as a normal wind, the harmattan is well known for its unique properties dominant in some regions in Africa. This is dryness. The dry air is so extreme it can even break the trunk of the pine trees growing in that area, even as pine trees are known to store some water in their barks. Also some amount of Natural hazards are seen caused by Harmattans. The dust and sand stirred by these winds is known as the Harmattan haze, which costs airlines millions of dollars in cancelled and diverted flights. Also it risks public health by increasing cases of Meningitis, a rare disease caused by extreme dry wind or rather the dry wind serve as a medium for the breeding of the bacteria that causes the disease. Humidity drops to as low as 15 percent and can result in spontaneous
nosebleeds for some. The wind also can cause severe crop damage.

How it works:
The user combines wind and fire chakra to form a new elemental (Harmattan) chakra then using nature manipulation, the user forms Harmattan which he can spew from within himself or form from the normal surrounding air. The user mixes his/her wind+fire chakra with the surrounding air and form dry wind which he can creatively use to his own taste.
The user also can inbue harmattan chakra into his lungs and spew it out as harmattan.

Offensive: It can be used offensively to scotch/peel off the skin when severely exposed to it as the Malphigian(upper) layer of the skin becomes extremely dry when expose to harmattan having its moisture content consumed, the sweatpore closes and begins to constrict and later its bond looses and the skin begins to shed itself giving away to the dehydration.

Supplementary: Harmattan has a normal appearance as a generic wind thus leaves it to be mistaken as normal wind and so does not blind opponents on a normal basis except if used in conjunction with dust and sand as a normal wind would.
Its is an extreme dry wind therefore dries/licks up water faster than normal wind.
It combust fire at a faster rate due to it containing no moisture content at all.

Conditions to be able to use it:
Mastery over wind and fire release
Karakazeton: Karakaze Kumo - Harmattan Release: Hamattan Cloud
Rank: B
Type: Sup
Range: Short-Mid
Chakra Cost: 25
Damage Point: N/A
Description: The user release large amount of Hamattan from his mouth into the surrounding that forms a big cloud while gathering surrounding dust. This can be utilised for masking later hammatan jutsus but does not serve as a blind cover.
++Last for 3 turns

Is weak to:
Fire
Earth: Makes earth even stronger as it dries its moisture content making it more rigid
Metal based elements

Is strong against:
Water: Dries it faster
Lightning
Wood and plant CE variant: weakens its lattices as it becomes dry.

Co-creators (if any):
Magic..

Students i passed on this custom element: ? & ?[/justify]

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

Priest, our loyal member, gave on the date August 20th 2013 a request for a Patent on his custom element (Harmatten); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;​

Karakazeton
Powered by Caliburn
Copyright 2013, Priest, NarutoBase.net​

[/center]

1. Karakazeton no Jutsu - Harmattan Release Technique
Type: Attack/Def/Sup
Rank: C
Range: Short/Mid/Long
Chakra: 15
Damage: 30
Description: The user makes small harmattan crafts for defenses, offensive and supplementary purposes. This ranges from harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several hammatan constructs up to his own creative imagination which can be spewed from the mouth, shot from the hand or created from surrounding air. However the user needs to make a handseal before fashioning harmattan out of the surrounding air.

2. Taibu Karakazeton no Jutsu - Greater Harmattan Release Technique
Type: Offense/Defense/Sup
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This is a more stronger version of "Harmattan Release" where harmattan through a more advanced shape manipulation is crafted into stronger and bigger structures that can serve to attack or defend and for supplementary purposes. The user is able to create crafts like harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs, a core purpose to creatively craft out several hammatan constructs up to his own imagination. This can be spewed from the mouth, shot from the hand or can be created from surrounding air though creating harmattan remotely will require 2 special handseals from the user.
-Useable only 3x per battle
-Must be taught by Priest

3. Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
Type: Sup/Attack/Defense
Rank: A
Range: Short
Chakra: 30(-10 per turn to sustain)
Damage: N/A (+20 to Taijutsu)
Description: The user makes the snake handseal and focus Harmattan chakra into his core then releases it out of his whole body to form coated layer of dense harmattan over his body. However the coat is simply double layered with the first/inner layer made of a thin but dense film of pure chakra while the second and outer layer, a dense viel/shroud of pure harmattan. The Harmattan shroud is fashioned with an advance shape manipulation where the outermost surface of the coat grind against each other on a molecular level which further fine-tunes the shroud giving it a grinding/cutting nature able to grind/cut things that touches it. If the coat touches flesh, the portion of the flesh dries up then peels off. This is also useful to segregate the user from water in the case he is submerged totally in water breaking his contact entirely with water thus he is safe from it, though he would still have to get out of the water if its a huge one as the harmattan coat isn't able to dry the whole water at once but slowly. This massively augments the user's hand to hand offensive capability as the opponent suffer a more ghastly damage rather than the mere blunt force dealt by the user's kick or punch with respect to taijutsu. When the user uses a mere tool or weapon be it a normal Katana or kunai, the harmattan shroud extends and coats it too though the infusion dispels once the weapon leaves the users hand. However using the harmattan shroud does not in anyway increase the user's motor function or speed, its just a mere dense coat that can serve as defense and aid the user in Melee combat. The user though continously sacrifice a bit of his chakra to keep it active and this makes the coat regenerate in the course of its activation period when not hit with an attack that will complete dispel it.
Note
-Lasts up to 4 turns unless dispelled before.
-The user can't use Fire technique that forms from the body/mouth while the jutsu is active.
-The user cannot mold Water Natured Chakra while the technique is active
-Usable 2x per Battle though there is a rest limit of 2 turns inbetween usage
-Protection offered follows elemental weaknesses and strengths

4. Karakazeton: Takai Mabataki - Harmattan Release: Death Wink
Rank: A
Type: Attack
Range: Short-Mid/Long
Chakra: 30
Damage: 60
Description: The user focus harmattan chakra anywhere up to mid range in the size of basket-balls then by forming a handseal and at the same time, an eye gesture(wink), he causes each of the harmattan molecules in the harmattan ball to sporadically expand causing a massive entropy due to sudden molecular collision of harmattan giving off energy as by-product. The expansion has a radius size of 3 meters and whoever is caught within it would suffer great damage. Alternatively this can be done on already made harmmattan present and the user needs not to create harmattan balls, he just focus his chakra into the already existing harmattan followed by the same handseal and eye gesture. However the radius size of this depends on the volume and size of the harmattan present on the terrain.
Note
-Usable 3x per battle
-No Harmattan above A-rank the next turn this is used
-The basketball variant can only be done upto mid-range while the alternate variant can be done in "any range but short" in which the harmattan is contained in so as not to harm the user himself.

5. Karakazeton: Ureshii Youseihana - Harmattan Release: Happy Fluer Fairy
Rank: S
Type: Def/Att/Sup
Range: Short-Long (made short range with long range reach)
Chakra: 40(-15 per turn)
Damage: 80
Description: The user makes 2 handseals, focuses on his harmattan chakra and creates thousand of petals made of pure harmattan short range around him. The petals are created in the surrounding air short range of the user and while they are tanslucent, the user is able to see through them and likewise, the opponent can both clearly see them and to some extent through them. Through simple hand gestures the user is able to command the petals to form a wave towards the opponent in a slashing frenzy as each petals are as sharp as wind infused kunais. The petals however are as fast as normal wind blade. The user is able to bring the petals closer by accumulating them around, upwards or beneath(when somewhat in mid-air). However the user is not able to perform any jutsu while controlling/piloting this jutsu just similar to the way "great earth golem" needs control, the harmattan petals falls and disperses once the user breaks control from it.
Note
-Usable 3x per match
-The user sacrifices (-15 chakra) per turn to sustain them
-Must be taught by Priest

6. Karakazeton: Kelechi, Sono Puransingu Kuriketto - Harmattan Release: Kelechi, The Prancing Cricket
Type: Defense/Offense
Rank: Forbidden
Range: Short-Mid (with long range reach)
Chakra: 50(-30 per turn to keep it active)
Damage: 90(-40 to User)
Description: An advance harmattan manipulation where the user imbues mechanics with shape manipulation thus able to devise a containment within which he can control his own balance using internal wind current just so as to achieve a motor/rotating function without him being affected. The user focuses large amount of harmattan chakra into his core and by releasing it through his whole tenketsus like a large omni-directional burst of harmattan that reaches up to mid range(10meter), he then quickly forms it into a massive ball of blazing harmattan with him at the epicenter, not particularly hovering but he is standing on a flat platform made of wind. With the user's will, the large harmattan ball begins to roll around the user and moves towards any direction along the ground eating through the floor as it proceeds. Depending on the user ball can have a radius upto 10 meters with the user floating in the middle(though it seems he's standing on a platform but this is due to the internal wind current dense enough for him to use as a tangible foothold while the circular body made of harmattan would be the only one rotating). The ball can launch into mid-air while still rolling and land causing a massive crater. The ball would however keep active when not hit by an attack able to completely stop it at once, though in this case, weakened.
NOTE
♦ Usable only once
♦ Last 3 turns
♦ The user can't use any other jutsu while this is active.
♦ The user recieves 40 damage and his speed reduces by a rank for two turns and suffers great chakra drain and overall physical pain
♦ No Harmattan techniques for 2 turns afterwards nor any Jutsu above S-rank in the same and next turn

7. Forbidden Harmattan Arts: Zebel Emblem - Harmattan Kinjutsu: Zeburu Emburemu
Rank: Forbidden
Type: Attack
Range: Mid-Long
Chakra: 50
Damage: 90 (-30 to User)
Description: The user begins to gather his harmattan chakra into his dominant arm until it glows white up to the elbow, then he slams his fist on the ground. Having done the ritual, immediatly the air around the enemy (5m high) is cursed with harmattan chakra that seeps out of the ground around him while 5 giant harmattan fists of 5m radius each, morph into existence (right, left, front, back and above). While all the fists lunge towards their target at the same time, its tricky to dodge the technique. The surrounding hands pin the enemy into a small area as the the hand above then slams downward on the target with extreme force causing a 50m deep fist-shaped crater. The user however is not able to use his dominant hand for 2 turns after using this technique
Note:
-Usable 1x per Battle
-User can't use his dominant hand for two turns and also recieves 30 damage
-No Harmattan above A-rank the same turn and the next turn this is used.



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