[CE] [CE | Kamikaze | KE/LoK] The Divine Wind from Takamagahara.

KeotsuEclipse

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Perfect. The water idea is pretty thoughtful, I always seem to forget that water can be augmented with Divine Wind chakra lol.

The next one is more of a supplementary jutsu; well, it actually is one. But it's only useful against,

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

You exert divine wind around you to create a large blinding area of chakra around you, blinding any sensor that looks your way and makes it impossible for them to pinpoint your location in the chakra. To everyone else, it's pretty useless except for blinding them. The bright lights around you can also blind you as well, so you create lenses made from Divine Wind chakra. However, with the properties of divine wind, this jutsu is VERY dangerous. If used with a fire jutsu, you could potentially set yourself aflame and if a foe uses a fire jutsu that appears near you, it could cause you to burn very quickly.
Yeah. <_< Admittedly, this is not a technique I see myself using except in a few rare occasions, because it could easily backfire. The only good thing about this jutsu is that I could potentially use another technique to launch this cloud at an enemy, creating an attack that they can't see. Due to it's long range, as well, I could use the electrical and heat properties of Divine Wind to harm close by enemies.
 

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Yeah, in all honesty, that jutsu shouldnt have been made. Its practially useless in battle as its almost a sure fire way to commit suicide quickly Anyway, on to the next jutsu. This one has more usage and is more useful in battle.

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

Read it and tell me what you think aboutbit before I explain further.
 

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Yeah, in all honesty, that jutsu shouldnt have been made. Its practially useless in battle as its almost a sure fire way to commit suicide quickly Anyway, on to the next jutsu. This one has more usage and is more useful in battle.

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

Read it and tell me what you think aboutbit before I explain further.
Apologies for the delay.




Well, first, I immediately notice that there's not really much of a use for the "charged" version of this attack. It doesn't do anymore damage - though it's "quantified" as doing more, both do 90 damage; it'll do that much damage and be S-ranked no matter what. It's also really chakra heavy for an S-rank. @_@

The range on it is also bad, only reaching short-range away. This is more like a REALLY powerful chidori, than anything else, the way I see it.
 

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Nah, we'll instead cut to the chase. The overall description of the element does t change though I should point out a few things now that I've built on, concept wise. This is from the approved submission and used as a basis for a lot of jutsu.

The electric breeze (calling it that for lack of a better term) is basically wind, imbibed with lightning within it on a subatomic level, causing it to be capable of both the benefits of lightning and wind. The wind would be capable of sending electrical pulses through a wind source, creating a deadlier wind that overcomes its weakness (fire) through the process of being able to send a strong electric current through the wind, making it an electric windstorm. The user then adds fire chakra to the mix, rising the temperature of the wind, making it very hot and lowers the humidity levels in the air (causes the water to evaporate from the air, making it very dry and dangerous for humans to be exposed to), and even increases the heat of the lightning. And due to the large amounts of fire chakra within it, if touched by a fire source with a flame, the wind will burst into flame, and due to the range of the wind and how far it can be stretched and dispersed, fire is not often a good choice against it.
The most important part to note is the water related bits. It heats the air to a point where water in the nearby vicinity is evaporated. This means that it is capable of evaporating water itself from the air as well as sources of water, making it near impossible to use around the element. It's because of this reason that Scorps restricted the element to being usable with at least one hand seal at all times, though existing CEJ before he enforced this weren't effected, as well as forming within short range of the user before spreading out. Again, existing CEJ weren't effected. But this ability allows us to negate the usage of Water jutsu as well as empower Fire jutsu. Any questions about this aspect? It's prevalent in a few jutsu
 

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Nah, we'll instead cut to the chase. The overall description of the element does t change though I should point out a few things now that I've built on, concept wise. This is from the approved submission and used as a basis for a lot of jutsu.



The most important part to note is the water related bits. It heats the air to a point where water in the nearby vicinity is evaporated. This means that it is capable of evaporating water itself from the air as well as sources of water, making it near impossible to use around the element. It's because of this reason that Scorps restricted the element to being usable with at least one hand seal at all times, though existing CEJ before he enforced this weren't effected, as well as forming within short range of the user before spreading out. Again, existing CEJ weren't effected. But this ability allows us to negate the usage of Water jutsu as well as empower Fire jutsu. Any questions about this aspect? It's prevalent in a few jutsu
Okay, so, wow. I just want to make sure I understand the scope of this. Can water be used and manifest at all while Divine Wind is on the field? Or are we talking like Scorch levels of heat here? How does this effect, say, ice or water CE?

Because if the old strengths and weaknesses still hold true, this element basically makes water and sound useless. It also makes fire WAY more dangerous as using water to counter is difficult and or impassible. It also means this element can't combo with water anymore.
 

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Okay, so, wow. I just want to make sure I understand the scope of this. Can water be used and manifest at all while Divine Wind is on the field? Or are we talking like Scorch levels of heat here? How does this effect, say, ice or water CE?

Because if the old strengths and weaknesses still hold true, this element basically makes water and sound useless. It also makes fire WAY more dangerous as using water to counter is difficult and or impassible. It also means this element can't combo with water anymore.
Well, there is a DW jutsu that makes it impossible to use Water within short range of it, causing it to auto evaporate in short range without contact of the wind. Most other DW jutsu are just strong to the element and weaken it one rank. For normal Water CE, I'd imagine that it'd work similar to it, evaporating it slightly and weakening it before the clash. Ice would probably be neutral to it, or weak. Not sure tbh.

And yeah, comboing with Water isn't really possible now , or the combo will be weaker than it could be.
 

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Well, there is a DW jutsu that makes it impossible to use Water within short range of it, causing it to auto evaporate in short range without contact of the wind. Most other DW jutsu are just strong to the element and weaken it one rank. For normal Water CE, I'd imagine that it'd work similar to it, evaporating it slightly and weakening it before the clash. Ice would probably be neutral to it, or weak. Not sure tbh.

And yeah, comboing with Water isn't really possible now , or the combo will be weaker than it could be.
Ah, okay then. That's all my questions there.
 

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

Simple enough, when you use a Wind or Lightning jutsu, you use this in conjunction with it and it augments your jutsu by converting it into Divine Wind.

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

This one is essentially a jutsu that creates tools or constructs of Divine Wind. The drawback is that it requires a handseal and has to be formed in short range of you before moving. S rank size can create mountain like constructs quickly.

( Kamikazeton: Kareina Daikunshu Orinposu ) ‡‡ Divine Wind Style: Opulent Overlords from Olympus
Type: Offensive/Defensive/Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 ( -10 per turn )
Damage: 20 – 80
Description: The user is able to use his body or the wind itself as a source to create a massive beast to aid in battle, formed always within short range of the user and with the use of a handseal. Molding Divine Wind chakra, these creatures resemble several winged deities of ancient lore, such as the Aurai or Anemoi. These beasts follow basic elemental strengths of weaknesses of Divine Wind and their sizes most be logically scaled to the creature ( i.e. max size of 15 meters tall ). Fueled by the user's chakra, these beings are capable of acting and moving as if alive. Appearing as a near transparent figure of a reddish hue with lightning surging through them, these creatures are capable of being used as a source for other Divine Wind attacks at the dispersal of the beast, the jutsu used able to be formed equivalent to it's rank ( i.e. D rank beast can be used for a D rank Divine Wind jutsu if needed while dispersing and ending the beast's use ). The user is also able to form a hand seal, channeling Katon chakra into the beasts, to cause the entity to heat on contact, causing the beasts to begin to ignite, causing great damage on contact as the fire erupts and spreads along the deity, causing a maelstrom of flames. These creatures are capable of releasing Divine Wind jutsu from their mouths as well as using up to A rank Lightning jutsu and A rank Wind jutsu ( this correlates with their rank ofc (D ranked versions using up to D rank, C ranked versions using up to C rank and so on until the S ranked version, which can use up to A rank max ). These winged entities mirror humanoid shapes, and can also be altered to form beasts such as Pterippi ( winged Horses, such as Pegasus ), Phoenixes ( golden-red fire bird ), or even Dragons. S ranked variants are only able to be used 3 times a battle with at least a 2 turn break in between use. The speeds of these airborne entities also vary based on the rank used, with the D rank moving as slow as the average Jounin with the speed increasing one level each jutsu rank.
Note: Each use creates up to 4 beasts with their power evenly divided.
Note: Channeling Katon chakra into the beasts count as a move per turn and costs 30 chakra and adds +40 damage.
Note: By fueling chakra into these beasts each turn, the user is able to control these beasts until released but no longer than 4 turns. While in use, the user is only able to use Divine Wind, Fire, Lightning and Wind jutsus.

This one essentially creates winged Familiars or animals based on Divine Wind. These animals are based on greek myths, forming various winged beasts like Pterippi (winged horses), phoenixes, dragons and anything in between. Depending on it's rank, it can use same rank Divine Wind so if you make an A rank Divine Wind horse, it can use A rank DW as well as up to A rank Lightning and Wind. In addition to this, you can add Fire chakra to these beasts to make them erupt into flames which add +40 damage to the attack.

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

Simple, this is used along with Fire jutsu to increase the power of them by turning the wind around it into DW. Can be applied to fire blasts and bursts.

Questions?
 

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

Simple enough, when you use a Wind or Lightning jutsu, you use this in conjunction with it and it augments your jutsu by converting it into Divine Wind.

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

This one is essentially a jutsu that creates tools or constructs of Divine Wind. The drawback is that it requires a handseal and has to be formed in short range of you before moving. S rank size can create mountain like constructs quickly.

( Kamikazeton: Kareina Daikunshu Orinposu ) ‡‡ Divine Wind Style: Opulent Overlords from Olympus
Type: Offensive/Defensive/Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 ( -10 per turn )
Damage: 20 – 80
Description: The user is able to use his body or the wind itself as a source to create a massive beast to aid in battle, formed always within short range of the user and with the use of a handseal. Molding Divine Wind chakra, these creatures resemble several winged deities of ancient lore, such as the Aurai or Anemoi. These beasts follow basic elemental strengths of weaknesses of Divine Wind and their sizes most be logically scaled to the creature ( i.e. max size of 15 meters tall ). Fueled by the user's chakra, these beings are capable of acting and moving as if alive. Appearing as a near transparent figure of a reddish hue with lightning surging through them, these creatures are capable of being used as a source for other Divine Wind attacks at the dispersal of the beast, the jutsu used able to be formed equivalent to it's rank ( i.e. D rank beast can be used for a D rank Divine Wind jutsu if needed while dispersing and ending the beast's use ). The user is also able to form a hand seal, channeling Katon chakra into the beasts, to cause the entity to heat on contact, causing the beasts to begin to ignite, causing great damage on contact as the fire erupts and spreads along the deity, causing a maelstrom of flames. These creatures are capable of releasing Divine Wind jutsu from their mouths as well as using up to A rank Lightning jutsu and A rank Wind jutsu ( this correlates with their rank ofc (D ranked versions using up to D rank, C ranked versions using up to C rank and so on until the S ranked version, which can use up to A rank max ). These winged entities mirror humanoid shapes, and can also be altered to form beasts such as Pterippi ( winged Horses, such as Pegasus ), Phoenixes ( golden-red fire bird ), or even Dragons. S ranked variants are only able to be used 3 times a battle with at least a 2 turn break in between use. The speeds of these airborne entities also vary based on the rank used, with the D rank moving as slow as the average Jounin with the speed increasing one level each jutsu rank.
Note: Each use creates up to 4 beasts with their power evenly divided.
Note: Channeling Katon chakra into the beasts count as a move per turn and costs 30 chakra and adds +40 damage.
Note: By fueling chakra into these beasts each turn, the user is able to control these beasts until released but no longer than 4 turns. While in use, the user is only able to use Divine Wind, Fire, Lightning and Wind jutsus.

This one essentially creates winged Familiars or animals based on Divine Wind. These animals are based on greek myths, forming various winged beasts like Pterippi (winged horses), phoenixes, dragons and anything in between. Depending on it's rank, it can use same rank Divine Wind so if you make an A rank Divine Wind horse, it can use A rank DW as well as up to A rank Lightning and Wind. In addition to this, you can add Fire chakra to these beasts to make them erupt into flames which add +40 damage to the attack.

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

Simple, this is used along with Fire jutsu to increase the power of them by turning the wind around it into DW. Can be applied to fire blasts and bursts.

Questions?
A few.

State of Change: Is this still a one-and-done thing, where I can activate it once and change any technique from there on, or is it now a use-every-time type technique?

Olympus: Is the +40 considered an active boost or just an increase in base damage? Can they use State of Change to make Regular techniques into DW techs?

Everything else was pretty straightford.
 
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