Custom Element Jutsu Submission

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Lord of Kaos

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CE approved here

3. ( Takamabi: Kamimusubi ) High Heaven Fire: Divine Creator[/B]
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 70 ( +10 Chakra )
Damage Points: 120 ( +20 Damage )
Description: Kamimusubi is a Takamabi Elemental Genjutsu of the same tier as an MS Genjutsu. It can be cast up to Mid-Range from the user by performing 3 handseals or through Eye Contact. Kaminusubi will deal only the effects of Yomi as no actual flames will ever manifest in reality, and will trap the target inside a Burning World. The illusion will have the target perceive every aspect of the terrain and themselves as excruciatingly burning, dealing a massive amount of Spiritual Damage if left unblocked. Through the properties of High Heaven, this affliction will cause the target to be considered Immolated, which means it will spread the burning Genjutsu like wildfire if they physically or spiritually interact with another Sentient being, be it through direct contact or through a chakra tether like a Chakra Creation, Summoning, Clone and the likes, or if someone attempts to infuse their chakra onto an Immolated or the Immolated attempts that on someone else.

Kamimusubi can also be used as a powerful defense mechanism by performing self-immolation. While the user will not be damaged by self-immolation, it will still produce a discernable visual flame effect, causing a drop of 25% of their visual tracking while the effects are in place, but otherwise allowing the user to still be able to perceive even minute details, despite the translucent flames populating their vision. When self-immolating, the power of Kamimusubi can battle spiritual afflictions affecting the user or serve as a preemptive mental shield to dissuade others from attempting them. This is also a method to protect the user from being afflicted by an opponent's Kamimusubi or other MS-Grade Genjutsu, similar to how Tsukuyomi can be countered by one's own.

Kamimusubi can be used to augment other Genjutsu with the Immolation property by spending the same amount of chakra, whereas the infused Genjutsu will have a +10 chakra increase and a correspondent +20 damage increase, becoming an MS-Grade Genjutsu with Takamabi's Elemental Neutrality. This can't be used to augment Genjutsu higher than S rank nor Genjutsu that are already MS Grade.
Note: This can only be used up to 4 times a battle, preventing usage for 4 turns after use. In addition to this, other S ranked or above Takamabi techniques cannot be utilized during this time.

Declined. We discussed it.
1. ( Takamabi: Kamimusubi ) - High Heaven Fire: Divine Creator
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 70 ( +10 Chakra )
Damage: 120 ( +30 Damage )
Description: Kamimusubi is a Takamabi Elemental Genjutsu with similar resilience-piercing properties as Yin: 5 Element Illusion. It can be cast up to Mid-Range from the user by performing 3 handseals. Kaminusubi will deal only the effects of Yomi as no actual flames will ever manifest in reality, and will trap the target inside a Burning World. The illusion will have the target perceive every aspect of the terrain and themselves as excruciatingly burning, dealing a massive amount of Spiritual Damage if left unblocked. Through the properties of High Heaven, this affliction will cause the target to be considered Immolated, which means it will spread the burning Genjutsu like wildfire if they physically or spiritually interact with another Sentient being, be it through direct contact or through a chakra tether like a Chakra Creation, Summoning, Clone and the likes, or if someone attempts to infuse their chakra onto an Immolated or the Immolated attempts that on someone else.

Kamimusubi can also be used as a powerful defense mechanism by performing self-immolation. While the user will not be damaged by self-immolation, it will still produce a discernible visual flame effect, causing a significant drop of 25% of their visual tracking while the effects are in place, but otherwise allowing the user to still be able to perceive even minute details, despite the translucent flame-like shroud surrounding their being. When self-immolating, the power of Kamimusubi can battle spiritual afflictions affecting the user or serve as a preemptive mental shield to dissuade others from attempting them. This is also a method to protect the user from being afflicted by an opponent's Kamimusubi or other Non-MS Grade illusion. It is considered a Defensive mechanism against those.

Kamimusubi can be used to augment other Genjutsu with the Immolation property by spending the same amount of chakra, whereas the infused Genjutsu will have a +10 chakra increase and a correspondent +30 damage increase, becoming similarly resistance-piercing Genjutsu with Takamabi's Elemental Neutrality. Genjutsu infused with Kamimusubi can't be used to defend from MS-Grade Genjutsu. This can't be used to augment Genjutsu higher than S rank nor MS Grade Genjutsu.
Note: This can only be used up to 4 times a battle, preventing usage for 3 turns after use. In addition to this, other S ranked or above Takamabi techniques cannot be utilized during this cooldown time.

Declined: This technique does too much in one. The first two paragraphs are fine, the last paragraph would have to be its own technique if you want to infuse it into other genjutsu and increase its damage. - Daemon

Yomotsuhi Approval

2. ( Yomotsuhi: Yūrei ) - Yomotsuhi: Yūrei
Type: Offensive/Supplementary/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60 ( -20 to 30 per turn )
Damage: 80 - 120
Description: Yūrei is a technique that forms the basis of the Yomotsuhi element. As its most default technique, this technique allows the user to produce the Living Flames in the form of streams, constructs and projectiles. These flames, imbued with life, are capable of taking shape into more humanoid or animalistic forms though its form does not limit its capabilities nor do these flames cause damage to the user if in close proximity. These flames have chakra equal to 2.5x their health, continuously burning at high rates as detailed below. With base tracking equal to twice their speed, these flames naturally carry traits of both Nenohi and Ashihara. Characteristic of Yomotsuhi techniques, Yūrei‘s Nenohi causes techniques to break down rapidly and with great efficiency. Reducing a Yomotsuhi's damage in exchange for damage mitigation also reduces it's overall Health Points by the same amount. Lowering its health will reduce access to Yomotsuhi techniques on a scale corresponding to that of the Health System’s Fatigue drawbacks such as losing 20% health will reduce access to Forbidden ranked techniques, 40% will restrict access to S ranked techniques, etc.

When interacting with living entities with a spirit, Yomotsuhi’s passive ability known as Ashihara is triggered, allowing it to absorb spiritual energy/chakra equal to its chakra cost per turn. At B rank, this means contact with an individual Yomotsuhi technique will cause 20 chakra per turn to be drained. At A rank, this will increase to 25 chakra per turn and at S rank, this will become 30 chakra per turn due to this being the amount spent by these techniques every turn. This prevents targets from using spiritual chakra equal to the amount drained per turn or less. For each subsequent turn a specific Yomotsuhi technique is in contact with a target, this effect’s power will increase by 5 chakra. This effect can be countered, naturally, by use of Natural Energy.
Note: B ranked Yomotsuhi techniques create Flames with 80 health and 200 chakra. A ranked techniques have 100 health as well as 250 chakra. S ranked techniques have 120 health and 300 chakra.
Note: S ranked usage can only be used once every 3 turns, preventing usage of the rank for the same duration. A and S-Ranked usage cannot be done more than 4 times per battle.
Note: Cannot be used while another Yūrei creation is alive. If S ranked is used, this technique cannot be used for an additional 2 turns after it ends nor any other S ranked or higher Yomotsuhi technique the next turn.

Approved with Edits made: be reminded that the changes to get health system drawbacks apply to these flames as well. - Daemon

3. ( Fuuin Yomotsuhi: Bōrei ) - Sealing Arts Yomotsuhi: Bōrei
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 40 per turn if active use ( Equal to parent technique if passive )
Damage: 120
Description: Bōrei is an advanced Fuinjutsu seal seeking to enhance the user’s Ashihara within his Yomotsuhi techniques. This enhancement allows the Living Flames to seal an increased amount of chakra at the cost of a shortened life. When created, these flames spawn sentient flames in any living shape the user can fathom, burning 40 chakra per turn. With base tracking equal to twice their speed, these flames naturally carry traits of both Nenohi and Ashihara present. Characteristic of Yomotsuhi techniques, Bōrei’s Nenohi causes techniques to break down rapidly and with great efficiency. Reducing a Yomotsuhi's damage in exchange for damage mitigation also reduces it's overall Health Points by the same amount. Lowering its health will reduce access to Yomotsuhi techniques on a scale corresponding to that of the Health System’s Fatigue drawbacks such as losing 20% health will reduce access to Forbidden ranked techniques, 40% will restrict access to S ranked techniques, etc.

This technique can be applied passively to other Yomotsuhi techniques during their creation, costing additional chakra per turn equal to the chakra cost of the Yomotsuhi technique. This causes its binding effect to increase in in power, draining chakra equal to +10 to the cost of the parent technique. This means should the original technique drain 30 chakra, Bōrei will cause it to instead drain 40 chakra.
Note: Can only be used three times per battle total. This can be used passively alongside the creation of another Yomotsuhi technique up to 3 times as an A ranked technique or as it’s own technique, creating an S ranked Yomotsuhi creation with 120 health and 300 chakra, burning and absorbing 40 chakra per turn up to 2 times per battle.
Note: After either use, the user cannot use this technique for 2 turns or any Yomotsuhi techniques of S rank and higher.

Approved: Edits Made - Daemon

4. ( Onmyōton: Takamabi/Yomotsuhi: Nakatsukuni ) - Yin-Yang Release: Takamabi/Yomotsuhi: Middle Kingdom
Type: Weapon
Rank: S
Range: Short - Long
Chakra: 60 ( +10 to Takamabi and Yomotsuhi techniques )
Damage: 120 ( +30 to Takamabi and Yomotsuhi techniques)
Description: Nakatsukuni is a unique gunbai Madara created in similar fashion to his original fan. This warfan is unique in its creation process, being the result of two different Yin and Yang natured elements of opposing energies. A large 1 meter sized handle of pitch black flame accentuated with a white to silver aura consisting of rippling, fire and lightning-like energy. Because of this composition, it allows for the fan to gain a significant increase in its usage of Takamabi and Yomotsuhi techniques, enhancing them by 30 damage and 10 chakra. When its abilities are in use, a white to silver aura consisting of rippling, fire-like energy, complete with sparkling particles of a crimson color surrounds the fan, though this is purely cosmetic.

Ame-no-ukihashi - Nakatsukuni has two major abilities besides its passive traits of enhanced damage/chakra and the ability to use any of the user’s Uchigaeshi related techniques. This dual ability is known as Ame-no-ukihashi, or Floating Bridge to Heaven. This ability allows him to augment a Yomotsuhi Creation with Takamabi’s Yomi and Immobilizing properties enhanced or to augment a Takamabi technique with Yomotsuhi’s Nenohi breakdown/corrosive properties enhanced. Both of these abilities are described in greater detail below, though they both share the same restrictions and a strength to Yin or Yang based elements.
  • When used as a primary Yomotsuhi technique, this creates an S ranked entity with 120 health and 300 chakra and tracking equal to its movement speed, reducing 60 chakra per turn. These flames are augmented with Takamabi’s Yomi properties, creating a powerful effect on contact that bypasses any spiritual defenses and causes those in contact to become Immobilized, sharing Yomotsuhi’s spiritual binding effect at a heightened level, now dealing damage equal to this effect per turn as well as its initial effect.
  • When used as a primary Takamabi technique, this creates an S ranked Takamabi flame with 300 chakra that is enhanced with Yomotsuhi’s Nenohi effect at a heightened level. This is shown when contact with other jutsu causing Takamabi’s Immobilization effect to trigger like a Phantom Dragon based technique, causing the opponent’s technique that the Takamabi technique clashes with to have it’s technique targeted and it’s component fields weakened significantly, causing the field and the component fields ( such as the base elements for a CE/AE ) to become weakened by 30 damage. Should it be a KG or HA or Universal technique, this will cause the field to likewise become weakened.
Note: Ame-no-ukihashi can only be used a total of 3 times per battle, preventing usage for 5 turns and any perks of the fan for 3 turns. To utilize either form, it costs 60 chakra and deals 120 damage.
Note: Takamabi primary usage drains -30 chakra from the respective pool per turn unless sealed or defeated, as per Shinkai and Yomi effect rules. Yomotsuhi usage drains 60 chakra per turn from the respective pool.
Note: Counts as a CEJ for Takamabi as well as Yomotsuhi and also counts as a CW.

Declined: While this is interesting, I'm a hater. This needs more drawbacks. If you are combining the two elements for these attacks, logically you should have a drawback or restriction on them such as "Cannot use X element for Y amount of turns etc." On to the main abilities themselves, the Yomotsuhi augmented by Takamabi variant is wild for the effect that you want it to have (I'm talking about dealing damage over time equal the amount of chakra Yomotsuhi absorbs). You are gonna have to change that effect because it's hard to justify. The Takamabi influenced by Yomotsuhi effect is more reasonable and is likely fine as it is. - Daemon
 
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Zaphkiel

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CE approved here. Permission to submit CEJ from Six Paths on my profile.

(Fuin/Entropoton: Mugen Kekkai no Jutsu) Sealing Entropy Arts ∞ Infinite Boundary Barrier Technique
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 50 (-20 per turn)
Damage: N/A
Description: Mugen no Kekkai is advanced sealing technique meant to be an absolute defense in the form of a personal barrier that adheres to the user's body like a second skin. It is made from the user's Entropy chakra through a seal placed on their body prior to an encounter or during at the cost of 50 chakra and a move, through the barrier's activation can take place alongside other techniques. This barrier carries no physical defensive properties. Instead it exudes a continuous, harmless wave of Entropy radiation specifically designed to seal away the kinetic energies of techniques or objects that come close to the user. The result is never-ending approach, where the closer an object/technique is to the user (1-2m) is the slower it gets (-5 to opposing jutsu Speed). At the 3-5m range techniques are slowed by -3 to their Jutsu Speed instead. These effects apply only to techniques and objects of equal or lesser chakra, with the barrier being able to resist up to one technique of equal chakra and cancel out. Attacks of higher chakra will pass through unhindered. After sealing the kinetic energy of at least three attacks the user will be able to release that energy into their bodies by reversing the seal at the cost of a move. They may use this released energy to either empower their bodies or a technique originating from it, which comes in the form of either a 3x movement speed increase that lasts a single turn or x2 Jutsu Speed increase to their next technique up to A-ranked. Doing so deactivates the seal and places it on cooldown. Lasts as long as the user pays chakra. Can only be activated three times overall, with a three turn cooldown between uses.

-Declined- Customs that alter jutsu speed are currently not allowed.

Originally approved here. CE approved here.

(Hokkyoku āsurirīsu: Kuraudo-Ryoku, Sekai Endā)- Arctic Earth: Cloud Pusher, World Ender
Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra cost: 50
Damage: 120 (-30 from user)
Description: With three hand seals (Monkey> Ox> Boar) the user will cause four gigantic pillars of Arctic Earth to jut from the ground at tremendous speeds. They will fly sky high and disappear beyond the clouds. Each of these rods are 5 meters in diameter and 20 meters in length. Then, in the following turn the user will keep a one handed seal as he takes control of the rods during their descent. Using nothing but gravity and mass to convey destruction, the rods will come plummeting back to the earth with enough power to shatter buildings and leave massive 20 meter wide craters in the ground. Once back into the earth the rod(s) will shatter violently (but not completely disintegrating), sending boulder sized chunks of Arctic Earth in all directions of the impact up to long ranged to litter the field with debris. The overall temperature of the battle field will drop with a thick low lying mist and the sky would churn dark gray as the cold air rises and creates thick cumulonimbus clouds for the rest of the conflict unless removed somehow. Needless to say, those that survive the impact would be faced with an even harder challenging of traversing the frigid land. From the. There is a choice in this execution; either four A ranked rods come crashing down on the terrain at strategic locations or one massive rod with a 20 meter radius and a 80 meter length. During this descending turn the user cannot use techniques above A ranked and is restricted to a usage slot of 2 rather than 3. After this technique, the user is left very well fatigued and their chakra pathways would be ravaged. Each boulder/pieces of debris can be used as source for future techniques.

Aftermath:
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Notes(s):
- Can only be done once.
- No Arctic Earth, Earth, Wind, or Water techniques of A ranked and above for two turns after.
- No other Forbidden rank techniques in the same turn and next.

-Declined- Why does this have 120 base damage? Like some high tier abilities such as yin and yang allow higher base damage but nothing here does.
 
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Lili-Chwan

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Mushroom Approved - https://animebase.me/threads/archive-custom-elements-bureau-i.13564/page-15#post-3199434

( Yoton/Mashuru-muton: Senjo Ouja ) Yang/Mushroom Release: Graces of Erlkönig

Rank: S
Type: Supplementary
Range: Short-Mid
Chakra cost: 40 ( 10 per turn )
Damage points: N/A
Description: When the user infects a target with Mushroom Chakra, be it by healing, poisoning, inhaling, or damaging a target through a mushroom technique, the user is capable of re-infusing the infection site with Yang and Mushroom chakra, rapidly proliferating the remnants of fungal cells and aggravating the fungal infection. By bolstering the mushroom chakra infecting the target's body, the user is capable of either granting a boon effect or hindering their targets severely. The boon is granted in the form of healing or added vitality, as Yang energy flows through the fungal bodies. Each target can either be healed 30HP passively for 3 turns, up to 3 targets including the user, or each target can have their ninjutsu boosted by +20 damage, as the mushroom suffuses them with chakra for 3 turns, up to 3 targets including the user.
The hindering effect is granted in the form of damage or loss of vitality. Each target ( up to 3 ) can either suffer a loss of 15 HP per turn, for 3 turns, until healed ( If the targets have been healed by mushroom techniques, the Grace also revokes the HP healed from it ) or each target ( up to 3 ) bleeds 100 chakra points per turn, for three turns.
Note: Can only be used 4 times per battle, requires a cooldown of 3 turns before reusing. Effects can be banished by Fire or through the proper medical techniques to heal.
Note: While the Grace is active, the user is unable to perform Mushroom techniques.
Note: Grace can be applied to up to 3 targets, different boons or hindrances can be applied to each target, but only 1 boon or hindrance ( Either Passive Healing, Damage Boost, Damage Bleeding OR Chakra Bleeding )

-Declined- I don't really like the 3 targets thing, because having 3 potential targets for simultaneous buffing and debuffing along with a 4 time use per battle would put this at a huge number of practical usages, also the restrictions are basically non existent. A 3 turn duration with a 3 turn cooldown and you're unable to perform mushroom techniques, not really restrictive at all considering it's a yang technique.
 
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submitting as one of my additional cj


(Yumeton/Summanus: Inori no Kukyō) - Dream Sand/Nocturnal ThunderArts: Player's Plight
Type: Offensive/Defensive/Supplementary
Rank: A/S
Range: Short - Long
Chakra: 50 - 60 (15 - 20)
Damage: 100 - 120
Description: Crafted to maximise the efficiency between the user's various elements, Player's Plight is a technique that hinges on the user having Yumeton | Dākutaimuzu seal applied on their body, with the S rank variation being utilised. Due to the Yumeton technique, the user's body/equipment would be coated with a layer of Yumeton, a toxin. With Summanus having the inherent ability of enclosing toxins, the user would be capable of bridging the gap between the two elements, allowing the user to release Summanus from their body with Yuemton enclosed within it, giving birth to a stronger combined concoction that packs the lethality of both. The combination would gain the strengths of both elements, while now becoming significantly weaker to fire release, wherein the element and those based on it would be twice as effective. These brand of techniques can be manipulated similar to Summanus (mentally/hand movements) while gaining the ability to fly freely, with boosts that can apply to both elements being applicable to it. Constructs made under Player's Plight would gain a secondary lethality when clashing with other objects, wherein instead of just releasing lightning when it is struck similar to normal Summanus, the infused Yumeton would be 'cooked' and released in the form of fumes, covering short range all around the lightning. These fumes would be capable of administering Yumeton into the bodies of targets similar to normal Yumeton when burned. When in use, the user would be incapable of manipulating elements that are not components of the elements (Wind) or elements based on that. Usable thrice, with constructs lasting up to three turns. Once it concludes, the user would suffer a cooldown equal to the turns it was active in wherein they can not use any of the CEs, with S rank having an additional turn added to the cooldown.

Declined: This has no reason to have the chakra and damage it does. You are smoking crack if you think you are going to combine two elements into one, and the only drawback you get while in usage is only not being able to use Wind Release. Why do the constructs last three turns? Also double weaknesses are banned in the RP and no custom is able to grant them drawback or not. Only double weakness that should exist in the RP is Anutu vs Y/Y - Daemon

(Fuuinjutsu/Summanus: Saidan) - Sealing/Nocturnal Thunder Arts: Altar
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (5 - 10) 70
Damage: 20 - 80
Description: Saidan is the ability of the user to transform portion or their entire body into the element itself, affording them increased defensive and offensive powers as a result. The user's body would appear as it does normally until struck by external sources, wherein the user would take the dark form of the element with the edges of their body seemingly containing jagged moving spikes. During Altar's usage, the user would naturally gain the capabilities of the element, allowing the user to take flight and fly at speeds equal to speed of the rank used. The user can release constructs, waves, and tools of Summanus from their body that can be sustained for the duration of the techniques' duration. Additionally, the user can release the charges present in Summanus at will from their body or from created constructs. These charges would be capable of short-circuiting targeted tools based on their rank, with equivalent levels being short circuited for a turn and those of lesser for one more turn for each rank difference. Higher ranked ones would be unaffected. Uniquely, those with access to sealing arts can have a body seal applied on them, elevating the effectiveness of the Altar state. Should the seal be used, an invisible barrier would be present a meter around the user's body, laying dormant until attacks pass through it, upon which it would automatically transform the user's body into an S rank variation of the Saidan state, protecting the user from external attacks. Should the user fall unconscious/be knocked out, the seal would also activate with a portion of the charges being released internally to return the user back to consciousness as long as the user has enough HP to do so. Starting from B rank the technique would require a seal and increase per rank. Notably, the user can switch to different ranked variations of Altar without the need of hand seals, but at the cost of a move, where chakra is surged throughout the body. B ranks can be used 4x, A ranks thrice, and S ranks twice, with A-S ranks only lasting up to three turns. The body seal variation would cost 70 chakra to be placed, and costing the same amount to activate. Should the user have Player's Plight active, the overall strength of Altar would be inherently elevated, with lower ranks costing ten more chakra and having a thirty damage boon until reaching A and S ranks, where they would match the quantities stated in Player's Plight, for both chakra and damage. Utilisation under Player's plight would reduce the duration of Altar by 1 turn.

Declined: So a couple of things here, the "body seal" portion of this is extremely tacked on. It's like you added it on there last minute as a way to like "oh wait let me protect my body with this when I'm knocked out too!" if you want that application you will have to make it a separate technique. And again the constructs do not need to be sustainable. Also why in the world would Player's Plight increase this by 30 damage when Plight itself isn't even a damage boost? - Daemon
(Yumeton/Summanus: Inori no Kukyō) - Dream Sand/Nocturnal ThunderArts: Player's Plight
Type: Offensive/Defensive/Supplementary
Rank: A/S
Range: Short - Long
Chakra: 40 - 50 (15 - 20)
Damage: 80 - 100
Description: Crafted to maximise the efficiency between the user's various elements, Player's Plight is a technique that hinges on the user having Yumeton | Dākutaimuzu seal applied on their body, with the S rank variation being utilised. Due to the Yumeton technique, the user's body/equipment would be coated with a layer of Yumeton, a toxin. With Summanus having the inherent ability of enclosing toxins, the user would be capable of bridging the gap between the two elements, allowing the user to release Summanus from their body with Yuemton enclosed within it, giving birth to a stronger combined concoction that packs the lethality of both. The combination would gain the strengths of both elements, but still retaining the weakness to fire release. These brand of techniques can be manipulated similar to Summanus (mentally/hand movements) while gaining the ability to fly freely, with boosts that can apply to both elements being applicable to it. Constructs made under Player's Plight would gain a secondary lethality when clashing with other objects, wherein instead of just releasing lightning when it is struck similar to normal Summanus, the infused Yumeton would be 'cooked' and released in the form of fumes, covering short range all around the lightning. These fumes would be capable of administering Yumeton into the bodies of targets similar to normal Yumeton when burned. When in use, the user would be incapable of manipulating elements that are not components of the elements (Wind) or elements based on that. Usable thrice, with constructs lasting up to 2 turns. Once it concludes, the user would suffer a cooldown equal to the turns it was active in wherein they can not use any of the CEs. Additionally, the A rank variation would lock down S rank and above usage of the elements that composed the CE while S rank variation would lock down A rank and above usages.

-Declined- Why does this still have above average damage values and chakra values?


(Summanus: Saidan) - Nocturnal Thunder Arts: Altar
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (5 - 10)
Damage: 20 - 80
Description: Saidan is the ability of the user to transform portion or their entire body into the element itself, affording them increased defensive and offensive powers as a result. The user's body would appear as it does normally until struck by external sources, wherein the user would take the dark form of the element with the edges of their body seemingly containing jagged moving spikes. During Altar's usage, the user would naturally gain the capabilities of the element, allowing the user to take flight and fly at speeds equal to speed of the rank used. The user can release constructs, waves, and tools of Summanus from their body that can be sustained for the duration of the techniques' duration. Additionally, the user can release the charges present in Summanus at will from their body or from created constructs. These charges would be capable of short-circuiting targeted tools based on their rank, with equivalent levels being short circuited for a turn and those of lesser for one more turn for each rank difference. Higher ranked ones would be unaffected. Starting from B rank the technique would require a seal and increase per rank. Notably, the user can switch to different ranked variations of Altar without the need of hand seals, but at the cost of a move, where chakra is surged throughout the body. B ranks can be used 4x, A ranks thrice, and S ranks twice, with A-S ranks only lasting up to three turns. This is similar to how Hozukis can sustain their water forms for extended periods of time. Should the user have Player's Plight active, the overall strength of Altar would be inherently elevated due to the strength elevation granted via the combined elements. Lower ranks would cost ten more chakra and have a 15 damage boon until reaching A and S ranks, where they would match the quantities stated in Player's Plight, for both chakra and damage. Utilisation under Player's plight would reduce the duration of Altar by 1 turn.

-Declined- If you're constantly in this form, I.E sustaining a jutsu, you'd need restrictions preventing you from using others. You're not a Hozuki after all. Also why would this players plight ability boost this? If it's not already stated in that technique that it increases all other NT techs, then it wouldn't do that. If it does say it does this, then you wouldn't need to write it twice. Obviously you can't write boosts for other techniques in each other, they'll just be declined by default.
 
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El Alucard

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Selenium Dust learned here: [X]​
Serenton: Daru de Sunaarashi | Selenium Dust: Darude Sandstorm
Type: Offensive​
Rank: D - S​
Chakra: 40​
Range: Long​
Description: The technique involves generating a spherical ball of amorphous red brick selenium powder, which, once formed, is propelled into the atmosphere. Upon reaching a certain altitude, the ball detonates, dispersing selenium particles and creating a “misty snowfall” of selenium dust over the designated area.​

Note: A-rank and above only be used thrice per battle.
Note: A-rank has a 3 turn cool-down period S-rank has a 5 turn cool-down period.
Note: Snowfall lasts for 4 turns.

Declined: Where is the damage category? And this does not need to be multiranked at all. - Daemon
 
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Lili-Chwan

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I was given permission by Scorp to produce new Decay techniques.
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Link to Decay
Reference to Wrath of Azazel

( ± Fire/Ibiton: Boukou Gekido no Samael ) Fire/Decay Release: The Rage of Samael ±

Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: 80 (+20 to Taijutsu moves, +20 to Fire techniques S-Rank and below)
Description: As a stronger version of Wrath of Azazel, the Rage of Samael entails an heavy infusion of Fire within the formation of the Decay Element, materializing heavy plasma-like flames black and golden flames of Decay, rather than the energetic fires and constructs that balance the Fire and Lightning natures within the element. Through body movement, the user is capable of launching flaming plasma projectiles of S rank nature ( 40 chakra, 80 damage ) or manifest Fire or Decay techniques that become Fire/Decay techniques that acquire Decay S&W while being able to be bolstered by either Fire or Decay boons and infusions. Similar to Wrath of Azazel, Fire techniques performed while Rage of Samael is active will decay faster, despite burning stronger, causing them to lose one tier of range.

Note: Freestyle Movement can produce a single S rank projectile/construct, up to S rank, up to Long Range. This can be done up to a maximum of 3 times per turn, costing each a jutsu slot.
Note: Once activated, can last up to 4 turns.
Note: Can be used twice per battle, requiring 3 turns of cooldown.
Note: While the technique is active, the user can't mold Water Techniques as doing so ends it. Water techniques become restricted for 2 turns after the technique ends.
Note: No Forbidden tech Fire or Decay natured can be used throughout this technique or up to 1 turn afterwards.

Approved I guess - Daemon

Spending one of the jutsu slots for the Christmas 21 prize. 3/5

( ± Inton/Ibiton: Onigiri no Abaddon ± Meium ) Yin/Decay Release: The Edict of Abaddon ± Doom ±

Type: Offensive/Supplementary
Rank: S-Rank
Range: Mid-Long
Chakra: 70
Damage: 120
Description: The Edict of Abaddon, is the combination of Decay and Yin, manifested as a massive projectile of yin-infused black and gold Decay flames that accentuate and bolster physical decaying properties of the element and carry a spiritual parasite, named the Dooming Ghost, which produces a debilitating affliction related with decay. The colossal amount of yin-infused decay that is produced by this technique can be materialized anywhere within the battlefield ( Except in the direct vicinity of another person, within a 5-meter radius ), which will then deal a great amount of damage. While no actual heat exudes from this technique, the accelerated decay caused by contact with these flames will produce excruciating melting-like damage, as they get disintegrated to smithereens, following the properties of the element, and its elemental S&W, as atoms get fissured and become volatile, exploding outwards with great power, up to Mid-range all around or in a cone-like area of effect ( Depending on the angle, the user can get caught up in the damage ).

When it contacts with another chakra-carrying entity, it will unleash the Dooming Ghost, a spiritual entity that will follow the chakra tether down to its user, decaying not just the tether but also any other active tethers the target has in place, decaying them, or accelerating them to their natural end. This causes Sustained techniques, that either have a cost by turn to sustain or techniques that bring external entities to the field, like Summoning, Clone and Familiar type techniques, to end immediately.The Dooming Ghost will latch on to the target and prevent the usage of Sustained techniques for up to 4 turns.

Note: The Edict of Abaddon can only be used twice per battle. The user can't perform other Yin, Decay, Fire or Lightning techniques higher than A rank for the same turn or higher than S rank for the following turn. It requires a cooldown of 4 turns between usages.
Note: The Dooming Ghost can be prevented through Surges and Barriers of Yin/Yang or Anutu nature, or dealt with like any other Yin Ghost technique.
Note: Rather than the full technique, the Dooming Ghost can be used as an S rank infusion technique, costing 50 chakra and increasing the tier of the infused technique by +10 chakra. Techniques infused by the Dooming Ghost this way will partly decay a technique they contact with, shaving off 20 damage points and attaching the Dooming Ghost. This can be used 2 times per battle. This prevents the usage Yin and Decay techniques higher than S rank for two turns.

Declined: The effects of this tether are generally fine but their target is too broad. Techniques that have a cost to sustain includes anything from basic dojutsu techniques to full on modes etc. That is too broad of a range for me to allow for a tether. The external entities target is more plausible. Also no to the infusion note at the end of the technique it seems tacked on. - Daemon
 
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Skorm

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(Note sure you need this but El Mage approved me submitting CEJ's for this element years ago, it's on his profile.)

(Kuriputon/Yang: Koriminato | Liquid Krypton/Yang Release: Coldharbour)
Type: Supplementary/Defensive/Offensive
Rank: B - S
Range: Short-Long
Chakra: 40 - 70
Damage: 80 - 120
Description: Coldharbour is a unique technique that mixes the aspect of Yang release into the Liquid Krypton element. It's a multi-ranked technique with each tier of the technique differ with restrictions and damage/chakra value yet the core concept of the technique stays true for the plethora of tiers. The user starts by molding chakra from the core of their body, perform the necessary handseals, and expels a larger quantity of Liquid Krypton. As the Yang release is imbued into the technique, the substance become sentient by default. This is something that Yang release already allows and in this case it allows the technique to track targets and escape containers like a super liquid would. The speed of the technique is depending on the tier, as is all jutsu according to the jutsu speed chart. Because the liquid is gaining sentience, structures that it forms can also retain their form without the user needing to spend additional chakra into the technique in order to do so. The other aspect that the technique intrinsically gain from being composed of Yang release is a frostbite poison. This poison seeps into organic material through the pores of the skin or even through pores of wood, or other organic material. The poison itself lingers on until healed and is designed to freeze muscles and tissues to the point where they are turned into ice. It's a local-affecting poison, meaning if the victim is hit by the technique on their arm, the poison doesn't spread from there. The degenerating effects are that the area affected by the poison loses flexibility, strength and movement. This effect worsens for each turn. If affecting any moving limbs such as legs, arms, neck etc, then the poison will reduce movement speed by a drop of -2 (base speed) after a full turn has passed since the intial poisoning. After a second turn has passed, lingering damage will start to kick in with the sensation of a blazing frostbite. A tic of -10dmg/turn is initiated. After a third turn has passed, the poison will start to neutralize the nerves and muscles in the affected area and start to freeze them solid. This hinders any movement, but this is also the last affect that stacks with the rest. From here, only the tic damage will continue onwards along with the solid frozen effect. Surges of Yin, Sage chakra, Med Jutsu or Yin-Yang release of equal chakra output needs to be used in order to. This technique is considered neutral to all elements and even if the poison itself can only affect organic matter, it does not mean it has an intrinsic strength to elements/fields based on organic matter. Due to the Yang release being intrinsically present in the substance, the aesthetics are different from what the element usually looks like. The Coldharbour technique, aesthetically, has threads of glowing green strands imbued into the liquid.

Note:
B-rank requires a single handseal and can be used up to four times per battle. A-rank requires two handseals and can be used up to three times per battle. S-rank requires three handseals and can be used up to twice per battle.
Note: After using A-rank version of the technique, the user cannot use Yang or Liquid Krypton techniques above S-rank for two turns. After using S-rank version of the technique, the user cannot use Yang or Liquid Krypton techniques above A-rank for two turns.
Note:
 
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Vayne

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(Yumeton/Summanus: Inori no Kukyō) - Dream Sand/Nocturnal ThunderArts: Player's Plight
Type: Offensive/Defensive/Supplementary
Rank: A/S
Range: Short - Long
Chakra: 40 - 50 (15 - 20)
Damage: 80 - 100
Description: Crafted to maximise the efficiency between the user's various elements, Player's Plight is a technique that hinges on the user having Yumeton | Dākutaimuzu seal applied on their body, with the S rank variation being utilised. Due to the Yumeton technique, the user's body/equipment would be coated with a layer of Yumeton, a toxin. With Summanus having the inherent ability of enclosing toxins, the user would be capable of bridging the gap between the two elements, allowing the user to release Summanus from their body with Yuemton enclosed within it, giving birth to a stronger combined concoction that packs the lethality of both. The combination would gain the strengths of both elements, but still retaining the weakness to fire release. These brand of techniques can be manipulated similar to Summanus (mentally/hand movements) while gaining the ability to fly freely, with boosts that can apply to both elements being applicable to it. Constructs made under Player's Plight would gain a secondary lethality when clashing with other objects, wherein instead of just releasing lightning when it is struck similar to normal Summanus, the infused Yumeton would be 'cooked' and released in the form of fumes, covering short range all around the lightning. These fumes would be capable of administering Yumeton into the bodies of targets similar to normal Yumeton when burned. When in use, the user would be incapable of manipulating elements that are not components of the elements (Wind) or elements based on that. Usable thrice, with constructs lasting up to 2 turns. Once it concludes, the user would suffer a cooldown equal to the turns it was active in wherein they can not use any of the CEs. Additionally, the A rank variation would lock down S rank and above usage of the elements that composed the CE while S rank variation would lock down A rank and above usages.

-Declined- Why does this still have above average damage values and chakra values?


(Summanus: Saidan) - Nocturnal Thunder Arts: Altar
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (5 - 10)
Damage: 20 - 80
Description: Saidan is the ability of the user to transform portion or their entire body into the element itself, affording them increased defensive and offensive powers as a result. The user's body would appear as it does normally until struck by external sources, wherein the user would take the dark form of the element with the edges of their body seemingly containing jagged moving spikes. During Altar's usage, the user would naturally gain the capabilities of the element, allowing the user to take flight and fly at speeds equal to speed of the rank used. The user can release constructs, waves, and tools of Summanus from their body that can be sustained for the duration of the techniques' duration. Additionally, the user can release the charges present in Summanus at will from their body or from created constructs. These charges would be capable of short-circuiting targeted tools based on their rank, with equivalent levels being short circuited for a turn and those of lesser for one more turn for each rank difference. Higher ranked ones would be unaffected. Starting from B rank the technique would require a seal and increase per rank. Notably, the user can switch to different ranked variations of Altar without the need of hand seals, but at the cost of a move, where chakra is surged throughout the body. B ranks can be used 4x, A ranks thrice, and S ranks twice, with A-S ranks only lasting up to three turns. This is similar to how Hozukis can sustain their water forms for extended periods of time. Should the user have Player's Plight active, the overall strength of Altar would be inherently elevated due to the strength elevation granted via the combined elements. Lower ranks would cost ten more chakra and have a 15 damage boon until reaching A and S ranks, where they would match the quantities stated in Player's Plight, for both chakra and damage. Utilisation under Player's plight would reduce the duration of Altar by 1 turn.

-Declined- If you're constantly in this form, I.E sustaining a jutsu, you'd need restrictions preventing you from using others. You're not a Hozuki after all. Also why would this players plight ability boost this? If it's not already stated in that technique that it increases all other NT techs, then it wouldn't do that. If it does say it does this, then you wouldn't need to write it twice. Obviously you can't write boosts for other techniques in each other, they'll just be declined by default.
(Yumeton/Summanus: Inori no Kukyō) - Dream Sand/Nocturnal ThunderArts: Player's Plight
Type: Offensive/Defensive/Supplementary
Rank: A/S
Range: Short - Long
Chakra: 30 - 40 (5 - 10)
Damage: 60 - 80
Description: Crafted to maximise the efficiency between the user's various elements, Player's Plight is a technique that hinges on the user having Yumeton | Dākutaimuzu seal applied on their body, with the S rank variation being utilised. Due to the Yumeton technique, the user's body/equipment would be coated with a layer of Yumeton, a toxin. With Summanus having the inherent ability of enclosing toxins, the user would be capable of bridging the gap between the two elements, allowing the user to release Summanus from their body with Yuemton enclosed within it, giving birth to a stronger combined concoction that packs the lethality of both. The combination would gain the strengths of both elements, but still retaining the weakness to fire release. These brand of techniques can be manipulated similar to Summanus (mentally/hand movements) while gaining the ability to fly freely, with boosts that can apply to both elements being applicable to it. Constructs made under Player's Plight would gain a secondary lethality when clashing with other objects, wherein instead of just releasing lightning when it is struck similar to normal Summanus, the infused Yumeton would be 'cooked' and released in the form of fumes, covering short range all around the lightning. These fumes would be capable of administering Yumeton into the bodies of targets similar to normal Yumeton when burned. When in use, the user would be incapable of manipulating elements that are not components of the elements (Wind) or elements based on that. Usable thrice, with constructs lasting up to 2 turns. Once it concludes, the user would suffer a cooldown equal to the turns it was active in wherein they can not use any of the CEs. Additionally, the A rank variation would lock down S rank and above usage of the elements that composed the CE while S rank variation would lock down A rank and above usages.

(Summanus: Saidan) - Nocturnal Thunder Arts: Altar
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (5 - 10)
Damage: 20 - 80
Description: Saidan is the ability of the user to transform portion or their entire body into the element itself, affording them increased defensive and offensive powers as a result. The user's body would appear as it does normally until struck by external sources, wherein the user would take the dark form of the element with the edges of their body seemingly containing jagged moving spikes. During Altar's usage, the user would naturally gain the capabilities of the element, allowing the user to take flight and fly at speeds equal to speed of the rank used. The user can release constructs, waves, and tools of Summanus from their body that can be sustained for the duration of the techniques' duration. Additionally, the user can release the charges present in Summanus at will from their body or from created constructs. These charges would be capable of short-circuiting targeted tools based on their rank, with equivalent levels being short circuited for a turn and those of lesser for one more turn for each rank difference. Higher ranked ones would be unaffected. Starting from B rank the technique would require a seal and increase per rank. Notably, the user can switch to different ranked variations of Altar without the need of hand seals, but at the cost of a move, where chakra is surged throughout the body. B ranks can be used 4x, A ranks thrice, and S ranks twice, with A-S ranks only lasting up to three turns. This is similar to how Hozukis can sustain their water forms for extended periods of time. During it's use, the user can only use elements of Summanus and combinations that include it. Altar can be combined with Player's Plight, occurring in the same timeframe but with both counting towards the jutsu limit.

-Both Approved-
 
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Ańbu Juniør

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Umbra Release Approval

(Anburaton: Furuki Kamigami no Ko) Umbra Release: Child of the Old Gods
Type:
Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage: 80 - 120
Description: This technique entails the basic applications of Umbra Release. Child of the Old Gods allows the user to produce the violet flames from the body or manifest it in any form they can imagine anywhere on the battlefield, though it cannot manifest within short-range of an opponent unless the user is also within that range as well. Manifested constructs that are maintained require the expenditure of -15 chakra per turn but allows the user to perform other actions simultaneously and can last for up to two turns. When the flames are released the user will choose to apply the reducing or bolstering effects of Umbra Release as outlined in Gateway to Infinity, with the flames damaging only those designated as enemies while harmlessly passing over allies.

As an effect of the “Feed The Void” trait inherent to Umbra Release, this technique is capable of self-sustainment by using the absorbed chakra of techniques overpowered after a clash as a source. A technique overpowered by 10 chakra allows Umbra Release techniques to sustain themselves for one additional turn, dealing 10 additional damage following initial contact with the opponent. This increases by one turn and 10 damage per turn at each chakra tier for as long as an opponent remains in contact with the flames, and caps at a 40 chakra difference.

Notes:
- A-Rank applications require three handseals, while S-Rank requires four.
- At A-Rank this technique can be used four times per battle, while S-rank can be used thrice.
- No Yin or Umbra Release techniques above A-Rank can be used in the following turn.
- The spiritual flames will always damage enemies on contact regardless of which effects are applied.

-Approved- I probably should decline this for mentioning gateway to infinity but I can't be bothered rechecking it later.

(Anburaton: Mugen e no Gētou~ei) Umbra Release: Gateway to Infinity
Type:
N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Gateway to Infinity details the effects shared between all Umbra Release techniques when it makes contact with living targets such as summonings, creations, clones, and Edos. Umbra Release’s primary ability affects spiritual defenses by manipulating spiritual energy to either bolster the defenses of the user and their allies or to reduce those of the opponent while dealing spiritual damage. Gateway to Infinity is not a technique, but a reference to the effects of Umbra Release present in all of its techniques. These effects can be removed through a surge of either Yin, Yang, Yin-Yang, or Natural Energy of equal chakra as the applied technique.

B-Rank: Reducing spiritual defenses in a target prevents the use of Forbidden ranked techniques, and renders them unable to deduce S ranked and above Genjutsu. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -20 for two turns.

A-Rank: Reducing spiritual defenses in a target prevents the use of S-ranked techniques, and renders them unable to deduce A-ranked and above Genjutsu. They also become unable to perform more than two techniques within a single time frame. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -30 for two turns.

S-Rank: Reducing spiritual defenses in a target prevents the use of A-ranked techniques, and renders them unable to deduce B-ranked and above Genjutsu. They also become unable to perform more than one technique within a single time frame. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -40 for two turns.

-Declined- Being hit by a B rank or A rank and losing access to ranked techniques entirely is a insane debuff especially given the counters would require you to use techniques of these ranks. You need to specify some techniques they can't use, not all.

(Anburaton: Konton Sokushin-zai) Umbra Release: Chaos Accelerant
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra: 50 (+10)
Damage: N/A (+20)
Description: Chaos Accelerant is an infusion of Umbra Release into another energy-based elemental or Yin Release technique during its creation to alter its physical properties similar to Change into Heaven. The altered technique will adopt the appearance of the violet flames and the inherent self-sustaining trait granted by “Feed the Void” if it requires chakra per turn. While the user expends 50 chakra, only 10 chakra will be added to the original technique. The infused technique will acquire an increase of 20 damage, but will now deal spiritual damage instead of physical and gain Umbra’s neutral strength and weaknesses when interacting with other techniques through their chakra tier, as the damage can only be felt by living entities such as summonings, creations, clones, and Edos.

As an effect of the “Feed The Void” trait inherent to Umbra Release, this technique is capable of self-sustainment by using the absorbed chakra of techniques overpowered after a clash as a source. A technique overpowered by 10 chakra allows Umbra Release techniques to sustain themselves for one additional turn, dealing 10 additional damage following initial contact with the opponent. This increases by one turn and 10 damage per turn at each chakra tier for as long as an opponent remains in contact with the flames, and caps at a 40 chakra difference.

Notes:
- This can be performed alongside another energy-based Ninjutsu or Yin Release technique in the same timeframe
- This can only be used up to 4 times per battle, with a 2-turn cooldown between each use.

-Declined- At most I'd allow this to affect the composing elements, I think allowing it to apply to all energy and yin release techniques is too much.

(Anburaton: Tsuihō no Ekō) Umbra Release: Echo of Expulsion
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 50
Damage: 100
Description: Echo of Expulsion is a basic technique that allows the user to draw upon Umbra’s violet flames, surging it throughout the body to cleanse any debilitating afflictions affecting them by consuming the foreign chakra that permeates through the body, especially against techniques like powerful genjutsu, Ronin and Yamanaka abilities, and chakra imbalances cause by Yin and Yang release. It doubles as an offensive technique that deals considerable damage as the surged chakra is released outwards. The technique appears as a pulse of violet flames that travels up to mid-range in all directions and carries the reducing or bolstering effects of Umbra Release as outlined in Gateway to Infinity, with the flames damaging only those designated as enemies while harmlessly passing over allies.

As an effect of the “Feed The Void” trait inherent to Umbra Release, this technique is capable of self-sustainment by using the absorbed chakra of techniques overpowered after a clash as a source. A technique overpowered by 10 chakra allows Umbra Release techniques to sustain themselves for one additional turn, dealing 10 additional damage following initial contact with the opponent. This increases by one turn and 10 damage per turn at each chakra tier for as long as an opponent remains in contact with the flames, and caps at a 40 chakra difference.

Notes:
- This technique can be used three times per battle, requiring a two-turn cooldown between each use.
- After use, the user is unable to use Yin, Yin-Yang, or Fire Release above A-Rank for a single turn.

-Approved- Same note as the first one, can't be bothered to decline it just to check it next cycle, fix gateway.
 
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(Kayakuton: Tōru no Raimei Tenka) | Gunpowder: Thor’s Thunderous Ignition
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: N/A (+10 to Earth & Earth Based Ninjutsu, Including CE)
Damage: N/A (+ 20 to Earth & Earth Based Ninjutsu, Including CE)
Description: Thor’s Thunderous Ignition is a jutsu that is used alongside an earth-based technique. This can be used in the same timeframe as an earth-based technique, including techniques that combine Earth with other elements but The Earth is The primary element, infusing gunpowder directly into the technique, adding explosive properties. This results in the earth-based techniques to explode when an outside source meets the technique. Due to the infusion into the earth-based elements, it will increase the chakra by 10 and damage of the earth-based techniques by 20 damage. Additionally, when the gunpowder infused earth-based techniques explodes, the user can control the detonation, allowing them to channel the explosion and the shockwave in a desired direction. This allows the user to focus it on any direction he wishes, be it a 180-degree angle from where the blast occurred, upwards, etc. This technique can be used to force the detonation of the earth-based technique as well through a spark and control the blast and the resulting shockwave in this manner.
Note:
  • Usable 4 times per battle.
  • Cannot be used on Swamp of the Underworld
 
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Approved CE: Abyssal Corridor Approval:
(Dakuiton Fuinjutsu: Chūkū Superu Ha ) Dark Vacuity Release Sealing Technique: Hollow Spellblade
Rank: B
Type: Supplementary
Range: Short - Long
Chakra: N/A ( 10 per passive release)
Damage: N/A
Description: Hollow Spellblade is Body Seal utilized by users of the Dark Vacuity, enabling a unique usage of their physical Manipulated Tools/Basic Ninjutsu, Bukijutsu and Kenjutsu. This seal carries the kanji (武器) meaning "Weapon". How it functions, is within the seal are constantly existing cubic ash - which upon unsealing manifests into the form of a weapon of choice by combining together to take the desired appearance. As a result, the user is capable of wielding the weapon for the aforementioned techniques. An example of this is with "(Soryu no Mai) - Rising Dragon Dance" where instead of throwing basic weapons, the are instead replaced with Dark Vacuity crafted weapons. The release of these weapons are passive, not costing a moveslot and posted as a reference alongside when performing said technique. These inherently causes the S/W of the technique to be shifted to match Dark Vacuity and carries the properties of "Dark Vacuity Release: Abyssal Corridor" when interacting with the bodies of humans/summons (thus utilizing the the respective rank's effects). This seal can only be used once per turn, while having a cooldown of two turns before being active again. This requires the user to know Adv. Fuinjutsu as well in order to place it on their body though this technique.

Approved CE: https://animebase.me/threads/custom-elements-bureau-iii.710828/post-21126831

(Sōruiton ♦Azayakana Rekishi) – Algae Release ♦ Vivid Historia
Type: Supplementary
Rank: D
Range: Short - Long
Chakra cost: N/A ( 10 per usage)
Damage points: N/A
Description: Vivid Historia is an Algae based technique utilizing the Main Release of the element. This is triggered either through an already existing source of Algae, a water source/moisture enriched earth or directly from the user's body - as small spores burst outwards from within. These spores are laced with the user's chakra, which upon inhaling or touching it causes the opponent to be casted into illusion (which is predetermined upon casting). This doesn't inherently change or grant the illusion Alage's S/W; as the algae simply is used as a vector of the illusion's triggering. This technique is passive in nature, not costing a moveslot and is simply posted as a reference alongside the illusion being casted. An additional handseal is also performed when utilizing this method of casting. This technique can only be used once per turn, while having a cooldown of two turns after the illusion comes to an end. Due to the nature of the spores, they naturally linger in the air for two turns, which if not removed and the opponent releases the genjutsu, it will simply be re casted once more though an additional recasting will cause the spores to naturally become inert afterwards, unable to be utilized again. These spores can easily be blown away by a Wind technique.
 
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Ańbu Juniør

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Umbra Release Approval

Resubmitting:
(Anburaton: Mugen e no Gētou~ei) Umbra Release: Gateway to Infinity
Type:
N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Gateway to Infinity details the effects shared between all Umbra Release techniques when it makes contact with living targets such as summonings, creations, clones, and Edos. Umbra Release’s primary ability affects spiritual defenses by manipulating spiritual energy to either bolster the defenses of the user and their allies or to reduce those of the opponent while dealing spiritual damage. Gateway to Infinity is not a technique, but a reference to the effects of Umbra Release present in all of its techniques. These effects can be removed through a surge of either Yin, Yang, Yin-Yang, or Natural Energy of equal chakra as the applied technique.

B-Rank: Reducing spiritual defenses in a target prevents the use of Forbidden ranked techniques, and renders them unable to deduce S ranked and above Genjutsu. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -20 for two turns.

A-Rank: Reducing spiritual defenses in a target prevents the use of S-ranked techniques, and renders them unable to deduce A-ranked and above Genjutsu. They also become unable to perform more than two techniques within a single time frame. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -30 for two turns.

S-Rank: Reducing spiritual defenses in a target prevents the use of A-ranked techniques, and renders them unable to deduce B-ranked and above Genjutsu. They also become unable to perform more than one technique within a single time frame. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -40 for two turns.

-Declined- Being hit by a B rank or A rank and losing access to ranked techniques entirely is a insane debuff especially given the counters would require you to use techniques of these ranks. You need to specify some techniques they can't use, not all.
- Reduced the use of techniques prevented from all to elemental techniques only.

(Anburaton: Mugen e no Gētou~ei) Umbra Release: Gateway to Infinity
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Gateway to Infinity details the effects shared between all Umbra Release techniques when it makes contact with living targets such as summonings, creations, clones, and Edos. Umbra Release’s primary ability affects spiritual defenses by manipulating spiritual energy to either bolster the defenses of the user and their allies or to reduce those of the opponent while dealing spiritual damage. Gateway to Infinity is not a technique, but a reference to the effects of Umbra Release present in all of its techniques. These effects can be removed through a surge of either Yin, Yang, Yin-Yang, or Natural Energy of equal chakra as the applied technique.

B-Rank: Reducing spiritual defenses in a target prevents the use of Forbidden ranked elemental techniques, and renders them unable to deduce S ranked and above Genjutsu. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -20 for two turns.

A-Rank: Reducing spiritual defenses in a target prevents the use of S-ranked elemental techniques, and renders them unable to deduce A-ranked and above Genjutsu. They also become unable to perform more than two techniques within a single time frame. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -30 for two turns.

S-Rank: Reducing spiritual defenses in a target prevents the use of A-ranked elemental techniques, and renders them unable to deduce B-ranked and above Genjutsu. They also become unable to perform more than one technique within a single time frame. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -40 for two turns.

Resubmitting:
(Anburaton: Konton Sokushin-zai) Umbra Release: Chaos Accelerant
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra: 50 (+10)
Damage: N/A (+20)
Description: Chaos Accelerant is an infusion of Umbra Release into another energy-based elemental or Yin Release technique during its creation to alter its physical properties similar to Change into Heaven. The altered technique will adopt the appearance of the violet flames and the inherent self-sustaining trait granted by “Feed the Void” if it requires chakra per turn. While the user expends 50 chakra, only 10 chakra will be added to the original technique. The infused technique will acquire an increase of 20 damage, but will now deal spiritual damage instead of physical and gain Umbra’s neutral strength and weaknesses when interacting with other techniques through their chakra tier, as the damage can only be felt by living entities such as summonings, creations, clones, and Edos.

As an effect of the “Feed The Void” trait inherent to Umbra Release, this technique is capable of self-sustainment by using the absorbed chakra of techniques overpowered after a clash as a source. A technique overpowered by 10 chakra allows Umbra Release techniques to sustain themselves for one additional turn, dealing 10 additional damage following initial contact with the opponent. This increases by one turn and 10 damage per turn at each chakra tier for as long as an opponent remains in contact with the flames, and caps at a 40 chakra difference.

Notes:
- This can be performed alongside another energy-based Ninjutsu or Yin Release technique in the same timeframe
- This can only be used up to 4 times per battle, with a 2-turn cooldown between each use.

-Declined- At most I'd allow this to affect the composing elements, I think allowing it to apply to all energy and yin release techniques is too much.
- Ensured this technique only affects the composing elements.
- Added additional restriction to altered techniques that last multiple turns.

(Anburaton: Konton Sokushin-zai) Umbra Release: Chaos Accelerant
Type: Supplementary
Rank: A
Range: N/A
Chakra: 50 (+10)
Damage:N/A (+30)
Description: Chaos Accelerant is an infusion of Umbra Release into another Fire Release, Fire-based element or Yin Release technique during its creation to alter its physical properties similar to Change into Heaven. The altered technique will adopt the appearance of the violet flames and the inherent self-sustaining trait granted by “Feed the Void”. This means that techniques that last multiple turns will only last for a single turn unless it absorbs a weaker technique. While the user expends 50 chakra, only 10 chakra will be added to the original technique. The infused technique will acquire an increase of 30 damage, but will now deal spiritual damage instead of physical and gain Umbra’s neutral strength and weaknesses when interacting with other techniques through their chakra tier, as the damage can only be felt by living entities such as summonings, creations, clones, and Edos. Due to the “Feed the Void” trait, an enemy technique overpowered by 10 chakra allows the altered technique to sustain itself for one additional turn, dealing 10 additional damage following initial contact with the opponent. This increases by one turn and 10 damage per turn at each chakra tier for as long as an opponent remains in contact with the flames, and caps at a 40 chakra difference.

Notes:
- This can be performed alongside another Fire-based Ninjutsu or Yin Release technique in the same timeframe
- This can only be used up to three times per battle, with a three-turn cooldown between each use.
- No Yin, Fire, or Umbra Release techniques above A-Rank can be used in the following three turns.

(Anburaton: Kaichū Tokui-Ten) Umbra Release: Pocket Singularity
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 50
Damage: 100
Description: A primarily defensive application of Umbra Release, this technique allows for the creation of a semi-transparent sphere of violet flames through a surge of chakra throughout the body that travels outward to form a circular dome that is five meters in diameter. Umbra’s inherent sealing capabilities grant Pocket Singularity potent defensive capabilities, requiring it to be overpowered to be destroyed. These flames carry the reducing or bolstering effects of Umbra Release as outlined in Gateway to Infinity, with the flames damaging and pushing back only those designated as enemies while harmlessly enveloping allies within its range. Due to the effect of the “Feed The Void” trait, this technique is capable of self-sustainment by using the absorbed chakra of techniques overpowered after a clash as a source. A technique overpowered by 10 chakra allows this technique to sustain itself for one additional turn, and increases by one turn at each chakra tier and caps at a 40 chakra difference. Allies are capable of entering and exiting the dome but are unable to release techniques from within it, while enemies will take damage on contact.

Notes:
- This technique can be used three times per battle and requires a two-turn cooldown between each use.
- After use, the user is unable to use Yin, Fire, or Umbra Release techniques above A-Rank can be used in the following turn.

(Anburaton: Shikīchi Saigai) Umbra Release: Umbral Calamity
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 60
Damage: 120
Description: Inspired by Phetra’s manipulation of the purple flames beneath the Palace of Gaznir, this technique allows the user to manipulate the violet flames of Umbra Release to devastating effect. After performing four handseals and channeling chakra to their arm, the user releases a massive three-meter wide projectile in the shape of a sphere that has two distinct forms with different effects.

Cataclysm - The user releases a massive projectile of compressed violet flames that aggressively tracks a chosen target and detonates on impact with the target or when clashing against techniques of equal chakra. This creates a ten-meter-wide explosion that deals spiritual damage to enemies while leaving allies unharmed. The sealing properties inherent to Umbra Release allows the projectile to continue after absorbing techniques weaker than itself. After the initial detonation, if it had absorbed a weaker technique, Cataclysm creates four cluster bomblets of 30 damage each that seek out additional targets that are also capable of converging on the original target.

Vortex - The user releases a massive projectile of compressed violet flames that detonates on impact with the target or when clashing against techniques of equal chakra, creating a ten-meter-wide explosion that deals spiritual damage to enemies while leaving allies unharmed. The sealing properties inherent to Umbra Release allows the projectile to continue after absorbing techniques weaker than itself. Upon detonation, if the technique absorbs a weaker technique, it becomes self-sustaining due to the effect of Feed The Void, spawning a massive vortex the same size as the initial explosion that pulls in enemies up to five meters away on creation. A technique overpowered by 10 chakra allows Vortex to sustain itself for one additional turn, and increases by one turn and 10 additional damage at each chakra tier and caps at a 40 chakra difference.

Notes:
- This technique can be used twice per battle and requires a three-turn cooldown between each use.
- After use, the user is unable to use Yin, Fire, or Umbra Release techniques above A-Rank can be used in the following two turns.
- The spiritual flames will always damage enemies on contact regardless of which effects are applied.

(Anburaton/Hiraishin no Jutsu: Shinsei Sori) Umbra Release/Flying Thunder God Technique: Nova Warp
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 50
Damage: 100
Description: This technique combines the use of the violet flames of Umbra Release and Space-time Ninjutsu. The user infuses themselves with the spiritual flames and releases it throughout their body in a surge, but before it can be released outwards, the user teleports to a target marked with the Seal of the Flying Thunder God. Upon appearing, the user immediately unleashes the attack in the form of a devastating ten-meter-wide explosion that deals spiritual damage to enemies while leaving allies unharmed. The sealing properties inherent to Umbra Release allows the explosion to overcome most defenses by absorbing techniques weaker than itself, and due to the effect of the “Feed The Void” trait, this technique becomes self-sustained for several turns, dealing additional damage to enemies by leaving lingering flames on their person. A technique overpowered by 10 chakra allows the flames to sustain themselves for one additional turn, dealing 10 additional damage following initial contact with the opponent. This increases by one turn and 10 damage per turn at each chakra tier for as long as the flames remain in contact with the opponent, and caps at a 40 chakra difference.

Notes:
- This technique can be used twice per battle and requires a two-turn cooldown between each use.
- After use, the user is unable to use Yin, Fire, FTG, or Umbra Release techniques above A-Rank can be used in the following two turns.
 
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Pervyy

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Breakdown approved here: https://animebase.me/threads/custom-element-bureau.764498/post-21932458
Permission to sub: https://animebase.me/profile-posts/7521730/
Carbon approved here: https://animebase.me/threads/archive-custom-elements-bureau-i.13564/page-16#post-3304731

Dropping: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22002459

(In'yōton: Uchiwaketon/kurokongouseki: Asshuburingā) - Yin/Yang Release- Breakdown/Carbon: Ashbringer
Type: Weapon
Rank: S
Range: Short - Long
Chakra: 60 ( +10 to Breakdown and Carbon techniques )
Damage: 120 ( +30 to Breakdown and Carbon techniques)
Description: Ashbringer is a unique weapon weapon created by Horus that takes the form of a bisentō. Ashbring is a double edge long sword with a thick truncated blade, resembling a spear. The blade is a dark metal with a blue hint to it like the midnight sky. The hand is 90cm long and the blade one the end 60cm long. The blade is long enough to be able to use kenjutsu strikes through it. The blade was created through Horus combining Yin infused carbon to make a strong carbon steel base, and Breakdown in perfect harmony as Horus infused the blade with Breakdown to forge the perfect blade. Because of its composition, it enhances the users Breakdown and Carbon related abilities by +30 damage and +10 chakra. Due to this, all the user’s Breakdown techniques take on a translucent blue colour (this is purely cosmetic), and their carbon techniques become a midnight blue.

Ashbringer has two unique abilities aside from its passive traits. The first being Wake of Ashes and the second being divine storm. When the user activates either of these abilities, the weapon gains a blue aura around it, indicating their use.

Wake of Ashes: Wake of Ashes is a unique ability that be used 3 times per battle by the user. Through Ashbringer, the user will enhance the chakra within a Breakdown release technique. This ignites the chakra within the jutsu, causing it to burn away any foreign chakra on contact. This makes the jutsu clashes a Chakra vs Chakra clash. Should these flames hit a living being, they will lose chakra equal to the technique they are hit by.

Gift of the Evenstar: This ability is used within the same timeframe as a the creation of a Carbon Release Technique. The carbon when formed, will be forged with and infused with Breakdown. Due to this, the technique will come with additional effects. Due to the Yang nature of Breakdown, the Carbon will not only become neutral to other elements, but also semi sentient, only striking enemies of the user. Secondly, the carbon technique will take on the negative effects of Breakdown should they come into contact with a sentient being. Should an enemy be struck, their speed will be reduced by 20% and their chakra system disrupted, preventing jutsu S rank and above for 2 turns.

Note: Following the use of Gift of the Evenstar, the user can’t use Breakdown or Carbon in the following turn A rank and above.
 

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( Inton/Masshuru-Muton/Katon: Hotaruton ) Yin/Mushroom/Fire Release: Pyres of the Unseelie Court Ж Fae Fire

Rank: S
Range: Short-Long
Chakra Cost: 70 ( +20 per turn )
Damage Points: 120
Description: Fae Fire is a languid and eerie flame of bioluminescent greens, caused by the addition of volatile mushroom bioluminescent toxins onto the genesis of fire, producing an effect similar to Raven's Purge, using Yin natured energy to modify the resistances and properties of both the mushroom and the fire. This essencially creates a flame that can burn bright green, but exhibits the physical effects of approved Mushroom techniques, such as the ability to cast an illusion through its light, like in Foc Follet's Trap, infect people with aggressive strands of necrotic microscopic fungi, like Bless of Legba, or harness and refine energies like the Radioactive Filtering properties of the lichen of Blades of Titania.

Fae Fire can be manipulated like Fire Ninjutsu, creating flames and maelstroms or burning constructs, which can be bigger and more powerful depending on the chakra used. This technique can also be combined with an equal ranked Fire Ninjutsu in order to induce the same mushroom-based effects with other fire techniques as a base, creating an elemental combination technique that has the outcome of being 1 rank stronger or +30 damage. This can be done in the same time-frame as another Fire technique ( spending a slot for both Fae Fire and the Fire tech ). Either variant of Fae Fire is ruled by the fire aspect of the technique, and is bound to any Fire-related specialties of the user, though acquiring the elemental neutrality of Yin.

Note: Fae Fire can only be used twice per battle, and can last up to 3 turns. While this can be used with one S rank Fire technique, the user is unable to perform other Fire, Yin or Mushroom techniques higher than A rank throughout the duration of this technique, or higher than S rank in the next two turns.

Updating Foc Follet's Trap

( Masshuru-Muton: Onigiri no Wana ) Mushroom Release: Foc Follet's Trap

Rank: S
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user charges chakra on both hands and starts to release tiny and very light mushrooms, which will spread around the area at mid range. These mushrooms emit an eery green light that carries a powerful genjutsu, which will fade all light from the opponents' eyes, with the exception of the mushrooms. Trapped opponents will soon hear ghostly laughter, as they feel their bodies and limbs being grabbed by tiny vicious hands, rendering the opponent immobile. With one handseal, the user can make the Foc Follet Mushrooms explode, each with the explosive power of a paper tag. Through an additional handseal, the user is capable of changing the genjutsu cast through the bioluminescent lights into a different illusion, infusing a different Basic Genjutsu up to S rank of their choice. This results in a Genjutsu/Mushroom combination with a +10 chakra boost, with the cost accounting for the combination. Non-Damaging dealing Genjutsu will retain the explosive properties of the mushrooms, whereas Damage Dealing Genjutsu will neutralize the damage of the mushroom explosion in favor of the damage of the Genjutsu and a +20 damage bonus, dealing spiritual damage instead.

Note: The paralysis is not immediate, allowing a target to preform a small row of handseals before it takes action, no bigger than 5.
Note: The User can choose to release the mushrooms from the ground, by linking 3 handseals, anywhere in mid-range, thus allowing the technique to spread to long range.
Note: While the light is capable of casting a Genjutsu, targets that manage to release from the Genjutsu once won't have it recast if they keep seeing the light.
Note: Can only be used 3 times per battle, and only once every 3 turns.

Spending one of the jutsu slots for the Christmas 21 prize. 3/5

( ± Inton/Ibiton: Onigiri no Abaddon ± Meium ) Yin/Decay Release: The Edict of Abaddon ± Doom ±

Type: Offensive/Supplementary
Rank: S-Rank
Range: Mid-Long
Chakra: 70
Damage: 120
Description: The Edict of Abaddon, is the combination of Decay and Yin, manifested as a massive projectile of yin-infused black and gold Decay flames that accentuate and bolster physical decaying properties of the element and carry a spiritual parasite, named the Dooming Ghost, which produces a debilitating affliction related with decay. The colossal amount of yin-infused decay that is produced by this technique can be materialized anywhere within the battlefield ( Except in the direct vicinity of another person, within a 5-meter radius ), which will then deal a great amount of damage. While no actual heat exudes from this technique, the accelerated decay caused by contact with these flames will produce excruciating melting-like damage, as they get disintegrated to smithereens, following the properties of the element, and its elemental S&W, as atoms get fissured and become volatile, exploding outwards with great power, up to Mid-range all around or in a cone-like area of effect ( Depending on the angle, the user can get caught up in the damage ).

When it contacts with another chakra-carrying entity, it will unleash the Dooming Ghost, a spiritual entity that will follow the chakra tether down to its user, decaying not just the tether but also any other active tethers the target has in place, decaying them, or accelerating them to their natural end. This causes Sustained techniques, that either have a cost by turn to sustain or techniques that bring external entities to the field, like Summoning, Clone and Familiar type techniques, to end immediately.The Dooming Ghost will latch on to the target and prevent the usage of Sustained techniques for up to 4 turns.

Note: The Edict of Abaddon can only be used twice per battle. The user can't perform other Yin, Decay, Fire or Lightning techniques higher than A rank for the same turn or higher than S rank for the following turn. It requires a cooldown of 4 turns between usages.
Note: The Dooming Ghost can be prevented through Surges and Barriers of Yin/Yang or Anutu nature, or dealt with like any other Yin Ghost technique.
Note: Rather than the full technique, the Dooming Ghost can be used as an S rank infusion technique, costing 50 chakra and increasing the tier of the infused technique by +10 chakra. Techniques infused by the Dooming Ghost this way will partly decay a technique they contact with, shaving off 20 damage points and attaching the Dooming Ghost. This can be used 2 times per battle. This prevents the usage Yin and Decay techniques higher than S rank for two turns.

Declined: The effects of this tether are generally fine but their target is too broad. Techniques that have a cost to sustain includes anything from basic dojutsu techniques to full on modes etc. That is too broad of a range for me to allow for a tether. The external entities target is more plausible. Also no to the infusion note at the end of the technique it seems tacked on. - Daemon
( ± Inton/Ibiton: Onigiri no Abaddon ± Meium ) Yin/Decay Release: The Edict of Abaddon ± Doom ±

Type: Offensive/Supplementary
Rank: S-Rank
Range: Mid-Long
Chakra: 70
Damage: 120
Description: The Edict of Abaddon, is the combination of Decay and Yin, manifested as a massive projectile of yin-infused black and gold Decay flames that accentuate and bolster physical decaying properties of the element and carry a spiritual parasite, named the Dooming Ghost, which produces a debilitating affliction related with decay. The colossal amount of yin-infused decay that is produced by this technique can be materialized anywhere within the battlefield ( Except in the direct vicinity of another person, within a 5-meter radius ), which will then deal a great amount of damage. While no actual heat exudes from this technique, the accelerated decay caused by contact with these flames will produce excruciating melting-like damage, as they get disintegrated to smithereens, following the properties of the element, and its elemental S&W, as atoms get fissured and become volatile, exploding outwards with great power, up to Mid-range all around or in a cone-like area of effect ( Depending on the angle, the user can get caught up in the damage ).

When it contacts with another chakra-carrying entity, it will unleash the Dooming Ghost, a spiritual entity that will follow the chakra tether down to its user, decaying not just the tether but also any other active tethers the target has in place, decaying them, or accelerating them to their natural end. This causes Sustained techniques, that either have a cost by turn to sustain or techniques that bring external entities to the field, like Summoning, Clone and Familiar type techniques, to end immediately.The Dooming Ghost will latch on to the target and prevent the usage of Sustained techniques for up to 4 turns. The effects of Dooming Ghost do not afflict Modes or Doujutsu, such as Sharingan or Sage Mode, but will affect techniques akin to states or that behave like such, such as an Elemental armor or vest, or a multi-turn Boosting Technique.

Note: The Edict of Abaddon can only be used twice per battle. The user can't perform other Yin, Decay, Fire or Lightning techniques higher than A rank for the same turn or higher than S rank for the following turn. It requires a cooldown of 4 turns between usages.
Note: The Dooming Ghost can be prevented through Surges and Barriers of Yin/Yang or Anutu nature, or dealt with like any other Yin Ghost technique.

Using an extra slot for the Takamabi part, as to not expend any of the common slots between me and LOK

(Inton ꐦ Takamabi/Masshuru-muton: Chimimōryō ) - Yin Release ꐦ High Heaven/Mushroom Release: Thorn of Kalûnga

Type: Weapon
Rank: S
Range: Short - Long
Chakra: 60 ( +10 to High Heaven and Mushroom techniques )
Damage: 120 ( +30 to High Heaven and Mushroom techniques)
Description: Thorn is a unique weapon created by Isabella Uchiha that takes the form of a Shakujo. Thorn is composed of 3 different pieces, made of both High Heaven and Mushroom and combined through Yin: the Thorned Staff, a hollow tube composed of hardenened lichen, black in color. It acts as strong as chakra metal and through its hallow tube the user is capable of loading senbons and blow them at great speed towards their opponenents; the Nefarious Headpiece, a ring of metallized black-lichen, with 6 condensed rings of High Heaven flames, burning a pale and eerie green color; and the Bottom Dagger, a hardened black metal blade of condensed High Heaven flames, which can be used to pierce, parry or perform kenjutsu techniques. Because of its composition, it enhances the users Mushroom and High Heaven related abilities by +30 damage and +10 chakra. Due to this, all the user’s Mushroom techniques take on an eerie bioluminescent glow, whereas High Heaven's illusions acquire the ability to produce biological creations of the Fungi Kingdom, as the Yin-nature of the Shakujo permeates through both elements and strengthens them, becoming rulled by Isabella's SPRT attribute, despite not inherently changing the damage type of either Element. Thorn has two unique abilities aside from its passive traits.

Kui ꐦ Ku Nseke: Nseke is the ability to combine High Heaven into the constructs of Mushroom. Performing Mushroom techniques through Nseke allows the bioluminescence of the techniques to provide a spiritual debuff. While seeing the glow of Mushroom techniques. Akin to High Heaven's powerful dimension-shattering illusions, all that are cast by the light of the mushrooms will have a spiritual debuff applied to them, preventing their spiritual resistances and immunites to take place. Genjutsu cast while the light is present will power through regardless of any inherent defenses the enemy has. Nseke is an active ability, spending a jutsu slot, lasting only as long as the affected mushroom technique is in battle, or a maximum of 4 turns. Shielding oneself from the light, by erecting or finding cover behind a physical barrier or neutralizing the source of the light will end the spiritual debuff effect.

Moryo ꐦ Ku Mpemba: Mpemba is the ability to combine Mushroom into the flames of High Heaven. Performing High Heaven techniques through Mpemba grants the property of infectivity to the flames, providing a parasitic effect to the chakra of techniques that colide with the flames. When techniques interact with High Heaven, the spiritual effects of Takamabi, Yomi, will follow the tether of the foreign technique and afflict its user with it. Surges or barriers of YY of appropriate rank will prevent or counter this effects, while overpowering the source of High Heaven will prevent its infection. Mpemba is an active ability of the Thorn, spending a jutsu slot.

Note: Following the use of an active ability of the Thorn of Kalûnga, the user can’t use Mushroom or High Heaven in the following turn A rank and above. Each active ability can only be used three times per battle, applied to a single technique each time, and requires a cooldown of two turns between usage. The user is unable to perform Yin techniques S rank and above in the following turn.
Note: As Yin is the driving force behind the strengthening of these techniques, albeit passively, when Yin usage is restricted, the user is unable to empower Mushroom or High Heaven techniques through Thorn, or use any of the active abilities.
 
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