1. ( Takamabi: Kamimusubi ) - High Heaven Fire: Divine CreatorCE 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.
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: 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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