Custom Element Jutsu Submissions

Lord of Kaos

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Please be sure to read the Battle Arena Rules before making a submission.






±±Custom Element Techniques±±






Once you have an approved Custom Element (which is submitted and checked in ), you can make techniques for that element and submit them here to be checked.






±± How to submit a Custom Technique? ±±



1. Step One: Pick the Name and Japanese Translation. Use this to help you. Be sure to name the techniques correctly by stating the skill/element/area to which the technique belongs. Don't use Japanese in Kanji form; use standard Romanji instead.





2. Step Two: Chose the type of your Custom Technique.



Offensive/Attack

Defensive/Defense

Supplementary

Weapon



3. Step Three: Rank The Jutsu According to Power and Effects.



E-Rank

D-Rank

C-Rank

B-Rank

A-Rank

S-Rank

Forbidden-Rank



4. Step Four: Put a Range in your Jutsu.



Short Range

Mid Range

Long Range



5. Step Five: Fill in the correct Chakra and Damage points for the rank of the technique



E Rank: 05 Chakra / 10 Damage

D Rank: 10 Chakra / 20 Damage

C Rank: 15 Chakra / 30 Damage

B Rank: 20 Chakra / 40 Damage

A Rank: 30 Chakra / 60 Damage

S Rank: 40 Chakra / 80 Damage

Forbidden: 50 Chakra / 90 Damage



Note: In certain types of techniques, some of the fields (either Damage or Chakra) may not be required to fill, like with the damage of a defensive technique . If that is the case simply put N/A (Non-Aplicable).



6. Step Six: Describe the Jutsu.



Make a brief description of your jutsu and its effects. Don't forget to make it clear and understandable by using proper grammar. Keep it simple and clean. Also, you are required to make a logical explanation of how you achieve the effect of the jutsu. For example, if you have a technique that states "can detect enemy's location" you are required to explain how that is achieved.



7. Step Seven: Resctritions.



Add any restrictions that are deemed necessary for the rank of the technique and its correct use. Usage limit, duration limit, etc. Don't forget to make it logical and simply don't add restrictions in an attempt to make your technique more approvable. Restrictions won't change the fact that your technique may be OverPowered. In terms of logic, it pertains to the correct comprehension of the RP and its skills. For example, a high rank Lava technique would affect your use of Lava and to a minor extent, Fire and Earth but it wouldn't affect your use of Water.



8. Step Eight: Post and Wait for Approval!







±± Template for Custom Techniques ±±



PHP:
[/FONT][/CENTER]
[FONT=centurygothic]
[CENTER][B]

Type:

Rank:

Range:

Chakra:

Damage:

Description:[/B]





Note: between the first bolded code, simply insert the name of the technique.
 
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Sinthorus

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New Cycle: 25/11/25 - 09/12/25


The new cycle commences with this post, and concludes precisely two weeks from the given time-stamp. All customs from previous threads that are not checked are considered declined. You may resubmit them in the new threads under the new guidelines found in the first post.
RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions once the threads close. Cycles will be open for two weeks and closed for two weeks for checking.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. As of now, you may submit the following: 4 custom jutsu across the CJ/CEJ/CFSJ/CCJ/CD threads and submit one custom field in addition to this. Sage rank members gain an addition submission to allocate where they wish.
 
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Ańbu Juniør's iconAńbu Juniør

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Umbra Release Approval

Resubmitting: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22131601

(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 techniques prevented from all, to a few abilities
- Adjusted spiritual defense damage reduction and duration

(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: Gateway to Infinity details the effects shared between all Umbra Release techniques when contact is made with living targets, including summonings, creations, clones, and Edos. Umbra Release’s primary ability affects spiritual defenses by manipulating spiritual energy to either bolster the user’s and their allies’ defenses or reduce the opponent’s defenses, 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 appropriate chakra surges and certain sealing techniques.

B-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of Forbidden-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), and renders them unable to deduce S-ranked and above Genjutsu. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -40 for four turns.

A-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of S-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), 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 -50 for three turns.

S-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of A-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), 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 -60 for two turns.

Declined: This scales up too fast with giving an insane reduced damage. At the highest scale you'd get 30 damage shaving from spiritual techniques. As for locking out so much, that needs reigning in. Yes you can prevent yang and gen, but not all fields that are non elemental.


Resubmitting: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22131601
(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.
- Increased the damage enhancement, as this is a Yin technique.
- Reduced the additional damage dealt per turn from "Feed the Void" to a flat 20 instead of it increasing by 10 every turn.

(Anburaton: Konton Sokushin-zai) Umbra Release: Chaos Accelerant
Type:
Supplementary
Rank: B
Range:
N/A
Chakra: 50 (+10)
Damage:
N/A (+30)
Description: Chaos Accelerant is an infusion of Umbra chakra into another Fire Release, Fuuinjustu, or Yin Release technique during its creation to alter its physical properties similar to Change into Heaven. By using an additional hand seal, the altered technique will adopt the appearance of violet flames and the inherent self-sustaining trait granted by “Feed the Void”. This means that techniques that last multiple turns will have their duration reduced by two (-2) turns unless they absorb 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 additional 30 damage, but will now deal spiritual damage instead of physical and gain Umbra’s strength and weaknesses when interacting with other techniques through their chakra tier, as the damage can only be felt by living entities, including 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 an additional 20 spiritual damage per turn as the violet flames continue to burn. If triggered, the self-sustenance of the altered technique increases by one turn at each chakra tier difference.

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

Declined: First of all, all yin and yang techniques will have standard damage/chakra values and only scale up when you specialise in them. Based on current damage clashes, wouldn't the Feed the Void basically restore what was lost from your technique based on the clash rather than gaining an addition damage outline in orange? And wouldn't the additional damage only count if it makes contact with an living creature?
 
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Zaphkiel

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Arctic Earth. Updating the following from here, with some changes.

(Yoton/Hokkyoku Āsurirīsu: Tsundora no Chūkū no Kodomo-tachi) - Yang/Arctic Earth Release: Hollow Children of the Tundra
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (60) (-20 per turn)
Damage: 80 (120)
Description: The Hollow Children are sentient familiars made of Arctic Earth that can be created from the user's body or the surrounding earth within short range, except within five meters of an opponent, unless the user is also within that range. The Arctic Earth creations are humanoid in appearance but severely emaciated, like skeletons, with glowing eyes and hollow chests. Despite their appearance however the Children are frighteningly quick, able to travel at inhuman speeds due to an increased vitality granted by Yang Release, heightened when in contact with Arctic Earth structures up to 30m away from the user. On regular surfaces they move at the speed of normal Arctic Earth techniques, but when situated on Arctic Earth they are able to move at 2.5x the user's speed for as long as they maintain contact with the element. The Children can also perform Arctic Earth techniques up to B-rank from their bodies on regular terrain and up to A-rank when in contact with Arctic Earth without the need for hand seals. These count toward the user's move limit. Being savage in nature, the Children usually end up overwhelming opponents with their frigid bodies while gnawing and tearing them apart with surprising strength.

Note(s):
- The user may form one or multiple creations using this technique, following normal splitting rules, and they may remain on the field for a maximum of three turns.
- This jutsu requires three hand seals and can only be performed twice per battle with a two turn cool down. No Arctic Earth or Yang Release techniques above A-ranked can be performed for two turns after this technique ends.

± Declined. Not a fan of enhancement for the sake of it, this is just a roundabout way to get Ring of Hell onto Arctic Earth familiars. ±


Also updating the following which was approved .

(Hokkyoku Āsurirīsu: Koko de Fuyu)- Arctic Earth: Winter is Here
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A (60)
Description: With two hand seals (Dog, Snake), the user will dedicate his Arctic Earth chakra into transforming the terrain into a desolate tundra. The scope of this technique spans up to long ranged (20m) in all directions (including underground up to 20 meters). This type of terraforming is completely noticeable as the shiny Arctic Earth consumes the land and is very conspicuous mainly due to its effects on surrounding structures such as trees and buildings, but is also very slow and takes two turns after being performed to complete. On the first turn this technique is performed the area up to 10m of the user becomes transformed to Arctic Earth. On the second turn it completes the transformation at 20m of the ground around (all measurements dictate the technique's growth both length and depth wise). In the turn after, the technique lingers as a source for Arctic Earth techniques. Once the ground has been transformed in any of its sequences the opponent will be unable to manipulate it unless they possess the Arctic Earth chakra nature--or if it was destroyed somehow. Also, destroying the structure requires complete eradication. For example, merely destroying a patch/section will not stop the technique, as it will simply regenerate as it grows. Instead, one would need a counter that spans this technique's complete length and depth. Travelling across the terrain would also prove quite difficult to enemies as the clumsiness of slipping on ice prevails, preventing any sudden movement such as dashing or sprinting--unless the opponent(s) wish to find themselves sprawled out and nursing broken bones and other injuries from falling on the cold, hard ground (60 DMG). The user remains unaffected by this. Another advantage is that It allows permafrost techniques that would otherwise require regular earth to be performed using the permafrost ground of this technique, while active, instead with heightened efficiency (i.e with one less hand seal required).

Note(s):
- Can only be performed three times, lasting three turns each time with a two turn cool down.
- No Arctic Earth techniques above S-ranked can be performed in the same turn.

± Declined. Leave it as is - the parts you edited is a bit meta-gamey, 60 damage from falling on the ground? What if my shinobi shoes have more grip? It's too loose as a method of dealing damage and then just doesn't justify turning a supplementary technique into an offensive one. ±
 
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Troi

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Polystyrene Approved Here [x]

Resubmitting [x]

(Porisuchiton: Shiro Usagi no Ame) - • Polystyrene Release: White Rabbit Rain •
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user will perform two handseals and release a large amount of their Polystyrene chakra into the air. In turn, it will immediately start to rain tiny balls of polystyrene from short to long range. The amount of polystyrene that is falling from the sky is equal to that of a snowstorm, completely covering the field with polystyrene. This serves not only as making a giant source for polystyrene techniques, but it also makes the user undetectable by naked eye sight. Similar to Rain Tiger at Will, this allows the Polystyrene user to detect exactly where the opponent is while the polystyrene is falling onto them.

Note: Lasts Four turns
Note: Has two turn cooldown
Note: Can only be used twice per battle

Note to checker: Took out all the stuff about the senses and limited it to just naked eyesight

Declined: See [here]

C-Rank Techniques

  • Requires 1 in MIND/BODY/SPRT to use
  • Can boost +10 damage max
  • Can boost +5 speed levels ( Not base speed ) if applicable
  • Can extend up to 10 meters
  • No Usage Limits
  • No General Duration Limit
You need to decide if you want to raise the rank of this to cover a larger range or if you want it to be a shorter range with less restrictions. If it's an ongoing jutsu, it should have a chakra cost to maintain.

Resubmitting [x]

(Porisuchiton: Shiro Usagi no Henkan) - • Polystyrene Release: White Rabbit Conversion •
Type: Defensive/Supplementary
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: N/A
Description: White Rabbit Conversion is a varying and simple application of using your polystyrene chakra nature. What the user will do is focus their chakra on a source of one of the components of polystyrene (earth or fire, excluding wind), and use their own polystyrene chakra nature to convert the said source into polystyrene. This can range from turning the earth beneath your opponent into soft polystyrene and getting them stuck in it, or turning a nearby tree into polystyrene for a source of future polystyrene techniques. No matter in which way it is used, whatever the user uses this technique on forms a source for polystyrene techniques. The size specs of this technique can range from anything like turning a pebble into polystyrene or turning a giant statue into polystyrene. It is up to the user's discretion. This technique can work on an opponent's jutsu one rank lower than itself. (Ex: S->A, A->B.)

Note: Must wait one turn before utilizing again
Note: Usable four times per battle

Declined: See [here]

Note to checker: Changed almost everything about the technique so no bold has been included.


New Submission:

(Porisuchiton: Shiro Usagi no Tsume) - • Polystyrene Release: White Rabbit's Claws •
Type: Offensive
Rank: A
Range: Short - Med
Chakra: 30
Damage: 60 (+10 if used with earth/against earth)
Description: Utilizing an existing source of Polystyrene, the user will exert their chakra into the source and raise their hands, both in a clawing position allowing thousands of pellets of Polystyrene to rise up. They then swipe their hands across each other, overlapping the two. This will cause the risen polystyrene to gouge into the target, piercing them thoroughly from left to right and right to left simultaneously. This is especially strong against an earth defense as not only can it pierce through the earth with ease but the earth will end up further sharpening the polystyrene pellets, giving it an additional 10 damage. This technique is exceptionally quick to perform.

Note: Usable four times per battle


Declined: See [here]

A-Rank Techniques
  • Requires 3 in MIND/BODY/SPRT
  • Can boost +20/1AP or debuff -15 Damage/-1 AP max ( AP reductions only if skill allows for it )
  • Can boost speed or tracking x3
  • Can extend up to 20 meters
  • Can only be used 3 times max and Lasts 3 turns max
  • Must have at least 2 handseals
  • Must have at least 1 Restriction other than Durations ( Handseals not included )
- Sinthorus
 
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El Alucard

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Learned Selenium Dust Here

Serenton: Darude Sunaarashi | Selenium Dust: Darude Sandstorm
Type: Offensive
Rank: B-S
Chakra: 20-40
Range: Long
Damage: N/A
Description: The user performs 5 handseals which causes and massive sandstorm of selenium dust to rage over the entire battlefield. To the opponent this may seem like an attempt at blinding or messing with their vision, and although the storm is dense enough to hinder sight up to mid-range, the true intention of this technique is to expose the opponent to the toxic effects of Selenium dust, which vary according to the rank used.
Note: Can only be used 3 times per battle
Note: S-rank can only be used once per battle, No S-rank or above Selenium techniques within the same turn or the next after S-rank usage.
Note: The storm lasts 5 turns

Declined: See
[here]

S-Rank Techniques
  • Requires 4 in MIND/BODY/SPRT
  • Can boost +20 Damage/1AP or -20 Damage/-1 AP max ( AP reductions only if skill allows for it )
  • Can boost speed or tracking x3
  • Can extend up to 30 meters
  • Can only be used 2 times max and Lasts 3 turns max
  • Must have at least 3 hand seals
  • Must have 2 Restrictions other than Duration ( Handseals not included )
- Sinthorus
 
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Mirai

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Age of the Stars Recent Approval: #237
Custom Element Approval: #423
Changelog:
- Renamed Technique to Age of the Cosmos
- Added more usage, cosmetic flair and quality of life changes. Technique was completely rewritten so no bold.
- Updated to be more in line with recent customs standards

(Taiyofuuton: Hoshi no Jidai) Solar Wind Release: Age of the Cosmos
Type: Attack, Supplementary, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Age of the Cosmos stands as the basic manipulation technique of Solar Wind. This technique in question allows the user to mold their respective Solar Wind chakra, be directly from their body or weaponizing the air surrounding them, it generates a brilliant emerald green cosmic energy. This energy in question respectively appears deceptively similar to normal Wind Release, but the key difference is the natural superheated nature of the element, rivaling temperatures to the surface of the Sun. It is energetic and free flowing but with key manipulation, can even be given physical composition. This allows the element to be weaponized into various shapes, sizes and forms - ranging from basic/crude armaments like swords and shields, to more sophisticated and destructive forms like tornadoes, localized blasts etc. The only limitation is one's own imagination, as the user can also tip the ratio of the subcomponents elements (Fire and Lightning), allowing the cosmic energy to exhibit the behavior/forms of the corresponding element. An example of this is by tipping the chakra ratio to Fire Release, Solar Wind constructs appear more flamelike, whispy and ethereal in nature while Lightning allows it to take forms reminiscent of bolts of electrical energy etc. This is largely cosmetic, as regardless of the construct or appearance, Solar Wind's base attributes (i.e S/W) will remain the same.

This technique is triggered either through sheer will power, by infusing their Solar Wind chakra (D- C Rank) into the respective medium, or via handseals for the more potent and power natured usage of Age of the Cosmos (B - S Rank), starting with one handseal and adding an addtional handseal per rank. The element can also be directly infused into a physical weapon, causing it to become superheated in nature though controlled in such a way that it doesn't completely melt said weapon. This application however requires one to be in direct contact with the weapon. The user can make use of the D to C Rank applications of this technique without any usage limitations and B five times per battle. A Rank can only be used three times per battle, though it places Age of the Cosmo's upper ranks (A - S) on cooldown for one turn after usage, while S Rank prevents usage of Solar Wind Techniques of A Rank and above on a two turn cooldown after usage and can only be used twice per battle. Age of the Cosmos can also be sustained, passively draining -10 chakra per turn regardless of the rank used. However sustaining S Rank applications places the user on an additional limitation, restricting their use of other elements minus Solar Wind, its subcomponent elements and other non-elemental abilities. Lastly, regardless of the rank sustained, it can only remain in play for two turns before naturally fading at the end of the respect last turn. As per outlined, the user is immune to their Solar Wind Release Techniques, thus can interact with this technique, like others without risk of taking damage or negative effects.

Declined: This would be declined as you changed the original function of the technique either way. But, as I see, this element is owned by BlacKing. You failed to link the permission to sub. I even looked at the quoted post above, and you didn't link permission to submit there either. With this in mind, it is an auto decline.

- Sinthorus
 
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Vayne

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CE approval: https://animebase.me/threads/custom-element-bureau.764498/page-6#post-22074652
Resubbed/Unchecked here: https://animebase.me/threads/custom-element-jutsu-submission.764501/page-14#post-22128334
The original sub is https://animebase.me/threads/custom-element-jutsu-submission.764501/page-11#post-22089141
Minor changes to adapt to new scaling rules, not sure if usages apply for CEs the same. And for last one I bolded changes even though it wasn't checked.

(Summanus: Raigō) - Nocturnal Thunder: Greeting
Type:
Offensive/Defensive/Supplementary
Rank: E - S
Range:
Short - Long
Chakra: 5 - 40 (5 - 10)
Damage:
10 - 80
Description: Through a chakra surge, the user will be able to create objects, tools and other creations composed of Summanus, taking a dark liquid form typically with jagged and spiked edges that is capable of flight regardless of mass. These creations can be created from the user, existing Summanus, and both Earth & Water sources. Constructs of Summanus can appear as a breathing dark liquid, allowing for it to assume multiple shapes that are only limited by the user's imagination. Said constructs naturally block out light, can be used to repel fluids due to it's hydrophobic nature, and can be used to enclose/coat other liquids, toxins, tech/tools, and poisons of various kinds, providing a unique defensive and transportation aspect for said objects. Naturally, multiple creations of Summanus can be created with a single use, following splitting rules, with the size of the creations scaling based on the rank used, potentially reaching great stone golem at S rank (30m) level. Each creation can be maintained for multiple turns, with the user having the option of controlling them through mental commands or physical movements. Maintaining control of these creations will cost one of the user's three moves per turn. While maintaining control of a creation, the user cannot use this technique again. Maintained but uncontrolled Summanus would remain suspended in their position in the air until further manipulation (tied to the turn limits of respective ranks). Lastly, all constructs of Summanus contain it's energy harvesting capabilities (elaborated in specific technique). B ranks require 1 hand seal, A ranks 2, and S rank 3. C ranks and below have no usage limit, B ranks 5x, A ranks can be used up to 3 times, S ranks 2. S and A Ranks can last for 3 turns, B Ranks for 4 turns, while lower can be maintained indefinitely. S ranks must be separated by a turn interval. B ranks and below require 5 chakra to be maintained while higher require 10 chakra. After using the A rank variation, the user cannot use Nocturnal Thunder techniques above A rank in the following turn. Should the S rank variation be used, the user can't use Nocturnal Thunder techniques in the following turn aside from maintaining control of creations.

Approved with edits - If you're not happy with the changes, I can decline this.


(Summanus: Rankiryū) - Nocturnal Thunder: Turbulance
Type:
Offensive/Defensive/Supplementary
Rank: N/A
Range: Short - Long
Chakra: N/A (20)
Damage: N/A
Description: Rankiryū describes the set of effects that occur when Summanus is struck by external vibrational (attacks that physically interact with the element, be it Taijutsu, shockwaves, or other physical elements) and sound forces (Sound AN, specific tools such as Smoke-Flash Bombs and similar) in addition to when the user choses to collapse the liquid on itself for a more controlled set of effects. When struck by objects that fall under said categories, Summanus would release a golden, royal purple, and black coloured lightning charge with the extent and power of said charges depending on the strength of the force that struck the element.

When struck with forces that match/exceed the strength/defensive capabilities of Summanus, the charges would automatically be released in omnidirectional fashion, dealing damage one rank lower than that of the Summanus technique's strength. Should the element have it's enclosing function in play, the stored objects would be released outwards away from the user, typically towards the direction the element was struck at.

When struck with forces lower than the strength/defensive capabilities of Summanus, the charges would be released similar to the previous case, with the damage being two ranks lower.

Finally, the user can collapse portions of the element on itself for twenty chakra, passively, to produce charges that are of equal damage to the Summanus' own, with the user being able to release them omnidirectionally or in specific fashion.

Overall, regardless of the release method, these charges would have their unique colour to them and would behave similar to lightning in terms of speed and interactions, with them being capable of short circuiting tools the user wishes to target as a bonus. Range wise, charges that are two ranks weaker can only reach short range from the Summanus, those one rank weaker can reach mid range, while those equal or higher can reach long range distance.

Declined: This should only work in the case of your Nocturnal Thunder technique surviving the clash. You need to work on explaining why an enclosed element would be released away from you when the rest of the technique is omnidirectional. If anything the enclosed element would be released in the same manor. I'd say for approval, if your elemental technique wins the clash it releases a shockwave one rank lower. Not only that, you should have the rage based on the rank of the technique. So B ranks 5m, A ranks 10m, S ranks 15m or something like that.

(Fūinjutus/Summanus: Yūrisumikkutenpuru) - Nocturnal Thunder: Eurythmic Temple
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 70
Damage: N/A
Description: Crafted to harvest and benefit from the electrical energy that is oft released from Summanus, Eurythmic Temple was born. By marking themselves with the harvest kanji (収穫), the user's proficiency with the element is notably increased. Whenever a charge from Sumamnus is released in close proximity of the user, a skin tight undetectable barrier would be triggered, harvesting the charges (up to 70 chakra worth) for future use while essentially making the user and his equipment/held weapons immune to the effects of the charges. This enable the user to remain in close proximity with the element without suffering any potential consequences upon clashes. For an additional ten chakra cost, the barrier can be extended to short range to protect allies/summons or place a seal on them to achieve the same effect. Naturally, they would not be capable of manipulating the element itself unless they had the ability to do so in the first place.. The harvested energies can then be employed in three main manners.

The Mighty; enables the user to passively control the charges in limited fashion, granting them the ability of flight, while becoming capable of plunging through any existing Summanus unhindered, wherein the Summanus technique would seemingly curve around the user without adversely affecting either the user or the technique. This would extend in a weaker fashion to external electro-magnetic forces, such as those in magnet release and to a limited extent, lightning based attacks. Should the user make contact with technological based items, they gain the ability to inherently short circuit them, preventing their use for a limited time, whereas contact with ninja/summons reduces their base speed by a small margin.

El Thor; enables the user to infuse stored charges back upon suitable elemental techniques, boosting their strength while also granting the user the ability to manipulate them similar to Summanus ( via physical movement/mentally). The techniques would also gain the inherent ability of flight/suspension afforded in Summannus, opening up new avenues of combat. Elemental techniques that can be boosted must logically be compatible with the lightning charges, such as Water, Lightning, and some energy based elements. The charges naturally do not interfere with the infused techniques inherent functions. This can be done 4 times per battle, occurring in the same t/f of the used technique, and requiring an additional hand seal.

Vari; entails the release of the stored charges in damaging fashion, with limited shape manipulation applied to them. The charges can be auto-released upon vibrational/sound contact (similar to normal Sumamnus) with the user's body, or through a controlled release. In it's auto function, it would be in the direction the user is struck in, whereas in the controlled release it would be decided by the user. Controlled released Vari can be controlled both through physical movement and mental commands, enabling them to curve and move around to reach their targets with ease. Can be used 4 times per battle, regardless of auto or controlled release.

Strength wise, the boons afforded depends on the amount of charges collected. E - C rank levels affords 3 turns of The Mighty, with the curving and affected tools being up to and including C ranks, with the speed deduction of 1 level. This increases by a margin of 1 in effectivity for B - A ranks, and 1 more for S - F ranks, so at max 5 turns, and 3 speed levels deduction. For El Thor, the damage boosts are 10(E - C), 15 (B - A), and 20 (S - F). Vari simply functions on an equivalent damage to the charges harvested, costing 1:2 chakra to utilize, with damage being capped at a base of 120

Harvesting and The Mighty are passive in nature, whereas El Thor and Vari's controlled function require active manipulation, costing a move slot, but can be performed with other jutsu. Eurythmic Temple's harvesting capability lasts until it maxes out, upon which the harvesting would require a cool down of three turns and requiring 70 chakra to be reactivated, but it's components can be used until the charges are depleted. It can be reactivated twice per battle & must be posted in the user's biography/start of battle, counting as a body seal and requiring Adv.Fūin.

Declined: Firstly, you didn't link your bio approved with adv fuuin or where you purchased it. Secondly, until the first tech is approved, I can't check this.
 
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Bellion

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CE Approval

( Entropoton: Chōetsu-sei ) Entropy ∞ Transcendence
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A ( +10 to technique )
Damage: N/A ( +20 to Katon/Raiton )
Description: Transcendence is an infusion type jutsu performed during a Lightning or Fire Release technique's formation by adding an extra hand seal. The infused element will have increased strength while sharing in Entropy's unique phasing ability commonly seen in the radiation form of the element. Once activated, Transcendence allows the infused technique to phase through solid objects devoid of chakra and/or enemy techniques that have less damage (i.e. those it overpowers), nullifying the technique without disturbing it. For example a Lightning bolt augmented by Transcendence will not shatter or explode upon contact but simply 'flow' through a weaker technique to hit a target behind it. Similarly a Katon technique would flow through solid defenses without melting them. The overpowered technique remains on the field wherever applicable (such as a rock pillar) but cannot be manipulated by the opponent any further, such as a source for future techniques. Lasts three turns. Can only be activated three times, with a two turn cool down between usages.

± Declined. Considering Entropy's neutrality to all elements and this technique's all rounder ability, there will be a lot of times it flows through "weaker" techniques, including the +20 damage and increased chakra into said Lightning/Fire technique (no restrictions to placing this on a Forbidden technique, for example, that's 110 damage, neutral, and overpowering and not disturbing an incoming jutsu while lasting three turns and remaining active, while also being used 3x times with no other restrictions). That's not going to fly. ±
 
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Mirai

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Age of the Stars Recent Approval: #237
Custom Element Approval: #423
Changelog:
- Renamed Technique to Age of the Cosmos
- Added more usage, cosmetic flair and quality of life changes. Technique was completely rewritten so no bold.
- Updated to be more in line with recent customs standards

(Taiyofuuton: Hoshi no Jidai) Solar Wind Release: Age of the Cosmos
Type: Attack, Supplementary, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Age of the Cosmos stands as the basic manipulation technique of Solar Wind. This technique in question allows the user to mold their respective Solar Wind chakra, be directly from their body or weaponizing the air surrounding them, it generates a brilliant emerald green cosmic energy. This energy in question respectively appears deceptively similar to normal Wind Release, but the key difference is the natural superheated nature of the element, rivaling temperatures to the surface of the Sun. It is energetic and free flowing but with key manipulation, can even be given physical composition. This allows the element to be weaponized into various shapes, sizes and forms - ranging from basic/crude armaments like swords and shields, to more sophisticated and destructive forms like tornadoes, localized blasts etc. The only limitation is one's own imagination, as the user can also tip the ratio of the subcomponents elements (Fire and Lightning), allowing the cosmic energy to exhibit the behavior/forms of the corresponding element. An example of this is by tipping the chakra ratio to Fire Release, Solar Wind constructs appear more flamelike, whispy and ethereal in nature while Lightning allows it to take forms reminiscent of bolts of electrical energy etc. This is largely cosmetic, as regardless of the construct or appearance, Solar Wind's base attributes (i.e S/W) will remain the same.

This technique is triggered either through sheer will power, by infusing their Solar Wind chakra (D- C Rank) into the respective medium, or via handseals for the more potent and power natured usage of Age of the Cosmos (B - S Rank), starting with one handseal and adding an addtional handseal per rank. The element can also be directly infused into a physical weapon, causing it to become superheated in nature though controlled in such a way that it doesn't completely melt said weapon. This application however requires one to be in direct contact with the weapon. The user can make use of the D to C Rank applications of this technique without any usage limitations and B five times per battle. A Rank can only be used three times per battle, though it places Age of the Cosmo's upper ranks (A - S) on cooldown for one turn after usage, while S Rank prevents usage of Solar Wind Techniques of A Rank and above on a two turn cooldown after usage and can only be used twice per battle. Age of the Cosmos can also be sustained, passively draining -10 chakra per turn regardless of the rank used. However sustaining S Rank applications places the user on an additional limitation, restricting their use of other elements minus Solar Wind, its subcomponent elements and other non-elemental abilities. Lastly, regardless of the rank sustained, it can only remain in play for two turns before naturally fading at the end of the respect last turn. As per outlined, the user is immune to their Solar Wind Release Techniques, thus can interact with this technique, like others without risk of taking damage or negative effects.

Declined: This would be declined as you changed the original function of the technique either way. But, as I see, this element is owned by BlacKing. You failed to link the permission to sub. I even looked at the quoted post above, and you didn't link permission to submit there either. With this in mind, it is an auto decline.

- Sinthorus
Permission to submit and resubmit CEJ for Solar Wind: Dec 17, 2020
Resubmitting:
* Removed the the pretty minor fluff/cosmetic ability

(Taiyofuuton: Hoshi no Jidai) Solar Wind Release: Age of the Cosmos
Type: Attack, Supplementary, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Age of the Cosmos stands as the basic manipulation technique of Solar Wind. This technique in question allows the user to mold their respective Solar Wind chakra, be directly from their body or weaponizing the air surrounding them, it generates a brilliant emerald green cosmic energy. This energy in question respectively appears deceptively similar to normal Wind Release, but the key difference is the natural superheated nature of the element, rivaling temperatures to the surface of the Sun. It is energetic and free flowing but with key manipulation, can even be given physical composition. This allows the element to be weaponized into various shapes, sizes and forms - ranging from basic/crude armaments like swords and shields, to more sophisticated and destructive forms like tornadoes, localized blasts etc. The only limitation is one's own imagination.

This technique is triggered either through sheer will power, by infusing their Solar Wind chakra (D- C Rank) into the respective medium, or via handseals for the more potent and power natured usage of Age of the Cosmos (B - S Rank), starting with one handseal and adding an addtional handseal per rank. The element can also be directly infused into a physical weapon, causing it to become superheated in nature though controlled in such a way that it doesn't completely melt said weapon. This application however requires one to be in direct contact with the weapon. The user can make use of the D to C Rank applications of this technique without any usage limitations and B five times per battle. A Rank can only be used three times per battle, though it places Age of the Cosmo's upper ranks (A - S) on cooldown for one turn after usage, while S Rank prevents usage of Solar Wind Techniques of A Rank and above on a two turn cooldown after usage and can only be used twice per battle. Age of the Cosmos can also be sustained, passively draining -10 chakra per turn regardless of the rank used. However sustaining S Rank applications places the user on an additional limitation, restricting their use of other elements minus Solar Wind, its subcomponent elements and other non-elemental abilities. Lastly, regardless of the rank sustained, it can only remain in play for two turns before naturally fading at the end of the respect last turn. As per outlined, the user is immune to their Solar Wind Release Techniques, thus can interact with this technique, like others without risk of taking damage or negative effects.

Declined - This is better though still with a couple of issues. First of all, your previous version didn't mention anything about creating armaments. It stated " This can range from solidified solar wind constructs such as weaponry, blasts, tornadoes or anything within the realms of one’s imagination.". First of all, you need to limit the range of the techniques based on ranks. Secondly you should have a max use overall for the technique as overall right now it's a whole arsenal. Like what's the point in having any other techniques when this can do pretty much everything? You can either separate this out into two techniques where the lower ranks are mass uses, then higher ranks have an overall use combined or work something in that sense. Also -10 to sustain wouldn't suit the scaling rank. Why would sustaining a D rank require the same chakra to sustain as an S rank? If you wish to discuss this, you can DM me. But you have a lot going on in a basic technique. Before you had a drawback about melting things infused due to the heat which made sense which is now gone. The A rank doesn't actually have a restriction outside of not using this technique again. Which isn't really a restriction. Could still go spam another S rank with a different name.
 
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El Alucard

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Learned Selenium Dust Here

Serenton: Darude Sunaarashi | Selenium Dust: Darude Sandstorm
Type: Offensive
Rank: B-S
Chakra: 20-40
Range: Long
Damage: N/A
Description: The user performs 5 handseals which causes and massive sandstorm of selenium dust to rage over the entire battlefield. To the opponent this may seem like an attempt at blinding or messing with their vision, and although the storm is dense enough to hinder sight up to mid-range, the true intention of this technique is to expose the opponent to the toxic effects of Selenium dust, which vary according to the rank used.
Note: Can only be used 3 times per battle
Note: S-rank can only be used once per battle, No S-rank or above Selenium techniques within the same turn or the next after S-rank usage.
Note: The storm lasts 5 turns

Declined: See
[here]

S-Rank Techniques
  • Requires 4 in MIND/BODY/SPRT
  • Can boost +20 Damage/1AP or -20 Damage/-1 AP max ( AP reductions only if skill allows for it )
  • Can boost speed or tracking x3
  • Can extend up to 30 meters
  • Can only be used 2 times max and Lasts 3 turns max
  • Must have at least 3 hand seals
  • Must have 2 Restrictions other than Duration ( Handseals not included )
- Sinthorus
Resubmitting

Serenton: Darude Sunaarashi | Selenium Dust: Darude Sandstorm
Type: Offensive
Rank: B-S
Chakra: 20-40
Range: Long
Damage: N/A
Description: The user performs 3 handseals which causes and massive sandstorm of selenium dust to rage over the entire battlefield. To the opponent this may seem like an attempt at blinding or messing with their vision, and although the storm is dense enough to hinder sight up to mid-range, the true intention of this technique is to expose the opponent to the toxic effects of Selenium dust, which vary according to the rank used.
Note: Can only be used 3 times per battle
Note: S-rank can only be used twice per battle, No S-rank or above Selenium techniques within the same turn or the next after S-rank usage.
Note: The storm lasts 3 turns

Declined - This should be one rank. 2 at best. You've given no reason for it to be multi ranked to that extent outside of the chakra value. Also, why does it not have a sustainment cost when it's meant to last 3 turns?
 
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Vayne

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CE approval: https://animebase.me/threads/custom-element-bureau.764498/page-6#post-22074652
Resubbed/Unchecked here: https://animebase.me/threads/custom-element-jutsu-submission.764501/page-14#post-22128334
The original sub is https://animebase.me/threads/custom-element-jutsu-submission.764501/page-11#post-22089141
Minor changes to adapt to new scaling rules, not sure if usages apply for CEs the same. And for last one I bolded changes even though it wasn't checked.

(Summanus: Raigō) - Nocturnal Thunder: Greeting
Type:
Offensive/Defensive/Supplementary
Rank: E - S
Range:
Short - Long
Chakra: 5 - 40 (5 - 10)
Damage:
10 - 80
Description: Through a chakra surge, the user will be able to create objects, tools and other creations composed of Summanus, taking a dark liquid form typically with jagged and spiked edges that is capable of flight regardless of mass. These creations can be created from the user, existing Summanus, and both Earth & Water sources. Constructs of Summanus can appear as a breathing dark liquid, allowing for it to assume multiple shapes that are only limited by the user's imagination. Said constructs naturally block out light, can be used to repel fluids due to it's hydrophobic nature, and can be used to enclose/coat other liquids, toxins, tech/tools, and poisons of various kinds, providing a unique defensive and transportation aspect for said objects. Naturally, multiple creations of Summanus can be created with a single use, following splitting rules, with the size of the creations scaling based on the rank used, potentially reaching great stone golem at S rank (30m) level. Each creation can be maintained for multiple turns, with the user having the option of controlling them through mental commands or physical movements. Maintaining control of these creations will cost one of the user's three moves per turn. While maintaining control of a creation, the user cannot use this technique again. Maintained but uncontrolled Summanus would remain suspended in their position in the air until further manipulation (tied to the turn limits of respective ranks). Lastly, all constructs of Summanus contain it's energy harvesting capabilities (elaborated in specific technique). B ranks require 1 hand seal, A ranks 2, and S rank 3. C ranks and below have no usage limit, B ranks 5x, A ranks can be used up to 3 times, S ranks 2. S and A Ranks can last for 3 turns, B Ranks for 4 turns, while lower can be maintained indefinitely. S ranks must be separated by a turn interval. B ranks and below require 5 chakra to be maintained while higher require 10 chakra. After using the A rank variation, the user cannot use Nocturnal Thunder techniques above A rank in the following turn. Should the S rank variation be used, the user can't use Nocturnal Thunder techniques in the following turn aside from maintaining control of creations.

Approved with edits - If you're not happy with the changes, I can decline this.


(Summanus: Rankiryū) - Nocturnal Thunder: Turbulance
Type:
Offensive/Defensive/Supplementary
Rank: N/A
Range: Short - Long
Chakra: N/A (20)
Damage: N/A
Description: Rankiryū describes the set of effects that occur when Summanus is struck by external vibrational (attacks that physically interact with the element, be it Taijutsu, shockwaves, or other physical elements) and sound forces (Sound AN, specific tools such as Smoke-Flash Bombs and similar) in addition to when the user choses to collapse the liquid on itself for a more controlled set of effects. When struck by objects that fall under said categories, Summanus would release a golden, royal purple, and black coloured lightning charge with the extent and power of said charges depending on the strength of the force that struck the element.

When struck with forces that match/exceed the strength/defensive capabilities of Summanus, the charges would automatically be released in omnidirectional fashion, dealing damage one rank lower than that of the Summanus technique's strength. Should the element have it's enclosing function in play, the stored objects would be released outwards away from the user, typically towards the direction the element was struck at.

When struck with forces lower than the strength/defensive capabilities of Summanus, the charges would be released similar to the previous case, with the damage being two ranks lower.

Finally, the user can collapse portions of the element on itself for twenty chakra, passively, to produce charges that are of equal damage to the Summanus' own, with the user being able to release them omnidirectionally or in specific fashion.

Overall, regardless of the release method, these charges would have their unique colour to them and would behave similar to lightning in terms of speed and interactions, with them being capable of short circuiting tools the user wishes to target as a bonus. Range wise, charges that are two ranks weaker can only reach short range from the Summanus, those one rank weaker can reach mid range, while those equal or higher can reach long range distance.

Declined: This should only work in the case of your Nocturnal Thunder technique surviving the clash. You need to work on explaining why an enclosed element would be released away from you when the rest of the technique is omnidirectional. If anything the enclosed element would be released in the same manor. I'd say for approval, if your elemental technique wins the clash it releases a shockwave one rank lower. Not only that, you should have the rage based on the rank of the technique. So B ranks 5m, A ranks 10m, S ranks 15m or something like that.

(Fūinjutus/Summanus: Yūrisumikkutenpuru) - Nocturnal Thunder: Eurythmic Temple
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 70
Damage: N/A
Description: Crafted to harvest and benefit from the electrical energy that is oft released from Summanus, Eurythmic Temple was born. By marking themselves with the harvest kanji (収穫), the user's proficiency with the element is notably increased. Whenever a charge from Sumamnus is released in close proximity of the user, a skin tight undetectable barrier would be triggered, harvesting the charges (up to 70 chakra worth) for future use while essentially making the user and his equipment/held weapons immune to the effects of the charges. This enable the user to remain in close proximity with the element without suffering any potential consequences upon clashes. For an additional ten chakra cost, the barrier can be extended to short range to protect allies/summons or place a seal on them to achieve the same effect. Naturally, they would not be capable of manipulating the element itself unless they had the ability to do so in the first place.. The harvested energies can then be employed in three main manners.

The Mighty; enables the user to passively control the charges in limited fashion, granting them the ability of flight, while becoming capable of plunging through any existing Summanus unhindered, wherein the Summanus technique would seemingly curve around the user without adversely affecting either the user or the technique. This would extend in a weaker fashion to external electro-magnetic forces, such as those in magnet release and to a limited extent, lightning based attacks. Should the user make contact with technological based items, they gain the ability to inherently short circuit them, preventing their use for a limited time, whereas contact with ninja/summons reduces their base speed by a small margin.

El Thor; enables the user to infuse stored charges back upon suitable elemental techniques, boosting their strength while also granting the user the ability to manipulate them similar to Summanus ( via physical movement/mentally). The techniques would also gain the inherent ability of flight/suspension afforded in Summannus, opening up new avenues of combat. Elemental techniques that can be boosted must logically be compatible with the lightning charges, such as Water, Lightning, and some energy based elements. The charges naturally do not interfere with the infused techniques inherent functions. This can be done 4 times per battle, occurring in the same t/f of the used technique, and requiring an additional hand seal.

Vari; entails the release of the stored charges in damaging fashion, with limited shape manipulation applied to them. The charges can be auto-released upon vibrational/sound contact (similar to normal Sumamnus) with the user's body, or through a controlled release. In it's auto function, it would be in the direction the user is struck in, whereas in the controlled release it would be decided by the user. Controlled released Vari can be controlled both through physical movement and mental commands, enabling them to curve and move around to reach their targets with ease. Can be used 4 times per battle, regardless of auto or controlled release.

Strength wise, the boons afforded depends on the amount of charges collected. E - C rank levels affords 3 turns of The Mighty, with the curving and affected tools being up to and including C ranks, with the speed deduction of 1 level. This increases by a margin of 1 in effectivity for B - A ranks, and 1 more for S - F ranks, so at max 5 turns, and 3 speed levels deduction. For El Thor, the damage boosts are 10(E - C), 15 (B - A), and 20 (S - F). Vari simply functions on an equivalent damage to the charges harvested, costing 1:2 chakra to utilize, with damage being capped at a base of 120

Harvesting and The Mighty are passive in nature, whereas El Thor and Vari's controlled function require active manipulation, costing a move slot, but can be performed with other jutsu. Eurythmic Temple's harvesting capability lasts until it maxes out, upon which the harvesting would require a cool down of three turns and requiring 70 chakra to be reactivated, but it's components can be used until the charges are depleted. It can be reactivated twice per battle & must be posted in the user's biography/start of battle, counting as a body seal and requiring Adv.Fūin.

Declined: Firstly, you didn't link your bio approved with adv fuuin or where you purchased it. Secondly, until the first tech is approved, I can't check this.

(Summanus: Rankiryū) - Nocturnal Thunder: Turbulance
Type: Offensive/Defensive/Supplementary
Rank: N/A
Range: Short - Long
Chakra: N/A (20)
Damage: N/A
Description: Rankiryū describes the set of effects that occur when Summanus is struck by external vibrational (attacks that physically interact with the element, be it Taijutsu, shockwaves, or other physical elements) and sound forces (Sound AN, specific tools such as Smoke-Flash Bombs and similar) in addition to when the user choses to collapse the liquid on itself for a more controlled set of effects. When struck by objects that fall under said categories, Summanus would release a golden, royal purple, and black coloured lightning charge with the extent and power of said charges depending on the strength of the force that struck the element.

When struck with forces that are weaker than the strength/defensive capabilities of Summanus, the charges would automatically be released in omnidirectional fashion, dealing damage one rank lower than that of the Summanus technique's strength. Should the element have it's enclosing function in play, the stored objects would be released outwards in an omnidirectional fashion. The summanus technique will still be weakened based on the damage interaction rules.

Likewise
, the user can collapse portions of the element on itself for twenty chakra, passively, to produce charges that are of equal damage to the Summanus' own, with the user being able to release them omnidirectionally or in specific fashion. Enclosed objects can be directed when released in this fashion.

Overall, regardless of the release method, these charges would have their unique colour to them and would behave similar to lightning in terms of speed and interactions, with them being capable of short circuiting tools the user wishes to target as a bonus. Range wise, B rank and lower technique's charges can reach 5 meters away, A ranks 10, S ranks 15, and F ranks 20meters.

Approved - Made edits
 
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Ańbu Juniør's iconAńbu Juniør

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Umbra Release Approval

Resubmitting:
Umbra Release Approval

Resubmitting: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22131601

- Reduced the techniques prevented from all, to a few abilities
- Adjusted spiritual defense damage reduction and duration

(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: Gateway to Infinity details the effects shared between all Umbra Release techniques when contact is made with living targets, including summonings, creations, clones, and Edos. Umbra Release’s primary ability affects spiritual defenses by manipulating spiritual energy to either bolster the user’s and their allies’ defenses or reduce the opponent’s defenses, 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 appropriate chakra surges and certain sealing techniques.

B-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of Forbidden-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), and renders them unable to deduce S-ranked and above Genjutsu. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -40 for four turns.

A-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of S-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), 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 -50 for three turns.

S-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of A-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), 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 -60 for two turns.

Declined: This scales up too fast with giving an insane reduced damage. At the highest scale you'd get 30 damage shaving from spiritual techniques. As for locking out so much, that needs reigning in. Yes you can prevent yang and gen, but not all fields that are non elemental.

- Adjusted spiritual defense damage reduction. Left the fields prevented from being used as Ronin have the same restrictions on targets hit.

(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: Gateway to Infinity details the effects shared between all Umbra Release techniques when contact is made with living targets, including summonings, creations, clones, and Edos. Umbra Release’s primary ability affects spiritual defenses by manipulating spiritual energy to either bolster the user’s and allies’ defenses or reduce the opponent’s, while dealing spiritual damage. Gateway to Infinity is not a technique; it refers to the effects of Umbra Release present in all its techniques. These effects can be removed through appropriate chakra surges and certain sealing techniques.

B-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of Forbidden-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), and renders them unable to deduce S-ranked and above Genjutsu for 4 turns. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -10 damage for four turns.

A-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of S-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), and renders them unable to deduce A-ranked and above Genjutsu for 3 turns. 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 -20 for three turns.

S-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of A-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), and renders them unable to deduce B-ranked and above Genjutsu for 2 turns. 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 -30 for two turns.

Approved - I've made edits to add a turn limit to the debuff effects to try and scale it in line with the current FCJ standards.
Resubmitting:
Resubmitting: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22131601

- Ensured this technique only affects the composing elements.
- Added additional restriction to altered techniques that last multiple turns.
- Increased the damage enhancement, as this is a Yin technique.
- Reduced the additional damage dealt per turn from "Feed the Void" to a flat 20 instead of it increasing by 10 every turn.

(Anburaton: Konton Sokushin-zai) Umbra Release: Chaos Accelerant
Type:
Supplementary
Rank: B
Range:
N/A
Chakra: 50 (+10)
Damage:
N/A (+30)
Description: Chaos Accelerant is an infusion of Umbra chakra into another Fire Release, Fuuinjustu, or Yin Release technique during its creation to alter its physical properties similar to Change into Heaven. By using an additional hand seal, the altered technique will adopt the appearance of violet flames and the inherent self-sustaining trait granted by “Feed the Void”. This means that techniques that last multiple turns will have their duration reduced by two (-2) turns unless they absorb 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 additional 30 damage, but will now deal spiritual damage instead of physical and gain Umbra’s strength and weaknesses when interacting with other techniques through their chakra tier, as the damage can only be felt by living entities, including 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 an additional 20 spiritual damage per turn as the violet flames continue to burn. If triggered, the self-sustenance of the altered technique increases by one turn at each chakra tier difference.

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

Declined: First of all, all yin and yang techniques will have standard damage/chakra values and only scale up when you specialise in them. Based on current damage clashes, wouldn't the Feed the Void basically restore what was lost from your technique based on the clash rather than gaining an addition damage outline in orange? And wouldn't the additional damage only count if it makes contact with an living creature?

- The increased chakra value in the Umbra techniques comes from the advanced fuuin portion of the CE.
- Adjusted the additional duration and damage dealt per turn from "Feed the Void"

(Anburaton: Konton Sokushin-zai) Umbra Release: Chaos Accelerant
Type:
Supplementary
Rank: B
Range:
N/A
Chakra: 50 (+10)
Damage:
N/A (+30)
Description: Chaos Accelerant is an infusion of Umbra chakra into another Fire Release, Fuuinjustu, or Yin Release technique during its creation to alter its physical properties similar to Change into Heaven. By using an additional hand seal, the altered technique will adopt the appearance of violet flames and the inherent self-sustaining trait granted by “Feed the Void”. This means that techniques that last multiple turns will have their duration reduced by two (-2) turns unless they absorb 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 additional 30 damage, but will now deal spiritual damage instead of physical and gain Umbra’s strength and weaknesses when interacting with other techniques through their chakra tier, as the damage can only be felt by living entities, including 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 spiritual damage per turn to living targets struck as the violet flames continue to burn. If triggered, the self-sustenance of the altered technique increases by one turn and 10 damage at each chakra tier difference. This means techniques overpowered by 20 chakra will last two additional turns and deal 20 damage per turn. This effect caps at a 30 chakra difference, allowing self-sustained techniques to last a maximum of 3 additional turns and dealing 30 damage per turn. Additional damage from the violet flames can be mitigated by removing the flames from the target.

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

Declined - I can't allow this level of change to a technique to gain so much damage and effects from a B rank. B ranks generally boost by 15 damage, higher level would be 20. But then A ranks/S ranks would hit that 30 damage buff.

The bolded chakra you made probs need to be a bit clearer. I assume you want it to say "When overpowering a opposing technique by 10 chakra, is sustained for an extra turn. This increases by an addition turn per 10 chakra above to a maximum of 3 turns.

Also I can't allow it to get up to 30 damage per turn. That's wild. Even rot at all ranks does 10 damage per turn.


Updating: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22131601
- Adjusting damage values to unspecialized
- Adjusting the "Feed the Void" to the one worked out above

(Anburaton: Furuki Kamigami no Ko) Umbra Release: Child of the Old Gods
Type:
Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 50 - 70
Damage: 40 - 80
Description: This technique entails the basic applications of Umbra Release following the performance of the required handseals ( B rank is one hand seal, A rank is 2 and S rank is 3). Child of the Old Gods allows the user to produce violet flames from the body or manifest them 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. Manifested constructs that are maintained require the expenditure of -20 chakra per turn, but allow the user to perform other actions simultaneously and can last for up to two turns similar to how Stone Golem can be maintained. 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.

Notes:
- At B-rank, this technique can be used five times per battle, three times at A-rank, and twice S-rank.
- No Yin Release, Fire Release, Fuuinjutsu, 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.

Approved - I've removed the middle section as it was repeating the passive of your CE that's approved above. I've changed the hand seals from a note to be in brackets in the text (You had more than you needed to for each rank)

Updating: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22131601
- Increased Range
- Adjusting damage values to unspecialized
- Adjusting the "Feed the Void" to the one worked out above

(Anburaton: Tsuihō no Ekō) Umbra Release: Echo of Expulsion
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra:
60
Damage: 60
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 caused by Yin and Yang release. It doubles as an offensive technique that deals considerable damage as the surged chakra is released outward. 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 becoming self-sustaining by using the absorbed chakra of techniques overpowered after a clash as a source. An enemy technique overpowered by 10 chakra allows this technique to sustain itself for one additional turn, dealing 10 spiritual damage per turn to living targets struck as the violet flames continue to burn. If triggered, the self-sustenance increases by one turn and 10 damage at each chakra tier difference. This means techniques overpowered by 20 chakra will last two additional turns and deal 20 damage per turn. This effect caps at a 30 chakra difference, allowing self-sustained techniques to last a maximum of 3 additional turns and dealing 30 damage per turn. Additional damage from the violet flames can be mitigated by removing the fire from the target.

Notes:
- This technique can be used three times per battle, requiring a two-turn cooldown between each use.
- No Yin Release, Fire Release, Fuuinjutsu, or Umbra Release techniques above A-Rank for a single turn.

Declined - We spoke about the bolded and see above.
New Submissions

(Anburaton/Hiraishin no Jutsu: Shinsei Sori) Umbra Release/Flying Thunder God Technique: Nova Warp
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 80
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 a devastating omnidirectional 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. An enemy technique overpowered by 10 chakra allows this technique to sustain itself for one additional turn, dealing 10 spiritual damage per turn to living targets struck as the violet flames continue to burn. If triggered, the self-sustenance increases by one turn and 10 damage at each chakra tier difference. This means techniques overpowered by 20 chakra will last two additional turns and deal 20 damage per turn. This effect caps at a 30 chakra difference, allowing self-sustained techniques to last a maximum of 3 additional turns and dealing 30 damage per turn. Additional damage from the violet flames can be mitigated by removing the fire from the target.

Notes:
- This technique can be used twice per battle and requires a three-turn cooldown between each use.
-No Yin Release, Fire Release, Fuuinjutsu, Umbra Release, or FTG techniques above A-Rank can be used in the following three turns.

Declined - While I understand the premise, this is a bit much. Cannon wise we have seen Tobirama teleport and slash with a sword. We have seen Minato create a Rasengan then teleport with it. For the sake of balance I'd allow something along those lines but to appear and instantly burst 80/120 damage up to mid range. It's a bit too much. Mix that with the effects that will be applied thanks to Gateway to Infinity. Then on top of that, the pulse can be sustained. It's too much.
 
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Troi

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Polystyrene Approved Here [x]

Resubmitting [x]

(Porisuchiton: Shiro Usagi no Ame) - • Polystyrene Release: White Rabbit Rain •
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user will perform two handseals and release a large amount of their Polystyrene chakra into the air. In turn, it will immediately start to rain tiny balls of polystyrene from short to long range. The amount of polystyrene that is falling from the sky is equal to that of a snowstorm, completely covering the field with polystyrene. This serves not only as making a giant source for polystyrene techniques, but it also makes the user undetectable by naked eye sight. Similar to Rain Tiger at Will, this allows the Polystyrene user to detect exactly where the opponent is while the polystyrene is falling onto them.

Note: Lasts Four turns
Note: Has two turn cooldown
Note: Can only be used twice per battle

Note to checker: Took out all the stuff about the senses and limited it to just naked eyesight

Declined: See [here]

C-Rank Techniques

  • Requires 1 in MIND/BODY/SPRT to use
  • Can boost +10 damage max
  • Can boost +5 speed levels ( Not base speed ) if applicable
  • Can extend up to 10 meters
  • No Usage Limits
  • No General Duration Limit
You need to decide if you want to raise the rank of this to cover a larger range or if you want it to be a shorter range with less restrictions. If it's an ongoing jutsu, it should have a chakra cost to maintain.

Resubmitting [x]

(Porisuchiton: Shiro Usagi no Henkan) - • Polystyrene Release: White Rabbit Conversion •
Type: Defensive/Supplementary
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: N/A
Description: White Rabbit Conversion is a varying and simple application of using your polystyrene chakra nature. What the user will do is focus their chakra on a source of one of the components of polystyrene (earth or fire, excluding wind), and use their own polystyrene chakra nature to convert the said source into polystyrene. This can range from turning the earth beneath your opponent into soft polystyrene and getting them stuck in it, or turning a nearby tree into polystyrene for a source of future polystyrene techniques. No matter in which way it is used, whatever the user uses this technique on forms a source for polystyrene techniques. The size specs of this technique can range from anything like turning a pebble into polystyrene or turning a giant statue into polystyrene. It is up to the user's discretion. This technique can work on an opponent's jutsu one rank lower than itself. (Ex: S->A, A->B.)

Note: Must wait one turn before utilizing again
Note: Usable four times per battle

Declined: See [here]

Note to checker: Changed almost everything about the technique so no bold has been included.


New Submission:

(Porisuchiton: Shiro Usagi no Tsume) - • Polystyrene Release: White Rabbit's Claws •
Type: Offensive
Rank: A
Range: Short - Med
Chakra: 30
Damage: 60 (+10 if used with earth/against earth)
Description: Utilizing an existing source of Polystyrene, the user will exert their chakra into the source and raise their hands, both in a clawing position allowing thousands of pellets of Polystyrene to rise up. They then swipe their hands across each other, overlapping the two. This will cause the risen polystyrene to gouge into the target, piercing them thoroughly from left to right and right to left simultaneously. This is especially strong against an earth defense as not only can it pierce through the earth with ease but the earth will end up further sharpening the polystyrene pellets, giving it an additional 10 damage. This technique is exceptionally quick to perform.

Note: Usable four times per battle


Declined: See [here]

A-Rank Techniques
  • Requires 3 in MIND/BODY/SPRT
  • Can boost +20/1AP or debuff -15 Damage/-1 AP max ( AP reductions only if skill allows for it )
  • Can boost speed or tracking x3
  • Can extend up to 20 meters
  • Can only be used 3 times max and Lasts 3 turns max
  • Must have at least 2 handseals
  • Must have at least 1 Restriction other than Durations ( Handseals not included )
- Sinthorus
Resubmitting all but White Rabbit Conversion. Not sure what to do with that one...:

(Porisuchiton: Shiro Usagi no Ame) - • Polystyrene Release: White Rabbit Rain •
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn)
Damage: N/A
Description: The user will perform two handseals and release a large amount of their Polystyrene chakra into the air. In turn, it will immediately start to rain tiny balls of polystyrene from short to long range (20m). The amount of polystyrene that is falling from the sky is equal to that of a snowstorm, completely covering the field with polystyrene. This serves not only as making a giant source for polystyrene techniques, but it also makes the user undetectable by naked eye sight. Similar to Rain Tiger at Will, this allows the Polystyrene user to detect exactly where the opponent is while the polystyrene is falling onto them.

Note: Lasts 3 turns
Note: Boosts the user's tracking by 3x while active
Note: Has two turn cooldown. No polystyrene techniques S rank and above in the turn this ends.
Note: Can only be used twice per battle

Approved - Made edits

(Porisuchiton: Shiro Usagi no Tsume) - • Polystyrene Release: White Rabbit's Claws •
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Utilizing an existing source of Polystyrene, the user will weave two handseals and exert their chakra into the source and raise their hands, both in a clawing position allowing thousands of pellets of Polystyrene to rise up. They then swipe their hands across each other, overlapping the two. This will cause the risen polystyrene to gouge into the target, piercing them thoroughly from left to right and right to left simultaneously.

Note: Usable three times per battle and must wait one turn between uses


Approved - Made a lot of edits. Your element is natural strong to earth so you'd gain a +20 damage bonus in those clashes anyway. Sharpening the element would of gone against the current damage clashing rules so had to remove that.
 
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Ańbu Juniør's iconAńbu Juniør

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Umbra Release Approval

Updating: https://animebase.me/threads/custom-element-jutsu-submissions.792312/post-22156972
Umbra Release Approval

Resubmitting:
- Adjusted spiritual defense damage reduction. Left the fields prevented from being used as Ronin have the same restrictions on targets hit.

(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: Gateway to Infinity details the effects shared between all Umbra Release techniques when contact is made with living targets, including summonings, creations, clones, and Edos. Umbra Release’s primary ability affects spiritual defenses by manipulating spiritual energy to either bolster the user’s and allies’ defenses or reduce the opponent’s, while dealing spiritual damage. Gateway to Infinity is not a technique; it refers to the effects of Umbra Release present in all its techniques. These effects can be removed through appropriate chakra surges and certain sealing techniques.

B-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of Forbidden-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), and renders them unable to deduce S-ranked and above Genjutsu for 4 turns. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -10 damage for four turns.

A-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of S-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), and renders them unable to deduce A-ranked and above Genjutsu for 3 turns. 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 -20 for three turns.

S-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of A-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), and renders them unable to deduce B-ranked and above Genjutsu for 2 turns. 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 -30 for two turns.

Approved - I've made edits to add a turn limit to the debuff effects to try and scale it in line with the current FCJ standards.
- Added the effects of the “Feed the Void” trait inherent to the element.
- Reduced the damage to a flat 15 per turn.

(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: Gateway to Infinity details the effects shared between all Umbra Release techniques when contact is made with living targets, including summonings, creations, clones, and Edos. Umbra Release’s primary ability affects spiritual defenses by manipulating spiritual energy to either bolster the user’s and allies’ defenses or reduce the opponent’s, while dealing spiritual damage. Gateway to Infinity is not a technique; it refers to the effects of Umbra Release present in all its techniques. These effects can be removed through appropriate chakra surges and certain sealing techniques.

B-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of Forbidden-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), and renders them unable to deduce S-ranked and above Genjutsu for 4 turns. Bolstering spiritual durability in a target reduces incoming damage from spiritual techniques by -10 damage for four turns.

A-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of S-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), and renders them unable to deduce A-ranked and above Genjutsu for 3 turns. 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 -20 for three turns.

S-Rank: The spiritual energy present in the opponent unbalances their chakra network, preventing the use of A-ranked Yang Release techniques and non-elemental Ninjutsu (including special fields such as Fuuinjutsu), and renders them unable to deduce B-ranked and above Genjutsu for 2 turns. 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 -30 for two turns.

Feed The Void: Inherent to Umbra, this trait allows its techniques to become self-sustaining, drawing on the chakra absorbed from overpowered techniques as a source. Through the incorporation of Advanced Fuuinjutsu Umbra techniques that overpower an opposing technique by 10 chakra, are sustained for one additional turn, and deal 10 Spiritual damage per turn to living targets struck. This increases by one additional turn per 10 chakra difference, capping at a maximum of three additional turns.

Approved - Dropped it to 10 damage per turn for now. Rot deals 15 per turn but that's the only effect of it. Your CE has multiple effects with the damage over time that's why I lowered it.




Updating: https://animebase.me/threads/custom-element-jutsu-submissions.792312/post-22156972
Updating: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22131601
- Increased Range
- Adjusting damage values to unspecialized
- Adjusting the "Feed the Void" to the one worked out above

(Anburaton: Tsuihō no Ekō) Umbra Release: Echo of Expulsion
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra:
60
Damage: 60
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 caused by Yin and Yang release. It doubles as an offensive technique that deals considerable damage as the surged chakra is released outward. 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 becoming self-sustaining by using the absorbed chakra of techniques overpowered after a clash as a source. An enemy technique overpowered by 10 chakra allows this technique to sustain itself for one additional turn, dealing 10 spiritual damage per turn to living targets struck as the violet flames continue to burn. If triggered, the self-sustenance increases by one turn and 10 damage at each chakra tier difference. This means techniques overpowered by 20 chakra will last two additional turns and deal 20 damage per turn. This effect caps at a 30 chakra difference, allowing self-sustained techniques to last a maximum of 3 additional turns and dealing 30 damage per turn. Additional damage from the violet flames can be mitigated by removing the fire from the target.

Notes:
- This technique can be used three times per battle, requiring a two-turn cooldown between each use.
- No Yin Release, Fire Release, Fuuinjutsu, or Umbra Release techniques above A-Rank for a single turn.

Declined - We spoke about the bolded and see above.
- Removed the "Feed the Void" portion that was bolded.

(Anburaton: Tsuihō no Ekō) Umbra Release: Echo of Expulsion
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
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 caused by Yin and Yang release. It doubles as an offensive technique that deals considerable damage as the surged chakra is released outward. The technique appears as a pulse of violet flames that travels up to 10 meters in all directions and carries the reducing or bolstering effects of Umbra Release, as outlined in Gateway to Infinity, damaging only designated enemies while harmlessly passing over allies.

Notes:
- This technique can be used three times per battle, requiring a two-turn cooldown between each use.
- No Yin or Umbra Release techniques above A-Rank can be used in the following turn.
- Advanced Fuuinjutsu users are capable of using this technique with 60 Chakra, the standard value for A-rank techniques in that field.

Declined - The bolded note doesn't fit with the technique as it's not actually a fuuin technique. Also, why no handseals for an A rank?




Resubmitting: https://animebase.me/threads/custom-element-jutsu-submissions.792312/post-22156972
Resubmitting:
- The increased chakra value in the Umbra techniques comes from the advanced fuuin portion of the CE.
- Adjusted the additional duration and damage dealt per turn from "Feed the Void"

(Anburaton: Konton Sokushin-zai) Umbra Release: Chaos Accelerant
Type:
Supplementary
Rank: B
Range:
N/A
Chakra: 50 (+10)
Damage:
N/A (+30)
Description: Chaos Accelerant is an infusion of Umbra chakra into another Fire Release, Fuuinjustu, or Yin Release technique during its creation to alter its physical properties similar to Change into Heaven. By using an additional hand seal, the altered technique will adopt the appearance of violet flames and the inherent self-sustaining trait granted by “Feed the Void”. This means that techniques that last multiple turns will have their duration reduced by two (-2) turns unless they absorb 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 additional 30 damage, but will now deal spiritual damage instead of physical and gain Umbra’s strength and weaknesses when interacting with other techniques through their chakra tier, as the damage can only be felt by living entities, including 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 spiritual damage per turn to living targets struck as the violet flames continue to burn. If triggered, the self-sustenance of the altered technique increases by one turn and 10 damage at each chakra tier difference. This means techniques overpowered by 20 chakra will last two additional turns and deal 20 damage per turn. This effect caps at a 30 chakra difference, allowing self-sustained techniques to last a maximum of 3 additional turns and dealing 30 damage per turn. Additional damage from the violet flames can be mitigated by removing the flames from the target.

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

Declined - I can't allow this level of change to a technique to gain so much damage and effects from a B rank. B ranks generally boost by 15 damage, higher level would be 20. But then A ranks/S ranks would hit that 30 damage buff.

The bolded chakra you made probs need to be a bit clearer. I assume you want it to say "When overpowering a opposing technique by 10 chakra, is sustained for an extra turn. This increases by an addition turn per 10 chakra above to a maximum of 3 turns.

Also I can't allow it to get up to 30 damage per turn. That's wild. Even rot at all ranks does 10 damage per turn.
- Increased the Rank from B to A.
- Removed the "Feed the Void" portion that was bolded.
- Removed the self-sustenance granted to altered techniques.

(Anburaton: Konton Sokushin-Zai) Umbra Release: Chaos Accelerant
Type:
Supplementary
Rank: A
Range: N/A
Chakra: 30 (+10)
Damage: N/A (+30)
Description: Chaos Accelerant is an infusion of Umbra chakra into a Fire Release, Fuuinjustu, Yin Release, or another Umbra technique during its creation to alter its physical properties similar to Change into Heaven. By using an additional hand seal, the altered technique will adopt the appearance of violet flames, acquire an additional +30 damage, and now deal spiritual damage instead of physical. Naturally, the altered technique gains Umbra’s strength and weaknesses when interacting with other techniques through their chakra tier, as the damage can only be felt by living entities, including summonings, creations, clones, and Edos.

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





Resubmitting: https://animebase.me/threads/custom-element-jutsu-submissions.792312/post-22156972
New Submissions

(Anburaton/Hiraishin no Jutsu: Shinsei Sori) Umbra Release/Flying Thunder God Technique: Nova Warp
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 80
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 a devastating omnidirectional 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. An enemy technique overpowered by 10 chakra allows this technique to sustain itself for one additional turn, dealing 10 spiritual damage per turn to living targets struck as the violet flames continue to burn. If triggered, the self-sustenance increases by one turn and 10 damage at each chakra tier difference. This means techniques overpowered by 20 chakra will last two additional turns and deal 20 damage per turn. This effect caps at a 30 chakra difference, allowing self-sustained techniques to last a maximum of 3 additional turns and dealing 30 damage per turn. Additional damage from the violet flames can be mitigated by removing the fire from the target.

Notes:
- This technique can be used twice per battle and requires a three-turn cooldown between each use.
-No Yin Release, Fire Release, Fuuinjutsu, Umbra Release, or FTG techniques above A-Rank can be used in the following three turns.

Declined - While I understand the premise, this is a bit much. Cannon wise we have seen Tobirama teleport and slash with a sword. We have seen Minato create a Rasengan then teleport with it. For the sake of balance I'd allow something along those lines but to appear and instantly burst 80/120 damage up to mid range. It's a bit too much. Mix that with the effects that will be applied thanks to Gateway to Infinity. Then on top of that, the pulse can be sustained. It's too much.
- Reduced the range to short.
- Reworded it a bit so that the pulse isn't sustained, just the lingering flames after the technique hits.

(Anburaton/Hiraishin no Jutsu: Shinsei Sori) Umbra Release/Flying Thunder God Technique: Nova Warp
Type:
Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
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 as they teleport to a target marked with the Seal of the Flying Thunder God. Upon appearing, the user immediately unleashes an omnidirectional, short-ranged explosion that deals spiritual damage to enemies while leaving allies unharmed. The sealing properties inherent to Umbra Release allow the explosion to overcome most defenses by absorbing techniques of equal or lower chakra, becoming self-sustaining in the case of the latter to allow any lingering flames after the initial explosion to deal additional damage to living targets as outlined in Gateway to Infinity.

Notes:
- This technique can be used twice per battle and requires a three-turn cooldown between each use.
- No FTG techniques above A-Rank can be used in the following three turns.
- No Yin or Umbra Release techniques above A-Rank can be used in the following two turns.
- Advanced Fuuinjutsu users are capable of using this technique with 70 Chakra, the standard value for S-rank techniques in that field.
 
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Mirai

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Subbing as the CE's co-owner.

Approved CE:
https://animebase.me/threads/custom-element-bureau.764498/post-21907526
Abyssal Corridor Approval:
https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22111623

(Dakuiton Fuinjutsu: Chūkū Superu Ha ) Dark Vacuity Release Sealing Technique: Hollow Spellblade
Rank: B
Type: Supplementary
Range: Short - Long
Chakra: 20 ( 10 per passive release)
Damage: N/A
Description: Hollow Spellblade is Body Seal utilized by users of the Dark Vacuity, enabling a unique use of their Bukijutsu and Kenjutsu. This seal carries the kanji (武器) meaning "Weapon", acting a more slightly modified version of the "(Kuchiyose: Raikō Kenka) - Summoning: Lightning Blade Creation" technique. How it functions, is within the seal are constantly existing Dark Vacuity Weapons - 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 the user utilizing a spear made from the ash to strike an opponent. 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/opposing solids etc (thus utilizing the the respective rank's effects). This seal can only be used once per turn but overall five times per battle; which each weapon breaking after utilizing the respective technique, 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 - Made edits.
 
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El Alucard

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Resubmitting

Serenton: Darude Sunaarashi | Selenium Dust: Darude Sandstorm

Type: Offensive
Rank: B-S
Chakra: 20-40
Range: Long
Damage: N/A
Description: The user performs 3 handseals which causes and massive sandstorm of selenium dust to rage over the entire battlefield. To the opponent this may seem like an attempt at blinding or messing with their vision, and although the storm is dense enough to hinder sight up to mid-range, the true intention of this technique is to expose the opponent to the toxic effects of Selenium dust, which vary according to the rank used.
Note: Can only be used 3 times per battle
Note: S-rank can only be used twice per battle, No S-rank or above Selenium techniques within the same turn or the next after S-rank usage.
Note: The storm lasts 3 turns

Declined - This should be one rank. 2 at best. You've given no reason for it to be multi ranked to that extent outside of the chakra value. Also, why does it not have a sustainment cost when it's meant to last 3 turns?
Resubmitting
Note: This technique is multi ranked due to the different effects selenium dust has dependent on the rank of the Selenium dust technique used. Effects can be found in my CJ thread named Selenium Dust: Wrath here [
x], but I've also referenced it in this post.
Note: I've added the sustainment cost


While I appreciate the fact that your element's effects are increased based on the rank due to your passive technique, unless it's obvious as to why the technique has multiple ranks, it wont have multiple ranks. With CE we allow it for stuff like basic creations or if changing the rank changes the size or scaling of a technique. The problem with what you have here is that it's still just a storm of your element and nothing more. Aside from it being a higher rank increasing the effects, there is actually no difference in your technique. Now if you wish to add a scaling factor to make the multi ranking mask sense, I'd suggest a variation in range or at the higher rank it does more than just rain the element down. If not you need to fix it to be one rank


Serenton: Darude Sunaarashi | Selenium Dust: Darude Sandstorm
Type: Offensive
Rank: B-S
Chakra: 20-40 (-10 per turn active)
Range: Long
Damage: N/A
Description: The user performs 3 handseals which causes and massive sandstorm of selenium dust to rage over the entire battlefield. To the opponent this may seem like an attempt at blinding or messing with their vision, and although the storm is dense enough to hinder sight up to mid-range, the true intention of this technique is to expose the opponent to the toxic effects of Selenium dust, which vary according to the rank used.
Note: Can only be used 3 times per battle
Note: S-rank can only be used twice per battle, No S-rank or above Selenium techniques within the same turn or the next after S-rank usage.
Note: The storm lasts 3 turns


Declined - See above I guess.


Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Serenton is an amorphous element that not only has physical properties but also comes along with a variety of toxic effects(mentioned in submission) no matter the form it takes. The following effects are references to the effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, inhaling it or even by it coming into contact with the eyes. The effects of the toxicity is determined by the rank of the dust technique in use i.e. Higher rank selenium dust techniques are more toxic than lower rank selenium dust techniques regardless of size.

D-C Rank: Absorbing Selenium dust of these ranks through means mentioned causes minor effects such as headaches and irritability, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: In addition to previous effects, the target would feel extreme nausea along with partial blindness, they'd also suffer from the effects of Myocarditis. The nausea causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the queasiness overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such. The Myocarditis reduces the target's heart's ability to pump and also causes rapid or abnormal heart rhythms, this causes a decrease to a target's physical feats - Speed is reduced by one level and all techniques that rely on a target's physical feats get a -20 damage debuff. The partial blindness translates to an inability to see past mid range.

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to Selenium dust of this rank would suffer stronger forms of previous effects. Immense Headaches coupled with Irritability and complete blindness would reduce the target's overall tracking to half of its previous value. The immense nausea would render the target unable to spew out techniques that from their mouths that are B ranks or above (This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such). The Myocarditis would translate to target's speed being reduced by two levels and the target becomes incapable of using Taijutsu beyond B-rank basics.
Note:
- By spending 20 chakra, the user can passively rid a target's body of excess Selenium so as to remove the effects. This requires the target to be in short range of a user.
- After being effected, the targets can't lessen nor rid the effects unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.
- The effects stack i.e. Getting exposed to 2 C ranks would incur B rank effects. Getting exposed to 2 A ranks would incur S rank effects and so on.
 
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Akisha

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Link to approved CE: https://animebase.me/threads/custom-element-bureau.792311/post-22156894



(Sanmiittai Suiton: Kōtei no Shio) - Trinity Water Release: The Monarch’s Tide
Type: Defensive/Offensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: "The Monarch's Tide is the basic manipulation technique of Trinity Water. With it, the user can create: waves, shields, blasts, streams and vortexes made out of Trinity Water. These constructs lack advanced shape manipulation, but instead rely on the brute force of the element to deal damage upon impact. As all trinity water techniques, this one also consists of highly compressed water with floating ice in the middle and transparent steam coming out of it. The technique has bullet-like impact, due to the highly compressed water.
D-rank version of this technique allows the user to create body of water with size of maximum 5 by 5 meters and can be send out 5 meters ahead. For example: one can create a wave that is 5 meter high and 5 meter wide that reaches five meters away from the user. Each rank above allows the user to increase the size and reach of the technique by 5 meters, with S rank ending at size 25m and reach - 25m. Alternately, one can make the technique smaller in size, but it will me more compressed.
The user can materialize the trinity water short range around him and from there, it can be sent out, C and B ranks up to Mid Range, while A and S up to long range. The user can use any water source around to use this technique, even if it's long range from him, as long as it doesn't have foreign chakra in it. Ice users can use existing ice up to long range to produce this technique as long as it doesn't have foreign chakra within it.
D and C rank require no hand seals. B rank requires one, A rank - two and S rank - three hand seals.
Note: Can only be used 6 times total. A rank can only be used 3 times and S rank can only be used twice. When the S rank version is used, the technique can't be used for 2 turns, Trinity Water can't be used the following turn and no water techniques above A rank for one turn.
Note: When B and A rank version are used, the user can't use any trinity water techniques the following turn.


Approved - Made edits.


(Sanmiittai Suiton/Hyouton: Tenteki) - Trinity Water/Ice Release: Infusion
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: +15
Description: By forming the Ox hand seal, the user can infuse his water or ice technique, giving it +15 damage boost and the properties of Trinity Water, including its elemental strengths and weaknesses. If used on a water technique, the user will simply compress the water and reduce the temperature to achieve the effect. If used on an ice technique, the user will use this jutsu to surround the ice in a body of water and compress it at the same time. This happens within the same timeframe of the jutsu.
Note: Can only be used once per turn, with a turn cooldown between use.
Note: Can only be used 5 times per battle.
Note: Non ice users can only use this jutsu on their water techniques.


Approved

(Sanmiittai Suiton: Mugen fugu no nami) - Trinity Water Release: Infinite Pufferfish Wave
Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: The user forms the Ram → Ox → Boar hand seals surging chakra through his body and creates a 30 by 30 meters wave of Trinity Water Infront of him that is rapidly released towards the opponent. The advancing wave leaves chunks of ice in its wake, that can be further used as a medium for ice techniques by ice users. As the wave travels it transforms into hundreds upon hundreds of pufferfish made out of trinity water that converge on the opponent from all sides. The pufferfish have a bullet-like impact destroying anything around the opponent and leaving a small crater in the centre of the convergence. As the pufferfish "explode", they also leave chunks of ice.
Note: Can only be used two times per battle, and requires a two turn cooldown before using it again.
Note: The user can't use any Trinity Water Release techniques the following turn.
Note: The user can't use any Water techniques above A rank the following turn.


Approved - Made edits
 
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El Alucard

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Resubmitting
Note: This technique is multi ranked due to the different effects selenium dust has dependent on the rank of the Selenium dust technique used. Effects can be found in my CJ thread named Selenium Dust: Wrath here [
x], but I've also referenced it in this post.
Note: I've added the sustainment cost


While I appreciate the fact that your element's effects are increased based on the rank due to your passive technique, unless it's obvious as to why the technique has multiple ranks, it wont have multiple ranks. With CE we allow it for stuff like basic creations or if changing the rank changes the size or scaling of a technique. The problem with what you have here is that it's still just a storm of your element and nothing more. Aside from it being a higher rank increasing the effects, there is actually no difference in your technique. Now if you wish to add a scaling factor to make the multi ranking mask sense, I'd suggest a variation in range or at the higher rank it does more than just rain the element down. If not you need to fix it to be one rank


Serenton: Darude Sunaarashi | Selenium Dust: Darude Sandstorm
Type: Offensive
Rank: B-S
Chakra: 20-40 (-10 per turn active)
Range: Long
Damage: N/A
Description: The user performs 3 handseals which causes and massive sandstorm of selenium dust to rage over the entire battlefield. To the opponent this may seem like an attempt at blinding or messing with their vision, and although the storm is dense enough to hinder sight up to mid-range, the true intention of this technique is to expose the opponent to the toxic effects of Selenium dust, which vary according to the rank used.
Note: Can only be used 3 times per battle
Note: S-rank can only be used twice per battle, No S-rank or above Selenium techniques within the same turn or the next after S-rank usage.
Note: The storm lasts 3 turns

Declined - See above I guess.

Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Serenton is an amorphous element that not only has physical properties but also comes along with a variety of toxic effects(mentioned in submission) no matter the form it takes. The following effects are references to the effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, inhaling it or even by it coming into contact with the eyes. The effects of the toxicity is determined by the rank of the dust technique in use i.e. Higher rank selenium dust techniques are more toxic than lower rank selenium dust techniques regardless of size.

D-C Rank: Absorbing Selenium dust of these ranks through means mentioned causes minor effects such as headaches and irritability, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: In addition to previous effects, the target would feel extreme nausea along with partial blindness, they'd also suffer from the effects of Myocarditis. The nausea causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the queasiness overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such. The Myocarditis reduces the target's heart's ability to pump and also causes rapid or abnormal heart rhythms, this causes a decrease to a target's physical feats - Speed is reduced by one level and all techniques that rely on a target's physical feats get a -20 damage debuff. The partial blindness translates to an inability to see past mid range.

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to Selenium dust of this rank would suffer stronger forms of previous effects. Immense Headaches coupled with Irritability and complete blindness would reduce the target's overall tracking to half of its previous value. The immense nausea would render the target unable to spew out techniques that from their mouths that are B ranks or above (This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such). The Myocarditis would translate to target's speed being reduced by two levels and the target becomes incapable of using Taijutsu beyond B-rank basics.
Note:
- By spending 20 chakra, the user can passively rid a target's body of excess Selenium so as to remove the effects. This requires the target to be in short range of a user.
- After being effected, the targets can't lessen nor rid the effects unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.
- The effects stack i.e. Getting exposed to 2 C ranks would incur B rank effects. Getting exposed to 2 A ranks would incur S rank effects and so on.
Resubmitting:
Note: Made changes as instructed. Reference technique for Selenium Effects : [x]



Serenton: Darude Sunaarashi | Selenium Dust: Darude Sandstorm
Type:
Offensive
Rank: B-S
Chakra: 20-40 (-10 per turn active)
Range: Mid-Long
Damage: N/A
Description: The user performs three handseals to create a fierce sandstorm of selenium dust that sweeps across the battlefield. This storm lowers visibility and continually exposes anyone caught in it to the harmful effects of selenium dust which are dependent on the rank to which they are exposed. At B-Rank: The storm covers up to the 10m of the battlefield and applies B-Rank effects. A-Rank: The storm still spreads up to the 15m of the battlefield, but becomes denser, meaning the visibility is reduced to 5m within the storm. S-Rank: The storm covers the entire battlefield. Visibility shrinks to 1m within the storm, as the dust density reaches its peak. It also applies on the S-rank effects of Selenium dust poisoning.
Note:
Can only be used 3 times per battle
Note: S-rank can only be used twice per battle
Note: No S-rank or above Selenium techniques within the same turn or the next turn after S-rank usage
Note: The storm lasts 3 turns
 

Mirai

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Previous Approval: #88
CE Approval (Subbing as Co Creator): https://animebase.me/threads/custom-element-bureau.764498/page-3#post-21907526
Updating:
- Completely rewrote technique, but increased the rank to A, added a new application (still in line with the original technique).

(Dakuiton: Mariana no himitsu ) Dark Vacuity Release: Mariana’s Secret
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: Mariana's Secret is an infusion technique designed to augment the user's Earth Release and or Wind Release Techniques. These are divided into two specific usages, Boundless Depths and Boundless Skies. This technique is triggered initially through the use of two handseals, added into the original sequence utilized by the augmented technique (if none are performed, the user still makes two handseals). Applied in the same timeframe as the original, the user instantly infuses their Dakuiton nature into the technique in question, causing either one of the applications to occur.

Boundless Depth causes the earthen structure to be complete into that of the Dark Vacuity Element and gains all of its properties, including it's S&W while also inflicting the same physical contact application of "Dark Vacuity: Abyssal Corridor" according to the infused techniques damage.

Boundless Skies causes upon utilizing a Wind Release Technique to become infused with the ionized ash. This differs from Boundless Depths, as rather than turning the structure into the actual element, the ionizing ash is instead mixed into the winds carefully and with precision, not to cause them to overpower the winds. They instead gain a similar razor sharpness or blunting force, depending on the infused technique, while also causing the opponent to be ravished by the ionizing process. It doesn't not gain the S&W, acting more akin to a Dark Vacuity/Wind Release (though still utilizes Wind Release as its S/W) combination technique, but it still applies the effects on contact of "Dark Vacuity: Abyssal Corridor" to those struck by the original technique. The infused technique also gains an additional +20 damage as well, allowing it to be empowered by the ionizing ash.

Either application of Mariana's Secret can be used twice per battle, but the overall technique can only be used thrice per battle. After utilizing, the user is incapable of utilizing Dakuiton techniques above A Rank for two turns, while also having a three turn cool down before utilizing Mariana's Secret once more.

± Approved. Edits made. Side note, please link Abyssal Corridor if you're going to reference it. ±
 
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