Custom Element's Jutsu Submission

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Bruce Banner

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Re: Custom Element's Jutsu


Shinju: P1 Bunshin "Petron" (Pearl Release: P1 Clone "Petron")

Rank:B
Type:Supplementary
Range:Short
Chakra Cost:20
Damage Points:N/A
Description: P1 clone is a copy of the user but in shape of a white pale person. The clone itself can only use pearl release according of the user gain and knowledge of the pearl release, it can also utilize any pearl release even without having the white Jar or the shell summoning up until S-Rank pearl release.

Notes:
- P1 using his body to release the pearl jutsu so it can only be used 2 pearl jutsu per turn
-Only last for 3 turns and then vanished
- Can only be use 2 times per battle from the Jar / Shell Summoning
~Declined~ Seems like you completely ignored the body mass thing.

Shinju: P2 Katachidzukuru "Prime" (Pearl Release: P2 Shape "Prime")
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will summon his giant shell which it will throw out a giant pearl with size 25 feet long into the ground then the user perform 5 serial hand seal then push and placed his right hand into the giant pearl while his left hand hold his right wrist and yell “PRIME” to manipulate the giant pearl and shape it into a giant bird about 25 feet tall, Prime is the 2nd form of pearl level manipulation called the “P2”, prime able to fly into the sky high with his white wing in high speed similar speed with Deidara C2 Exploding Flying Dragon while the user ride it, Prime shape pale white and have the ability to shoot out rapidly pearl ball size of a basket ball from the sky into the opponent and the pearl ball will crush everything within the impact, prime also able to defend from similar rank jutsu using it wing.

Note: can only be use 3 times
Note: Must have Shells summoning contract
Note: Can only last 2 turn in field then auto disappear
Note: No other pearl tech while the user ride Prime
Note: Count as two turn as the user has to summon his giant shell
~Declined~ Once again, 25 feet long in what? Diameter?

Note to submitter: Please take an extra minute of your precious day to remove all the approved and unnecessary quoted techniques in the spoilers. This simply makes my job that much harder when I have to edit your posts and also read my comments carefully because it seems you've missed a few quite frequently, Thank you.[/COLOR][/I]

Re-Submitting


Shinju: P1 Bunshin "Petron" (Pearl Release: P1 Clone "Petron")

Rank:B
Type:Supplementary
Range:Short
Chakra Cost:20
Damage Points:N/A
Description: P1 clone is a copy of the user but in shape of a white pale person. The clone itself can only use pearl release according of the user gain and knowledge of the pearl release, it can also utilize any pearl release even without having the white Jar or the shell summoning up until S-Rank pearl release and because pearl made of water and earth, so P1 also able to perform Water and earth jutsu according to the user knowledge

Notes:
- Each time using pearl release, P1 will losing his weight based on how big the size of pearl release he performed that’s way he only stand on the battle field for only 4 turn after losing his both arm and foot to use the pearl then auto vanished

- Can only be use 2 times per battle from the Jar / Shell Summoning.
~Declined~ I've given you enough chances, do not resubmit.
Shinju: P2 Katachidzukuru "Prime" (Pearl Release: P2 Shape "Prime")
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will summon his giant shell or using his White Jar which it will throw out a giant pearl with size 25 feet long in diameter into the ground then the user perform 5 serial hand seal then push and placed his right hand into the giant pearl while his left hand hold his right wrist and yell “PRIME” to manipulate the giant pearl and shape it into a giant bird about 25 feet tall, Prime is the 2nd form of pearl level manipulation called the “P2”, prime able to fly into the sky high with his white wing in high speed similar speed with Deidara C2 Exploding Flying Dragon while the user ride it, Prime shape pale white and have the ability to shoot out rapidly pearl ball size of a basket ball from the sky into the opponent and the pearl ball will crush everything within the impact, prime also able to defend from similar rank jutsu using it wing.

Note: can only be use 3 times
Note: Must have Shells summoning contract
Note: Can only last for 3 turn in field then auto disappear
Note: No other pearl tech while the user ride Prime
~Approved~

New Submission


Shinju: P3 Keisei “pyragones” Shiro no usui ryū (Pearl Release: P3 Formation “pyragones” the White pale dragon)

Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 Chakra when use pearl release)
Damage Points: 80
Description: This is the greatest level 3 pearl shape to create upon white pale shape of a dragon, this white pearl dragon named “pyragones” could be use by only 3 member due to hard to perform and the user must release all of his pearl chakra to create and shape like a dragon. First the user gather a massive amount of pearl chakra upon their white Jar then he place his both arm forward to release enormous amount medium size of pearls from his white jar, the pearls gather up in front of the user like a humongous mountain with size like a great earth golem, afterwards the user perform 3 serial hand seal Snake -> Tiger -> Dragon to shape the pearl mountain into a massive size white dragon look alike with size of Gamabunta, the white pale dragon itself has a long tail which able to slam and whip out a giant summon size as Manda to bounce backward causing a severe damage then it also has double white wings project horizontally in his left and right side which capable of blocking any elemental jutsu up until S-Rank except of lightning jutsu only up until B-Rank while he close together his both wings. And like any other wings ability, pyragones also able to fly up high with fast speed, similar speed like Pain’s summoning the Giant Drill – Beaked Bird , his 4 legs and sharp claws could tear up and destroy buildings or mountain which could cause casualties to every human being surround. Due to it made of pearl and the pearl created based on Water and earth so pyragones able to use Water and earth jutsu up until S-Rank with no hand seal, and also be able to use pearl release up until S-Rank using his own body mass and will lost weight every usage.

Restrictions

- pyragones can be destroyed by a strong lightning jutsu with similar rank.
- pyragones is not an Animal summoning and Can only be use once
-Stays on the battle field for 5 turn then auto vanished
- Every ability which pyragones use is counts as one of the user 3 moves
-After using this jutsu, the white Jar lost its ability to produce pearls and will be able to back producing pearls again after 5 turns then could only use B-Rank pearl release for the rest of the battle
- The user can’t use pearl release for 5 turns
- Every time the white dragon using pearl releases then he will lost 1/5 of his weight body mass then auto disappears after using the last 5 pearl jutsu.
- Needs 10 second to take off flies

~Declined~ Do not resubmit.
Pyragones Picture look alike
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Crutch Kaguya

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Re: Custom Element's Jutsu

(Kiastsu: Kamisori Sa-kasu) Atmospheric Pressure Release: Razor Circus
Type: Attack
Rank: S
Range: All ranges
Chakra cost: 40
Damage: 80
Description: The user will focus a tremendous amount of atmospheric pressure in their foot, then the user will stomp their foot onto the ground and release all the stored atmospheric pressure into the ground in a tremendous burst. The atmospheric pressure will rip into the ground and quickly disperse all over the battlefield beneath the opponent's feet in a matter of seconds. Then the atmospheric pressure will abruptly explode out of the ground in the shape of many massive razor sharp blades that look almost like blades of grass as tall as the greater golem technique. The blades of atmospheric pressure erupt all around the opponent and beneath him as well and begin rotating like a blender with the opponent as the point of focus. The shape of the all the blades rotating together would be similar to a giant rotating circus tent composed of blades giving the technique its name. But the blades rotate with no pattern or coherence preventing the opponent of any chance of staying inside the blades and avoiding them. As the blades rotate and skim one another, the interaction causes a very sharp distinctive screech inside of the formation causing the victims trapped inside to experience excessive damage to their ears as well as a headache because of the high frequency sound overwhelming their brain preventing them from using high level techniques that are equivalent or higher than the rank of this technique. The blades rotate ripping everything caught in their area. After the technique is over, the only thing that will be left in the area is a giant crater that is filled with fine sand because all of the earth has been completely eroded. The remains of the opponent's body will be untraceable as it is mixed in with the sand to a degree beyond recovery.
~Can only be used once per battle. The user cannot use Atmospheric Pressure on the same turn and Atmospheric Pressure techniques that are above S-rank for the following two turns after that, and the user cannot use any wind techniques that are above S-rank on the next turn.
~Declined~ You have to tone this down a lot and add some more restrictions.

(Kazan Suiton: Izumi no Shouten) Volcanic Water Releases: Fountain of Death
Type: Attack
Rank: S
Range: All ranges
Chakra cost: 40
Damage: 80
Description: The user will focus a massive amount of volcanic water energy to their foot and then stomp the ground releasing all of the stored volcanic water into the ground. The volcanic water will begin travelling through the ground and will begin branching off like the roots of a tree over the entire area beneath the opponent. As the volcanic water travels underground, its extreme heat and pressure will be released, and blast upward toward the surface and be released in bursts of steam in a completely random basis that will cause anything caught in them to be vaporized. This prevents the opponent from trying to get close to the user as the burst of steams are so frequent and random due to the massive amount of volcanic water underground that the path becomes impossible to cross. The volcanic water underground absorbs any source of heat (fire or lightning) underground that it comes in contact with into itself. The volcanic water spreads rapidly in seconds over the entire battlefield below the opponents feet in a countless series of underground channels that continuously branch off from each other. The volcanic water will then erupt in a massive uprising in the form of a reverse vortex large enough to trap the great golem technique that traps the opponents within its currents and launches the opponent into the air and batters them inside the currents of the vortex. The victims of the vortex will experience intense heat vaporizing the skin and tissue off their bodies in a just a few seconds leaving nothing but a heavily degraded skeleton as the remains.
~Can only be used once per battle. The user cannot use Volcanic Water on the same turn and Volcanic Water techniques that are above S-rank for the following two turns after that, and the user cannot use fire and water techniques that are above S-rank on the next turn.

The technique below is based on the combination of an advanced wind element and an advanced water element as seen in Typhoon Water Vortex. The user does not need Yin Yang to perform Typhoon Water Vortex thus performing a similar technique using advanced version of the two component elements should be completely possible. The technique being a combination will count as both a Volcanic Water custom and a Atmospheric Pressure customs, taking a spot in both elements technique limit count.
~Pending~ Requires Nexus to check as I'm a VW student.

(Kiastsu Ken Kazan Suiton: Tenrai Arashi) Atmospheric Pressure and Volcanic Water: Divine Tempest
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: Basically a combination of Volcanic Water and Atmospheric Pressure to form a technique similar to Typhoon Water Vortex Techniques. It is the same size as Typhoon Water Vortex and performed the same way, but with different component elements. The incredible suction of the technique forcibly vacuums any fire or lightning source in the vicinity and absorb it into itself.
~Can only be used twice per battle. This techniques counts as two techniques in the move count per turn when it is used. The user cannot use techniques of either element individually on the same turn and techniques of either element above S-rank on the next turn. The user cannot use water, wind, and fire above S-rank on the next turn and must have not used water, wind, or fire above S-rank on the previous turn in preparation for this technique. This technique can only be used by someone who knows both Atmospheric Pressure and Volcanic Water.
~Declined DNR~ I will not accept CE combinations.
 
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Lili-Chwan

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Re: Custom Element's Jutsu

(Masshuru-Muton: Shuju no Dokusei ) Mushroom Style: Toxic Dwarf

Rank: A
Rank: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Creates one large mushroom anywhere within range, with either a bright red top with orange particles, black with purple waves or white with yellow stripes.

If red, the mushroom will release a blinding mist of spores that will secrete a liquid that causes irritation to the eyes, nose and throat of anyone who inhales them.
If black, the mushroom will release an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.
If white, the mushroom will emit a poofy mist of spores which will allow the cap and surrounding surfaces to withstand large impacts, absorbing it's momentum and send it back, bouncing the impact. (5 meters max) Poofy spores aren't breathable.

The mushroom will release it's toxins over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom)
*Only one mushroom at a time*
*Must wait 2 turns after the mushroom decays in order to use the jutsu again*
*The user and her summons aren't affected by neither mist. Allies can be given antidotes beforehand, which will only last 5 turns in the organism*
____________
-Approved-
Updating again:

(Masshuru-Muton: Shuju no Dokusei ) Mushroom Style: Toxic Dwarf
Rank: A
Rank: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Creates one large mushroom anywhere within range, with either a bright red top with orange particles, black with purple waves, white with yellow stripes, or grey with sporadic holes.

If red, the mushroom will release a blinding mist of spores that will secrete a liquid that causes irritation to the eyes, nose and throat of anyone who inhales them.
If black, the mushroom will release an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.
If white, the mushroom will emit a poofy mist of spores which will allow the cap and surrounding surfaces to withstand large impacts, absorbing it's momentum and send it back, bouncing the impact. (5 meters max) Poofy spores aren't breathable.
If grey, it will act like a vacuum whenever the user preforms an handseal (counts as the same technique). Thus able to suck up any small particles in the air (Poison, toxines, sand, lethal chemicals) up to the maximum range of this technique, absorbing and neutrilizing them into their harmless by-products, up to one rank above of this technique.

The mushroom will release it's toxins over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom)
*Only one mushroom at a time*
*Must wait 2 turns after the mushroom decays in order to use the jutsu again*
*The user and her summons aren't affected by neither mist. Allies can be given antidotes beforehand, which will only last 5 turns in the organism
____________
-Approved-


New:

(Masshuru-muton/Suiton: Mahou Momsuta-mokuren ) Mushroom/Water Release: Monstrous Murk-Dweller Mandrake

Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: 6 marks materialize a monstrous and massive mountainous mindless moorish and malodorous militant mandrake-like mesh of mold, mirroring the measures of monarchical monsters. It is mighty against it's mundane maladies for it's magnified moisture, masterfully marred in it's midst. It's muddy materials are malign, menacing, malevolent and not merciful, melancholy melting mischievous miscreants, the miserable menaces to it's maternal master. It's moaning moldy mouth of mire is master of Mushrooms, up to it's mark. The mesh of mold may materialize a myriad no more than 6 miniature monsters from it's might, mischievous militant mini murk-dwellers. The murderous musky mandrake mockingly manages a myriad of no more than 4 move-sets before it's muted. Moribund it is made milky and messy, melting mile-wide and measly.
*Mushrooms managed by the Monstrous Murk-Dweller Mandrake are 1 mark more mighty than mundane Mushrooms*
*1 monotonous use*


Note in current english: Creates a madrake-like structure of fungus of the size of a boss summoning, heavily infused with water, which counters the element's natural weakness to fire. It's body has the same yet enhanced effects of normal main-release Mushroom. It can use mushroom techniques up to its ranked, whose effects get enhanced 1 rank. Is able to spit out mini copies of itself, up to 6. Lasts 4 turns if unblocked, can only be used once and requires 6 handseals. When the jutsu ends, the fungus just falls on the ground like it lost the force that was keeping it together.
____________
-Pending-
lol... you must have a lot of free time on your hands. I'd be happier if you just used a proper english description.
I made the edits you wanted. I chose techniques over fire resistance, thus removed Water combination and everything in both descriptions.

(Masshuru-muton: Mahou Momsuta-mokuren ) Mushroom Manner: Monstrous Murk-Dweller Mandrake

Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: 6 marks materialize a monstrous and massive mountainous mindless moorish and malodorous militant mandrake-like mesh of mold, mirroring the measures of monarchical monsters. It's muddy materials are malign, menacing, malevolent and not merciful, melancholy melting mischievous miscreants, the miserable menaces to it's maternal master. It's moaning moldy mouth of mire is master of Mushrooms, up to it's mark. The mesh of mold may materialize a myriad no more than 6 miniature monsters from it's might, mischievous militant mini murk-dwellers. The murderous musky mandrake mockingly manages a myriad of no more than 4 move-sets before it's muted. Moribund it is made milky and messy, melting mile-wide and measly.
*Mushrooms managed by the Monstrous Murk-Dweller Mandrake are 1 mark more mighty than mundane Mushrooms*
*1 monotonous use*


Note in current english: Creates a madrake-like structure of fungus of the size of a boss summoning. It's body has the same yet enhanced effects of normal main-release Mushroom. It can use mushroom techniques up to its ranked, whose effects get enhanced 1 rank. Is able to spit out mini copies of itself, up to 6. Lasts 4 turns if unblocked, can only be used once and requires 6 handseals. When the jutsu ends, the fungus just falls on the ground like it lost the force that was keeping it together.
____________
-Approved-

General note, this was checked ahead of line just because I requested the re-post.
 
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Passion

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Re: Custom Element's Jutsus

( Kanton: Bakuhada ) - Iron release: Blast skin
Rank: A
Type: Defensive
Range: Self
Chakra cost: 30
Damage points: N/A
Description: Blast skin is a technique named after it's ability to survive a blast that a normal ninja wouldn't, as if the user was wearing a blast suit. The technique is utilized by performing snake hand seal and spreading earth and fire chakra around their body or a single body part, giving tissue the properties of iron. By using this technique, user's mass and density increase, user can survive in higher temperatures that would be normally dangerous. With this user can also guide electricity but is unable of using lightning based techniques during the time being. The technique is useful when combined with taijutsu as the mass is increased and tissue hardens, causing a taijutsu damage increase.
  • User becomes weaker to lightning techniques and is unable of using any during the time this is active and any lightning techniques that hit the user will deal double the normal damage.
  • Can be used three times per battle with at least one turn interval between each usage and it can stay active for max of three turns at a time.
~Declined~ Either reduce the turns it lasts or the times you can use it in battle.
( Shokubutsuton: Setsunai Kafun ) - Plant release: Suffocating Pollen
Rank: A
Type: Offensive - Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A (- 5 per turn after it takes effect)
Description: Suffocating Pollen is a simple technique that utilizes pollen to contaminate large areas. The technique begins by user forming Rat - Ox - Dragon hand seals and inhaling. During the inhaling, user concentrates a large amount of Water and Earth chakra within their lungs and mixes that with the oxygen that they inhaled. After the user has repeated this step, he/she will spew out a cloud of pollen (size depends on the amount of oxygen user breathed in and user's lung capacity). The pollen isn't exactly offensive but breathing it in can be quite dangerous. Once the pollen gets in your system, it will attach itself to unfortunate individual's respiratory organs. This limits the volume of lungs, amount of oxygen in your blood and causes immediate coughing along with temporary loss of eyesight. The effectiveness of this technique is showed in combat when the need of oxygen is at it's highest and your lungs cannot process any air, causing a slow and gruesome death through suffocation. Dying of suffocation takes 15 turns in battle and using taijutsu/fast movement/dodging/undergoing physical strain in a post decreases the amount of turns by one additional turn.
  • Can be used two times in a single battle.
  • Doujutsu uses can easily recognize this technique from the cloud of chakra it forms. Naked eye is able of seeing the pollen too, but it can be mistaken as dust or fine sand that's being carried around by wind in some situations.
~Approved~ Although there are a lot of things per turn one can do to reduce those 15 turns dramatically, you did a good job including that note.
( Kanton: Bakuhada ) - Iron release: Blast skin
Rank: A
Type: Defensive
Range: Self
Chakra cost: 30
Damage points: N/A
Description: Blast skin is a technique named after it's ability to survive a blast that a normal ninja wouldn't, as if the user was wearing a blast suit. The technique is utilized by performing snake hand seal and spreading earth and fire chakra around their body or a single body part, giving tissue the properties of iron. By using this technique, user's mass and density increase, user can survive in higher temperatures that would be normally dangerous. With this user can also guide electricity but is unable of using lightning based techniques during the time being. The technique is useful when combined with taijutsu as the mass is increased and tissue hardens, causing a taijutsu damage increase.
  • User becomes weaker to lightning techniques and is unable of using any during the time this is active and any lightning techniques that hit the user will deal double the normal damage.
  • Can be used two times per battle with at least one turn interval between each usage and it can stay active for max of two turns at a time.
~Approved~
( Shokubutsuton: Enbu no Hana ) - Plant release: Waltz of Flowers
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 ( - 5 per turn)
Damage points: N/A
Description: Waltz of Flowers is an advanced plant release technique that gives the ability to manipulate and create flower petals. Combining both earth and water chakra, user is able of creating smaller amounts of flower petals. Manipulation includes hardening these flower petals while maintaining their light weight to allow them to become small lightweight projectiles that are easy to maintain. Manipulating the flower petals also gives the user an ability to levitate them from one place to another. When manipulating the petals user cannot use any other plant release techniques and is also unable of moving. Downside of the petals is that due to their light weight they can easily be blown away by wind techniques to leave the user open.
  • Only a small amount of flower petals can be created at once.
  • User becomes unable of moving and using any other plant release techniques while levitating the flower petals, leaving them open for possible attacks when facing faster foes.
~Approved~ Removed "advance" as it doesn't require an advanced form of wind release to blow away petals.
 
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Kagutsuchi

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Re: Custom Element's Jutsu

(Jigokuton: Sentoerumo no Jujihouka ‡ Barukan no Handan) - Hellfire Release: St. Elmo's Crossfire ‡ Vulcan's Judgement -

Rank: S
Type: Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user releases his Hellfire chakra into the ground and air at the same time. Then first the chakra in the ground bursts out on four different locations (imagine a square with the opponent in the center, the chakra bursts out at each of the corners of the square) as four heavy scorching and blazing chains made out of Hellfire. These chains go straight for the opponent in the center, piercing right through him to finally anchor themselves into the ground a few steps of where the opposing chain was released, creating an X-shape that ties down the opponent in the center.
The piercing alone is enough to cause mortal damage, however when the chains burst out of the ground, the Hellfire chakra in the air transforms into a flaming upper body of a man holding a heavy hammer, Vulcan the Roman smith god and god of fire, that swings his hammer down on the opponent just after he got chained, incinerating him and creating a crater filled with molted rocks due to the intense heat of the Hellfire. (the principle of the flaming upper body is similar to Sussanoo, only it doesn't cover the user as it's in front of him in the air and it's slightly bigger).

✘ Can only be used twice per battle
✘ No Hellfire -or any other kind of fire- jutsu's can be used the same turn and the next
✘ No forbidden jutsu's can be used this turn
~Jutsu Made by Caliburn , Submitted by Me.
~Declined~ How far away can the chains be made from the user? I will not allow short range. And not sure what you wanted to incline by including Cali's name. If you are saying he is a student of the element then please supply me of a link with him learning the element and have the Hellfire template approved because he is not stated as a student.
 
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Shig

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Re: Custom Element's Jutsu

(Shimoton: Kaze no Kanki) - Frost Release: Wind of Frost
Rank: A
Range: Short-Mid
Type: Attack/Supplementary
Chakra Cost: 30
Damage Points: 60
Description: The user will channel Frost chakra into their hand and snap their fingers, extending their chakra into the opponent's opened mouth. Due to the humidity inside, his tongue and throat shall have frost deposited on them, affecting him with frostbite and making breathing and talking extremely hard. Despite it's seemingly easy to guess escape, the Fire Release, the opponent would not be able to inhale to perform any type of mouth-related Fire techniques, due to the fact that he would only extend the frost inside his body by actually breathing in the frost into yet another humid zone of the body.
Restrictions
  • May be used twice per battle.
  • This technique works only if the opponent has his mouth open(inhaling/exhaling for a technique, for example).
  • Must be taught by Shigure.
~Declined~ Make it so that it has to travel directly from yourself up to the users mouth. I will not allow you to simply do it when the open's mouth is open.
 
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Gobi Gobletsson

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Re: Custom Element's Jutsu

Resubmitting;
(Keigakuton: Melchsee no Ransu) - Abyss Release: Melchsee's Lance -

Rank: S
Type: Attack
Range: Short-Medium-Long
Chakra cost: 40
Damage points: 80
Description: The user brings both of his hands close together in front of him, creating a small highly condensed orb of Abyss chakra in the space between his hands. From that orb a black lance is launched that can reach up to long range. By moving his fingers, the user can manipulate the orb, and thus the lance, so that it can be used to slice into any direction (compare it to a white sheet of paper where you rapidly scribble into any direction with a pen). For instance the user could first aim the orb to the ground when the lance is created and then move the orb upwards so that the lance slices the battlefield open vertically, then when it's in the air he can make it turn and slice diagonally downwards etc.

✘ Can only be used three times per battle

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____________
-Pending-
Define how long it lasts if it lasts more then 1 slice.

(Keigakuton: Melchsee no Ransu) - Abyss Release: Melchsee's Lance -

Rank: S
Type: Attack
Range: Short-Medium-Long
Chakra cost: 40 +15
Damage points: 80
Description: The user brings both of his hands in front of his chest, creating a small highly condensed orb of Abyss chakra in the space between his hands. From that orb a black lance is launched that can reach up to long range. By moving his fingers, the user can manipulate the orb, and thus the lance, so that it can be used to slice into any direction (compare it to a white sheet of paper where you rapidly scribble into any direction with a pen). For instance the user could first aim the orb to the ground when the lance is created and then move the orb upwards so that the lance slices the battlefield open vertically, then when it's in the air he can make it turn and slice diagonally downwards etc. This way the target can be sliced several times.

✘ Can only be used three times per battle
To maintain the lance, the user needs to pay +15 chakra
✘ The Lance can last max one turn after the turn it was created, when the user decides to stop cutting or the time is up, the lance will go to the direction it was last sent (for example if it went from the left to the right, the complete lance will move to the right and the user can start another jutsu).


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___________
-Approved-


New submissions;

(Keigakuton: Kuro no houko) - Abyss Release: The Black Cornucopia -

Rank: A
Type: Attack/Defense
Range: Short-Mid-Long
Chakra Cost: 30 +5
Damage Points: 60
Description: A basic Abyss jutsu where the user just molds his Abyss chakra into a large variety of weapons. For example katana's, scythes, axes, spears, even kunai, shuriken, javelins etc. but also shields. All of these weapons and shields have the exact same size, shape and look as normal weapons, only they're jet-black because they're made out of Abyss chakra. These weapons have two advantages: one it doesn't require any handseals to make them and two the user can re-shape the weapon while using it. So for instance he can change his spear into a katana.

✘ Each weapon made can only last max 3 turns and for each turn +5 chakra has to be paid.
✘ It can only make hand weaponry and shields, not armour like a chest plate or helmet.
✘ Only max two objects can be made at a time, the exceptions are stuff like kunai, shuriken and senbon, who're way smaller, those have a limit of 3.
✘ Can only be used 4 times per battle.
___________
-Approved-


(Keigakuton: Novu Melchsee no Ransu) - Abyss Release: Nova Melchsee's Lance -

Rank: Forbidden
Type: Attack/Defense
Range: Short-Mid-Long
Chakra Cost: 60
Damage Points: 120 (-25)
Description: The ultimate form of Melchsee's Lance. Now the user creates several, around 10 - 15, mini planetary-like orbs with rings hovering above the palm of his hands, which he then throws in front of him. The orbs flatten and the original rings around the orbs form a semi-transparant shield to protect the user, while from all of the flattened orbs lances are shot at the target with extreme force and thus creating an offensive/defensive attack at the same time. Unlike the original Melchsee's Lance this is a one shot attack, each lance can only cut/pierce once. However each individual lance can cut from a different angle, for example one can cut from above, while another from below. The shield has a max reach of half a dome, depending on how the user positioned the orbs in front of him.

✘ Can only be used once per battle
✘ The user can't use an Abyss jutsu's of S-rank or higher for the next 3 turns
✘ The turn this jutsu is used and the next turn the user can only use max 2 jutsu's
✘ The user takes -25 damage.

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~All Pending~ Requires Nexus to check them.
___________
-Approved-
 
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Seblax

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Re: Custom Element's Jutsu

As the Co-Creator and having the Owner of this release inactive most of the time, I am to submit jutsus for the release until he gets back.

Germ Release: Rage of The Green Monkey - Byoukin: Gekido no Aoisaru

Rank: Forbidden
Rank: Short-Mid
Chakra Cost: 50
Damage Points: 90
Description: The user forms seven handseals and manipulate a special type of Germs called the green monkey from its container to move through the air toward the enemy. Once the green monkey lands on the enemy's body no matter you many or how the germs got to the enemy, the enemy is to suffer an instant death by it. This jutsu works on multiple targets as long as they stand at the same direction of the user.

-Can only be used once.
-The user can not use any other jutsu while using this technique.
-The user can not use any other germ release based techniques after this technique.
-The user gets -30 damages out of high concentration required for manipulating the germs without letting any of it target him or anyone he doesn't want to attack.
~Declined~ Do not resubmit.
 
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ZK

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Re: Custom Element's Jutsu

(Amatsu Fūton: Sakyū no Kyūei) Empyrean Wind Release: The Song of the Sand Dunes
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals far into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
-The user can, with one (1) handseal, push the soil and earth upwards again.
-As a result of the Chakra strain, the user will be unable to use other Empyrean Wind Techniques during the same turn. Furthermore, the user will only be able to use two (2) techniques during the following turn.
-Can only be used twice (2) per battle.
~Declined~ I'd like you to include hand seals and reduce the range to medium. Also, the extra hand seal to push the soil and earth back needs to count as one of your jutsu per turn. I'd also like you clarify exactly how deep into the earth you push the soil and the earth.

(Amatsu Fūton: Yabō Haō Zangyaku no Kokyū) Empyrean Wind Release: The Breath of Paarthurnax
Rank: S
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user claps his hands together and creates a circular shape of uniquely rotating Empyrean Wind several hundred meters in the air. By using the air itself alongside the incredible suction power of Empyrean Wind, the shape quickly begins to attract and gather odorous molecules in its core. Through its rotation, the shape uses the air itself to gather all odorant molecules alongside moisture and most vapors. This in itself makes it impossible for any odors to be spread around the field, as they are immediately pulled directly upwards into the atmosphere. Clouds, too, will be absorbed by the shape, which only adds to the dry environment created by this technique. Finally, the shape draws insects and big concentrations of harmful germs/particles to it, killing and destroying them in the process with the ripping nature of Empyrean Wind.
-The user can, with one (1) handseal, disperse the entire shape, causing the gathered humidity to fall onto the ground as a source of water.
-The user cannot use S or higher ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any Empyrean Wind Techniques during the following turn.
-The shape lasts for four (4) turns.
-Can only be used twice (2) per battle.
~Declined~ Very well written technique you have there. However I'd like you to reduce it to once per battle, include some hand seals (aside from the clap) and specify exactly how many techniques it can suck in. Because you stated bugs so this could mean, bug related techniques. You also stated clouds which falls under rain release and cloud release. You really need to restrict it in that area because as it stands, you can pretty much suck in a lot of different techniques for four turns and I will not allow that.
(Amatsu Fūton: Sakyū no Kyūei) Empyrean Wind Release: The Song of the Sand Dunes
Rank: A
Type: Supplementary
Range: Short- Mid (short-range around the designated area)
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 30 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
-The user can, with one (1) handseal, push the soil and earth upwards again. This counts as one of the three moves allowed per turn.
-As a result of the Chakra strain, the user will be unable to use other Empyrean Wind Techniques during the same turn. Furthermore, the user will only be able to use two (2) techniques during the following turn.
-Can only be used twice (2) per battle.
~Approved~ If you are not satisfied with my edits, please feel free to VM me and I will change my verdict.
(If half a kilometer is unsatisfactory, could you please switch it with 'several hundred meters downwards'? Thanks beforehand)

(Amatsu Fūton: Yabō Haō Zangyaku no Kokyū) Empyrean Wind Release: The Breath of Paarthurnax
Rank: S
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user forms two handseals and creates a circular shape of uniquely rotating Empyrean Wind one hundred meters in the air. By using the air itself alongside the incredible suction power of Empyrean Wind, the shape quickly begins to attract and gather odorous molecules in its core. Through its rotation, the shape uses the air itself to gather all odorant molecules alongside moisture and most vapors. This in itself makes it impossible for any odors to be spread around the field, as they are immediately pulled directly upwards into the atmosphere. Humidity, too, will be absorbed by the shape, which only adds to the dry environment created by this technique. Finally, the shape draws insects and big concentrations of harmful germs/particles/spores to it, killing and destroying them in the process with the ripping nature of Empyrean Wind.
-This technique's ability to draw in insects only accounts for insects that are not being used for any techniques.
-The user can, with one (1) handseal, disperse the entire shape, causing the gathered humidity to fall onto the ground as a source of water.
-The user cannot use higher than A-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any Empyrean Wind Techniques during the turn this technique is activated.
-The shape lasts for four (4) turns.
-Can only be used once (1) per battle.
~Approved~ Made some minor changes.
New Submissions:

(Amatsu Fūton: Joujiru Mujuuryoku) Empyrean Wind Release: Multiplying Zero Gravity
Rank: A
Type: Supplementary/Defensive
Range: Short-Long (Mid range around the designated area)
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and creates two blankets of Empyrean Wind; one in the sky and one in the ground. Each blanket consists of uniquely rotating Empyrean wind that has the single purpose of drawing matter either upwards or downwards. By using the connection to the two blankets as a either a damper or an amplifier, the user is able to create gravitational-like effects. By amplifying the bottom blanket, the user can severely restrict the movements of those within the field, ranging from decreasing their speed to pinning even the strongest of summons to the ground. The stronger downwards pull also has an effect on most techniques, making them harder to aim upwards and decreasing the range of projectile-based Ninjutsu by one (1) range. By amplifying the top blanket, the user can, within reason, pull projectile-based Ninjutsu of B-rank upwards, ensuring the safety of those within the field. The upwards pull can also create a zero gravity environment.
-Pulling a technique upwards counts as one of the three moves allowed per turn.
-The user cannot use S-ranked or above Empyrean Wind during the following turn.
-The technique lasts for three (3) turns.
-Can only be used twice (2) per battle.
~Approved~ Made some edits, same as above regarding my verdict.
(If five turns are over the top, could you please switch them with 'four (4)'? Thanks beforehand)

(Amatsu Fūton: Jinkō Akari) Empyrean Wind Release: Artificial Lights
Rank: A
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user creates a shape of Empyrean Wind and uses its ability to carry Oxygen particles to drastically increase the level of Oxygen in the designated area. At any time, the user generates a small spark by creating two small structures of chakra in the designated area and rubbing them against each other. The small spark will ignite the oxygen in the area, causing it to violently combust and leave nothing behind but ashes. The shape of Empyrean wind will keep the needed matter in and the unneeded matter out. The decreased level of Oxygen will cause those within the designated area to feel very light-headed and nauseous, provided they survive. This technique can also be used to create an area devoid of Oxygen.
-Must wait one turn before reuse.
-The user cannot use any Forbidden-ranked Empyrean Wind techniques during the same turn.
~Declined~
(Amatsu Fūton: Mōshin no Miko) Empyrean Wind Release: The Blind Faith of Theresa
Rank: A
Type: Supplementary/Offensive
Range: Short/Mid (Can be directed/thrown to Long range)
Chakra cost: 30
Damage points: 60
Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast. By using the incredible suction power of Empyrean Wind to gather air, and by coating his/her limbs in chakra, this technique allows the user to create semi-physical objects of Empyrean Wind and maintain them for a few precious moments. The objects made through this technique possess the ability to draw Natural Energy and Chakra from everything touching them, being able to suck techniques dry of Natural Energy and wreak havoc on ongoing Gentle Fist techniques.
-Must wait one turn before reuse.
-The objects can only affect Gentle Fist techniques and techniques based on Natural Energy.
~Declined~ Remove everything about sucking natural energy, and also make up your mind with the ranges. Its either mid, or long.
 
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The_Empire

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Re: Custom Element's Jutsu

I will be dropping the weapon in the quote. Here is where it was approved------>

-Snake Tail (Hebi No O)
Rank: S
Type: Weapon
Range: Short-Mid
Chakra Cost: N/A
Damage Points: N/A
Description: Hebi No O(Short version:Hebi) was after Dei Dei made is stretchable scarf. He made this sword whip out of the same material just more stronger. Hebi is a 6-part segmented blade; each segment is wider than the one preceding it from the hilt with 2 pick-like protrusions on the front and back of each segment, with the ones on the front much longer than the ones at the back. The segments are connected by a stretchable thread that is a very strong material, making Hebi more useful as a whip than an actual sword, though it can serve as a regular sword just as easily, thanks to Dei Dei swordsmanship. Hebi's guard and handle remain the same as a normal katana. While Hebi can be stretched to incredible lengths in its whip form, Dei Dei has a limit of three consecutive attacks before having to bring the segments of Hebi back together for recovery -which makes him fairly vulnerable during this time interval. To make up for this, Dei Dei has to have a plan ahead of time. It is also wrapped in bandages when not in use and the bandages is attached on the hilt which acts on the user will.

-Mid range is the limit it can reach
-It can be used three times back to back when it is stretched out. After the third use it has to retract to recover for one turn.
-Only used by Dei Dei

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(This sword just acts the same as in Bleach but without it going to long range.)

Dropping this for the one above if it gets approved.

I took out the bold part the mod had bolded. It really didn't mean anything but oh well it is out now.

±± Approved ±± Yeah it did actually. It meant you could grow your sword segments almost without limit. lol
Silicon Shooter (Shirikon Ite)
Rank: A
Type: Weapon
Range: Short-long(how far the silicon can be shot)
Chakra Cost: N/A
Damage Points: N/A
Description: After going around the world looking to make his own weapon, he had already made his own custom element and custom fighting style. He wanted to make a very unique weapon for his custom element. He came up with a wrist to elbow weapon with a trigger in his palm. The weapon is made of a chakra metal. The weapon holds silicon sand in it. The user presses the trigger and silicon sand is shot out. The sand is shot out in the shape of a compress line. The line is two inches wide and all depends on how long the user holds the trigger can be up to five feet long line. The user can press the trigger and make the silicon sand shot out into a shape of a bullet which is two and a half inches wide. The launcher is on both wrist. The line of silicon sand is C rank and the bullet is B rank.
-The line can only be one inch to five feet.
-The bullet can be one inch to a foot long.

This is how it looks but it is all the way up to where the user’s elbow starts.
~Declined~ You're not really explaining where the sand is being held exactly. Going by that picture it really doesn't have any storage compartments for sand. Also having so much sand stored in your arms(should you decide on describing the storage compartment) would weigh down your arms drastically. Also if you want this at a shot of approval you are going to have to make those ranked sand techniques count as a jutsu per turn and restrict their usage.

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Coyote

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Re: Custom Element's Jutsu

Kansou Houmen: Ra's Anshinritsumei | Arid Release: Ra's Enlightenment
Rank: S - F
Type: Offensive
Range: Short - Long
Chakra cost: 40 (50 if F)
Damage points: 80 (100 if F)
Description:
The user will slap his hands together thus compressing the amount of Arid chakra immensely. When the user slaps his hands together he follows that up by preforming a short row of handseals Serpent → Tiger quickly and in merely less then a second high above the battlefield a reddish-orange star-like figure will appear from the heavens. When this figure appears the battlefield becomes extremely dry and the heat is intense. Any living creature other then the user will sweat/pant. Any foliage of any type plants/fungi/trees will begin to dry and wither quickly due to the chakra infused heat radiating from the object in the sky, weaker wood to a brittle and shinobi to dehydrated state much faster then nature intends. At anytime during this otherworldly experience, the user of this technique can preform a additional handseal - the Serpent handseal. If and when the user preforms this additional seal after the initial creation, from that figure in the sky highly compressed Arid chakra down in a translucent beam in which can near instantaneously suck the moisture from anything that carries water within it. When this happens, forests become small deserts, humans become mummified, and great bodies of water become a fraction of what they use to be. This beam can either hit a wide area in one flash fry or be more pinpointed on a certain thing. This technique has two parts - the first half and if the user so wishes the second half..

Note: Lasts 3 turns
Note: Suction of moisture from all things (techniques that involve the use of water such as certain KGs or other CEs cannot be used during certain turns based on how long the technique has been played on the field) from first half of technique is as followed - 1st turn|B-Rank and below - 2nd turn|A-Rank and below - 3rd & Final turn|S-Rank and below.
Note: If use of Arid beam can only be used in the first 2 turns not during the 3rd and if used the technique stops afterwards.
Note: No Arid techniques during this technique
Note: No Arid techniques if Arid beam is used for 2 additional turns from the use of beam
Note: Must have mastered Arid Release
Note: Only usable/trainable by Coyote
______________
~Declined~
Make it usable once per battle. Also, certain things need to be defined. The beam for one needs to be down-scaled (reducing forests to deserts is to much even for a forbidden rank technique) and then defined. As in a radius/diameter of the beam and where it strikes. And it's effect on foliage... by "weaker wood" do you mean wood techniques? If so, up to what rank? Finally, since I assume that this is one of the main purposes of the technique, describe the effect on people in the environment more, what you said (dehydration) is too loose of a description and can easily be abused.. On that note, you never actually explained why this does not have an effect on you, if you are in fact immune to it. Intense heat and nearly inhabitable conditions should have an effect on everyone, regardless of whether or not you created it. Finally, choose one rank. S or F.


Kansou Houmen: Konmei Harou | Arid Release: Confusion of Waves
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description:
The user will preform one handseal and spread his Arid chakra up to long range and heat up the air directly to a high temperature. When the user does this the density of the air changes dramatically and from that light passes through it much differently then usual. This greatly alters the enemies ability to locate me. All they would be able to see is intense heat waves on the entire field. Not only does this effect their ability locate it also effects their overall ability to string handseals and reduces their speed due to the dehydration, the longer the user keeps it active upon them. The use of the technique confuses the enemy and in some ways is like being trapped in a room full of crazy mirrors. This does not affect the user ability to see and he can also make his allies have the ability to see through this heat wave.

Note: Lasts 4 turns
Note: User can stop at anytime
Note: No wind technique for 1 turn
Note: Only usable/trainable by Coyote.
_______________________
~Declined~
I'll allow you to see through this on the grounds that Zabuza could see through the hidden mist technique, however how do you just magically give your allies the ability to see through it? Furthermore, reduce it to mid-range and you have to make this happen over a certain period of time and gradually extend outward; not just making one hand seal and then bam they're in a desert no matter where your opponent is. Arid release takes moisture away; it doesn't just instantly raise temperature. But same as last time, how exactly are you immune to the effects of dehydration while in your own arid mist? Also, fix it with the proper chakra and rank correspondence.
 
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Pervyy

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Re: Custom Element's Jutsu

(karumera youshiki) - Caramel Form
Rank: A
Type: Supplementary - Defense
Range: Mid
Chakra cost: 30
Damage points: N/A
Description: The user will release their chakra into part/parts of their body which they will name as they use this jutsu, turning that part of their body into caramel, much like people can turn their bodies to sand, water, ect.. As they turn there body to caramel they will say which state of caramel it is. If it's the liquid state, the can stretch that part of their body. An example of this would be if the user used this jutsu on their arm explaining the liquid state, they could stretch there arm up to mid range to hit or grab someone. If the user's limbs get cut off while in this form, they must touch them to reattach them, or replace them with caramel from a source. This is instant and activates until canceled.

Note: Can only be 4 times
Note: In this form the user will be more vulnerable to the caramel weaknesses
Note: Can only have a caramel limb for up to 3 turns

Declined. you mention that you must identify the state, then only explain the liquid state, please also note the other state(s) and include the properties/advantages of that state. If you are going to maintain caramel limbs through multiple turns you will need to add a restriction which only allows caramel jutsu while in this form because you cannot concentrate more than one type of chakra at a time unless having undergone yin-yang training

(karumera kata) - Caramel Shapes
Rank: B
Type: Supplementary
Range: Mid
Chakra cost: 20
Damage points: 40 (if in liquid boiling form)
Description: Using caramel chakra shape manipulation, the user will be able to create objects/shapes of caramel like cubes, spheres, kunais, pillars, etc.
These objects will be made of pure caramel whether it be solid or liquid, but will be no larger than 1m cubed space.

Note: Can only be used once per turn
Note: No fire jutsu in the same turn

Declined. Please note the maximum number of objects that can be made made by this technique. I also want to check to see if you can only create object at mid range or if you intend to make objects that yo can hold at well. since this uses shape manipulation, are you manipulating existing caramel or forming it from the ground? Doesnt the "greater caramel technique" cover the extent of this jutsu?
 
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Zanji

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Re: Custom Element's Jutsu

What I meant was it can use any non-elemental ninjutsu I can use, but as for its elemental ones it can only use Dry Ice Customs but I will edit it.....my CE needs some techs :p

(SakuzenHyouton: SakuzenHyouton Kage Bunshin) Dry Ice Release: Dry Ice Release Shadow Clone
Rank: B
Type: Supplementary
Range: Short
Chakra: 20
Damage: N/A
Description: The user creates a Shadow Clone that is infused with Dry Ice chakra. When it's hit it returns to a Dry Ice statue state that crumbles and releases a vast amount of Dry Ice Fog/Gas of Co2 while crumbling.
Note: This clone is capable of using only Dry Ice techniques the creator knows.
Note: The fog/gas of Co2 that is released when it is crumbling can suffocate the opponent if they remain in its vacinity.
~Declined~ How far range wise does the gas/fog disperse? Also I'd like you to clarify exactly how many turns does it take for the opponent to suffocate while inside the gas/fog.


The fog/gas of Dry Ice is highly dangerous to a human being that inhales it because they are incapable of breathing, due to the Co2 of the Dry Ice forcefully replacing any sort of oxygen in the area thus suffocates the person who inhales it.
(SakuzenHyouton: SakuzenHyouton Kage Bunshin) Dry Ice Release: Dry Ice Release Shadow Clone
Rank: B
Type: Supplementary
Range: Short
Chakra: 20
Damage: N/A
Description: The user creates a Shadow Clone that is infused with Dry Ice chakra. When it's hit it returns to a Dry Ice statue state that crumbles and releases a vast amount of Dry Ice Fog/Gas of Co2 while crumbling.
Note: This clone is capable of using only Dry Ice techniques the creator knows.
Note: The fog/gas of Co2 that is released when it is crumbling can suffocate the opponent if they remain in its vacinity. The immediate turn after the clone crumbles the air is so thin the opponent is only able to use 2 techniques, if the opponent remain's in the fog/gas the following turn they will have suffocated (2 turns). But if the opponent inhales for a wind release they run the risk of suffocating much sooner than they would with regular breathing.
Note: The fog/gas that is dispersed expands roughly 5 feet in radius and is roughly 7 1/2 feet high.
___________________
~Declined~
You can either make it only able to use up to A-rank Dry Ice techniques or up the rank of the technique itself and add the appropriate restrictions. Also, restrict it to two clones at a time. And keep in mind that you can only use clone techniques three times per battle. This technique will fall under that restriction.


(SakuzenHyouton: Ryuuenmu Tama no jutsu) Dry Ice Release: Fog Dragon Bullet Technique
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user shoots their hand forward and an inch from the users palm erupts this mass quantity of Dry Ice fog, with shards of Dry Ice inside the fog. The Fog immediately takes the shape of a dragons head and blast towards the opponent. With the Fog rushing at the opponent it makes it hard for the opponent to see or breath while inside the fog due to there being no oxygen, along with getting pelted by Dry Ice shards.
Note: Can only be used 3 times
Note: The Fog is capable of suffocating the opponent if they stay within the fog for too long.
~Declined~ Same as above.
(SakuzenHyouton: Ryuuenmu Tama no jutsu) Dry Ice Release: Fog Dragon Bullet Technique
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user shoots their hand forward and an inch from the users palm erupts this mass quantity of Dry Ice fog, with shards of Dry Ice inside the fog. The Fog immediately takes the shape of a dragons head and blast towards the opponent. With the Fog rushing at the opponent it makes it hard for the opponent to see or breath while inside the fog due to there being no oxygen, along with getting pelted by Dry Ice shards.
Note: Can only be used 3 times
Note: The Fog is capable of suffocating the opponent if they stay within the fog for too long.
Note: Due to the fog/gas being released with force and is rushing the opponent, if they remain within the fog for 2 turns they will suffocate (if fired from mid-long range) and they will suffocate in 1 turn if fired from short-range.
Note: Due to there being Dry Ice Shards hidden amongst the fog/gas the opponent would be unable to see them, but will definitely feel them as they will rapidly freeze and burn any part of the user they hit.
______________
~Approved~
Check the edits made in brass. The former note of suffocating almost immediately at short-range made this too much of a potential one-hit K.O. since you can use it so quickly.


--------------------------------------------------------------------------------

(SakuzenHyouton: Kusari Hyouketsu Eisei) Dry Ice Release: Chains of Freezing Eternity
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will aim one of their hands at the opponent with it open creating a large amount of chains that are made of Dry Ice around the opponent. The user will then proceed to clench their fist tightly forcing the chain's to wrap around the opponent just as tight ensnaring him/her. If used while the opponent is on the ground the chain's will latch onto the ground making the opponent incapable of moving, if used while the opponent is in the air the chains will still latch to the ground but will forcefully slam the opponent onto the ground.
Note: Can only be used Once per fight
Note: The chains will freeze and burn the opponent if they are ensnared by the chains.
Note: If broken the chain will release the fog/gas of Dry Ice, will spread out 5 feet in a radius and 7 feet high completely encasing the opponent. While inside the fog/gas it is hard for the opponent to breathe thus they are only able to use 2 techniques, if they remain in the fog/gas that entire turn they will suffocate by their next turn (2 turns).
_____________________
~Declined~
Add handseals to this. About five hand seals before the chains are made and then one more seal before clasping your fist to tighten the chains.
 
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Bruce Banner

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Re: Custom Element's Jutsu

(Shinju : Kuroi shinju no akutai) – Pearl Release : Curse of The Black Pearl
Type : Supplementary
Rank : A
Range : Short (Chakra Range Short-Range)
Chakra cost : 30
Damage points : 60
Description : The user perform Ram hand seal to shot out a huge black pearl 10 meter size in diameter from his white jar which landed in the user right side, this black pearl will spread his black pearl chakra into mid range encircling the user position, whom ever steps in the range of the black pearl chakra range with Sage Mode active, it will absorb their natural energy and deactivated their Sage Mode, the Black Pearl will absorb any natural energy within its chakra range even if the user has the ability to use Sage Mode, it will deactivate their Sage Mode in 2 second.

Note : Can only be use once per battle and stand for the entire battle
Note : Can only be absorb 1 Sage Mode user
Note : Can’t use pearl release for the following turn
Note : Can only be use by the creator and co-creator of the Pearl Justu and can’t be taught to anyone
__________________
~Declined~
I've been researching pearl for quite some time after reading this and haven't found a word on black pearls. Is this purely aesthetic? If so, make that clear in the technique because the way that it's worded it sounds like there's some significance to it being black pearl, if there is any. If there's something that I missed while reading through pearl stuff, PM me.
 
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ZK

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Re: Custom Element's Jutsu

(Amatsu Fūton: Sakyū no Kyūei) Empyrean Wind Release: The Song of the Sand Dunes
Rank: A
Type: Supplementary
Range: Short- Mid (short-range around the designated area)
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 30 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
-The user can, with one (1) handseal, push the soil and earth upwards again. This counts as one of the three moves allowed per turn.
-As a result of the Chakra strain, the user will be unable to use other Empyrean Wind Techniques during the same turn. Furthermore, the user will only be able to use two (2) techniques during the following turn.
-Can only be used twice (2) per battle.
~Approved~ If you are not satisfied with my edits, please feel free to VM me and I will change my verdict.
(If half a kilometer is unsatisfactory, could you please switch it with 'several hundred meters downwards'? Thanks beforehand)

(Amatsu Fūton: Yabō Haō Zangyaku no Kokyū) Empyrean Wind Release: The Breath of Paarthurnax
Rank: S
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user forms two handseals and creates a circular shape of uniquely rotating Empyrean Wind one hundred meters in the air. By using the air itself alongside the incredible suction power of Empyrean Wind, the shape quickly begins to attract and gather odorous molecules in its core. Through its rotation, the shape uses the air itself to gather all odorant molecules alongside moisture and most vapors. This in itself makes it impossible for any odors to be spread around the field, as they are immediately pulled directly upwards into the atmosphere. Humidity, too, will be absorbed by the shape, which only adds to the dry environment created by this technique. Finally, the shape draws insects and big concentrations of harmful germs/particles/spores to it, killing and destroying them in the process with the ripping nature of Empyrean Wind.
-This technique's ability to draw in insects only accounts for insects that are not being used for any techniques.
-The user can, with one (1) handseal, disperse the entire shape, causing the gathered humidity to fall onto the ground as a source of water.
-The user cannot use higher than A-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any Empyrean Wind Techniques during the turn this technique is activated.
-The shape lasts for four (4) turns.
-Can only be used once (1) per battle.
~Approved~ Made some minor changes.
New Submissions:

(Amatsu Fūton: Joujiru Mujuuryoku) Empyrean Wind Release: Multiplying Zero Gravity
Rank: A
Type: Supplementary/Defensive
Range: Short-Long (Mid range around the designated area)
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and creates two blankets of Empyrean Wind; one in the sky and one in the ground. Each blanket consists of uniquely rotating Empyrean wind that has the single purpose of drawing matter either upwards or downwards. By using the connection to the two blankets as a either a damper or an amplifier, the user is able to create gravitational-like effects. By amplifying the bottom blanket, the user can severely restrict the movements of those within the field, ranging from decreasing their speed to pinning even the strongest of summons to the ground. The stronger downwards pull also has an effect on most techniques, making them harder to aim upwards and decreasing the range of projectile-based Ninjutsu by one (1) range. By amplifying the top blanket, the user can, within reason, pull projectile-based Ninjutsu of B-rank upwards, ensuring the safety of those within the field. The upwards pull can also create a zero gravity environment.
-Pulling a technique upwards counts as one of the three moves allowed per turn.
-The user cannot use S-ranked or above Empyrean Wind during the following turn.
-The technique lasts for three (3) turns.
-Can only be used twice (2) per battle.
~Approved~ Made some edits, same as above regarding my verdict.
(If five turns are over the top, could you please switch them with 'four (4)'? Thanks beforehand)

(Amatsu Fūton: Jinkō Akari) Empyrean Wind Release: Artificial Lights
Rank: A
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user creates a shape of Empyrean Wind and uses its ability to carry Oxygen particles to drastically increase the level of Oxygen in the designated area. At any time, the user generates a small spark by creating two small structures of chakra in the designated area and rubbing them against each other. The small spark will ignite the oxygen in the area, causing it to violently combust and leave nothing behind but ashes. The shape of Empyrean wind will keep the needed matter in and the unneeded matter out. The decreased level of Oxygen will cause those within the designated area to feel very light-headed and nauseous, provided they survive. This technique can also be used to create an area devoid of Oxygen.
-Must wait one turn before reuse.
-The user cannot use any Forbidden-ranked Empyrean Wind techniques during the same turn.
~Declined~
(Amatsu Fūton: Mōshin no Miko) Empyrean Wind Release: The Blind Faith of Theresa
Rank: A
Type: Supplementary/Offensive
Range: Short/Mid (Can be directed/thrown to Long range)
Chakra cost: 30
Damage points: 60
Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast. By using the incredible suction power of Empyrean Wind to gather air, and by coating his/her limbs in chakra, this technique allows the user to create semi-physical objects of Empyrean Wind and maintain them for a few precious moments. The objects made through this technique possess the ability to draw Natural Energy and Chakra from everything touching them, being able to suck techniques dry of Natural Energy and wreak havoc on ongoing Gentle Fist techniques.
-Must wait one turn before reuse.
-The objects can only affect Gentle Fist techniques and techniques based on Natural Energy.
~Declined~ Remove everything about sucking natural energy, and also make up your mind with the ranges. Its either mid, or long.
Editing/Resubmitting:
(Amatsu Fūton: Sakyū no Kyūei) - Empyrean Wind Release: The Song of the Sand Dunes
Rank: A
Type: Supplementary
Range: Short-Mid (Can be placed Mid-range all around an area at Mid-range)
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 100 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
-The user can, with one (1) handseal, push the soil and earth upwards again. This count as one of the three moves allowed per turn.
-As a result of the Chakra strain, the user will be unable to use other Empyrean Wind Techniques during the same turn.
-Can only be used twice (2) per battle.
__________________
~Declined~
Sorry, I agree with Mathias's edits on this one.


(Fūinjutsu/Amatsu Fūton: Yabō Haō Zangyaku no Kokyū) - Sealing Technique/Empyrean Wind Release: The Breath of Paarthurnax
Rank: S
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user forms two handseals and creates a circular shape of uniquely rotating Empyrean Wind and chakra-based strings of Kanji one hundred meters in the air. Through its rotation, the shape can use the air itself to gather all odorant molecules alongside moisture and most vapors. This makes it impossible for any odors to be spread around the field, as they are immediately drawn directly upwards into the atmosphere. Humidity and rain, too, can be absorbed by the shape, which can create an extremely dry environment. Finally, the shape can draw insects and big concentrations of harmful germs/particles/spores to it. This technique, however, can only attract the objects mentioned in one of the three options at a time. Each time the user switches between the three options, the thick strings of Kanji form a unique sealing array that seals all the incoming objects and material into itself.
-Switching between the three options counts as a move.
-The user can form a single handseal to unseal everything the three arrays have stored. This counts as a move.

-The user cannot use higher than S-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any other Empyrean Wind Techniques during the turn this technique is activated.
-The shape lasts for four (4) turns.
-Can only be used once (1) per battle.
____________________
~Declined~
Just one thing, when releasing all of the odors, vapors, gases, etc. is the result just all of them seeping out into the area? Or is there some sort of powerful S-rank impact to accompany the release of the gases?


Resubmitting:
(Fūinjutsu/Amatsu Fūton: Mōshin no Miko) - Sealing Technique/Empyrean Wind Release: The Blind Faith of Theresa
Rank: A
Type: Supplementary/Offensive
Range: Short/Long
Chakra cost: 30
Damage points: 60
Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast. By using the incredible suction power of Empyrean Wind to gather air, and by coating his/her limbs in chakra, this technique allows the user to create semi-physical objects of Empyrean Wind. Such objects would only last for a few precious seconds due to the instability shifting nature of Empyrean Wind, but through chakra manipulation the user is able to materialize long strings of chakra-based Kanji on the object, increasing its life-span. The more chakra and focus spent on this technique, the more visible and vicious the result of this technique will be.
-Must wait one turn before reuse.
-Can only last for three turn.
_________________
~Declined~
First off, there needs to be a limit on the size of the beast or object that you can create. And a reasonable limit for an A-rank jutsu at that. Furthermore, the last sentence underlined doesn't really... make sense here. You mention no where else about being able to focus varying amounts of chakra or focus for a sustained period of time in this. So... either you need elaborate on what you mean there or take that out.


New submission:
(Fūinjutsu/Amatsu Fūton: Kurohitsugi) – Sealing Technique/Empyrean Wind Release: Black Coffin
Rank: S
Type: Defensive/Offensive
Range: Short/Long
Chakra cost: 40
Damage points: 80
Description: The user forms a single handseal and expels a great amount of chakra from his body, causing great arrays of chakra-based Kanji to appear around a specific point. Upon creation, the arrays arrange themselves into forming the frame of a big, rectangular box. Even while arranging themselves, the Kanji emit controlled bursts of Empyrean Wind, using each other as focus points to cover the frame in a thick layer of the deadly element. Due to the presence of many sealing arrays, the entire box will be black as night and impossible to see through. Upon completion, every corner and side of the box will use the incredible suction power of Empyrean wind to pull matter trapped inside the box in all directions simultaneously, causing all but the sturdiest material to be ripped apart. Furthermore; the sheer amount of Empyrean Wind present within the box will show on those inside it in the form of multiple rips and tears. Kurohitsugi’s real strength, however, lies in its versatility. The frame of sealing arrays is designed to reject matter from entering and leaving the box. Energy-based attacks may still enter and leave, but physical attacks up to the rank of the technique are unable to pierce the box.
-It’s possible to confine the Empyrean Wind to the outer surface of the box, thereby pulling matter towards the box and safeguarding matter inside it.
-Can only be used once per battle.
-No other Empyrean Wind techniques during the following turn.
__________________
~Declined~
Nice idea. However, the box's size needs to be defined/restricted. Also the effect of reversing the technique (you mention it in your first side note) need to be stated. How far away can the matter that the box pulls in be? What happens when the objects are pulled in? Are they simply drawn in with some minor damage from falling is there some sort of impact?
 
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Ryūjin

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Re: Custom Element's Jutsu

(Fūinjutsu/Arumiton: Arumiami) - Sealing Technique/Aluminum Release: Aluminum Network
Type: Supplementary
Rank: S
Range: All
Chakra Cost: 40
Damage Points: N/A
Description: This is an advanced Sealing technique based on the usage of Aluminum, after performing 2 handseals, the user concentrates a massive amount of chakra within the earth underground, forming a massive Aluminum network underground which the user is able to merge with to travel to certain locations of the battlefield depending to the situation at hand, the user travels through the Aluminum network by merging with it, and travels through it twice as fast as someone running, this allows the user to escape certain techniques, This is an advanced Sealing technique because the user is able to use the Aluminum network as medium of deploying Sealing formula's/tags to them before spreading underground carrying the Seals to the locations that the user chooses for this the user has to use the Sealing technique that he wishes to transport by the Aluminum network before using this technique and the sealing technique would count normally towards the user's allowed moves per turn, The Aluminum network extends within an area of 10 meters below the surface of the ground and extends right below the surface of the ground by an inch, giving the user the advantage of surprise, or it can pop out of the ground as a form of Aluminum pillars, 2 meters wide, the user can't merge with the technique all the time, just once when using the technique, if he merged one more time it will count as another usage of this technique which will count towards one of the moves allowed per turn, because the Aluminum network occupy the a Large size of the earth underground the opponent wouldn't be able to utilize earth based techniques that manipulate the ground for the duration that the technique lasts.
Note: Can only be used twice per battle.
Note: No Fūinjutsu technique can be used in the previous turn that this technique is used.
Note: No Earth, Fire, Aluminum, Fūinjutsu techniques above S-rank for the next 3 turns.
Note: No Genjutsu techniques in the same or the next turn that this technique is used in.
Note: Lasts 3 turns before returning into normal earth.
_________________
~Declined~
The sealing part is the main problem. You need to either remove that or explain it more as it really doesn't make sense at the moment. You said that you deploy the seals on the aluminum and then spread it through the ground? How does that work? As soon as you create the network it's underground. You need to explain how it's possible for you to place the seals on the aluminum network. If you meant that you make part of the network rise up, place a seal on it, and then push it back underground then... that doesn't really make sense. That would imply that the entire network was moving while it was underground, otherwise the seal would just stay on that one part of the network that you placed in on. In addition, if that is the case, then this isn't fuuinjutsu; that would simply be your own personal combination of this technique and fuuinjutsu. Also, I'm not allowing you to merge with the aluminum, as that's far too similar to being a rip of both the Kaguya technique as well as Zetsu's Mayfly.
 
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Akisha

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Re: Custom Element's Jutsu

(Kiastsu: Kamisori Sa-kasu) Atmospheric Pressure Release: Razor Circus
Type: Attack
Rank: S
Range: All ranges
Chakra cost: 40
Damage: 80
Description: The user will focus a tremendous amount of atmospheric pressure in their foot, then the user will stomp their foot onto the ground and release all the stored atmospheric pressure into the ground in a tremendous burst. The atmospheric pressure will rip into the ground and quickly disperse all over the battlefield beneath the opponent's feet in a matter of seconds. Then the atmospheric pressure will abruptly explode out of the ground in the shape of many massive razor sharp blades that look almost like blades of grass as tall as the greater golem technique. The blades of atmospheric pressure erupt all around the opponent and beneath him as well and begin rotating like a blender with the opponent as the point of focus. The shape of the all the blades rotating together would be similar to a giant rotating circus tent composed of blades giving the technique its name. But the blades rotate with no pattern or coherence preventing the opponent of any chance of staying inside the blades and avoiding them. As the blades rotate and skim one another, the interaction causes a very sharp distinctive screech inside of the formation causing the victims trapped inside to experience excessive damage to their ears as well as a headache because of the high frequency sound overwhelming their brain preventing them from using high level techniques that are equivalent or higher than the rank of this technique. The blades rotate ripping everything caught in their area. After the technique is over, the only thing that will be left in the area is a giant crater that is filled with fine sand because all of the earth has been completely eroded. The remains of the opponent's body will be untraceable as it is mixed in with the sand to a degree beyond recovery.
~Can only be used once per battle. The user cannot use Atmospheric Pressure on the same turn and Atmospheric Pressure techniques that are above S-rank for the following two turns after that, and the user cannot use any wind techniques that are above S-rank on the next turn.
~Declined~ You have to tone this down a lot and add some more restrictions.

(Kiastsu: Kamisori Sa-kasu) Atmospheric Pressure Release: Razor Circus

Type: Attack
Rank: S
Range: All ranges
Chakra cost: 40
Damage: 80
Description: The user will focus a tremendous amount of atmospheric pressure in their foot, then the user will stomp their foot onto the ground and release all the stored atmospheric pressure into the ground in a tremendous burst. The atmospheric pressure will rip into the ground and quickly disperse around and beneath the opponent's feet in a matter of seconds. Then the atmospheric pressure will abruptly explode out of the ground in the shape of many massive razor sharp blades that look almost like blades of grass as tall as the greater golem technique. The blades of atmospheric pressure erupt all around the opponent and beneath him as well and begin rotating like a blender with the opponent as the point of focus. The shape of the all the blades rotating together would be similar to a giant rotating circus tent composed of blades giving the technique its name. But the blades rotate with no pattern or coherence which would prevent the opponent from suriving should he stay inside them. As the blades rotate and skim one another, the interaction causes a very sharp distinctive screech inside of the formation causing the victims trapped inside to experience excessive damage to their ears as well as a headache because of the high frequency sound overwhelming their brain, thus decreasing their reactions. The blades rotate ripping everything caught in their area. After the technique is over, the only thing that will be left in the area is a giant crater that is filled with fine sand because all of the earth has been completely eroded. The remains of the opponent's body will be untraceable as it is mixed in with the sand to a degree beyond recovery.
~Can only be used once per battle. The user cannot use Atmospheric Pressure on the same turn and Atmospheric Pressure techniques that are of and above S-rank for the following two turns after that, and the user cannot use any wind techniques that are above S-rank on the next turn. ~Furthermore, due to large amount of chakra used, the user will only be able to perform one more technique in this turn, meaning this one counts as 2.
________________________
~Declined~
Completely remove the sound part. Also, you still didn't quite downsize the technique as Mathias requested. The scale that it's on now along with how seemingly simple it is for you to perform it is more akin to an F-rank technique. That said, you also need to add hand seals to initiate the technique and at least one additional seal to initiate the explosion. Considering the speed of atmospheric pressure, this happens much too quickly. Also note that once you stomp on the ground, whatever direction you send the wind to travel to is done and done, you have no control over it after releasing it into the ground aside from making the explosion.


(Kiastsu: Taisan) Atmospheric Pressure Release: Disperse
Rank: B
Type: Defensive/Supplementary
Range: None
Chakra cost: 30
Damage points: N/A
Description: By focusing Atmospheric Pressure chakra throughout his body, the user can freely transform his body into Atmospheric Pressure. While in this state the user can avoid physical damage, but will stay vulnerable to fire techniques. The user will experience damage from fire techniques as if they were in their normal state.
~Once deactivated the user must wait two turns before using it again and it can only be used twice per battle.
___________________
~Declined~
I'll need to discuss this with other mods. However, even if getting this technique is doable, you need to make a limit on the amount of time that you can stay in this form. Also, put the correct chakra for a B-rank or change it to A-rank.


(Kiastsu: Kaze on Henkan ) Atmospheric Pressure Release: Wind Conversion
Rank: B
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 25
Damage Points: 50
Description:The user will clap his hands, while focusing a large amount of chakra in his already existing wind techniques. Upon doing so, the user automatically adds a lot of pressure and thus compresse the wind, causing his techniques to either turn in Atmospheric Pressure or causing them to explode due to the severe chakra pressure into the wind. If used to turn the wind in Atmospheric Pressure, the techniques won't increase in power, they will just gain Atmospheric Pressure proprieties.
~Can only be used 3 times per battle and if used for the explosion no Wind above S rank for the following turn.
___________________
~Declined~
Change the restriction from S-rank to A-rank. And note that the explosion is always equal to B-rank, not the rank of the wind technique that you make explode. Also put the proper chakra-damage correlation for a B-rank.



(Kiastsu: piramiddo) Atmospheric Pressure Release: Pyramid

Rank: S
Type: Offensive
Range: Mid/Long
Chakra cost: 40
Damage points: 80
Description: The user will begin by stomping on the ground releasing a large amount of atmospheric pressure chakra in a tremendous burst, that race towards the opponent rapidly. The atmospheric pressure will rip into the ground and quickly disperse beneath the opponent in a matter of seconds. Then the atmospheric pressure will abruptly explode out of the ground in the shape of a Pyramid with two of the sides pointing towards the user and the other 2 (the small ones) pointing towards the sky. Due to the huge amount of atmospheric pressue chakra, the atmospheric pressure will glow in a blinding white light, limiting the opponent’s vision. As all this happens, a huge amount of atmospheric pressure is released from the two sides of the pyramid that are facing the opponent, turning anything in between them to dust, while the other 2 sides release atmospheric pressure at the sky, preventing aerial escape from two of the opponent’s sides.
~The bigger sides of the Pyramid are 3 meters in length, while the smaller ones are 2 meters. The circle between them is 3 meters in diameter.
~The user can not use Atmospheric Pressure techniques above A rank for two turns and Wind techniques above S rank for 1 turn. The technique can only be used twice per battle.
You must be registered for see images

This is how the Pyramid looks like. The red dot is the opponent.
___________________
~Declined~
Add another restriction and space out the pyramid more. 3 meter diameter is too small and limits the opponent's area of response way too much (the danger of this is coming from the outside in, and making it immediately only 1.5 meters away from the opponent is too close). Also change it from twice to once per battle. Also, where's this glowing effect is coming from? Sure it's a huge amount of atmospheric pressure, but I don't see how a lot of wind pressure creates a blinding light.
 
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Re: Custom Element's Jutsu

(kurokongouseki Kuchiyos: Tatsu Shōwakusei) - Carbon Summoning: Falling Asteriod
Technique

Rank: Forbidden
Type: Offensive/Fuuin
Range: Long
Chakra cost: 50
Damage points: 120 (-50 damage to user from excessive chakra strain)
Desription: The user will perform one handseal and slam on of his hands down like a summoning style jutsu. In doing so they will summon a giant asteroid. This Asteriod is large enough to destroy a vast area of land up to 50 meters wide and upon impact would cause a large creater in size with a penetration of around 10 meters deep from the force of impact because it launches down with great speed. It falls faster than the food cart destroyer jutsu due to the size and weight of the pure compacted carbon. The asteroid was actually carbon build up over the years by The pervy sage. Every night he'd go to the same location and gather the carbon around it to make the asteroid as big as it was. When he'd finished and finally thought it was ready, he placed 5 elemenetal sealing formula over the asteroid. When the user summons the asteroid, if they wish, the can release one of the 5 seals with a single handseal, creating a layer of one of the 5 basic elements around the asteroid of carbon as it crashes into the ground, to increase the impact and the destructive force. The asteroid will be summoned 100m above the target already moving at great speeds as though it has been shot out of a portal downwards

Note: If the user activates one of the seals it counts as one of the 3 jutsu per turn.
Note: Useable once
Note: No summonings for two turns
Note: Due to the strain of this jutsu, the users movement speed is halfed in the next turn.
Note: Due to the stain it takes to summon this, the user can't use S ranks in the next turn.
__________________
~Declined~
Pretty much exactly the same as Madara's asteroid technique but faster and made of carbon.
 
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Seblax

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Re: Custom Element's Jutsu

Germ Release: Cursed Shower - Byoukin: bachiatari Hitoame

Rank: A
Rank: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does the ram handsign as the germs gather in small groups around the user form all directions. The groups are incredibly small that they are barely noticeable by the naked eyes, however visible at mid range and closer. The user release these germs after covering them with wind chakra with forming the horse handsign right after the ram's and then send them at a very high speed to all directions attacking multiple targets at once. This technique can also be used to attack one direction by placing all of the small groups in one side. Using the wind chakra, the groups can cut through boulders and continue. Once the germs inject themselves into the enemy's body the germs aggressiveness destroy the enemy's cell from the inside out over a small part of their body.
-Can only be used once per battle.

______________
±± Declined ±±


Germ Release: Polluted Shield Byoukin: OdakuToku

Rank: S
Type: Defensive
Rank: Short
Chakra Cost: 40
Damage Points: -
Description: The user gather the germs into the form of ball that surround himself and nearby comrades. The germs are to protect the user's body from physical attacks and incoming attack by gathering against that attack by their own will and take the hit for the user. However, once the jutsu is used. The disadvantage of this jutsu is that the user's body will get his body covered with those germs after the usage of this technique making any scratch on his body a gate for illnesses which would slow him down (by -2 on the speed chert) and his strength through the entire battle.
-Can only be used once per battle.

______________
±± Declined ±±


Germ Release: Polluted Field - Byoukin: Odakuno

Rank: A
Type: Supplementary
Rank: Long
Chakra Cost: 30
Damage Points: -
Description: The user spread germs all around the field as he forms four handseals with the formation of the ram handseal. These germs does no harm but they act like the insects of the Aburame clan. They sense chakra and tell the user by transporting their report through each other to the user in a high speed manner. Once the germs are destroyed in a location others will spread into that location and cover it.
-This technique can only be maintained for 5 turns. This rule won't count if the user remained sitting on the ground while keeping the ram handseal focusing his chakra to remain his control over the germs.
-Can only be used once per battle.
-Cannot use A or higher ranked germ release technique for the rest of the battle if this technique was activated.

______________
±± Declined ±±
All of these techniques were declined because you aren't the creator of Germ Release. Only the creators can submit techniques for the element, so even if you are a Co-Creator, you can't submit techniques for that CE.
 
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Caliburn

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Re: Custom Element's Jutsu

(Guraton: Asashin no Nakayubi) - Quake Release: The Assassin's Middlefinger -

Rank: S
Type: Attack
Range: Short/Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: This tech can be done in several ways like for example making the handgun pose, the dramatic point pose or even with the infamous Ivankov Death Wink, but the most convenient one is by just pulling the middle finger back. The user focuses his vibrating chakra in this finger and then shoots it forwards when he releases the finger. This causes a shockwave blasting the opponent backwards when in short range, but it's starting from the mid and long range the real attack kicks in. When the user released his finger, at the centre of the shockwave a small, condensed orb of quakes very difficult to see, though it still can be noticed with normal eyes. Upon contact this orb expands to around the size of a human torso releasing countless of quakes damaging the opponent. The user can fire op to four of these orbs, two fingers for each hand. The damage remains then the same, but the scale of the jutsu is simply larger.
This jutsu can also be used in a 2nd way, though this one is meant for silent assassinations. The user makes the same movement, however he releases only a very thin, highly condensed, practically invisible quake at the opponent meant to assassinate him, but making it look like a death with a natural cause. The damage depends on where the opponent is hit, for instance by hitting the heart the user can cause a heart infarct by disturbing the heart beating rhythm, by hitting the brain he can cause a severe concussion or intracranial hemorrhage etc. all leading to the opponents death seemingly natural. The downside of this variation is, even though being S-rank, it gets easily blocked by anything that's in the way like natural obstacles (trees, rocks, other persons etc.) and other jutsu's (even from lower rank), but this does not include any kind of armour or clothing he might be wearing. With other words the user would need to have a clear view on its target. Even though not much, the user can adjust the trajectory in case the target would be moving when the quake is already shot.

✘ Can only be used twice per battle
✘ Only four orbs can be shot at a time and only one assassin quake can be shot at a time.
✘ The orbs are difficult to see, but can still be spotted with normal eyes, however only sensors and doujutsu users can see or sense the assassin's quake.

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-Approved-


(Guraton: Rosu Nuwebe Asupekutosu) - Quake Release: The Nine Aspects ‡ Los Nueve Aspectos -

Rank: Forbidden
Type: Attack
Range: Medium/Long
Chakra Cost: 50
Damage Points: 100 (-20)
Description: The user focuses his chakra into both his hands and starts drawing nine circles in the air in front of him, releasing quakes from his fingertips creating nine circles made out of quakes. Then these circles are blasted forward, creating a massive circular forward shockwave made out of quake rings, and while this happens they expand to a massive size hitting the target with a powerful barrage of circular quakes with destructive force. The attack causes the ground in front of the user to be scooped out, like that a giant snake slithered over the surface of the battlefield. This tech has a lot of destructive force and causes extensive damage to the target. It can be used to clash with and/or overpower jutsu's of the same caliber, but its main use is to KO large summoning animals in one hit.

✘ Can only be used once per battle
✘ The user can't use any other quakes jutsu's during this and the next two turns.
✘ The user can't summon any animals of his own for the next two turns and if he already had a summon in play it would poof because of the massive chakra drain.
✘ The user takes -20 damage to the recoil of the attack.

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____________
-Approved-


(Shinkuuton: Beelzebub ‡ Senkenbutai Keji) - Vacuum Release: Beelzebub ‡ Vanguard of the Apocalypse -

Rank: A
Type: Attack/Defence
Range: Medium/Long
Chakra cost: 30 (+10)
Damage points: 60
Description: The user creates a vacuum right in front of him that has around the height and width of a helicopter and resembles overall a jo-jo with razorsharp edges that rotates (see the pictures below, the exact same thing as the flying jo-jo's, though in vacuum style). The user can make this vacuum cross over the entire battlefield at a reasonable speed. Even though it can't fly, because of its speed; rotation force and vacuum properties it can be blasted into the air via things like ramparts and then when it comes back down to the ground it can keep crossing over the field when it lands without problems.
Another ability of this vacuum is that all the air that was used to create the vacuum got compressed at the core of the jo-jo. By making the vacuum collapse on the front or backside of it, an enormous sucking force is created that can suck stuff up in short range of the vacuum, then to restore the vacuum and lock everything that was sucked up at the core. This can be used for non-violent purposes, namely capturing your opponent in a vacuum space while his head and upper body are in the air space inside it. In a more violent way the user can suck and trap a certain kind of jutsu's at the core. When the user would make the vacuum implode while there would be a jutsu in it (for example a fire jutsu), all the force that would be press on it by the vacuum closing would make it eventually explode again.

✘ The jutsu can only last 3 turns max
✘ The user of the jutsu needs to pay +10 chakra each turn it's still active
✘ Only jutsu's of elements that are weak against vacuums and that have the substance for it, like fire and lightning (who can't go through vacuums, but can go through the air) and only one jutsu at a time can be trapped in the core.
✘ As long as the jutsu is active the user of the jutsu can't use any other jutsu's as he needs to keep focusing on the jo-jo.

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____________
-Approved-


(Shinkuuton: Abaddon ‡ Shisetsu Keji) - Vacuum Release: Abaddon ‡ Envoy of the Apocalypse -

Rank: S
Type: Attack/Defence
Range: Medium/Long
Chakra cost: 40
Damage points: 80
Description: The user creates a large vacuum in front of him, which he then shapes into the form of an animal, preferably a mythological creature like a dragon or phoenix (the size and strength remain always the same, it's something purely cosmetic). Using his chakra the user can shape the vacuum till the tiniest details into the animal he prefers by arranging the air molecules and this is done in such a way that the vacuum is razor sharp. After that the user blasts the vacuum into the direction of the opponent. However the special quality of this vacuum is, is that it isn't a complete vacuum. Most of the air molecules that were removed to create the vacuum got compressed in "air tunnels" that run throughout the vacuum and which are in direct contact with the space outside the vacuum in several strategic spots (similar principle as air vents). The user can make the vacuum around the place where the tunnels are connected with the outside collapse, creating an enormous inwards sucking force around that spot (one of the properties of a vacuum). This sucking force gives this jutsu the ability to suck stuff up inside the air tunnels that can be transported via these tunnels throughout the vacuum and be released from another opening. This way small things like kunai, shuriken, gas or smoke can be transported throughout the vacuum, however more importantly certain elemental jutsu's as well. For instance a fire jutsu gets sucked into the vacuum. This makes the fire spread throughout the vacuum (taken into consideration that the concentration of air is way higher than normally, thus ideal for fire and that fire can't go into a vacuum, condensing it into the tunnels), giving it a horrifying appearance of for instance a dragon with wings, fangs, tail and teeth burning on the inside. When something is sucked in the opening on that spot is closed and replaced by a perfect vacuum.

✘ Can only be used twice per battle
✘ No vacuum jutsu's can be used in the same turn and the next
✘ Only one jutsu can be sucked into the vacuum, but it only works with elements that are weak against vacuums and only if the nature of the element allows it. For instance fire feeds on air and can travel like that through the vacuum, but water wouldn't work.
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-Approved-
 
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