Custom Element's Jutsu Submission

Status
Not open for further replies.

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
Re: Custom Element's Jutsu

Ibiton: Tezawari no Nephilim | Decay Release: The Touch of Nephilim
Type: Defensive/Offensive
Rank: S-Rank
Range: Short (Long on propagation)
Chakra: 40
Damage: 80
Description:
By taking use of the advanced release of Decay, the user focuses a large amount of selective decay chakra on his hands or any body part he wishes to (even his whole body if needed). Upon contact, the user is able to forcefully decay in mere moments whatever he touches (following the elemental weaknesses and strengths of the release). While it can be used to intercept enemy techniques and decay them, neutralizing them and defending the user from them, it can also be used as a close combat offensive technique. One characteristic of the technique, fruit of the parasitic abilities of decay, is that although the user needs to touch the technique/object/target to trigger the decay process, the process with rapidly spread throughout the whole target. If the user, however, targets energy-like techniques, the "spread" is instant. When used as a close combat technique, the effect can be chosen by the user according to what he wants to affect (and following whats described in the CE's definition). The user also has control over what he can decay the target to. For example, while he can decay a water technique into simple moisture, effectively dispersing the technique he can also choose to decay it to such a level that he can forcefully break the H2O bonds and produce Oxygen and Hydrogen (although quite difficult and always respecting the CE's weaknesses and strengths). The possibilities are limited only by the users own knowledge.
Note: Can only be used 4 times per battle
Note: Can't use other Decay techniques S-Rank and above in the same turn.
____________
-Approved-


Ibiton: Sono Kenryoku no Belial | Decay Release: The Power of Belial
Type: Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
By taking use of the advanced release of Decay, the user snaps his fingers and releases his decay chakra into any enemy technique in the field, decaying it and dispersing it completely in a virtually instant manner. Following the elemental weaknesses and strengths of Decay Release, the user is able to defend himself from a multitude of techniques, by decaying them into the natural processes they would decay into to. Although the user can't target enemies directly, he can target clone techniques, effectively dispersing them or even dispel chakra shrouds or other similar techniques such as the Jinchuriki's chakra cloaks.
Note: Can only be used 4 times per battle
Note: Can't use other Decay techniques S-Rank and above in the same turn.
____________
-Approved-


Ibiton: Gozentaru Dou Lucifer | Decay Release: The Proud Body of Lucifer
Type: Defensive/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30 (-10 per turn to maintain)
Damage: 60
Description:
Taking full use of the main release of Decay, the user channels raw, unspecific decay chakra throughout his whole body or even only in a single limb or body part. As he does so, his body transforms into the main release of Decay itself, manifesting itself in the flame-like energy that pertains to the main release of Ibiton and in the unique color specific to him. Since the users body loses substance and physical manifestation, the user can avoid taking direct physical damage or energy damage while on this form and when reforming can actually "regenerate" injuries that he might have sustained before, after or during the activation. However, the user can be restrained and forced back into his normal form by containement-like techniques. Not only that but while the user is unaffected by rocks or solid earth or other solid techniques (basicaly not taking damage), he's weak to Mud, Water or Sand techniques, being easily restrained and forced back into his normal form. While on this form the user can travel through the air in the battle field (and through energy barriers, although not solid ones) at great speed (similar to his full running speed). An unique ability is that the user is able to shape his raw form as he pleases, taking the shape of animals or appearing for example as simple geometrical forms or other even simpler forms. However, his overall size can't be smaller than that of his original flesh body and if, as a result of an attack, the user loses some part of him, he can regenerate it with pure decay and by returning to his normal form, be left unaffected. If used only on a selective part of the body, the user can shape it to attack or defend either by letting attacks go through him or by forming shields or other simpler weapons. Partially or totally transformed, the user is able to release free form streams or projectiles from the main form of decay out of his transformed parts/body (A-Rank). If the user is touched on this form, the enemy will suffer great damage (following the CE's description).
Note: Once activated, the user is unable to mold Water or Earth techniques or KG/CE's that use both Earth and Water chakra (although, if the technique was activated before, the user won't lose his coonection to it once entering this form)
Note: When deactivated has a 1 turn coldown time
Note: Free form attacks count as a move from the move count
Note: Can only be used 4 times per battle
____________
-Approved-
 
Last edited by a moderator:

Kagutsuchi

Active member
Legendary
Joined
Sep 28, 2008
Messages
17,589
Kin
54💸
Kumi
1,235💴
Trait Points
0⚔️
Status
Re: Custom Element's Jutsu

(Jigokuton: Mojuru Daichi no Gou) - Hellfire Release: Karma of the Burning Fields -

Rank: A
Type: Supplementary/Offense
Range: Short/Medium/Long
Chakra Cost: 30
Damage Points: 60
Description: The user focuses his hellfire chakra into the palm of his hand which he then slams on the ground in front of him. A wave of hellfire is then released in front of the user that rages forward while at the same time flames burst upwards from below the surface as the fire is traveling. The momentum of the raging flames can be used in an offensive way, however they don't really travel at a tremendous pace and can be dodged reasonably simple. What this jutsu makes so useful is that it has a very wide range as everything in front of the user can potentially be set ablaze, transforming a large part of the battlefield into an inferno, though it radius can be decided by the user. This inferno causes the temperature to rise all around the battlefield, resulting in already existing water sources to be evaporated (whether it be natural or custom made) and blocking the creation of new water sources (unless really high ranked ones). All water and wind based jutsu's are also downgraded a rank.

✘ All the effects of the jutsu count for everyone, meaning for instance that water jutsu's created by the opponent, the user and their allies are all downgraded a rank.
✘ Even though the jutsu can be used more than once, wind and water jutsu's can always only be downgraded one rank (so not that when you use it two times they are downgraded two ranks).
✘ The fire keeps on raging independently from its caster till the battle is finished or somehow has been put out (or parts of it).

You must be registered for see images
__________________
~Declined~
The scale of this is way too large for an A-rank. Potential to set everything in front of the user ablaze? Evaporating all water sources? Way too much. Make a limit on the amount of space that the fire spreads out to (a reasonable limit). The technique also needs to be moved up to S-rank and restricted if you still want to keep it on a scale anywhere near that large. Also change it so that it only evaporates water within a reasonable distance from it, and not an entire lakes worth of water. I'd say that it immediately evaporates all water B-rank within 10 meters from it, and just take out the thing about it evaporating natural sources; I'm not going to allow you to evaporate an entire lake worth of water or anything like that with anything less than a forbidden technique.


==================

(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
__________________
~Declined~
Overpowered and this should be two separate techniques instead of one. One for the chains, one for the Vulcan part.


==================

(Jigokuton: Raienmakai Hibashira) - Hellfire: Hell-suporting Fire Pillar -

Rank: S
Type: Attack
Range: Medium/Long
Chakra cost: 40
Damage points: 80
Description: The user releases a large amount of his chakra into the ground and collects it under the opponent. There he lets it combust as a large, square pillar of Hellfire from deep underground to high into the sky, like a pillar supporting Hell and Heaven at the same time. The pillar is positioned so that the opponent is always at the center of it when it's released. The radius (I know it's not a circle, but you know what I mean) of the pillar is just a bit shorter than mid range from the opponen's point of view, so that the user is out of harm's way. After the attack is finished, a large empty square hole in the earth remains that looks like a dark, botomless abyss. However due to the extreme heat of the Hellfire, the edges and walls of the square hole are molten, turning it into a pit with at the bottom a pool of lava and molten walls. Due to size of the jutsu it's possible to also stop incoming jutsu's by attacking it from below.

*Can only be used twice per battle
*No Hellfire jutsu's next two turns
____________________
~Declined~
Again, the scale is simply too large. Creating a giant molten pit in the ground? And having the pillar rise up to seemingly endless heights? This is forbidden rank territory, and even then it would have to be worked with in order to be approved. The radius is much too large and too general (mid-range is generally accepted as around 10 to 20 meters), and it's done instantly with practically no warning. Simply too much.
 
Last edited by a moderator:

Howard

Active member
Supreme
Joined
Aug 17, 2010
Messages
33,078
Kin
1,430💸
Kumi
4,464💴
Trait Points
0⚔️
Awards
Re: Custom Element's Jutsu

(Ekitai: Yoroi) Oobleck Release: Armor
Type: Supplementary
Rank: A rank
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user pulls on a source of oobleck or creates a new source and from that he creates a vest and leggings made of oobleck. The oobleck is coated with a layer of chakra which lets the oobleck keep and retain a form around the user which appears to be a hoodie and pants. The oobleck is able to defend against projectiles, punches and kicks as well as attacks that oobleck is strong against up to S rank, if it is an attack that oobleck is weak against the oobleck can be destroyed by a B rank of the element it is weak to. The armor will, however, be weakened to a certain degree by any technique that it is hit by. If the oobleck is hit by an element it is strong to, it will simply just harden briefy, this can leave the user vulnerable because their body will be stiff unable to move until to molding relaxes.

-Note: Active for 4 turns unless destroyed.
-Note: When the armor goes stiff, it requires chakra to aid it molding back soft. Counting as a move
-Note: Can be created twice but must wait 2 turns in between
_________________
~Approved~
Made one edit, VM me if you disagree.



(Ekitai: Ekitai Bunshin) Oobleck Release: Oobleck Clone
Type: Supplementary
Rank: B rank
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user pulls on a source of oobleck or creates a new source from this he forms clones that can use oobleck jutsu up to S rank. They cannot use any other jutsu besides Taijutsu that doesn't require chakra manipulation.

-Note: Can only form four clones at max
__________________
~Declined~
I'm only approving clone techniques like this if the clones have some sort of special property/ability relating to the element.



(Ekitai: Baindo) Oobleck Release: Bind
Type: Supplementary
Rank: B rank
Range: Short-Long
Chakra cost: 20
Damage points: 40
Description: The user molds a mixture of water chakra and earth chakra forming a mass of Oobleck in the persons gut. He then performs 1 hand seal (Boar) and moves the mixture from his gut to his mouth. He can then expel the Oobleck from his mouth forming it into projectiles, nets, or small tools/weapons. As he expels the mixture he coats it in chakra giving it shape and making it retain a form until impact with a target where the Oobleck loses it's solid properties covering the opponent in a thick gooey liquid that can impede movement making the opponent slowed due to the excess weight of the Oobleck as well as it's sticky properties.
________________
~Approved~
Edited with the proper rank-damage correlation.
 
Last edited by a moderator:

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
19,416
Kin
3,928💸
Kumi
2,318💴
Trait Points
0⚔️
Status
Awards
Re: Custom Element's Jutsu

Dropping this:

(Masshuru-Muton: Reisuiyoku no Sasayaki ) Mushroom Style: Whisper of a Barbegazi
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Allows the user to create a large amount of cold-adapted fungus, which are able to withstand up to S rank Ice Jutsus and other Cold based Custom Elements.They protect it's bearer from cold temperatures, turning the cold into warmth. The user can choose to make them grow with other fungus in play, to enhance them, or create them as walls from the ground or shields from her own body.
*Can only be used again after three turns*
*In order to protect someone from coldness the body needs to be covered in them*

for this one:


(Masshuru-Muton Hijutsu: Ametsuchi no Akuyou Ж Dorei Zonbi ) Hidden Mushroom Style: Grand Bois' Perversion Ж Geechee Nzumbe
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 (-5 per turn)
Damage Points: N/A
Description:Upon researching the metabolic and decaying abilities of chakra enhanced fungus, Lili and Scorps found that the parasitic chakra affinity of fungus and its natural ability to digest and assimilate chakra and organic matter could be pushed further. They discovered they could produce a rare strand of fungus that would cling to an organic sentient being and replicate its chakra signature and natures, allowing to gain some of its properties. Discovering such a fungus opened countless possibilities in research and studies of chakra nature and DNA replication or copy. However, they both decided that a more "hands on" approach would serve them better and as such they combined the fungus with their own Children of Beelzebub technique to create something they could effectively use in battle. As such, the technique they produced works by releasing from any existing fungus technique or mushroom on the field, a large cloud of tiny blue spores that will immediately "home" in to any foreign chakra on the field. When at least one tiny spore touches the target it immediately "infects" it while one spore will attach itself to the user. The "infectious" spore siphons and metabolizes that targeted chakra, analyzing it and processing it, transmitting the information to any other spore in the field which will siphon that chakra and burst, creating a mushroom clone with the chakra natures of the copied target. In return, the spore attached to the user will act as a chakra transmitter, fueling the fungus copy. This fungus copy will act as a filter and, using the users chakra, will be able to mimic the chakra natures the copied individual is able to use. The fungus will copy anything from the basic 5 to special elements and the overall physical characteristics of the original organism. The result will be a clone that can use any technique the enemy knows from any element the enemy is able to wield. It will not be able to wield advanced ninjutsu such as Kinjutsu, Fuuin, Genjutsu, etc but he'll effectively be able to mimic the use of any other elemental technique the target knew. The clone can also be produced from offensive techniques, as long as they are C-Rank or above to enable the technique to absorb and metabolize enough chakra to produce the copy. The amount of chakra needed is minuscule and even a mere sample of organic fluids from the intended copy may serve as a template for the technique. Although many researches were done, they soon found that they could only produce one copy and, unfortunately, the copy couldn't actually have organic KG such as Sharingan, Shikotsumyaku, etc. The clone however, has the same physical properties of Children of Belzebub clones and can stay on the field as long as the user fuels it with chakra.
*Can only be used once per battle*
*Can only create 1 copy of the same chakra being, up to a maximum of 3*
*Despite the added element, the clones are equally weak to Mushroom Chakra's elemental weaknesses as any other technique*
*Technique needs to be constantly fueled by the user so if he actually runs out of chakra, the technique will end*
____________
-Approved-
 
Last edited by a moderator:

Akisha

Active member
Legendary
Joined
Aug 31, 2010
Messages
10,595
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
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 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: Kamisori Sa-kasu) Atmospheric Pressure Release: Razor Circus
Type: Attack
Rank: S
Range: All ranges
Chakra cost: 40
Damage: 80
Description: The user will perform 2 hand seals and 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 within approximately 5 seconds. Then with the help of another hand seal 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. 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 A-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. Once the chakra is being set where the user wants it to - it stays there untill the user decides to make it explode, he can not move the chakra out of the firstly desired location.
_______________
~Approved~
Check the changes made in brass.


(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: Taisan) Atmospheric Pressure Release: Disperse

Rank: B
Type: Defensive/Supplementary
Range: None
Chakra cost: 20
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. The user can only stay in this form for 1 turn.
______________
~Declined~
Do not resubmit. There is another technique already in existence but as a normal wind technique.


(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: Kaze on Henkan ) Atmospheric Pressure Release: Wind Conversion

Rank: B
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
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 A rank for the following turn.
~The explosion is B ranked in power.
_________________
~Declined~
You need to edit the technique so that the opponent has some semblance of time to react to this before it explodes. As it is now, this could easily instantly kill someone within two moves.



(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.

(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. 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 6 meters in length, while the smaller ones are 4 meters. The circle between them is 6 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 and the user must wait 2 turns before using it again.
You must be registered for see images

This is how the Pyramid looks like. The red dot is the opponent.
__________________
~Approved~
 
Last edited by a moderator:

Howard

Active member
Supreme
Joined
Aug 17, 2010
Messages
33,078
Kin
1,430💸
Kumi
4,464💴
Trait Points
0⚔️
Awards
Re: Custom Element's Jutsu

(Ekitai: Ekitai Bunshin) Oobleck Release: Oobleck Clone
Type: Supplementary
Rank: B rank
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user pulls on a source of oobleck or creates a new source from this he forms clones that can use oobleck jutsu up to S rank. They cannot use any other jutsu besides Taijutsu that doesn't require chakra manipulation.

-Note: Can only form four clones at max
__________________
~Declined~
I'm only approving clone techniques like this if the clones have some sort of special property/ability relating to the element.
(Ekitai: Ekitai Bunshin) Oobleck Release: Oobleck Clone
Type: Supplementary
Rank: B rank
Range: Short-Mid
Chakra cost: 20
Damage points: N/A
Description: The user pulls on a source of oobleck or creates a new source from this he forms clones that can use earth, water and oobleck jutsu up to S rank. They cannot use any other jutsu besides Taijutsu that doesn't require chakra manipulation. The clones are able to absorb most physical attacks such as Taijutsu and projectiles like kunai and shuriken due to being made of oobleck. When the clones are dispersed they release oobleck onto the opponent which can weigh him down this would also make fast movements harder as the oobleck restricts movement slightly.

-Note: The clones are able to absorb the physical damage from B rank and below taijutsu, wind and water being unaffected by it due to their body structure (within reason)
-Note: Can only form four clones at max
_____________________
~Declined~
I'll allow oobleck and one other element for the clones to be able to use. And only up to A-rank for both.





(Ekitai: Teiku o-ba) Oobleck Release: Take Over
Type: Supplementary
Rank: B rank
Range: Short - Long
Chakra cost: 20 (+10 per 5 meters)
Damage points: N/A
Description: The user when in direct contact with water or earth will use their suiton or doton chakra to mold the water or earth, slowly turning the water or earth into oobleck. Once created the user can control the consistency of the oobleck hardening it slightly. If an opponent begins to sink into the oobleck it'll be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down.

-Note: Can't be used on opponent's jutsu
-Note: Takes at most one turn to change from water/earth to oobleck depending on the size of the water/earth source (+10 chakra per 5 meters. Anything over 15 meters will require one turn)
___________________
~Declined~
Restrict the amount of water or earth that you can turn into oobleck. Also you said that you can't use it on the opponent's jutsu, are you allowed to use it on your jutsu then? If so, then up to what rank?




(Ekitai: Kishimu ) Oobleck Release: Gourd
Type: Supplementary
Rank: S rank
Range: Short
Chakra cost: 40 (+20 per turn)
Damage points: N/A
Description: The user perform three handseals (Boar-Horse-Tiger) and slams his hands on the ground summoning a large gourd filled with oobleck. The oobleck inside the gourd can be pulled upon and used in other jutsu as well as manipulated much like Garra's sand. It has to be manipulated and moved through the use of chakra the oobleck can move through the air at speeds rivaling rock lee without weights the oobleck in the gourd is made with more water reducing it's defense but increasing it's mobility. The oobleck can harden and soften at the users will and protect the user from one S rank attack every 4 turns, or two A rank jutsu every 2 turns. (It must be an element that oobleck is strong against or Neutral to).

-Note: Can only defend against a jutsu 4 times per battle
-Note: Using the oobleck to defend againsts a jutsu counts as a jutsu
-Note: Oobleck techniques created with the oobleck inside the gourd suffer a -1 rank but have increased mobility
_______________
~Declined~
Do not resubmit. Enough gourds already exist.
 
Last edited by a moderator:

Migualon J.J.

Active member
Supreme
Joined
Nov 14, 2010
Messages
23,222
Kin
0💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
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.
Re-Submitting

(Shinju : Kuroi shinju no akutai) – Pearl Release : Curse of The White 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 white pearl 10 meter size in diameter from his white jar which landed in the user right side, this pearl will spread it’s pearl chakra into mid range encircling the user position, whom ever steps in the range of the pearl chakra range with Sage Mode active, it will absorb their natural energy and deactivated their Sage Mode, the white 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~

The description of Pearl release makes no mention of any type of chakra absorbing propertes. You need to explain how it is absorbing the natural chakra. If you cannot explain how pearl absorbs natural chakra then Do not resubmit.
 
Last edited by a moderator:

Xylon

Active member
Legendary
Joined
Jan 7, 2009
Messages
19,292
Kin
352💸
Kumi
268💴
Trait Points
0⚔️
Awards
Re: Custom Element's Jutsu

Radiation Release: Andromeda (Hakkton: Hitoheki)
Rank: S
Type: Offensive/Alpha
Range: Mid-Long
Chakra Cost: 40
Damage Points: 20/turn (Death after battle if not treated)
Description: User channels chakra into his tenketsu and releases a burst in a shockwave like manner that spreads chakra into the atmosphere, chakra then slowly gets denser and radioactive nature of the chakra transform it into Radon, a colorless, tasteless and odorless gas. The gas is also non-reactive to other elements and 8 times denser then airs density, which makes it difficult to remove from the environment by making it react with other substances or blowing it away. Doses of radon causes acute radiation syndrome, which immediately takes effect over the targets body. Fever takes over and dampens the ability to think, react, and exert strength or energy. Targets arteries become visible immediately after exposure. 3rd degree burns appear after the first turn due to the ionization and partial body necrosis immediately afterwards, disabling the affected limbs. Even if the target survives the battle, due the effects of this technique a mutation occurs that kills the victims by affecting lungs with accelerated cancerous activity unless otherwise treated within 3 turns. Radon becomes visible when exposed to cold atmosphere(-71 degree Celsius) and freezes down if an A rank or above ice techniques are used over the gas.
Note: Usable twice per battle.
-The Effect range starts from mid-range to the user and extends as long the chakra wave could travel (Meaning, whichever the standard definition of long range is). User is affected if he moves inside the vicinity of the gas.
____________
-Approved-


Radiation release: Orion’s Chain (Hakkton: Orion no kusari)
Rank: S
Type: Supplementary/Offensive
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: The technique is a long lasting self-sustaining chain process aimed to destroy a multitude of enemies in sequences. The user first picks a ‘host’ target and transfers radioactive chakra within the person either by direct physical contact or using another radiation release technique as an extension. This causes a radioactive contamination but does not carry the effect of acute radiation syndrome or reveal any symptoms that cause early detection. Instead the contamination leeches and builds up chakra from within the host’s body until sufficient energy is collected (3 turns), this causes the hosts body to explode spontaneously causing splash damage to an area of 50m. People within range suffer minor internal damage, but the blood and fumes released from the exploded body spreads the contamination across the air, soil and water. The mutated cells from the radiation acts as pathogen (being able to penetrate even the most dense articles of clothing) to spread the contamination across more targets who explode in the next 3 turns, resulting in a chain of events that sequentially spreads out and kills victims indifferently.
Restriction: Usable thrice per battle.
____________
-Approved-


Radiation Secret Technique: Draco (Hakkton Hijutsu: Ryu)
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra cost: 40 (15/turn)
Damage Points: N/a
Description: Draco is a radiation technique classified as hijutsu because the technique itself is not radiation element (disregarding the phase two) as it does not involve nature transformation. But rather it’s a body adaption developed by the users of the element. Due to the frequent use of Radiation chakra and constant exposure of it radiation as a defensive measure the body develops better melanocytes.
Phase One: The user begins by performing tiger seal which fluctuates and circulates chakra around his body; the chakra activates the melanocytes into producing more melanin which secretes into the skin cells until the skin eventually turns pitch black. Increased melanin concentration within the skin gives the user immunity to radiation as a result of internal conversion and photoprotection.
Phase Two: After gaining immunity, the user begins to circulate radioactive chakra through his body freely. As a result the skin hardens around the users limbs and cracks up slightly forming scale like structure, the fingers hardens and get more pointy forming claws. This change in looks along with black skin gives the user a Black Dragon like appearance which reflects the name of this technique. Due to the circulation of radiation chakra throughout the body all of users existing fire and lightning techniques gets stronger (Additional 20 Damage) and spreads ionizing radiation at an accelerated rate. All Earth, Water and Wind type techniques are released contaminated with radioactivity as a result breathing, drinking or touching the elements could result in acute radiation syndrome. The technique isn’t simultaneous activation of many different chakra natures but rather it initially circulates radioactive chakra within the body and then activates other natures which is why it is possible to use other elements while the mode lasts.
Restrictions: Lasts 5 turns, usable twice.
-Phase one remains in effect even after the technique ends, the users appearance slowly restores itself. Alternately a medical treatment or secreting the melanin (like ink) could restore the user.
____________
-Approved-
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
Re: Custom Element's Jutsu

Resubmitting as I'm the co-creator of both of these elements and the original submitter has become inactive and I have permission to resubmit.



1.)Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
Rank: S
Type: Attack
Range: Mid-Long
Chakra: 90
Damage Points: 90
Description: The user charges large amounts of Divine Wind to his hands. He then makes a few hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 4 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of handseals that take around 3 seconds to perform. Each clap strength increases on a scale like this one:
1st clap: strong enough to knock back a man
2nd clap: strong enough to knock back a car
3rd clap: strong enough to knock over a house
4th clap: strong enough to knock over a building (large)
*after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
*after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
*Only useable once a fight*
*after this jutsu is used(in any form) The user cannot use forbbinden ranks for the rest of the battle, S ranks for 2 turns, and A ranks in the following turn. In other words he can only use B rank and below in the following turn, A rank and below in the next, S rank below 2 turns following.
*The friction and force from the claps causes damage to the user's hands and after using 1-2 claps, he cannot use any taijutsu for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot use any arm-based tai for 3 turns.
~Declined~ Almost there, I just need you to clarify on exactly how many hand seals you need to perform and to convert the size references to narutoverse.(ex. Large building = Hokage building, etc) Also you need to fix the chakra and damage points.
I removed all references of more than one rank usage and added an additional restrictions.
1.)Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage Points: 80
Description: The user charges large amounts of Divine Wind to his hands. He then makes 5 hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 4 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of 15 handseals Each clap strength increases on a scale like this one:
1st clap: strong enough to knock back a man
2nd clap: strong enough to knock back a couple of horses
3rd clap: strong enough to knock over a house
4th clap: strong enough to knock over a Kage's mansion
*after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
*after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
*Only useable once a fight*
*The friction and force from the claps causes damage to the user's hands and after using 1-2 claps, he cannot use arm taijutsu for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot use any arm-based tai for 3 turns.

~Declined~

If the pain is great enough that the user cannot use arm based taijutsu (punches, blocks, etc.) would they be able to lift thier arms to make hand seals for other jutsu? Either rework that restriction or add that they cannot form handseals as well.


2. Divine Wind Style: Mist Covering Wave of Inspiration (Kamikazeton: Kasumi Endo Kangekiha)
Rank: A
Type: Attack
Range: Short-Mid
Chakra: 30
Damage Points: 60
Description: The user gathers large amounts of Divine Wind chakra within his lungs. He will then release the chakra in a invisible gas that he blows at his enemy. With the gas that he blows, the user also spits out several small Senbon with Divine Wind chakra around it. Being of Divine Wind chakra, the gas is extremely flammable and if it touches the enemy, it will shock and burn the enemy very severely. To the enemy, it seems as if the user has spit only Senbon at them, as they will not see the wind coming.

~Approved~


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

~Declined~
If the light is eminating from the chakra itself then you would most likely be blinded from it as well. Please explain how you handle the blinding light (if you you can see through it at all).
 
Last edited by a moderator:

Bruce Banner

Active member
Legendary
Joined
Aug 26, 2010
Messages
12,964
Kin
64💸
Kumi
24💴
Trait Points
0⚔️
Re: Custom Element's Jutsu

(Shinju: Shitsukoi no sharin) - Pearl Release: Wheel of Importunate
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user perform a single hand seal to shoot out 2 medium size ball of pearl toward the enemy with fast speed of it’s rank, instead of crush the opponent with it, the ball of pearl spinning in the middle part of the opponent body with 5 cm gap, with encircle motion horizontally spinning the opponents body with high speed of velocity, leaving them out of air, turbulence experiences, unable to move/perform a hand seal then collapse in the end out of air.

note: No A ranked or above Pearl techniques for one turn.
Note: Can only be used 2X per battle
Note: The User must wait 2 turns to use this technique again
Note : Can only be use/taught by the Creator and Co-Creator

( Shinju: Howaito kessai ) - Pearl Release: White Settlements

type: Attack/defense
rank: Forbidden
range:short-long
chakra cost: 50
damage points: 100
description: The user unattached his White Jar and put it in the ground near him with reverse position where the Pearl would pour out from the White Jar into the ground, the user did this on purpose so that all the pearls inside the With Jar will fell down into the ground, a moment afterward the user perform 2 hand seals to scatter out all the massive amount little pearl size of a tennis ball to sink and travel underground, The pearls will cover the entire battle field to long range from the underground beneath. The opponent will not aware of this condition because the movement of the pearls conducted in the underground. When all sets up, the user will yelled HA !!!, suddenly the pearls erupting from the opponents surrounding ground, cover up all over his body part, from bottom to top, seal his movement, unable to perform any hand seal, reduce their air out of breath. Every pearls which if been destroyed by the opponent on their attempt to escape, will be replaced by other pearls in rapid way, as the White Jar keep producing the little Pearls until it’s run out. At this rate, it is almost certain the opponent won’t be able to avoid it and died.

note: Can only be used 1x per battle.
note: The White Jar keep producing pearls until the opponent died / the user interrupted
note: No other Pearl Jutsu in the same turn when this jutsu activated.
note: The user able to use other elemental when he active this jutsu but must stay close with the White Jar (short range), as the White Jar must absorb the user chakra to keep this active
Note: The user must state where he put the White Jar part at the first move then gap it with the other moves then he can erupting the pearls, so it will count as 2 moves.
Note : The user extremely exhausted, can’t move correctly and only be able to defend not attack, with A-Rank jutsu only for 2 turns.
Note : Unable to use the White Jar for 5 turns as it have run out of Pearls and must reload for 5 turn.
Note : can only be use by the Creator and Co-Creator and can only be taught to 2 students only

________________
## All Declined ##
I have warned Mig about this. You're the co-creator so you can't submit techniques for the element, only the creator can.
 
Last edited by a moderator:

Migualon J.J.

Active member
Supreme
Joined
Nov 14, 2010
Messages
23,222
Kin
0💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
Re: Custom Element's Jutsu

(Shinju: Shitsukoi no sharin) - Pearl Release: Wheel of Importunate
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user perform a single hand seal to shoot out 2 medium size ball of pearl toward the enemy with fast speed of it’s rank, instead of crush the opponent with it, the ball of pearl spinning in the middle part of the opponent body with 5 cm gap, with encircle motion horizontally spinning the opponents body with high speed of velocity, leaving them out of air, turbulence experiences, unable to move/perform a hand seal then collapse in the end out of air.

note: No A ranked or above Pearl techniques for one turn.
Note: Can only be used 2X per battle
Note: The User must wait 2 turns to use this technique again
Note : Can only be use/taught by the Creator and Co-Creator

~Declined~

Fix the description. I have no clue what is going one here. How is a spinning ball supposed to suffocate the enemy? How large is "Medium Sized"?


( Shinju: Howaito kessai ) - Pearl Release: White Settlements
type: Attack/defense
rank: Forbidden
range:short-long
chakra cost: 50
damage points: 100
description: The user unattached his White Jar and put it in the ground near him with reverse position where the Pearl would pour out from the White Jar into the ground, the user did this on purpose so that all the pearls inside the With Jar will fell down into the ground, a moment afterward the user perform 2 hand seals to scatter out all the massive amount little pearl size of a tennis ball to sink and travel underground, The pearls will cover the entire battle field to long range from the underground beneath. The opponent will not aware of this condition because the movement of the pearls conducted in the underground. When all sets up, the user will yelled HA !!!, suddenly the pearls erupting from the opponents surrounding ground, cover up all over his body part, from bottom to top, seal his movement, unable to perform any hand seal, reduce their air out of breath. Every pearls which if been destroyed by the opponent on their attempt to escape, will be replaced by other pearls in rapid way, as the White Jar keep producing the little Pearls until it’s run out. At this rate, it is almost certain the opponent won’t be able to avoid it and died.

note: Can only be used 1x per battle.
note: The White Jar keep producing pearls until the opponent died / the user interrupted
note: No other Pearl Jutsu in the same turn when this jutsu activated.
note: The user able to use other elemental when he active this jutsu but must stay close with the White Jar (short range), as the White Jar must absorb the user chakra to keep this active
Note: The user must state where he put the White Jar part at the first move then gap it with the other moves then he can erupting the pearls, so it will count as 2 moves.
Note : The user extremely exhausted, can’t move correctly and only be able to defend not attack, with A-Rank jutsu only for 2 turns.
Note : Unable to use the White Jar for 5 turns as it have run out of Pearls and must reload for 5 turn.
Note : can only be use by the Creator and Co-Creator and can only be taught to 2 students only

~Declined~

Again, fix the description. I understand what is going on, but its difficult to read. The jutsu states the move continues until its out of pears, hwoever you also state that the jar continues to produce pearls until th users dies. Since the pearls are round (size of tennis balls) how are they supposed to gather around the person and suffocate them there will always be gaps in between the balls no matter how many are binding the person. They can never suffocate simply from being bound by pearls. One of the restrictions says the user cannot move correctly. What does that entail? can they run, are the uncoordinated, are thier movements slowed? The restriction says they can defend themself from attack but why would they not be able to use a jutsu to attack if they can use one to defend? in the end you are still using a jutsu.
 
Last edited by a moderator:

BlacKing

Active member
Legendary
Joined
Aug 18, 2010
Messages
17,255
Kin
284💸
Kumi
1,737💴
Trait Points
0⚔️
Awards
Re: Custom Element's Jutsu

(Jiechiruēteruton: Hitodama) - Diethyl Ether: Will o' the Wisp
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20 (-10 per turn)
Damage: N/A
Description: The user will begin by releasing a surge of Diethyl Ether chakra throughout their body. This allows the user to convert any, if not all his body parts into gaseous Diethyl Ether. The user is also able to convert any foreign items currently being held like kunais, swords, etc. The user is capable of reforming at will, however is extremely susceptible to wind related techniques while in this state. Whilst in this state the user is restricted to using the elements that make up Diethyl Ether, being Earth and Water along with regular Ninjutsu and Genjutsu. Should the user be scattered apart by a wind technique it will take that entire turn to reform.
Notes:
- Capable of only using Earth and Water (and techniques made up of Earth and Water) whilst in this form.
- This form lasts a maximum of two turns unless deactivated early.
- Can be used four times per battle
_______________
~Declined~
Do not resubmit.


Jiechiruēteruton/Fuuinjutsu: Kyōsei Suimin (Sealing Diethyl Ether: Forced Sleep)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 0
Description: The user places a tag into one of their hands and advance towards their opponent. The user channels Diethyl Ether chakra into a tag. The tag has two kanji placed upon them, one for the word "Liquid" and the other the word "Gas". The user places the tag in position to cover the nose and mouth of the opponent, which makes them lose consciousness. The tag constantly inserts Diethyl Ether chakra into the target until it is removed. The Liquid Kanji covers the mouth of the opponent while the "Gas" Kanji covers the nose of the opponent, constantly inserting each form of Diethyl Ether into their body.
Note: Can only be performed 5x per battle.
Note: No Diethyl Ether Techniques above A Ranked in the same turn.
Note: User cannot perform Fire/Lightning techniques in the same turn.
Note: No Fuuinjutsu in the next turn or the turn before.
Note: The tag can only be removed by someone who possesses Diethyl Ether Chakra.
_______________
~Declined~
First lower the amount of times that it. Second, why can it only be removed by someone with Diethyl Ether chakra? If you can give a reason for this, or make some other feasible reason why it cannot be removed, then I'll accept it. However, there's really no reason why anyone wouldn't be able to simply remove the tag without being able to use Diethyl Ether.


Jiechiruēteruton: Ethereal no Uteki (Diethyl Ether: Ethereal Rain)
Type: Supplementary
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 0
Description: The user performs Tiger > Boar > Dog > Dragon handseals while channeling their Diethyl Ether chakra into the clouds, The user will make liquid Diethyl Ether rain down at the range of their opponent and soak the area.
Note: No Diethyl Ether A Rank and above can be used in the same turn
Note: Can only be used 3x per battle.
Note: Only lasts for 1 turn.
Note: User must wait 3 turns after the technique ends to use this technique again.
_______________
~Declined~
Make it so that the ether will only rain on a specific area, and give that area a size limit (5 meter diameter, 3 meter diameter, etc.)


==

Taiyofuuton no Jutsu: {Solar Wind Technique}
Type: Attack/Defense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user channels solar wind into the air and forms solar wind constructs (up to 6)(blades, blankets, walls, gusts, etc) that give off extreme heat capable of melting metals, turn sand to glass, ignite flammable substances, and evaporate water of one rank below the strength of this technique. The constructs are made up to 2 meters from the user in every direction (Height/width/length/depth). The user can guide or control the constructs by motioning their hands. The constructs can be given the same cutting, pushing, or pulling attribute as normal wind.
Note: The user cannot form the constructs within long range.
Note: Can only be used 3x per battle.
Note: No Solar Wind techniques in the same turn.
_____________________
~Approved~
Check the changes made in brass. As a result, you can guide and control them up to long range, but you can only create them near you.
 
Last edited by a moderator:

Kagutsuchi

Active member
Legendary
Joined
Sep 28, 2008
Messages
17,589
Kin
54💸
Kumi
1,235💴
Trait Points
0⚔️
Status
Re: Custom Element's Jutsu

(Jigokuton: Mojuru Daichi no Gou) - Hellfire Release: Karma of the Burning Fields -[/B]

Rank: A
Type: Supplementary/Offense
Range: Short/Medium/Long
Chakra Cost: 30
Damage Points: 60
Description: The user focuses his hellfire chakra into the palm of his hand which he then slams on the ground in front of him. A wave of hellfire is then released that rages forwards while at the same time flames burst upwards from below the surface as the fire is traveling. The further the fire travels, the higher the flames will go and the wider they will be, making the scope of the jutsu overall looking like a slice of cake or a stretched triangle. The momentum of the raging flames can be used in an offensive way, however they don't really travel at a tremendous pace and can be dodged reasonably simple. What this jutsu makes so useful is that it has a wide range and can set parts of the battlefield ablaze, transforming it into an inferno. This inferno causes the temperature to rise all around the battlefield, resulting in already existing water sources, that were on the path or near the attack, to be evaporated (whether it be natural or custom made). Hereby using common sense it isn't going to evaporate water sources that are ten times larger than the jutsu for example or that are of a high water ranked jutsu. All water and wind based jutsu's are also downgraded a rank because of the heat.

✘ All the effects of the jutsu count for everyone, meaning for instance that water jutsu's created by the opponent, the user and their allies are all downgraded a rank.
✘ Even though the jutsu can be used more than once, wind and water jutsu's can always only be downgraded one rank (so not that when you use it two times they are downgraded two ranks).
✘ The fire keeps on raging independently from its caster till the battle is finished or somehow has been put out (or parts of it).

[
You must be registered for see images

(Jigokuton: Sentoerumo no Jujihouka) - Hellfire Release: St. Elmo's Crossfire -

Rank: S
Type: Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user releases his Hellfire chakra into the ground, which he concentrates on 5 points around the target. First the chakra bursts out on four different of these locations around the target (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 while crossing each other 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 just after the chains bursted out of the ground and all of them pierced the target, the Hellfire chakra that was concentrated on the fifth spot, namely the center of the square and thus right below the target, is blasted upwards in the form of a fiery crucifix entangled with chains, making it for an instant look like that the target got crucified before turning to ash as a result of the flames.

✘ 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
__________________
~Both Declined~
Re-submissions need to have the original submission quoted with the changes bolded.
 
Last edited by a moderator:

Howard

Active member
Supreme
Joined
Aug 17, 2010
Messages
33,078
Kin
1,430💸
Kumi
4,464💴
Trait Points
0⚔️
Awards
Re: Custom Element's Jutsu

(Ekitai: Ekitai Bunshin) Oobleck Release: Oobleck Clone
Type: Supplementary
Rank: B rank
Range: Short-Mid
Chakra cost: 20
Damage points: N/A
Description: The user pulls on a source of oobleck or creates a new source from this he forms clones that can use earth, water and oobleck jutsu up to S rank. They cannot use any other jutsu besides Taijutsu that doesn't require chakra manipulation. The clones are able to absorb most physical attacks such as Taijutsu and projectiles like kunai and shuriken due to being made of oobleck. When the clones are dispersed they release oobleck onto the opponent which can weigh him down this would also make fast movements harder as the oobleck restricts movement slightly.

-Note: The clones are able to absorb the physical damage from B rank and below taijutsu, wind and water being unaffected by it due to their body structure (within reason)
-Note: Can only form four clones at max
_____________________
~Declined~
I'll allow oobleck and one other element for the clones to be able to use. And only up to A-rank for both.
(Ekitai: Ekitai Bunshin) Oobleck Release: Oobleck Clone
Type: Supplementary
Rank: B rank
Range: Short-Mid
Chakra cost: 20
Damage points: N/A
Description: The user pulls on a source of oobleck or creates a new source from this he forms clones that can use oobleck jutsu up to S rank. They cannot use any other jutsu besides Taijutsu that doesn't require chakra manipulation. The clones are able to absorb most physical attacks such as Taijutsu and projectiles like kunai and shuriken due to being made of oobleck. When the clones are dispersed they release oobleck onto the opponent which can weigh him down this would also make fast movements harder as the oobleck restricts movement slightly.

-Note: The clones are able to absorb the physical damage from B rank and below taijutsu, wind and water being unaffected by it due to their body structure (within reason)
-Note: Can only form four clones at max
_________________
~Approved~


I took out earth and water, I figure if it's just Oobleck they can use it to S rank left everything else as is.

(Ekitai: Teiku o-ba) Oobleck Release: Take Over
Type: Supplementary
Rank: B rank
Range: Short - Long
Chakra cost: 20 (+10 per 5 meters)
Damage points: N/A
Description: The user when in direct contact with water or earth will use their suiton or doton chakra to mold the water or earth, slowly turning the water or earth into oobleck. Once created the user can control the consistency of the oobleck hardening it slightly. If an opponent begins to sink into the oobleck it'll be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down.

-Note: Can't be used on opponent's jutsu
-Note: Takes at most one turn to change from water/earth to oobleck depending on the size of the water/earth source (+10 chakra per 5 meters. Anything over 15 meters will require one turn)
___________________
~Declined~
Restrict the amount of water or earth that you can turn into oobleck. Also you said that you can't use it on the opponent's jutsu, are you allowed to use it on your jutsu then? If so, then up to what rank?
(Ekitai: Teiku o-ba) Oobleck Release: Take Over
Type: Supplementary
Rank: B rank
Range: Short - Long
Chakra cost: 20 (+10 per 5 meters)
Damage points: N/A
Description: The user when in direct contact with water or earth will use their suiton or doton chakra to mold the water or earth, slowly turning the water or earth into oobleck. Once created the user can control the consistency of the oobleck hardening it slightly. If an opponent begins to sink into the oobleck it'll be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down.

-Note: Can't be used on opponent's jutsu but can be used on the user's own jutsu for jutsu up to B rank.
-Note: Takes at most one turn to change from water/earth to oobleck depending on the size of the water/earth source (+10 chakra per 5 meters. Anything over 15 meters will take one full turn. Can only turn a radius of 10 meters around the user into oobleck so 20 meters all around him in all directions. Meaning it has a diameter of 30 meters)
_________________
~Approved~
Check change made in brass; 30 meters is just too large.
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
Re: Custom Element's Jutsu

1. ( Raijingu Sanda: Raijingu Raikir ) - Raging Thunder: Raging Raikirii
Rank: Forbidden
Type: Offensive
Range: Short-Mid
Chakra Cost: 50
Damage Points: 90 (-20 to user)
Description: After first setting up the conditions to perform Kirin, the user will first charge large amounts of Raging Thunder chakra to his feet and his hands and creates a Raikiri in the desired hand. After the Raikiri is done, the user holds his hand in the air, channeling positive lighting and causing a bolt of Raging Thunder to strike down, almost as if the user is about to perform Kirin. Instead of hitting the opponent, however, it comes down to the user. The user will hold the Raikiri up in the air, using it as a conductor for the lightning. Because this lightning is so powerful and almost uncontrollable, the user will rush towards the opponent the moment this happens, their speed increased tremendously by the Raging Thunder chakra. Their speed will be so quick that even the Sharingan would be have trouble trying to keep up with it, requiring a 3-tomoe Sharingan to even see the user and even then, he will appear as a bright flash, though this "flash" doesn't blind the enemy. The Raikiri acts as a conductor of the very dangerous positive lightning which Raging Thunder is based on and once it hits the opponent, it releases the extra energy from the lightning, calling for a truly devastating impact, powerful enough to cut the opponent in two effortlessly, and then for the user to still have enough momentum to cut through anything behind the opponent with an equal amount of vigor. Because it would not be possible to contain that much lightning in ones hand within some form of collateral damage, even with a jutsu as strong as Raikiri, some of the lightning will consequently damage the user, causing the hand it is performed with to suffer severe burns and temporary paralysis, preventing handseals to be performed the same turn this jutsu is used and no lightning of over A-rank the next turn.
Note: Usable once per battle.
Note: No Forbidden rank jutsu in the following turn
Note: Only one other jutsu in the same turn and none that require hand seals.
Note: Lightning above A rank and above cannot be used the next turn.

2. ( Raijingu Sanda: Kankangakugaku Appu ) - Raging Thunder: Heated Up
Rank: Forbidden
Type: Offense/Defense
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user calls down a large abundance of Raging Thunder, striking down wherever they wish. This lightning is specifically more heated than normal Raging Thunder (which is already extremely hot) therefore allowing it to first overcome its main weakness, wind, as it will feed into the sparks and heat that form around the lightning. Due to all of this heat as well as its momentum, as it hits the ground or the opponent, it makes a crater (obviously), but the lightning also burns through and sinks under the ground. While there, the lightning will become even hotter due to it being deep underground. The heat will finally become an uncontrollable amount, and while underground, the lightning makes a large explosion, destroying nearly anything underground and some above ground depending on its location (so it’d make an explosion that destroys everything above ground within a general area that it was shot). Meanwhile, it would be only natural that due to the extreme heat and how deeply it travels underground that lava would be thrown into the mix as well. When the explosion happens, it looks somewhat like the A rank fire jutsu in which fire travels underground towards the opponent resulting in a large explosion of lava, only with lightning in the midst of that lava as well as larger due to its higher rank and much, much more heat. If a wind jutsu hits the lightning at any point before it goes underground, the explosion will be even larger, due to its heat making even more of a bang.
*after using, the user cannot use any lightning or raging thunder jutsus for five turns*
*No Forbidden rank techniques in the next turn
*Only 2 moves in the following turn
*useable once a battle*

3. ( Raijingu Sanda: Asteria Aidaou ) Raging Thunder: Asteria's Dominion
Type: Offensive
Rank: A
Range: Close-Long
Chakra Cost: 30
Damage Points: 60
Description: The user forms 3 hand seals and creates a large amount of Raging Thunder chakra that he fires into the sky like Great Dragon Fire. By doing this, he heats the sky up and brings total darkness from the clouds blocking the sun. The large amounts of Raging Thunder built up in the sky causes the atmosphere to become unstable and it releases the lightning in a bizarre downpour of raging thunder lightning through the clouds, burning everything it comes in contact with like acidic lightning. The downpour of ‘rain’ lasts for three turns. It has the potential to burn through earth jutsus of B-rank and below upon contact, falling through them as it nothing was blocking it due to elemental advantages. As this lightning rains down, it has a certain shining aspect to it, causing it to create several bright jolts of lightning that can be used to blind an enemy, drawing the lightning into larger clusters. This can be used to create an A rank 4 meter sphere of lightning, bright enough to blind any looking at it as well as cause massive damage should it hit a target, the user directing it's path, unable to use jutsu as he does so.
Note: Can only be used three times
Note: User is not affected by the downpour due to the chakra being his own chakra, however any jutsu he uses can become effected by the rain just like the opponent
Note: Lasts two turns

4. ( Raijingu Sanda: ) Raging Thunder: Armory of Zeus
Type: Offensive
Rank: A
Range: Close-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will channel Raijingu Sanda chakra create any object and shape his mind is able to imagine ( Thrones, Spheres, Staffs, Bolts, etc). These bright objects can be used to defend or attack for the user. Through hand gestures, the user can control these objects and will them towards the target with great force, though if in close proximity to them ( short range ), he is able to control these objects without hand gestures. These constructs can cause severe damage to a foe touching the lightning but the user is able to interact and wield these objects sans damage. When in close range of these objects, they are able to last until destroyed, the user's chakra vibrating more vibrantly through the objects, making it ideal for weapons and defensive means.
Note: After using once, the user must wait one turn before using it again.

5. ( Raijingu Sanda: ) Raging Thunder: Zeus' Treasured Lightning
Type: Offensive
Rank: S
Range: Close-Long
Chakra Cost: 40
Damage Points: 80 ( +20 if user with A rank water and higher )
Description: An advanced application of Armory of Zeus, the user will channel large amounts of Raijingu Sanda chakra to create any object and shape his mind is able to imagine ( Thrones, Spheres, Staffs, Bolts, etc). These objects function much like the parent jutsu, however these variants alter from the original due to their different methods of usage. Through hand gestures, the user can control these objects and will them towards the target with great force, though if in close proximity to them ( short range ), he is able to control these objects without hand gestures. These objects are able to cause third degree burns on contact and superheat the air around them as well, characteristic of Raging Thunder. This wind is superheated to temperatures that are able to cause dehydration in seconds as well as evaporate low ranking Water jutsu, but when combined with similarly ranked Water, it increases the temperature of the water while simultaneously flowing the lightning through it. These constructs can cause severe damage to a foe touching the lightning but the user is able to interact and wield these objects sans damage. The user is able to use these objects in short range of the user though due to the increased in the heat of the wind, if the user does not remove himself from near the object, he will begin to suffer first degree burns.
Note: Can be used three times per battle.
Note: After using once, the user must wait two turns before using it again.
Note: No Raging Thunder jutsu of S rank and higher the same turn.

6. (Raijingu Sanda: ) Raging Thunder:
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A ( +20 to attack if Katon chakra is absorbed firsthand)
Description: The user releases a thin but powerful pulse of lightning from his body, releasing the chakra into the shape of a humanoid figure, standing at double the user's height. As this figure is formed from the initial release of lightning, the excess Raging Thunder chakra needs time to fully stabilize and form, taking a turn to do so. In the turn it takes, the raised Raging Thunder creation will begin to reform around the user, stretching to form a humanoid figure slightly taller than the user, having the properties of Raging Thunder itself as well as it's strengths and weaknesses. By the start of the next turn, the user's Raging Thunder chakra has stabilized and the humanoid figure becomes more pronounced, clothed in a toga like robe around his lower half, with large bracer like arm guards and matching leg guards. Created from Raging Thunder, this guardian has all the same strengths and weaknesses as the element itself as well as it's own unique properties. As the chakra stabilizes, it also solidifies which in turn causes the entity to work as a psuedo solid manifestation of lightning, creating something of a paradox ( a matter based jutsu of an energy based element ). This allows it to filter other matter based elements it may be strong against from passing through it, such as some water attacks. When fire comes into contact with the figure, the jutsu would be absorbed, and in turn empowering the figure, adding an additional +20 damage to the next attack it launches, giving it fire release properties ( flaming lightning, so to speak ). This figure is able to use his own body as a source for Raging Thunder jutsu, releasing through from his hands or his mouth. While the being is in use, the user is only able to use Lightning, Fire and Raging Thunder jutsu.
Note: Lasts 5 turns with the first turn being the time which the figure is stabilizing.
Note: Is able to defend against a jutsu of same rank with little damage to the being, reforming through the constant influx of chakra. In order to fully destroy it, the target must use a powerful jutsu of an element strong to Raging Thunder.
Note: After using, the user cannot use any Raging Thunder jutsu for 2 turns and no S rank or higher Lightning next turn.
Note: Can only be used once.

7. (Raijingu Sanda: Soushouryuu Metsubou) Raging Thunder: Twin Rising Dragons of Destruction
Type: Offensive
Rank: S
Range: Close-Long
Chakra Cost: 40
Damage Points: 80
Description: After forming the necessary handseals, lightning will start to spiral around the user’s arm. The user will slam his hands down to the earth and two large dragons of lightning come from the earth and began to spiral and rotate around the user. The user will then form a handseal (tiger) and the dragons will attack the opponent, while still spiraling around each other. As the dragons get close to the enemy, one will open it’s mouth and release a large blast of Raging Thunder lightning from it’s mouth. The other one will ‘disappear’ in a cloud of smoke. The dragon will then descend from the sky above the enemy, swallowing him whole.
*Add restrictions here*
*the user can only use B-rank and below lightning jutsu for three turns afterwards*
*Only users with a chakra-sensing ability will be able to effectively pinpoint where the dragon is located in the smoke (like Byakugan, Sage Mode, etc. )*
*Can only be used once a battle*

8. (Raijingu Sanda: Hibashiri Chidori) Raging Thunder: Racing Fire Thousand Birds
Type: Offensive
Rank: S
Range: Close-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a pit of raging thunder chakra in front of him. From the pit, four peregrine flacons made of Raging Thunder chakra emerge, each ready to attack the enemy. They then spread out in different directions, and attack the enemy from four different angle, each shooting a large blast of Raging Thunder lightning from it’s mouth, creating the effect of a large plus (+) symbol.
*only a circular wind jutsu that gives 360 degree blockage will block all four rays*
*can only be used once a battle*

9. (Raijingu Sanda: Zukokku Chidori) Raging Thunder: Intense Pain of 1000 Birds
Type: Offensive
Rank: S
Range: Close-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates an immense buildup of Raging Thunder chakra within his hand that manifests itself like Chidori. The user then places his other hand over it and then pulls it back and places it back to his side, creating two handfuls of Raging Thunder chakra in his hands that are linked together by a trail of lighting in between them. He then concentrates the doses of lightning to the point where his hands begin to have steam emitting from them due to burning. The user then rushes with speeds hard to see with the naked untrained eye (Sharingan can still see it). All that can be seen is thin flashes of lightning. The user then shoots one with properties of Chidori Eisou and as the enemy tries to avoid it, the user strikes the unsuspecting enemy with the other bolt, making it very difficult to avoid.
*after using, the uesr cannot use any lightning jutsus for three turns*
*the user also cannot use any hand related taijutsu for three turns due to the burntness of his hand*
*only useable twice a battle*

10. (Raijingu Sanda: Raigeki Kawari) Raging Thunder: Lightning Alteration
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 60
Damage Points: N/A
Description: The user manipulates the Lightning chakra within their body and converts it into Positive Lightning by heating it with fire chakra. This makes any Lightning jutsu used by the User to alter into Raging Thunder jutsu. The process of adding more chakra into the jutsu and adding Fire to it is very strenuous on one’s chakra supply so an extra +20 chakra cost is added for every jutsu used.

11. (Raijingu Sanda: Gian Raimei) Raging Thunder: False Darkness Thunderstorm
Type: Offensive
Rank: S
Range: Close-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a large amount of raging thunder chakra that he fires into the sky like Great Dragon Fire. By doing this, he heats the sky up and brings total darkness from the clouds blocking the sun. The large amounts of Raging Thunder built up in the sky causes the atmosphere to become unstable and it releases the lightning in a bizarre downpour of raging thunder lightning through the clouds, burning everything it comes in contact with like acidic lightning. The downpour of ‘rain’ lasts for two turns.
*can only be used twice*
*user is not affected by the downpour due to the chakra being his own chakra*
________________
~Leaving for Nexus since I am a student~
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Re: Custom Element's Jutsu

Purton| Kitsune-Bi no Jutsu - (Plasma Release| Fox Fire Technique)
Rank: A
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user concentrates a dense amount of plasma around that surrounds and revolves around the user. These orbiting wads of matter are super-heated and can burn through nearly anything when they touch (strengths and weaknesses of this element still withstanding). When the user activates the chakra in one or multiple wads, the energy inside that ball is released and attacks any nearby targets. When the target(s) become hit, the heat and intensity of the fire burn right through the clothing and cause severe burns on the area of skin that the fire comes in contact with before proceeding to spread and engulf the target(s) in bright flames.
(Only 3 Wads of Plasma form at a time)
(Last Two turns; Usable Twice)
____________________
~Approved~
Check the edit and message me if you disagree; though it says burn through anything you still need to keep in mind its rank, strengths, and weaknesses. Just saying can burn through nearly anything is a bit misleading.


Purton| Purkage no Jutsu - (Plasma Release| Plasma Shadow Technique)
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will preform a set of four handseals Monkey ->Tiger->Dragon->Tiger while he/she concentrates his chakra into the ground, sending a visible arc of bright chakra streaking to the user's desired location. In a moment's notice a intangible copy of the user rises and remains stationary releasing waves of heat in all direction short-mid range of it. Should the opponent be nearby when the heat waves are released the moisture in their body will begin to drain and they will enter the beginning stages of dehydration, suffering a minor headache and bouts of dizziness successfully throwing off the targets concentration preventing techniques above A-rank for duration. As the plasma chakra continues to drain the target water supply, the user will begin to enter more extreme states of dehydration, becoming sluggish, and sleepy. After the third turn, the opponent will faint going comatose for the duration of battle needing medical attention. The opponent can however avoid this technique by escaping into a water source or stopping the technique all together.
(Usable Twice per battle; Last Three turns)
(No plasma techniques during duration of the technique)
_____________________
~Declined~
The plasma element description says nothing about you actually being able to control pure heat waves in this manner, which would be stepping over the the bounds of your element and into another already existing element.


Purton| Kesshououja - [Plasma Release | Plasma Monarch]
Rank: A - Forbidden
Type: Attack/Defensive/Supplementary
Range: Short - Mid [(Long) S-Forbidden Rank]
Chakra: 30/40/50 (+5-15 chakra depending on rank per turn)
Damage: 60/80/100
Description: Kesshououja is a advanced plasma jutsu activated by utilizing up to nine seals (Dog - Tiger - Horse -Dragon- Monkey - Dragon - Horse -Tiger - Dog). When activated the users body becoming can become a intangible plasma body that can extend it's limbs and send waves of plasma at the opponent(s) at this boint the users eyes burn a fiery white. Since the user body is now made of plasma they are able to control all of the plasma at will and because of this the opponent can't get close to the user or else face being burned alive by the sheer magnitude of heat. When the user adds the Boar Seal to the jutsu his body begins to expand allowing more plasma to flow and increasing the range of the jutsu he is able to also shoot fiery white blast of pure heat at the opponent 3 up to three times his body then burns with the fiery white chakra. If the opponent adds both the Boar and the Tiger Seal his skin will turn blue and his eyes white out as a fiery white aura of fire emanates around him, At this point the user as become one with the plasma element and can only use it as well as the fire and plasma elements. At this point the user has access to jutsu exclusive to this form as well as all the abilities of the other two forms only to a greater extent and can stay in the air for a short period of time. Next his ability to use the elements associated with plasma grow exponentially allowing him to use it's techniques with only one seal and the gain +15 damage and move much faster.

Restrictions

A-Rank
-Last 4 turns
-user loses the ability to use plasma chakra for two turns afterwards
-Fire and Lightning chakra can only be used up to A-rank for next three turns

S-Rank
-Last three turns
-User loses the abiliy to use plasma chakra for 4 turns afterwards
-Fire and Lightning Chakra can only be used up to B-rank for next four turns

Forbidden Rank
-Last two turns
-User loses the ability to use plasma chakra for the rest of battle
-Fire and Lightning Chakra can only be used up to C-rank for rest of battle.
-User becomes exhausted and moves with the speed of a standard Jonin class ninja.

~Declined~ Either A, S, or F your choice.
Purton| Kesshououja - [Plasma Release | Plasma Monarch]
Rank: A
Type: Attack/Defensive/Supplementary
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Kesshououja is a advanced plasma jutsu activated by utilizing up to nine seals (Dog - Tiger - Horse -Dragon- Monkey - Dragon - Horse -Tiger - Dog). When activated the users body becoming can become a intangible plasma body that can extend it's limbs and send waves of plasma at the opponent(s) at this boint the users eyes burn a fiery white. Since the user body is now made of plasma they are able to control all of the plasma at will and because of this the opponent can't get close to the user or else face being burned alive by the sheer magnitude of heat.
-Last 4 turns
-user loses the ability to use plasma chakra for two turns afterwards
-Fire and Lightning chakra can only be used up to A-rank for next three turns

___________________
~Declined~
Do not resubmit. Given the properties of plasma, the technique is just too unrealistic as you'd probably just kill yourself in the process.
 
Last edited by a moderator:

Daemon

Legendary
Joined
Jul 12, 2009
Messages
18,724
Kin
1,754💸
Kumi
72,430💴
Trait Points
25⚔️
Awards
Re: Custom Element's Jutsu

(Kumoton: Kumo Tabi) –Cloud Release: Cloud Traveler
Rank: D
Type: Supplementary
Range: Short-long
Chakra cost: 5
Damage points: N/A
Description: the activation of the jutsu allows the user to walk on clouds that are a made by the user or even preexisting clouds found in the sky.
Restrictions:
-Must know Cloud Release.

-Declined-

Use propper chakra cost and elaborate in the description about whether or not this jutsu allows this jutsu creates clouds for the user to walk on, because that will affect my descision.


(Kumoton: Sounn Rippou ) – Cloud Release: Stratus Cube
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user will bring their hands together but holding them about 4 inches apart. The user the forms a cloud between their hands and manipulates the shape of it into a cube. The user condenses the water particles within the cloud making the cloud denser. The user then makes the cloud cube to spin rapidly inside causing a sort of slicing pattern in the cube. The user then throws the cube at the opponent. Once contact is made the cube bursts into a torrent of slicing clouds that expands in all directions slicing through anything.
Restrictions:
-No cloud jutsu the same turn
-must know cloud release

-Declined-

How far does the cube expand once it hits?



(Kumoton/Raiton: Dendou Enmu) – Cloud Release/Lightning Release: Electric Fog
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: The user forms a cloud around the opponent. While doing this he/she pumps lightning chakra into the cloud causing the water particles in the cloud to carry some form of static. The user will then be continuously zapped as long as they are in this fog.
Restrictions:
-must know cloud release
-Can be used 3 times per battle

-Declined-

DNR. One must know yin-yang in order to use both cloud and lightning simulaneously



(Kumotom: No Kyuuten )– Cloud Release: Field of the Heavens
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user causes water in the air to condense and cling to dust particles in the air to form a large thick blanket of cloud on the ground which the user and opponent stand knee deep in. The blanket is created so that cloud jutsu that call for chakra to be added to the sky can be added to the cloud blanket covering the field. This jutsu also serves as a basis for cloud jutsu that can be performed on the ground.
Restrictions:
-must know cloud release
-Can be used 2 times per battle
- the blanket of clouds last 4 turns.

Declined

Please resubmit with a clearer explination of what this does
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
Re: Custom Element's Jutsu

1. Kougyoku Bunshin No Jutsu|Corundum Clone
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The user creates a Clone of Corundum by one of three means: The first is by use of a handseal. The second is by "ripping" from the Corundum Armour around the user (Armour of the Gods must have been used beforehand), however this considerably weakens the armor, causing it break from attacks of over B rank of any element and C-rank and higher lightning. This method creates only one clone. The third way is by making a seal then touching any corundum surface.. The clone can then emerge from any part of the corundum on the field. Only two clones can be made from this method. Unlike the average clone, Corundum clones are able to use any earth jutsus the user knows up to A-rank and any Corundum the users knows up to S-rank. Upon dispersing, they revert back
into a small amount of Corundum, providing the user with a small means of Corundum to use jutsus from, but only those of B-rank and below.
*Clones can only use earth up to A-rank*
*Clones can use any Corundum jutsus that the user knows up to S-rank*
*Four clones can be made at the most*

Approved w/ revision

I'm okay with it reverting back into its base element, but the word "detonation" makes it seem like it will explode upon dispersion, which I am not okay with being integrated into this jutsu.
 
Last edited by a moderator:

Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
15,650
Kin
6,188💸
Kumi
39,603💴
Trait Points
0⚔️
Re: Custom Element's Jutsu

9) (Hisuiton: Zetsumei Hisuijin) - Jade Release: Deathly Touch of the Jade God
Rank: Forbidden
Type: Attack
Range: Short
Chakra Cost: 50
Damage Points: 90
Description: The user makes the fallowing handseals "Monkey-Serpent-Ram-Tiger" while focusing their chakra into their hands, then upon physical contact with the opponent the user can release this chakra buildup into the opponents body, this chakra surge races though the opponents chakra network quickly turning the opponents body into solid Jade. This Jutsu has a devastating drawback. upon releasing the Chakra, it will also effect the users hand in which the contact was made. this will turn the user's hand into solid Jade. this makes it so the user is unable to use said hand for handseals and other forms of fighting. If the user is unable to make contact with the opponent after the time limit of the Jutsu. the chakra build-up will deplete and the user will only have one other chance to attempt this Jutsu again. Upon which time, if no contact is made, the chakra will still force the users had to convert into solid Jade. When the Chakra is focused into the user's hand it makes in impossible for the user to use other jade techniques.
Note:
-Can only be used twice per battle
-Chakra charge last for 2 turns
-No Jade Release during this Jutsu.
-Requires a 4 turn cool down
-If used a second time, users hand turns to Jade regardless of contact.
-Must know Jade Release
-Can only be taught by Serpent

Declined

You can inject jade into someone's body but not physically turn it into Jade.



10) (Hisuiton: Metsuki Kenhari) - Jade Release: Eye's of the looking glass
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will form the fallowing handseals "Ram-Dog" and focus chakra around the battlefield. this forms several small round disks of Jade around the battlefield, at the same time a small disk will form around one of the users eyes much like a monocle. this will connect the users eyesight with the reflections produced around the battlefield. this allows the user to have full sight over the battlefield allowing for him to easily spy on rival ninja, detect unwanted and unknown enemies and even track peoples moments with grater accuracy.
Note:
-Can only be used once per battle
-Must know Jade Release
-Can only be taught by Serpent

~Approved~


11) (Hisuiton: Gusoku Hisuijin) - Jade Release: Armor of the Jade God
Rank: S
Type: Defense
Range: Short
Chakra Cost: 40
Damage Points: N/A (+10 Taijutsu)
Description: After making a single handseal "Tiger" the user will focus chakra around there body. this will form a very thin, yet dense armor of Jade that will encased the user to protect them from blunt force trauma and other forms of attack. This armor can also aid the user in performing stronger physical attacks, making basic Taijutsu stronger. The Jade is transparent and can easily be noticed by light reflecting off it. although it gives the user a light green tint allowing for it to be noticeably even on cloudy days.
Note:
-Can only be used once per battle
-User can't use Jade Release in the same turn this Jutsu is activated
-User can't use Raiton or Doton above A-Rank in the same turn this Jutsu is activated
-Last 5 turns
-Must know Jade Release
-Can only be taught by Serpent

Declined.

I dont like generalized statements like "Makes taijutsu stronger" because it leaves room for exploitation. explain to what extent it increases the taijutsu or remove it.
 
Last edited by a moderator:

Akisha

Active member
Legendary
Joined
Aug 31, 2010
Messages
10,595
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Element's Jutsu


(Kiastsu: Kaze on Henkan ) Atmospheric Pressure Release: Wind Conversion

Rank: B
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
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 A rank for the following turn.
~The explosion is B ranked in power.
_________________
~Declined~
You need to edit the technique so that the opponent has some semblance of time to react to this before it explodes. As it is now, this could easily instantly kill someone within two moves.

(Kiastsu: Kaze on Henkan ) Atmospheric Pressure Release: Wind Conversion

Rank: A
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
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 A rank for the following turn. The explosion is A ranked in power. When used for the explosion part, before the wind technique explodes, a bright light will emanuate from the technique due to the great amount of chakra pressure and only after a second the wind will explode. The light isn't strong enough to blind the opponent/

Declined

By increasing the rank of the explosion you should increase the time needed to detonate. One second seems like far too little time to build up that much pressure.
 
Last edited by a moderator:
Status
Not open for further replies.
Top