( Genjutsu: Tsuki Kaen ) Illusion Arts: Moth to a Flame
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will cast an illusion by either performing one handseal or pointing one's chin upwards ( If the targets are visually focusing on one's chin ). Within the illusion, the user's eye will appear where the enemy is focusing their sights, and it will draw out every other detail around it, including the user itself. Everything will be darkened but the massive eye of the user, which will seemingly be burning with fire. A great paralysis will be felt by the targets, down to their eyeballs and eyelids, preventing them from blinking, rolling their eyes or turning their heads, they will feel as if all their organs and limbs are being covered by an all-encompassing gravitational pressure which will feel extremely cold whereas the eye will feel extremely hot. If left unblocked, the pressure will start to freeze burn the target's body, while the eye will start to melt down and burn the target's face and eyes, dealing a great amount of spiritual damage at the end of the turn.
Note: Doujutsu users will see through the visual part of the illusion, but will still have to deal with the paralyzing, locking and temperature effects.
Note: Can only be used 6 times per battle. Requires a cooldown of 1 turn between usages.
Declined, needs proper handseal amounts and not the body movement. Genjutsu itself is mostly fine though It wont be used 6 times and it should be pointed out that seeing your eye will not count as eye count for required techniques nor will it trigger any eye based conditions that require eye contact. This needs to be known because successful use of this won’t mean they are looking at the Shinkaigan and suffer more Sanity drops.
( Genjutsu: Tsuki Kaen ) Illusion Arts: Moth to a Flame
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will cast an illusion by performing
two handseals. Within the illusion, the user's eye will appear where the enemy is focusing their sights, and it will draw out every other detail around it, including the user itself. Everything will be darkened but the massive eye of the user, which will seemingly be burning with fire. A great paralysis will be felt by the targets, down to their eyeballs and eyelids, preventing them from blinking, rolling their eyes or turning their heads, they will feel as if all their organs and limbs are being covered by an all-encompassing gravitational pressure which will feel extremely cold whereas the eye will feel extremely hot. If left unblocked, the pressure will start to freeze burn the target's body, while the eye will start to melt down and burn the target's face and eyes, dealing a great amount of spiritual damage.
Note: While it recreates the user's eye and doujutsu, the illusionary eye cannot emulate the drawbacks of looking into the actual doujutsu, nor can the user utilize the illusionary eye to cast techniques that require eye contact.
Note: Doujutsu users will see through the visual part of the illusion, but will still have to deal with the paralyzing, locking and temperature effects.
Note: Can only be used
5 times per battle. Requires a cooldown of 1 turn between usages.
Pending, I started to make edits and approve it but the second note stands out. If one pierces through a visual Genjutsu, it breaks the entire Gen and not partially; you cannot basically say someone breaks half a Genjutsu.
( Suiton: Hiryō ) Water Release: Carabao Fertilizer
Type: Supplementary
Rank: D
Range: Short - Long
Chakra: 10 ( +10 to infused Technique )
Damage: N/A ( +20 to Infused Technique )
Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements, like Wood, in order to nourish and strengthen their body, to produce the same boost. With one handseal, this can be applied to allied techniques in order too boost them, or it can be applied to Fire techniques or other techniques weak to Water in order to shave them back 1 rank ( 10 chakra, 20 damage ), though it might leave the user vulnerable to attacks if the proper defenses aren't in place.
Note: Requires a 1 turn cooldown.
-Declined- You were on to something till you got to the tail end of the custom and started being yourself lmao. This can't work on something as broad as biological elements, but the real problem is saying you can just use it on allied techniques in the same timeframe they're performing it and then the applying it to enemy techniques to debuff them, also in the same timeframe as another technique won't fly. Finally you crazy if you think this is a D rank with nothing but a 1 turn cooldown as a restriction but it's applying +20 damage and +10 chakra.
( Suiton: Hiryō ) Water Release: Carabao Fertilizer
Type: Supplementary
Rank:
A
Range: Short - Long
Chakra:
N/A ( +10 to infused Technique )
Damage: N/A ( +20 to Infused Technique )
Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements
composed of Water and Earth, like Wood, in order to nourish and strengthen their body, to produce the same boost
( It works on Elements that would typically benefit from the infusion of Water, akin to Wood, like Mushroom, Plant, Algae, while excluding other Biological elements like Proteins, Bacteria, etc ).
Note: Requires a 1 turn cooldown.
Can only be used 5 times. Can't boost techniques higher than S rank.
Approved, increased the rank though still hesitant about approving this due to the possible amount of fields this can be used to boost.
( Yoton: Onikumaneko no Jutsu ) Yang Release: The Ghost of the Antithetical Panda
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 60 ( +10 to Supplementary/Defensive Techniques )
Damage: N/A
Description: The Antithetical Ghost is parasitic energy created through the user’s Yang Release chakra, similar to Hungry Ghost and White Tiger and is considered the reversal of Yin Spiritual Ghosts and their parasitic chakra, by flooding them with the opposite energy to counteract their spiritual energy. When using a supplementary or defensive technique, the user will form the inverted ram hand seal to seal the antithetical ghost within their technique. Sealing the antithetical ghost inside one’s technique happens within the same timeframe as their supplementary or defensive technique. When the user’s technique clashes with another technique, the higher costing Yang Chakra will infuse itself against the hidden Yin spiritual parasite, overpower it and reverse its polarity. Once the antithetical ghost overtakes the hidden Yin parasites, it brings it over and immediately attaches it to the user, and reverses the drawbacks the parasite was meant to deal. When reversing the Hungry Ghost, which would debuff the user by 20 damage points, the Anthetical Hungry Ghost will instead boost the user for 20 damage points for the duration the Hungry Ghost's effect would take hold. Yin Parasites that would detract Speed, Tracking or other ailments will instead add them, while Parasites that would seal or precociously expire techniques or categories of jutsu would instead add usages or refresh the duration of the techniques they were meant to hinder, whatever the opposite was. It is possible to use this technique merely to bolster the defensive capabilities of a defensive technique, especially if the Yin parasite's auxiliary effects are not reversible, and are instead merely neutralized, like when an auxiliary effect means to lock the target out of using the entire category of Genjutsu, or lock the user out of a technique that has no usage limitation. Once the Antithetical Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Anthitetical Ghost last for the duration of the reversed yin parasite it consumed.
Note: Can only be used 5 times per battle and cannot be used on Yin parasites from the same target more than twice. As the effects of Antithetical Ghosts reverse upon the user, they can't be stacked simultaneously, meaning the effect must be ended by the user or expire naturally in order for the user to re-use the technique.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Antithetical Ghost.
Note: Antithetical Ghost can only be used on spiritual parasites S-rank and below, if their technique originally cost 50 chakra, not counting techniques like Phantom Dragons as the technique itself is the Hungry Ghost technique.
Note: Antithetical Ghost can't be used on offensive or damaging techniques.
Declined: I don't know who told you Yang is capable of producing parasites/tethers like this but they lied to you. You are CJ banned anyway but I'm checking this regardless to nip the idea in the bud. Yang cannot produce parasites or tethers at all. Now on to the core of the technique, no you will not be reversing the effects of debuffs as buffs for yourself. That won't be allowed. I'm sure you can figure out why. No way will you be able to boost your speed or strength this way. You definitely won't be able to replenish the duration of techniques like this either. I am fine however with you infusing techniques with Yang in general to negate Yin parasites hidden in techniques however. - Daemon
( Senbon Bukijutsu: Siafu ) Needle Weapon Arts: Bullet Ant
Type: Offensive/Supplementary
Rank: D-S
Range: Short-Mid
Chakra Cost: 10-40
Damage Points: 20-80
Description: Siafu is a technique that pertains to the creation of elemental needles, which can be done similar to Hidden Needles, where the user produces them in their mouth, hand or directly inside a blowgun, to then be shot at a target. Siafu Needles can be used offensively or in a supplementary way. The offensive usage pertains to needles that shoot into a technique or a target and deal piercing physical damage of various magnitudes, including explosive outbursts of the element they're composed of when against targets much bigger than the needle. When used in a supplementary manner, the technique will have no damage associated with it, and it will interact with other techniques based on chakra tier, and their elemental outburst serves to neutralize techniques into expiration by overpowering the chakra that they are built on. These supplementary needles have no effect on sentient beings and can only deal with techniques of the same ( Neutralize each other ) or lower rank ( Needles keeps going albeit weakened proportionally ). The needles always follow the element's S&W, even in supplementary usages.
( Mera Mera Siafu ) Exploding Ant - The usage of Fire allows the user to produce coal-like needles with burning flames. When used in a supplementary manner, the needles will detonate the chakra within techniques directionally, reverting the damage of the exploding technique backwards up to short-range of the clash.
( Guru Guru Siafu ) Maelstrom Ant - The usage of Wind allows the user to produce semi-intangible needles of piercing compressed air. When used in a supplementary manner, the needles will chaotically blow the chakra within the technique upwards, reverting the damage of the exploding technique into an upwards maelstrom up to short-range, where it will expire.
( Goro Goro Siafu ) Electrocuting Ant - The usage of Lightning allows the user to produce highly electrified needles. When used in a supplementary manner, the needles will accelerate the chakra within techniques and give them an electromagnetic pull towards other sources of chakra, reverting the damage in the direction of the highest concentration of chakra within short range ( whichever active technique cost the most chakra around short-range of the clash ) or the ground, where it disperses harmlessly like a lightning bolt.
( Gura Gura Siafu ) Wrecking Ant - The usage of Earth allows the user to produce heavy jagged rock needles. When used in a supplementary manner, the needles will break the chakra within a technique in half, severing the technique in two, reversing the damage of the technique into two halves of 1 damage tier lower, and pushes them apart, leaving the path directly behind the needle ( the user ) unscathed between them while they break away up to short range.
( Numa Numa Siafu ) Bending Ant - The usage of Water allows the user to produce crystallized water needles. When used in a supplementary manner, the needles will liquify and mobilize the chakra within techniques, ebbing and guiding the damage of the technique away from the user, off to either the left or the right side up to short range before splashing way.
Note: Supplementary uses allow the techniques to be redirected within short range, as they forcefully expire. If the user finds themselves still within their path of expiration, they can still be hurt. ( Like the Water Bending Ant on a technique to move it left while also moving to the left themselves )
Note: B rank and higher require a cooldown of 2 turns. A rank can only be used 4 times per battle. S rank can only be used 2 times per battle.
Declined, this would be too many abilities that vary too much to allow; this allows you to have essentially “__ element no jutsu” to let you have a toolbox CWJ that can be used. The fact that it’s D to S rank suggests continuous use of this on a level we wouldn’t allow for any CWJ. At minimum, an A to S rank version would exist based on the level of use this is seeking.
These are essentially new techniques, so I kept them as is instead of bolding everything
( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Talon of the Sweeping Harrier
Type: Supplementary/Offensive
Rank: A-S
Range: Short-Long
Chakra Cost: 50-60
Damage Points: 100-120
Description: The Sweeping Harrier is a combination between Elemental Ninjutsu and Genjutsu, rooted in Yin's ability to materialize the user's imagination. It exists in a duality between both categories, being the Plummage and the Talon. Talon entails the materialization of a massive elemental Harrier bird, similar to the Phantom Dragon technique, long range from the user, mid-range behind a target. The Raptor will cry out before sweeping down onto the opponent to deal deal harrowing physical damage, based on the tier used. This technique can only be used with Basic Elemental natures, and, similar to Phantom Dragons, it is the manifestation of a Yin curse ghost, which allows a single ghost to embody the technique, for example, Hungry Ghost will be deployed which afflicts the clashing technique with a -20 debuff, whereas Thieving Ghost will be able to seal off the clashing jutsu and create Magpy keys.
Note: This technique can only be used 3 times per battle, requiring a 2 turn cooldown between usage. The Ghost technique has to be posted alongside the jutsu as a reference.
Note: While using this technique, the user is unable to perform other Elemental techniques of the element used in the same turn, nor said element techniques higher than A rank in the turn after it expires and no Yin techniques in the following turn.
Approved, made edits and added actually restricting restrictions; No jutsu above S rank the next turn hardly restricts anything and the -20 damage to S ranks is situational as many don’t deal damage and have auxiliary effects.
Reference:
Thieving Ghost
( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Plummage of the Sweeping Harrier
Type: Supplementary/Offensive
Rank: B-S
Range: Short-Long
Chakra Cost: 40-60
Damage Points: 80-120
Description: The Sweeping Harrier is a combination between Elemental Ninjutsu and Genjutsu, rooted in Yin's ability to materialize the user's imagination. It exists in a duality between both categories, the Plummage and the Talon. Plummage entails the materialization of a massive elemental Harrier bird, similar to the Phantom Dragon technique, long range from the user, mid-range behind a target. The Raptor will cry out before sweeping down onto the opponent to deal deal harrowing spiritual damage, based on the tier used. This technique is the Genjutsu counterpart to the Talon version, which is elemental. The manifested Harrier is a complete illusory experience that is capable of subversing many Genjutsu resiliences and inherent defenses, standing as an MS-tier Genjutsu technique empowered by Yin. It is a technique that behaves exactly the same as it's elemental counterpart, and witnessing any of the two through any Doujutsu or other Sensory methods, Chakra,Spiritual,Emotion will retrieve the same effect, until the target is actually hit by the technique and then the effects differ.
Note: B rank version can only be used 4 times per battle, requiring a 1 turn cooldown. A rank and S rank version can only be used twice per battle each, a combined 3 times per battle, and require two turns cooldown between usage.
Note: While using this technique, the user is unable to perform other genjutsu techniques in the same turn, nor genjutsu higher than S rank in the turn after it expires, while S rank genjutsu in that turn will have a drawback of 20 damage.
Pending, as I pointed out to you, I’m still very hesitant about a lot of this. I need to think more on this one and probably discuss it with others.
( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Plummage of the Sweeping Harrier
Type: Supplementary/Offensive
Rank: B-S
Range: Short-Long
Chakra Cost: 40-60
Damage Points: 80-120
Description: The Sweeping Harrier is a combination between Elemental Ninjutsu and Genjutsu, rooted in Yin's ability to materialize the user's imagination. It exists in a duality between both categories, the Plummage and the Talon. Plummage entails the materialization of a massive elemental Harrier bird, similar to the Phantom Dragon technique, long range from the user, mid-range behind a target. The Raptor will cry out before sweeping down onto the opponent to deal deal harrowing spiritual damage, based on the tier used. This technique is the Genjutsu counterpart to the Talon version, which is elemental. The manifested Harrier is a complete illusory experience that is capable of subversing many Genjutsu resiliences and inherent defenses,
similar to Five Element Illusion, while acquiring an elemental nature belonging to the basic 5 natures.. It is a technique that behaves exactly the same as it's elemental counterpart, and witnessing any of the two through any Doujutsu or other Sensory methods, Chakra,Spiritual,Emotion will
feel exactly the same with no difference, until the target is actually hit by the technique and then the effects differ,
one dealing a yin parasite and physical damage, the piercing through genjutsu subversive resistances and immunities and dealing spiritual damage.
Note: B rank version can only be used 4 times per battle, requiring a 1 turn cooldown. A rank and S rank version can only be used twice per battle each, a combined 3 times per battle, and require two turns cooldown between usage.
Note: While using this technique, the user is unable to perform other genjutsu techniques in the same turn, nor genjutsu higher than S rank in the turn after it expires, while S rank genjutsu in that turn will
deal 20 damage to the user.