Custom Jutsu Submissions

Ndlovu

Kage in the Making 👑
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Meiton : Yami no maō | Dark Release : The Dark Lord
Type: Offensive/Supplementary
Rank: S - Rank
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80 (+20 taijutsu techniques)(+20 Dark Release techniques)
Description: The user will form three handseals, creating an armor of dark chakra around themselves with dark chakra coating their body to prevent injury. In this state the user's taijutsu will become more dangerous as the dark chakra flames cover his techniques. In this state the user will be able to release waves, blasts, shields, beams or streams of dark chakra along with their movements. Using these waves and blasts will be S rank (Up to mid range) and take up a move slot and chakra cost associated with this technique. The additional dark chakra bolsters all dark chakra techniques.

Note: Can only be done twice per combat
Note: Has a two turn cooldown after deactivation
Note: User cannot use earth techniques that come from the body as that will break the constitution of the armor

Declined - Alright so, you're gonna have to tackle some portions of this technique. One of the first things, what do you mean it prevents injury? It's an 'armor' of dark release flames, which means if you are making the flames 'solid', it would have a threshold as to how much damage it can take. If that's the intent, then you're gonna have to make that more known/literal in the technique. It would also weaken per technique it blocks as a result. One thing I should note, adding multiple boosts like this may cause it to be treated as a state, as seen here (x). This would restrict you from having a Mode active. I'll double check with L, but if its counted as one, you will need to add it into 'Type' as well. This would restrict you as mentioned, so ill get back to you about that. And finally, the actual issue I have with this technique, is the ability to be releasing those projectiles etc of Dark Release. With how the element works based on it's absorbing and release aspect, you'd have to actually keep absorbing techniques like via Inhaling Maw to fuel further usage of the armor. As is, it bypasses the need of needing to keep absorbing techniques, as absorbing chakra prior would be utilized to trigger Dark Lord but then the release of other constructs from the armor would still need further absorbed techniques to be the case. Address this possibly, as it is currently not gonna fly. (Mirai)



Katon : Fuga | Fire Release : Open
Type: Offensive/Supplementary
Rank: Forbidden Rank
Range: Short - Long
Chakra: 50 (-10 per turn)
Damage: 90 (-20 to the user) (+20 Fire techniques)(+20 Wind techniques)
Description: The user will form three handseals then put their hands in an archery pose, with their index and middle finger as the focal point. The user will channel the highest amount of fire chakra they can muster into an arrow of devastating flame. The heat of the arrow will start to burn the area around the user, the heat is so intense that it hurts the user to hold the arrow. The longer the user holds the arrow the more damage is done to him. The user will aim at their target then release the arrow at a very high speed. When it hits the target or makes contact it will deal devastating results as it cremates and incinerates on impact then the fire erupts and leaps all around destroying everything in and around its path spreading, destroying to the size of a landmark. These flames are so hot that they stay ablaze lasting two turns on the battlefield. The fire will evaporate all natural water sources in the area of the landmark. These flames lasting will empower the users wind and fire techniques, as they will use the flames in their attacks, if not dealt with. To maintain and use these flames, they require chakra control from the user. The flames will die out within two turns as the strain on maintaining them starts to wear on the user.

Note: Can only be done twice per combat
Note: Has a three turn cooldown
Note: No other F rank or Fire jutsu in the same turn as the arrow is shot
Note: Flames last on the battlefield for two turns then they die out

Declined - I peep the JJK reference. Now, issues stem from a few things I noticed, one of which being the 'destruction of a landmark'. Now we do allow terrain altering techniques, but that would be a Ninja World exclusive feat, so you'd have to specify that, and with normal in battle use, just have go into long range surrounding the battlezone. However due to how that works, it wouldn't actually affect the terrain once you leave the fight. Evaporating water sources is fine as well, but once again if using it on a Landmark Scale, has to be noted with the Ninja World use while also following the same notion of only affecting water sources. It also wont evaporate just any size of water sources, as ocean size ones as an i.e would be too large for this to do so. Scale accordingly, but most of all- you're restrictions aren't as...well, restricting considering what you are trying to achieve with this. The NW Landmark destruction will only happen once per NW arc, but usable twice per battle is fine. Just need to reign this in a bit more, but overall- nice technique. (Mirai)

Resubmitting:

Katon : Fuga | Fire Release : Open
Type: Offensive/Supplementary
Rank: Forbidden Rank
Range: Short - Long
Chakra: 50 (-10 per turn)
Damage: 90 (-20 to the user) (+20 Fire techniques)(+20 Wind techniques)
Description: The user will form three handseals then put their hands in an archery pose, with their index and middle finger as the focal point. The user will channel the highest amount of fire chakra they can muster into an arrow of devastating flame. The heat of the arrow will start to burn the area around the user, the heat is so intense that it hurts the user to hold the arrow. The longer the user holds the arrow the more damage is done to him. The user will aim at their target then release the arrow at a very high speed. When it hits the target or makes contact it will deal devastating results as it cremates and incinerates on impact then the fire erupts and leaps all around destroying everything in and around its path spreading, destroying the battlefield/long range. (Up to the size of a landmark in NW). These flames are so hot that they stay ablaze lasting two turns on the battlefield. The fire will evaporate natural water sources in the area of the battlefield that aren't oceanic in size (long range/ lake size). These flames lasting will empower the users wind and fire techniques, as they will use the flames in their attacks, if not dealt with. To maintain and use these flames, they require chakra control from the user. The flames will die out within two turns as the strain on maintaining them starts to wear on the user.

Note: Can only be done twice per combat
Note: Has a three turn cooldown
Note: No Fire jutsu above A-rank for two turns
Note: Flames last on the battlefield for two turns then they die out

Approved, minor edit made. (Mirai)

Fuuton: Jutsushiki Junten: Ao | Wind Release : Cursed Technique Amplification: Blue

Type: Offensive/Defensive/Supplementary
Rank: S - Rank
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description:The user will perform three handseals to create a wind vacuum in the area. The wind vacuum is very violent and strong. Strong enough to pull levels of earth up to it (up to roughly the size of the Stone Golem Technique) and can even pull a large summon (up to fifty meters) off the ground towards it. The user chooses a direction where the vacuum will pull and to make it change direction/move it will cost a move. The vacuum spins at such a high rate it gives off a blue hue. The user is able to create a maximum of two vacuums simultaneously with this technique (However its strength is split between the two). The vacuum is able to pull techniques towards itself within reason, following the strengths and weaknesses of wind release. The user is able to put the vacuums together, creating a single wind vacuum that can pull from two different directions at the same time. This conjoined vacuum looks like a large blue ball of wind chakra at the center. When things enter the wind vacuums they are shot out of the otherside, but when things enter the conjoined vacuum they are pushed to center and are imprisoned in the torrent of swirling wind. The user is able to re-direct the pulled in objects within reason, this takes up a move and chakra to do so.

Note: Can only be used two times
Note: No A - rank above wind techniques for two turns
Note: Can only last three turns

Approved, Edits Made- (Mirai)
 
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Troi 🥈

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♆ (Dōran no Mitsumata Yari) Trident of Turmoil ♆
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Trident of Turmoil is a legendary weapon from the deep oceans of what was once Kirigakure. It landed in the hands of Peni from her late great great grandfather as a personal gift from him to her. It is wrapped in dirt and mud as old as time to preserve its beauty, as the user can make the dirt and mud crumble off at their will to show its true nature and can reform it onto the trident at their leisure (cosmetic purposes only). It is pale white, like old bone and fashioned with sleek orange and blue tentacles wrapping around it from top to bottom. As he personally gave her this gift on his deathbed, he spoke: "With this staff comes great power... You will control the seas and with that, bring peace to what is a bloody world... Balance..." Those were his last words to Peni before he passed away.

The trident's main focus is that, when raised, it is able to passively summon one creature from the deep (aquatic or water-favored) from an animal summoning contract without the use of chakra and seals as the necessary foundation from this weapon provides exactly that. It is in complete commune with the seas and as such, is able to interact with them in a way no human could possibly fathom. This summoning can happen anywhere from short to med range of the user.

In addition to this, it is able to pollute any mist-like water jutsu or water-based jutsu/action into an acidic, frozen-like state as the pH balance will be thrown off as well as the temperature dropping dramatically, emulating how cold and toxic the depths of the sea can be. This will result in a speed reduction of -2 of allies and enemies alike in the vicinity aside from the user. This will slow all offensive techniques from the enemy at a rate of -1, as well as cause a health damage tick of -5 per turn to everyone in the vicinity excluding the user. This not a passive technique.

• Once used to summon a contract animal, user is locked into that contract for rest of the battle unless bio specialties state/allow otherwise or is able to summon two or more summons due to specialities.
• The mist on the field lasts indefinitely unless blown away by a wind or a wind-based element at the strength of S rank, regardless of how long the technique it is used with is stated to last or how strong it is.
• Once blown away, the user must wait one turn to conjure the mist again at the expense of 40 chakra per extra conjuring.

Pending - Im fine with the first ability, but likely will reduce it to short range, cause depending on the summon, that can posse quite a real issue. Cause, if you summon a 50 meter long summon, that alone can put the opponent in a challenging position if not careful. Also may limit to the size of summon too on the same account, but I'm willing to allow this up to thrice per battle, with a cooldown of three turns between uses, treating it as an A Rank ability. The summon, should they not have a stated duration, will last three turns naturally as well.

Mist ability is a little too strong, but also you it reads more like a ice release technique, as I get what you're trying to do here, but the wording is a little...too close to something say like Ice Release/Frost Release does. It cannot last indefinitely either as we have basic custom rules for ranks, this would last two turns at most; and would need to rework the debuffs as you cannot affect the jutsu speeds of techniques with customs. Dm me concerning this (Mirai).
 
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Kooljay

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(Indora no Gunbai) - Indra's Gunbai
Type: Weapon
Rank: S
Range: N/a
Chakra: N/a
Damage: N/a
Description: Indra’s Gunbai is a legendary artifact said to have once been wielded by Indra Ōtsutsuki himself. According to legend, the weapon’s distinctive appearance would later serve as the inspiration for the Uchiha Clan’s emblem. The gunbai is comparable in size to the one wielded by Madara Uchiha and possesses a long handle from which a heavy chain extends, connecting the weapon to an enormous ōdachi with a 2 meter long blade. Despite their radically different functions, the gunbai and ōdachi were designed to complement one another, embodying the Uchiha’s mastery of fire, weaponry, and illusion.

Uchiwa Fanning of the Flames
The gunbai possesses the ability to dramatically amplify the user’s Fire techniques. By swinging the gunbai simultaneously with the release of a Fire technique, the fan generates powerful winds that feed the flames and increase their intensity. Fire techniques below S-rank are increased by one rank, while S-rank and above techniques instead receive a +20 damage boost.

The Blazing Hot Odachi
Connected to the gunbai by a heavy chain is an enormous ōdachi possessing a blade measuring 2 meters in length. Its extraordinary size naturally grants the user’s Kenjutsu techniques greater reach than conventional swords. Legend claims that the blade burns so intensely that merely approaching it can cause an opponent to spontaneously combust. In reality, the ōdachi continuously radiates intense heat up to 5 meters from its blade. After swinging the blade in specific maneuvers, which takes the same amount of time as 3 handseals, any foe who experiences this heat can be ensnared within an S-rank Genjutsu in which they perceive their body spontaneously combusting into flames. The overwhelming sensation of being burned alive inflicts 80 mental damage upon the victim. If multiple targets are ensnared, the genjutsu is diluted amongst them dealing less damage and becoming easier to break. With the appropriate genjutsu handseal specialty, the time it takes to perform the blade maneuvers can be reduced.

Great Fireball Triad
The gunbai’s final ability draws upon the signature technique of the Uchiha Clan. With a single swing of the fan, the wielder may unleash the Great Fireball Technique up to three times simultaneously, allowing three separate fireballs to be released within the same motion. Although all three techniques manifest simultaneously, each use consumes its own timeframe and carries the normal chakra cost of the Great Fireball Technique. A downside of the ability is that the amount of handseals to perform the Fireball jutsu also scales with the number of fireballs being released, meaning what is normally 6 handseals can increase up to 18 handseals.

Note: Can only be used by Uchiha Bios
Note: Only one ability can be used per turn and they can only be used once per turn.
Note: Katon Jutsu cannot be used the turn after the Great Fireball Triad ability is used.
Note: The Blazing Hot Odachi genjutsu must be actively sustained.

Declined - Let me break this down as small as I can. Uchiwa Fanning the Flames is fine, but you failed to mention if that's a passive application or active, at the moment its going to be assumed as active as per your restriction, id allow to be a passive use doe. The Blazing Hot Odachi with how its worded at the moment, would be considered an Elemental Genjutsu, utilizing elemental techniques to induce illusions onto people as the medium. Only Yin Release users can create those, and you lack said ability so it cannot exist in its current state until then. Otherwise, you also dont need to mention how much handseals are being comparatively to your sword swing. It can easily become messy when taking timeframe into consideration. Lastly, Great Fireball Triad is a no, replace the ability entirely within something a little more...unique. (Mirai)

(Indora no Gunbai) - Indra's Gunbai
Type: Weapon
Rank: S
Range: N/a
Chakra: N/a
Damage: N/a
Description: Indra’s Gunbai is a legendary artifact said to have once been wielded by Indra Ōtsutsuki himself. According to legend, the weapon’s distinctive appearance would later serve as the inspiration for the Uchiha Clan’s emblem. The gunbai is comparable in size to the one wielded by Madara Uchiha and possesses a long handle from which a heavy chain extends, connecting the weapon to an enormous ōdachi with a 2 meter long blade. Despite their radically different functions, the gunbai and ōdachi were designed to complement one another, embodying the Uchiha’s mastery of fire, weaponry, and illusion.

Uchiwa Fanning of the Flames
The gunbai possesses the ability to dramatically amplify the user’s Fire techniques. By swinging the gunbai simultaneously with the release of a Fire technique, the fan generates powerful winds that feed the flames and increase their intensity. Fire techniques below S-rank are increased by one rank, while S-rank and above techniques instead receive a +20 damage boost. This is a passive action, not consuming the cost of a move.

The Scorching Illusion

Connected to the gunbai by a heavy chain is an enormous ōdachi possessing a blade measuring 2 meters in length. Its extraordinary size naturally grants the user’s Kenjutsu techniques greater reach than conventional swords. Legend claims that the blade burns so intensely that merely approaching it can cause an opponent to spontaneously combust. The user casts a genjutsu using the odachi as a medium by swinging the blade (target must visibly see the blade during this motion), any foe within 5m of the the sword can be ensnared within an S-rank Genjutsu (counts as a move slot) in which they perceive their body spontaneously combusting into flames. The overwhelming sensation of being burned alive inflicts 80 mental damage upon the victim. If multiple targets are ensnared, the genjutsu's rank is split per witness, dividing as equally as possible.

The Blazing Hot Odachi
The extraordinary heat radiating from the ōdachi causes anything cut by its blade to continue burning long after the initial strike. Whenever the blade successfully damages a target, the wound is immediately cauterized and afflicted with a lingering burn that deals 10 damage per turn for 3 turns. This burning damage can stack with subsequent successful strikes from the ōdachi up to a maximum of three times. Each application possesses its own three turn duration and subsequent applications do not refresh the duration of previous burns. This is an active ability, counting as a moveslot in order to trigger. No damage boosts of any kind may increase the damage per turn either.


Note: Can only be used by Uchiha Bios
Note: Only one ability can be used per turn and they can only be used once per turn.
Note: The Blazing Hot Odachi effects only apply to basic and fire based ninkenjutsu, though a -10 chakra per turn is passively drained to sustain the burning effect to linger. These burns can be healed with an appropriate healing technique (Medical, Yang Release etc).
Note: The Scorching Illusion genjutsu is passively sustained per turn, drawing -10 chakra per turn.


± Pending. I'll relook at this. ±




(Doton: Yomi Numa no Mamono) - Earth Style: Swamp Monster of the Underworld
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user weaves 3 handseals and channels their chakra into an already existing Swamp of the Underworld, molding the swamp itself into a massive 15m tall golem. The golem is capable of freely traversing the swamp without being hindered or sinking into it. Its enormous body allows it to attack opponents with powerful physical strikes. Whenever the golem successfully strikes a target, portions of the mud comprising its body cling to the victim, causing them to become further submerged and encapsulated. The golem cannot leave the boundaries of the swamp from which it was created or be created within 5m of an opponent.

Note: Can only be used twice and lasts for 2 turns.
Note: Following this jutsu, the user cannot use a S rank or higher Doton techniques for 2 turns.

Approved - Edits Made (Mirai) @ bolded italics. Removed the second restriction as it was filler.




(Doton: Jūryō Sōsa Kekkai) - Earth Release: Weight Manipulation Barrier
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: N/a
Description: The user weaves 3 handseals and claps their hands together, creating a spherical, transparent brown barrier with a 15m radius around themselves. Everything physical within the barrier, including the user, is subjected to the effects of one of the user’s Lightweight, Added Weight, Super Lightweight, or Super Added Weight techniques. The user chooses which effect is applied upon creating the barrier and may passively change the active effect once per turn while sustaining it. The chosen effect is applied universally to everything physical within the barrier.

As a result, the altered weight also affects the base speed of anything physical within the barrier. Lightweight grants +1 Speed, Super Lightweight grants +2 Speed, Added Weight inflicts -1 Speed, and Super Added Weight inflicts -2 Speed. These modifiers remain for as long as the affected target or object remains within the barrier and immediately change alongside the barrier’s active weight effect.

Note: Can only be used twice and lasts for 3 turns.
Note: The user much keep their hands clasped and actively sustain the barrier.
Note: After this jutsu ends, the user cannot use it or any weight manipulation techniques for 3 turns.

Declined - I'll be under the assumption this is supposed to be a Fuinjutsu/Earth combination technique, as you can only make barrier ninjutsu with Fuinjutsu involved. That aside, similarly made techniques exist, namely Geezy's Fuinjutsu| Anka - Sealing Arts | Anchor and Matt's Earth Release: Gift Bad. (Mirai)
 
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Lucidus 🥉

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(Gekiryū no Maki: Ryūsui) - Torrent Series - Flowing Current
Type:
Offensive | Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: A specialised elemental Kenjutsu technique, the user surges Water chakra throughout their body and blade, creating a cloak of flowing water which swims and moves around the users body acting as a defensive film around them to begin with. During this the user moves towards their target of choice in a fluid motion aiming to strike in their desired method, the water around them converging along the blade into a single point, generating incredible momentum and force, dealing incredible damage.

The Torrent Series of techniques however are unique. They act as a bridge, showcasing their fluid and flexible nature, they allow the user to easily transition from one series to a torrent series or from a torrent series into another. For example, a Torrent series technique can fluidly and effortlessly transition into a Thunder series technique, or a future elemental series, all being part of the basic 5 elements, gaining the benefits of the new technique used, the transition being as easy as breathing, taking very little time in the timeframe.

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Restrictions

- This technique can only be used twice per battle
- This technique can last for a maximum of 3 turns
- The user must wait a turn before being able to use this technique again once the technique ends.
- The user is unable to use other water series techniques above A rank on their next turn.

± Declined. Hm, I get the idea and its overall fine, but wouldn't the bolded restrict you from using it in the flowing continuous manner you described? You also outlined that Water series techniques are limited, but what about the others? If you're going to make a series of techniques, make an overall technique for them, and then break it down into the elemental variants. ±


(Gaia no Maki: Ganjin) - Gaia Series - Stone Edge
Type:
Offensive | Defensive
Rank: S
Range: Self - Short
Chakra: 40
Damage: 80
Description: A specialised elemental Kenjutsu technique, the user surges earth chakra throughout their body, hardening their body and limbs to a point beyond steel, acting as an absolute solid defense as well as reinforcing their blade. This technique allows the user to remain stalwart and unmovable, unless they themselves choose to move or they are completely overpowered. During this, the user will strike at their intended target with their blade, their blade containing an incredible weight to others but effortless to the user, upon striking the target, this weight is transferred into the target, immobilising them under their own crushing weight, in a similar fashion to ‘super added weight rock technique’ and the opponents bodies are splintered with small spikes of protruding rocks dealing damage from within.

Restrictions

- Can only be used twice per battle
- Must wait a turn before being able to use this technique again
- User cannot use Gaia Series techniques above A rank for the next turn

± Approved. ±
 
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Lucidus 🥉

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(Gekiryū no Maki: Ryūsui) - Torrent Series - Flowing Current
Type:
Offensive | Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: A specialised elemental Kenjutsu technique, the user surges Water chakra throughout their body and blade, creating a cloak of flowing water which swims and moves around the users body acting as a defensive film around them to begin with. During this the user moves towards their target of choice in a fluid motion aiming to strike in their desired method, the water around them converging along the blade into a single point, generating incredible momentum and force, dealing incredible damage.

The Torrent Series of techniques however are unique. They act as a bridge, showcasing their fluid and flexible nature, they allow the user to easily transition from one series to a torrent series or from a torrent series into another. For example, a Torrent series technique can fluidly and effortlessly transition into a Thunder series technique, or a future elemental series, all being part of the basic 5 elements, gaining the benefits of the new technique used, the transition being as easy as breathing, taking very little time in the timeframe.

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Restrictions

- This technique can only be used twice per battle
- This technique can last for a maximum of 3 turns
- The user must wait a turn before being able to use this technique again once the technique ends.
- The user is unable to use other water series techniques above A rank on their next turn.

± Declined. Hm, I get the idea and its overall fine, but wouldn't the bolded restrict you from using it in the flowing continuous manner you described? You also outlined that Water series techniques are limited, but what about the others? If you're going to make a series of techniques, make an overall technique for them, and then break it down into the elemental variants. ±


(Gaia no Maki: Ganjin) - Gaia Series - Stone Edge
Type:
Offensive | Defensive
Rank: S
Range: Self - Short
Chakra: 40
Damage: 80
Description: A specialised elemental Kenjutsu technique, the user surges earth chakra throughout their body, hardening their body and limbs to a point beyond steel, acting as an absolute solid defense as well as reinforcing their blade. This technique allows the user to remain stalwart and unmovable, unless they themselves choose to move or they are completely overpowered. During this, the user will strike at their intended target with their blade, their blade containing an incredible weight to others but effortless to the user, upon striking the target, this weight is transferred into the target, immobilising them under their own crushing weight, in a similar fashion to ‘super added weight rock technique’ and the opponents bodies are splintered with small spikes of protruding rocks dealing damage from within.

Restrictions

- Can only be used twice per battle
- Must wait a turn before being able to use this technique again
- User cannot use Gaia Series techniques above A rank for the next turn

± Approved. ±

Resubmitting as suggested
Separated the above declined into two different techniques with new names, only posted the one below currently.

(Wǔ Yuán - Gogen no Kata) - Wǔ Yuán - Five Origins Form
Type:
Supplementary
Rank: C
Range: self
Chakra: N/A
Damage: N/A
Description: A Core technique which is the foundation for the different Series Technique Elements - Thunder Series, Torrent Series, Gaia Series, Zephyr Series, and Sun Series, otherwise known as the ‘Five Origins’. This technique is core in the sense that it is a foundational concept of the 'Five Origins' (E.g. Thunder Series, Gaia Series etc.), A core teaching as it were.

This concept allows users of the ‘Five Origins’ to shift between the different Series techniques as quickly as breathing, at a mere thought. It acts as the bridge between techniques, allowing one to flow to the next or adapt midway if needed. For example, a ‘Torrent Series’ technique can fluidly and effortlessly transition into a ‘Thunder Series’ technique, or different elemental series, all of which are part of the basic 5 elements, collectively known as the ‘Five Origins’, taking very little time in the timeframe to transition, not enough to affect the user negatively. The theory being that it allows the user to adapt to changes on the battlefield at any moment.

All individual techniques however still abide by their own restrictions.

This concept is passive, a teaching which is inherently utilized when performing any of the ‘Five Origins’ It does not require chakra as much like any regular body technique it is an inbuilt teaching in existing techniques and due to this it also does not require to be ‘used’ taking up a Jutsu slot as it is always utilized as apart of the 'Five Origins'.

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Restrictions

- Must be placed on the users bio, or at the beginning of the battle as a reference.
- All Five Origin Techniques, also known as the Series techniques abide by their own restrictions, this technique does not remove any of that.



(Tama) Soul
Type:
Weapon
Rank: S
Range: N/A
Chakra: (+10)
Damage: (+20)
Description: Soul, a weapon forged by the user pouring his spirit, will, and heart into a blade. One he moulded to his ideal shape and form during a process of refinement using exotic materials from around the world. This created a blade that was truly unique, particularly using wood from the world tree to be used as the hilt of the blade and a unique metal which the user poured so much of himself and his life energy into.
This created a Katana of pure white, giving off its own ethereal feeling. The Katana itself possessed a will, possessing a sentience born from the user's desires and the life energy (Yang Energy) he poured into it. The sword hilt was a pure white wood with a hardness that surpassed steel by many times, yet contained a faint softness to the touch.

Tama was born with a few core abilities. Firstly, due to the wood of the world tree, Tama is able to passively absorb natural energy. This allows the user to utilize natural energy once per turn in one of the following ways, resulting in the user receiving one of the following benefits

- It allows Kenjutsu techniques to contain natural energy benefitting from one of the various forms of Senkenjutsu unique to Dokkodo.

- It allows the use of a Dokkodo technique outside of the mode and still incorporate natural energy (Excluding the Dokkodo technique - ( Dokkōdō: Tenmetsu Hikari ) – The Alone Way: Blinding Light which is still limited to requiring the mode).

- Allows the user to apply the concepts of the technique “White Blade Flows” to a Kenjutsu technique.

Only one of these options can be applied at a time and only once per turn, but is done so passively with the exception of technique usage which still takes up one of the user's 3 Jutsu slots as per normal.

Secondly, the addition of yang energy in the metal of the sword allows the sword known as Tama, to use the technique (Yoton: Ken'i) - Yang Release: Power of The Sun, applying its effects straight to the user, benefitting from all its benefits and negatives as normal, this takes one of the users jutsu slots to use but is not actually used by the user but the sword instead. Passively, Tama heightens the users Taijutsu and Kenjutsu techniques to benefit from a +20 damage and +10 chakra, this is provided the user and sword still remain in contact in some way.

Restrictions

- Natural energy options can only be used once per turn and only one option can be used at a time.
- Tama can only use the technique Yang Release: Power of The sun in this way once per battle.

(Dokkōdō: Hakuka Nagashi) - The Alone Way: White Blossoms Flow
Type:
Defensive/Offensive
Rank: S
Range: Short (Short-Long)
Chakra: 60
Damage: (Equal to destroyed Technique)
Description: After entering Dokkōdō, the user aims at incoming targets and slashes at the target with a Senjutsu and Yang enhanced melee attack. When contact is made with the technique, the natural energy and yang energy spreads through it quickly to petrify opposing chakra within as per normal causing the technique to shatter in a burst of white glass-like shards. Unlike the usual ‘White Blade Flows’ where the white glass-like shards would disappear and disperse however, the additional Yang chakra is injected and spread into the glass like shards, filling them with both natural energy and yang energy in a cohesive cooperative relationship, giving them a form of sentience. These white glass-like shards instead track the target's vitality and chakra, converging onto the target automatically matching the strength of the original technique of which the shards were born from. The white shards now resembling cherry blossoms instead of mere glass, signifying the collaboration of nature and life.

This technique is capable of destroying solids, liquids and energy of equal or lower chakra as per the original ‘White Blade Flows’ Technique.

Restrictions

- Can only be used with Dokkodo Active
- Samurai and Ronin can use this technique without the mode
- Can be used in place of ‘white blade flows’ sharing its usage limit
- Must wait a turn before using again.
 

El Alucard

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(Yūgōjutsu) | Amalgam Technique
Rank: S
Type: Supplementary
Range: Short–Long
Chakra: N/A(Combined chakra of all both techniques)
Damage: (Combined damage of the 2 contributing techniques)
Description: Amalgam allows one user, or two allied users, to combine two of their own techniques into one simultaneous attack. The two techniques keep their original elements, properties, effects, and damage and move together as a single attack instead of acting as separate techniques. This does not create a new element or transform one element into another; for example, Earth and Water would remain rocks and water moving together in the same attack rather than becoming mud, while Fire and Water would remain fire and water moving together. The damage and chakra costs of both contributing techniques are fully added together, meaning a 50-damage technique costing 40 chakra combined with a 60-damage technique costing 50 chakra becomes one 110-damage technique costing 90 chakra. Any rank of technique can be used, but all techniques used must normally be available to the user(s). Amalgam itself is the third technique required to combine them, meaning all 3 move slots are consumed each time it is used. When used by two users, each contributes one technique and they share the combined chakra cost. When used by one user, that user provides both techniques and pays the full combined chakra cost.

Note: Amalgam cannot receive any additional damage or speed boosts from other techniques, abilities, or effects, except applicable AP increases.
Note: After use, the user(s) cannot use S-rank or higher techniques of the elemental nature(s) they contributed for 3 turns, when used by two users, this restriction applies separately to the elements each user contributed.
Note: Amalgam can be used a maximum of 3 times per battle and has a 3-turn cooldown between uses.
Note: Both contributing techniques must be used as part of the same Amalgam and neither user can contribute a technique they do not normally possess or cannot currently use.


Fuuinjutsu: Ten’i | Sealing Arts: Redirection
Rank
: S
Type: Supplementary
Range: Short–Long
Chakra: 40 (-10 per turn to replenish the seal, up to 100 chakra)
Damage: (+20 to the redirected jutsu)
Description: The user has two seals permanently placed on the tips of their index fingers, with 「吸収」(Absorb) on the left and 「転送」(Redirect) on the right. The "Absorb" seal does not destroy, steal, nullify, or permanently seal chakra; instead, it temporarily receives an incoming technique and channels it through the user's body into the seal, allowing the user to redirect the exact technique through the "Redirect" seal. The technique can redirect any ninjutsu containing normal chakra except senjutsu as well as other special variants of chakra (e.g Ruhk, Siris, etc.). They can also automatically redirect Genjutsu affecting the user, back toward the caster; MS level genjutsu excluded.

The user may point the Redirect finger in any direction, allowing the stored technique to be sent anywhere within the same range as the original technique and doesn't require them to send it back to its original source. The seal can hold multiple techniques at once as long as their combined chakra cost does not exceed the chakra currently available in the seal. Multiple stored techniques are released one directly after another when Redirect is activated. A stored technique can only remain inside the user's body for two turns and if it is not redirected within those turns, it implodes inside the user. If an incoming technique requires more chakra than is currently available in the seal, the seal is overwhelmed and doesn't work, causing the user to take the full force of the incoming technique. Absorb and Redirect each occupy one move slot, meaning the user must spend one move to receive the technique and another move to release it. The user may still use other jutsu whilst holding the absorbed technique.

Note: The user must have Advanced Fuuinjutsu and have the seals mentioned in their bio.
Note: The seal comes preloaded with 100 chakra at the start of each battle.
Note: The technique can only be used when the chakra required by the incoming technique(s) is equal to or below the chakra currently stored in the seal.
Note: After the stored chakra is used, the user may replenish the seal by supplying -10 chakra per turn, up to a maximum capacity of 100 chakra.
Note: After each use, the technique enters a 3-turn cooldown during which the user cannot absorb, redirect, or replenish the seal.
Note: The user cannot use S-rank or higher Fuuinjutsu for 3 turns after using Absorb & Redirect.
Note: Usable 2 times per battle.
Note: Counts as two body seals on the users bio.

Basically this but not just with lightning:


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Kooljay

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(Karyūjin) - Fire Dragon God
Type: Offensive/Defensive
Rank: S-rank
Range: Short–Long
Chakra: 40
Damage: 80
Description: A Katon enhanced nintaijutsu derivative of the Leaf Dragon God technique. The user concentrates Katon chakra into their leg before executing the same powerful upward spinning kick used to initiate the Leaf Dragon God. The force of the user’s rotation violently commands the surrounding air into a massive spiraling dragon, while the Katon chakra released from the user’s kick ignites the rapidly circulating currents.

The result is a blazing version of the Dragon God, a massive fire tornado shaped into a dragon. The rotating currents continuously feed and spread the flames throughout its body, causing the dragon to engulf its target before subjecting them to both the razor-sharp air currents of the original technique and the intense flames circulating within them.

Like the Leaf Dragon God, the user remains protected within the base of the vortex while the rotating exterior serves as both an offensive weapon and defensive barrier. The technique retains the Dragon God’s fundamental weakness, however. Because its structure is still maintained by the user’s rotation, reaching the Dragon’s Eye with a sufficiently powerful counter-rotation can destabilize and disperse the technique.

Note: Can only be used twice
Note: No leg based taijutsu the following turn can be used
Note: No A rank or higher Katon the following turn can be used.




(Doton: Ganseki Karyū) – Earth Release: Rockfire Flow
Type: Offensive
Rank: B
Range: Short–Long
Chakra: 20
Damage: 40 (+15 to Fire Technique)
Description: After weaving the necessary handseals, the user generates a large quantity of fragmented rock and stone which can either be launched independently at a target or combined with a Fire Release technique to increase its destructive power. When combined with Katon, the rocks are carried within the flames and rapidly heated, creating a stream of burning and superheated stone that adds additional physical force to the technique, increasing the damage of the affected Fire Release technique by +15. The Katon jutsu must either be a streaming technique or a projectile technique that originates from the users.

Ordinarily, combining this technique with a Fire Release technique requires the assistance of a clone or ally due to the difficulty of molding Earth and Fire chakra simultaneously. However, Lava Release users, being naturally capable of molding Earth and Fire chakra at the same time, can utilize this technique simultaneously with a compatible Katon technique, combining the two into a single consecutive attack.

Note: Can only be used 5 times
Note: Can only be used once every other turn
 
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jagged

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Kujaku Myōhō ) - Mysterious Peacock: Nebula
Type
: Supplementary
Rank: A
Range: Short
Chakra Cost: 30( -5 per turn )
Damage: N/A ( -10 per turn )
Description: The user will make the Bird hand seal and spill both their Storm release and Star Chakra behind them, molding into the shape a Peacock sculpted by purple clouds crackling with green lightning. This technique holds the image of a peacock fused with storm clouds, it's Storm nature allowing the user to perform related jutsu through its form though it's S/W now follow star natures rubric.
Note: This jutsu counts as an activation for the Mysterious Peacock method and follows the same rules and guidelines as that technique.
Note: Can only be activated if the user has more than 100 health but lasts as long as the user has health

__________________________________________

[Resubbing, increasing rank]

English name: Mikazuchi
Type: Weapon
Rank: S
Range: Close- Medium
Chakra: 10-40 to activate| 10 to maintain every turn
Damage: 80
Description: A katana hilt with ornate bronze guard and the picture of a dragon encircling it, mikazuchi proccess of forging has seen the materials of the hilt infused with storm chakra creating a weapon that his highly sensitive to storm. When unsheathing the hilt from its scabbard the user will pour storm chakra into the hilt creating a blue Lazer like blade of sufficient damage up to the amount of chakra used for its creation( maximum 40). At the utterance of the words "Bankai: Formless storm" the user injects his sword with 40 chakra, the sword expels a slightly dark cloud from the hilt that engulfs long range in its size. The cloud stays on the ground and is thin enough to see through allowing clear view of their surroundings, the cloud itself allows the user to perform storm related jutsus using it as a medium and, so long as the user maintains his sword and the chakra cost(-10 per turn), the cloud will always reform after 1 turn of being dispersed. Due to the storm clouds ability to absorb chakra, any non storm related jutsus used within the cloud are reduced by -10 chakra.



Note: Formless storm takes one 1 move slot to perform.
Note: Formless storm is reformed after one turn of being dispersed.
Note: Formless Storm can only be used two times per battle. And has a 1 turn cool down between each use.

Note: Blade is 1 meter in length
Note: Formless storm and the storm blade cannot be used at once, one is stopped for the other.[/hr]

English name: Mikazuchi
Type: Weapon
Rank: Forbidden
Range: Close- Long
Chakra: 10-50 to activate| 10 to maintain every turn
Damage: 80
Description: A katana hilt with ornate bronze guard and a mural of a flying Raiju encircling it, mikazuchi remains a legendary heirloom said to be forged from the natural essence of storm and Natural energy (Senjutsu chakra). Saturated by the users own Senjutsu chakra this item locks [150] of the users natural energy inside its base materials only to be used when activating this blades forms.

Shikai
-------------------
Upon gripping the hilt chakra is inserted into the item conjuring a [1] meter blade of lazor aligned and Senjutsu infused storm release up to (40). The blade retains damage up to the Rank of chakra invested and is passive in use as the blade attunes seamlessly with the storm chakra powering it. Compressing his chakra into a [1] meter form the user may reshape his blades dimensions when physically swinging the blade up to the Rank of chakra invested upon creation. With additional chakra cost per turn (-10) the user can maintain this "blade" indefinitely

Bankai: Formless storm
______________

At the utterance of the words "Bankai: Formless storm" the user injects his sword with [50] chakra and Senjutsu, the sword expels a slightly dark cloud from the hilt that engulfs [1] land mark in its size. The cloud stays on the ground and is thin enough to see through allowing clear view of their surroundings, the cloud itself allows the user to perform storm related jutsus using it as a medium. Due to the storm clouds heavy rains and chaotic winds any non storm related opposing jutsus used within the cloud are reduced by [-20] damage while the clouds themselves absorb and hold a maximum of F rank opposing chakra that can be used to empower another of the users Storm jutsu by [+10] Damage (Must be stated when doing so)





Note: Bankai takes one 1 move slot to perform.
Note: Bankai can only be used 2 times per battle and lasts a maximum of two turns.
Note: Formless storm and the storm blade cannot be used at once, one is stopped for the other.
Note: When Bankai State is ended A rank and above Storm related jutsu cannot be used for 2 turns.
[/hr]
 
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Akisha

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(Genjutsu: Nadameru & Bōdō) Illusionary Technique: Soothe and Riot
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: An illusionary technique that influences the target’s emotions. It has three applications.
The first two being in battle. To cast either one, the user forms two hand seals and chooses an emotional effect.
Soothe: The victim will feel tranquility and calm. So much so that he or she will decide not to fight anymore, causing the victim to halt in their tracks and abandon the battle grounds all together, should they not realize it's an illusion. How hard this technique is perceived as a genjutsu relies on the state of the victim prior to casting. For example if he or she was quite angry, the sudden change in emotion would be quite easy to recognize, while if the victim was calm and not really wanting to fight, it would be harder. The point of this use is to steal valuable time from the victim, long enough to catch them off guard with a surprise attack.
Riot: The victim will feel uncontrollable anger along with an irresistible urge to punch the user in the face. This will force them to rush towards the user. The point of this use is to make the target loose his/her temper and tempt them to enter close combat, should they not recognize this as an illusion.
The third use can not be utilized in battle and only works on weak NPCs in the ninja world (weak meaning up to Chunin level and non shinobi) The user can cast this on multiple targets simultaneously, but it doesn't have any forcing effects, being able to only soothe or riot feelings such as fear, anger, joy, or calm. This use can’t create a detailed thought and only serves for RPing purposes in the general vicinity of the user.
-Can only be used three times per battle.
-No Genjutsu of A rank and above next turn.


(Genjutsu: Youidesu) Illusionary technique: All is good
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: An illusionary technique meant to deceive those with Doujutsu. The user will form two hand seals in order to cast it. This is only a visible illusion that will make the target see their chakra network undisturbed. While on its own this is a pretty useless illusion, its purpose is to be layered with another genjutsu, making it harder to detect as being one, since when doujutsu users check their chakra network it will seem undisturbed. This only affects sight, so chakra sensors or Yin masters would easily understand this to be an illusion.
-Can only be used two times per battle, with a turn cooldown between use.
-Requires either the Genjutsu Layering Specialist, or Apex Layering Specialist.


(Genjutsu: Kōtta) Illusionary Technique: Frozen
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user forms two hand seals and traps the opponent in a genjutsu. To the victim, two hands of ice suddenly erupt from the ground and seize their legs. The ice appears and sounds utterly real, its crystalline surface hissing as it forms. The hands’ crushing grip pins them in place, while their intense cold seems to cause immediate frostbite and excruciating pain. In reality, the opponent is immobilized and takes damage due to the stress on his mind.
-Can only be used two times per battle.
-No Genjutsu of A rank and above next turn.
 

Troi 🥈

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♆ (Dōran no Mitsumata Yari) Trident of Turmoil ♆
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Trident of Turmoil is a legendary weapon from the deep oceans of what was once Kirigakure. It landed in the hands of Peni from her late great great grandfather as a personal gift from him to her. It is wrapped in dirt and mud as old as time to preserve its beauty, as the user can make the dirt and mud crumble off at their will to show its true nature and can reform it onto the trident at their leisure (cosmetic purposes only). It is pale white, like old bone and fashioned with sleek orange and blue tentacles wrapping around it from top to bottom. As he personally gave her this gift on his deathbed, he spoke: "With this staff comes great power... You will control the seas and with that, bring peace to what is a bloody world... Balance..." Those were his last words to Peni before he passed away.

The trident's main focus is that, when raised, it is able to passively summon one creature from the deep (aquatic or water-favored) from an animal summoning contract without the use of chakra and seals as the necessary foundation from this weapon provides exactly that. It is in complete commune with the seas and as such, is able to interact with them in a way no human could possibly fathom. This summoning can happen anywhere from short to med range of the user.

In addition to this, it is able to pollute any mist-like water jutsu or water-based jutsu/action into an acidic, frozen-like state as the pH balance will be thrown off as well as the temperature dropping dramatically, emulating how cold and toxic the depths of the sea can be. This will result in a speed reduction of -2 of allies and enemies alike in the vicinity aside from the user. This will slow all offensive techniques from the enemy at a rate of -1, as well as cause a health damage tick of -5 per turn to everyone in the vicinity excluding the user. This not a passive technique.

• Once used to summon a contract animal, user is locked into that contract for rest of the battle unless bio specialties state/allow otherwise or is able to summon two or more summons due to specialities.
• The mist on the field lasts indefinitely unless blown away by a wind or a wind-based element at the strength of S rank, regardless of how long the technique it is used with is stated to last or how strong it is.
• Once blown away, the user must wait one turn to conjure the mist again at the expense of 40 chakra per extra conjuring.

Pending - Im fine with the first ability, but likely will reduce it to short range, cause depending on the summon, that can posse quite a real issue. Cause, if you summon a 50 meter long summon, that alone can put the opponent in a challenging position if not careful. Also may limit to the size of summon too on the same account, but I'm willing to allow this up to thrice per battle, with a cooldown of three turns between uses, treating it as an A Rank ability. The summon, should they not have a stated duration, will last three turns naturally as well.

Mist ability is a little too strong, but also you it reads more like a ice release technique, as I get what you're trying to do here, but the wording is a little...too close to something say like Ice Release/Frost Release does. It cannot last indefinitely either as we have basic custom rules for ranks, this would last two turns at most; and would need to rework the debuffs as you cannot affect the jutsu speeds of techniques with customs. Dm me concerning this (Mirai).

Resubmitting:

♆ (Dōran no Mitsumata Yari) Trident of Turmoil ♆
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A (30 per summon, 40 per extra conjuring)
Damage: N/A
Description: The Trident of Turmoil is a legendary weapon from the deep oceans of what was once Kirigakure. It landed in the hands of Peni from her late great great grandfather as a personal gift from him to her. It is wrapped in dirt and mud as old as time to preserve its beauty, as the user can make the dirt and mud crumble off at their will to show its true nature and can reform it onto the trident at their leisure (cosmetic purposes only). It is pale white, like old bone and fashioned with sleek orange and blue tentacles wrapping around it from top to bottom. As he personally gave her this gift on his deathbed, he spoke: "With this staff comes great power... You will control the seas and with that, bring peace to what is a bloody world... Balance..." Those were his last words to Peni before he passed away.


Summoning: The trident's main focus is that, when raised, it is able to passively summon one creature from the deep (aquatic or water-favored) from an animal summoning contract without the use of seals as the necessary foundation from this weapon provides exactly that. It is in complete commune with the seas and as such, is able to interact with them in a way no human could possibly fathom. This summoning can happen anywhere short range around the user.


Conjuring:
In addition to this, it is able to pollute any mist-like water jutsu or water-based jutsu/action into an acidic, heavy state as the pH balance will be thrown off as well as the weight of the water increasing dramatically, emulating how pressurized and toxic the depths of the sea can be. This will result in a speed reduction of -2 of allies and enemies alike in the vicinity aside from the user as well as cause a health damage tick of -5 per turn to everyone in the vicinity excluding the user. This is not a passive technique.


• Once used to summon a contract animal, user is locked into that contract for the rest of the battle unless bio specialties state/allow otherwise or is able to summon two or more summons due to specialities.
• The mist on the field lasts for two turns maximum unless blown away by a wind or a wind-based element at the strength of S rank.
• If blown away/ended, the user must wait one turn to conjure the mist again at the expense of 40 chakra per extra conjuring (costing 0 for the very first conjuring only).
• The summoning effect is usable three times per battle with a three turn cooldown after use. If the summon does not have a stated duration, this method will summon them for three turns until they are defeated or de-summoned.

Changes in bold, replaced freezing effect with a pressurized water effect as to not infringe on ice/frost release, completely took out jutsu slowing as I wasn't aware that wasn't allowed. Worded some things differently for them to make more sense as per the resub and to have it written as clear as possible.

New Submission:

♆ (Suiton: Bōsei no Nietagiru Namida) - Water Style: Seething Tears of Tyranny ♆
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (-15 per turn to sustain)
Damage: N/A
Description: The user will weave six handseals and focus their chakra into the atmosphere. After this the user will create a thick, dense mist. This will both obscure the vision of everyone in the vicinity as well as obscure the chakra signature of the user, their allies as well as enemies entirely, being unable to be sensed by chakra sensing techniques. This does not include techniques such as doujutsu vision or Inner Sonar skill and techniques of that nature. The downside, is that this technique cannot be used as a source for other water techniques as the mist, as dense as it is, is akin to heavy condensation rather than rain. Much like fog. It does not give a deep, flowing source of water to create other techniques. Naturally, the user is able to sense and pinpoint movements in this mist due to the movement disrupting their chakra as the mist holds the user's chakra within.

• Usable three times per battle with a three turn cooldown.
• Costs -15 chakra to sustain per turn, lasting four turns per use.
 
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Mirai 👑

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(Inton: Jutai; Mizushi) Yin Release: Cursed Womb, Shrine
Type: Defensive, Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Cursed Womb, Shrine is a Yin Release technique that aims to utilize one's imagination to bring into reality. Upon making five handseals, the user can utilize Shrine, which conceptualizes the ideation of crafting an 'invisible' slash, capable of cutting down even the boundaries between dreams and reality. This can be done in two methods, through a ranged projectile dubbed "Dismantle (解Kai)" or through direct contact being dubbed "Cleave (捌 Hachi)". They each function similarly to one another, their respective applications allows for more unique approaches when using Shrine. The individual functions are as followed;

Dismantle (解Kai) - As briefly mentioned, Dismantle aims to be the more ranged variant of the two. Upon making the initial handseals, the user quickly transitions in making a gesture, resembling a slashing motion, and releases an intangible and invisible slashing projectile (5x5x5 in dimensions). Its shape resembling a crescent moon, the highly energetic slash leaves very little queue of its trajectory, aside from minor distortions in the air though these can only be seen within short range of the slashing projectile. Dojutsu and chakra sensory shinobi are capable of detecting the projectile however, with the former visually seeing it. Upon contact with an opponent, the slashing projectile completely phases through its target, leaving them physically fine, but a violent assault occurs upon their spirit. This causes the spiritual energy within their body to be 'slashed', which mentally, it crafts a false sensation of their entire body having been cleaved, chopped and slashed to bits and pieces, through they remain perfectly fine physically. This weakens their mental capacity, preventing the target from being capable of utilizing fields that requires more sophisticated application i.e Medical Ninjutsu, Yin Release (Does not affect use of Yang Release), etc from being used for two turns, while also unable to make more than three handseals due to the mental strain of the slashing for the same duration. This can also be immediately be purged through the use of Senjutsu Surge or Yang Release of equal or more chakra; restoring their functionality, but still retaining the mental damage unless also healed. When utilized versus other chakra techniques, they clash as intended, but remains unaffected by physical elements/techniques, as it would simply bypass them due to its intangible nature.

Cleave (捌 Hachi) - This aims to be the direct physical application of Shrine, which upon after making the handseals, requires touching the target or opposing technique in question. Which Cleave does, is the opposite of Dismantle, instead aiming to utilize the high spiritual energy is a more physical sense; as the slashes would now deal actual cutting slashes across the target's body. Unlike Dismantle, this doesn't cause any actual spiritual rendering, strictly striking the target with the immense high damage, but has its own interaction with opposing techniques. The 'cleaving' portion of this would directly interact with the chakra of opposing techniques, causing it to cut the chakra within the technique into shreds, interacting on a chakra vs chakra rubric. Techniques of equal chakra or less are completely neutralized, where as techniques of higher chakra value cannot be intercepted with this application. Though this causes physical damage, its power and damage is still governed by the Spirit Attribute.

Shrine can be utilized thrice per battle, with a cooldown four turns between each use, and with no Yin Release Techniques above A rank can be utilized in this duration. Either application can also only be used twice per fight, requiring the other to be used at some point in time. Dismantle application cannot have Critical Damage applied to it.
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Gutsy

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Resubmitting:

(Jōki no Kokyū: Surtr no Kiryūken) - Steam Breathing: Surtr’s Steam Dragon Blade
Rank: A
Type: Offensive
Range: Short – Mid
Chakra Cost: 30
Damage Points: 60
Description: This is the first form of Steam Breathing, known as Surtr’s Steam Dragon Blade. The user compresses superheated steam beneath and behind their body, using it to forcibly vent it in a controlled, linear release that propels them forward in a straight line at intense speed (x3 for the duration of the technique). The steam is released in a confined and focused burst, functioning as a momentary propulsion rather than an attack. While in motion, the user moves in a low stance, drawing their blade and slashing through the target in a precise motion as they pass, appearing behind them. The edge of the user’s blade carries scalding steam that burns as well as cuts through the enemy. The movement is brief and explosive, ending immediately after the slash as the steam vents violently and disperses. The extreme heat and steam that is produced from the slash causes the target’s body to rapidly overheat, causing heat exhaustion and blurred vision, resulting in their base speed dropping by 10%. Their body will return to normal after 3 turns when the excess heat has been expelled, or if the enemy uses a form of healing such as medical ninjutsu or yang.
Note:
- Can only be used 3 times per fight, with a one-turn cooldown.
- Usable by Steam users with access to Elemental Kenjutsu.

± Approved. ±

(Jōki no Kokyū: Furei Nekkai Kōro) - Steam Breathing: Freyr’s Heat-Haze Passage
Rank: A
Type: Offensive
Range: Short – Mid
Chakra Cost: 30
Damage Points: 60
Description: This is the second form of Steam Breathing, known as Freyr’s Heat-Haze Passage. The user releases controlled, heated steam around their lower body and blade while advancing toward their target in short, irregular bursts of speed powered by steam that is pressure vented from the hips and ankles. Rather than one continuous line, the user “skips” or rather zig-zags through the space between himself and the target in sudden accelerations, causing heat distortion and mirage-like afterimages (x3 speed for the duration of the technique), evading potential dangers in their path. The heated steam distorts the air around the user as they move, creating mirage-like afterimages that follow their movements. The movement culminates in the user dashing in, with his afterimages, coming in from multiple angles to deliver a singular slash, releasing the excess heat and steam that causes scalding as the steam comes into contact with the target.

Note:
- Can only be used 3 times per fight, with a two-turn cooldown.
- Usable by Steam users with access to Elemental Kenjutsu.

± Approved, edits made. ±
----

new submission:

(Futton: Heru no Ikeru Onsen) Boil Release: Hel’s Living Hot Springs
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 (-15 per turn)
Damage Points: N/A
Description: The caster performs the Ram → Tiger → Snake handseals, instantly saturating a 30-meter radius of the battlefield with superheated steam, transforming it into a hazardous scalding environment. The user superheats the underground water veins, causing them to rupture the terrain, creating a network of boiling springs, vapor vents, and steaming pools, that act as environmental hazards. The battlefield transforms into a living hot spring domain where the ground constantly releases steam. The user is completely immune to the heat, steam and environmental hazards created by this technique. The extreme heat rapidly dehydrates those caught within the field. Each turn they are inside the field, they suffer increased exhaustion, raising the chakra cost of their techniques by +5 per turn (maximum of +15 per jutsu), without it granting their techniques a buff. If an enemy stays in the field for all three turns, the accumulated dehydration and heat stress causes them to collapse from heat exhaustion and rendering them unconscious for one turn. Due to the opponent’s legs and feet being constantly exposed to the superheated steam and boiling water, severe burns accumulate over time, impairing muscles and balance. Each turn an opponent remains in the field of steam, their movement speed is reduced by 5%, stacking up to a maximum of 15%.
Note:
- Lasts up to 3 turns.
- Usable 2 times per fight, with a 2-turn cooldown.

± Declined, choose a debuff, and it doesn't need to stack continuously. ±

(Jōki no Kokyū: Nifurheru Renzan) - Steam Breathing: Niflhel Rend
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: This is the third form of Steam Breathing, known as Niflhel Rend. The user intentionally lowers the overall steam output, as it causes their blade to build up a large amount of steam and heat within the blade. The user delivers a single, precise strike, which transfers the stored heat and steam directly into the target’s bloodstream and chakra pathways, causing severe internal damage and immediate overheating and dehydration. The target experiences severe difficulty in controlling their chakra, resulting in their techniques costing an additional 20 per use, without counting as a buff. Because the steam and heat target the target’s chakra pathways and veins, if the opponent is already injured (below 40% health), they have slower circulation and impaired heat regulation, allowing the technique’s heat and steam to penetrate more efficiently and deal 50% increased damage before buffs.
Note:
- Usable 5 times per fight.
- The additional chakra cost remains for 4 turns.
- Usable by steam users with access to Elemental Kenjutsu.

± Declined. This technique is doing too much, choose what debuff you want to go for. Not sure why the heat would increase someone's chakra output usage. ±

(Jōki no Kokyū: Sukaji Hakubyōten) - Steam Breathing: Skadi’s Whiteout
Rank: A
Type: Offensive / Defensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: This is the fourth form of Steam Breathing, known as Skadi’s Whiteout. The user compresses their internal steam into their katana, superheating it almost instantly until wisps of steam flow off of it. Upon striking or defending from an incoming attack, a sudden burst of steam erupts from the katana, dispersing the user into a cloud around the target. This leaves behind a solid afterimage made from steam, causing intense light refraction and optical illusions that make the target perceive the afterimage as if it is the real user. This dispersal and optical illusion occurs in the blink of an eye, making the user effectively untouchable for a split second. The user will blow past the target in steam form and instantly reform in their blind spot, katana already drawn to deliver a second horizontal slash. Due to the user being temporarily made of steam, he does not have a physical presence and, as such he cannot be touched. The slash not only tears through the target’s body, but also injects concentrated thermal energy from the steam into their muscles and veins, disrupting their circulation and balance. This causes dehydration and for the body to weaken, resulting in their physical durability being reduced by -15 for 3 turns.
Note:
- Can only be used 3 times per fight, with a one-turn cooldown.
- Usable by Steam users with access to Elemental Kenjutsu.

± Declined. Rethink the wording on being invincible for the steam after-image usage and work on those debuffs, given the above comments. ±
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Additional Sage Rank Submission:

(Bijutsu: Sureipuniru no Tadareta Kakeashi): Tailed Beast Skill: Sleipnir’s Unbroken Gallop
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description: When the Jinchūriki enters one of the following states: Chakra Shroud, Five-Tailed Initial Transformation, or Full Transformation, they can activate this technique alongside it (same timeframe). Kokuō causes the Jinchūriki’s momentum to become near impossible to impede due to the fusion of its innate chakra flow, constantly fueling the Jinchūriki and the animalistic nature of its musculature and reinforced by the Bijū stamina. The continuous circulation and feeding of chakra from Kokuō through the limbs and body generates continuous and ramping kinetic energy that keeps its body steady and unbroken. As such, any attempt to slow or immobilize the Jinchūriki in either of its forms is partially absorbed by the raw kinetic energy. This inherent flow of energy, combined with the raw physical power of Kokuō, allows the Jinchūriki to move with a pace that is naturally resistant to slowing abilities, entanglement, or terrain hindrance, while the continuous ramping kinetic energy increases its speed and momentum (x1 additional to Chakra Shroud, Five-Tailed Initial Transformation, or Full Transformation).
Note:
- Can only be used when using Chakra Shroud, Five-Tailed Initial Transformation, or Full Transformation.
- Only usable by the Five-Tailed Jinchūriki.
- Can only be used three times per fight, with a two-turn cooldown after either of the states end.

± Declined. Bold is too vague, what slowing abilities? There's many, I have a few Fuuin techniques that limit speed, would this be able to take that one too? ±

Resubmission:

(Futton: Heru no Ikeru Onsen) Boil Release: Hel’s Living Hot Springs
Type:
Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 (-15 per turn)
Damage Points: N/A
Description: The caster performs the Ram → Tiger → Snake handseals, instantly saturating a 30-meter radius of the battlefield with superheated steam, transforming it into a hazardous scalding environment. The user superheats the underground water veins, causing them to rupture the terrain, creating a network of boiling springs, vapor vents, and steaming pools, that act as environmental hazards. The battlefield transforms into a hot spring domain where the ground constantly releases steam. The user is completely immune to the heat, steam and environmental hazards created by this technique. If an enemy stays in the field for all three turns, the accumulated dehydration and heat stress causes them to collapse from heat exhaustion and rendering them unconscious for one turn. Due to the constant exposure to superheated steam, boiling water, and the oppressive heat of the environment, those caught within the field experience rapid heat exhaustion that impairs their muscles and physical coordination, reducing their base movement speed by 15% for as long as they remain within the field.
Note:

- Lasts up to 3 turns.
- Usable 2 times per fight, with a 2-turn cooldown.

(Jōki no Kokyū: Nifurheru Renzan) - Steam Breathing: Niflhel Rend
Rank:
B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: This is the third form of Steam Breathing, known as Niflhel Rend. The user intentionally lowers the overall steam output, as it causes their blade to build up a large amount of steam and heat within the blade. The user delivers a single, precise strike, which transfers the stored heat and steam through the wound and into the target's surrounding tissue and bloodstream, causing severe internal damage and immediate overheating. If the opponent is already critically injured and below 40% of their maximum health when struck, their existing blood loss, tissue damage and physical exhaustion impair their body's ability to regulate and dissipate the sudden influx of heat, causing the technique to deal 50% increased damage before buffs.
Note:
- Usable 5 times per fight.
- The 50% damage increase only applies if the opponent is already below 40% of their maximum health when struck.
- Usable by steam users with access to Elemental Kenjutsu.

(Jōki no Kokyū: Sukaji Hakubyōten) - Steam Breathing: Skadi’s Whiteout
Rank:
A
Type: Offensive / Defensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: This is the fourth form of Steam Breathing, known as Skadi’s Whiteout. The user compresses their internal steam into their katana, superheating it almost instantly until wisps of steam flow off of it. Upon striking or defending from an incoming attack, a sudden burst of steam erupts from the katana, dispersing the user into a cloud around the target. This leaves behind a condensed afterimage made from steam, causing intense light refraction and optical illusions that make the target perceive the afterimage as if it is the real user. This dispersal and optical illusion occurs in the blink of an eye, allowing the user to evade attacks as their physical form disperses into the surrounding steam. The user will blow past the target in steam form and instantly reform in their blind spot, katana already drawn to deliver a second horizontal slash. Due to the user being temporarily made of steam, conventional physical attacks will pass through their dispersed form, though the user remains vulnerable to techniques capable of interacting with or affecting Steam Release. The slash not only tears through the target's body, but also transfers concentrated thermal energy through the wound into their muscles and surrounding tissue, causing severe localized overheating that weakens the affected tissue and reduces their physical durability by -15 for 3 turns.
Note:
- Can only be used 3 times per fight, with a one-turn cooldown.
- The physical durability reduction lasts for 3 turns and does not stack through repeated use.
- Usable by Steam users with access to Elemental Kenjutsu.

(Bijutsu: Sureipuniru no Tadareta Kakeashi): Tailed Beast Skill: Sleipnir’s Unbroken Gallop
Type:
Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description: When the Jinchūriki enters one of the following states: Chakra Shroud, Five-Tailed Initial Transformation, or Full Transformation, they can activate this technique alongside it (same timeframe). Kokuō causes the Jinchūriki’s momentum to become near impossible to impede due to the fusion of its innate chakra flow, constantly fueling the Jinchūriki and the animalistic nature of its musculature and reinforced by the Bijū stamina. The continuous circulation and feeding of chakra from Kokuō through the limbs and body generates continuous and ramping kinetic energy that keeps its body steady and unbroken. As such, any attempt to slow or immobilize the Jinchūriki in either of its forms is partially absorbed by the raw kinetic energy. This inherent flow of energy, combined with the raw physical power Kokuō allows the Jinchūriki to resist physical effects that would impede their movement, specifically terrain based techniques such as mud, swamps, snow, sand etc. or adhesive techniques, as well as techniques that physically weigh down, drag, bind or otherwise impose a numerical speed reduction, any speed reduction caused by these effects are reduced by 50%. Any speed reductions caused by Fuinjutsu, Genjutsu, paralysis, chakra suppression, or techniques that manipulate the chakra system is not affected by this technique, meaning they still work as intended. While the continuous ramping kinetic energy increases its speed and momentum (x1.5 additional to Chakra Shroud, Five-Tailed Initial Transformation, or Full Transformation).
Note:

- Can only be used when using Chakra Shroud, Five-Tailed Initial Transformation, or Full Transformation.
- Only usable by the Five-Tailed Jinchūriki.
- Can only be used three times per fight, with a two-turn cooldown after either of the states end.

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New Submissions (2, including Additional Sage Rank Submission):
Approved CW (The Water Mirror): https://animebase.me/threads/custom-jutsu-submissions.792315/page-2#post-22158218

CW CJ Submission:
(Jōkiton: Kagami Utsushi) - Steam Release: Mirror Reflection
Type:
Defensive
Rank: D-S
Range: Short - Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The Mirror Reflection is a defensive Steam Release technique that allows the user or the sword to recreate an incoming attack through steam. When the Mizukagami (水鏡, “The Water Mirror”) detects an incoming attack, the user, or the katana can release steam, momentarily forming a mirror image of the incoming attack, going by Steam Release’s strengths and weaknesses. This mirrored projection intercepts the attack, dispersing its force in a burst of vapor upon lashing with it. The katana or the user manipulates the density, pressure, temperature and the flow of the steam to recreate the incoming attack, allowing it to recreate the attack with flawless precision. The steam completely recreates the power, scale and appearance of the technique it mirrors. The replicated technique, when seen for what it truly is, is just a manifestation of steam. However, due to the sheer heat and light refraction produced by the steam, it creates a mirage effect, which makes it appear the same as the technique used by opponents. Dōjutsu, however, can see through this aspect. Because of this, Kagami Utsushi adapts in power to the threat it faces, manifesting at a potency equal to the mirrored attack, ranging from D-rank to S-rank. Despite recreating the opposing technique's power, scale and appearance, the mirrored technique remains entirely composed of Steam Release and does not replicate the original technique's elemental nature, supplementary effects or unique abilities.
Note:
- The A-rank version is only usable 3 times per fight.
- The S-rank version is only usable 2 times per fight.
- Regardless of using the A or S-rank version, it has a two-turn cooldown.
- Only usable while wielding the Mizukagami (水鏡, “The Water Mirror”).

Additional Sage Submission:
(Futton: Niflhel no Yūrei) - Boil Release: Wraith of Niflhel
Rank:
B
Type: Supplementary
Range: Short
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: The user performs the Ox hand seal and releases a shroud of superheated steam that clings closely to their body, forming unstable rippling layers of hot vapor that react to the cooler surrounding air. This technique can be activated directly by the user or triggered by Kokuō, with the latter bypassing the need for the Ox hand seal. The temperature and density continuously bend and refract incoming light, producing thermal mirages around their silhouette. These mirages depict wraiths sprouting and moving around the user, causing the user’s apparent position to lag, split, or momentarily displace relative to their true location, especially during rapid movement or sudden directional changes. This effect is not a mental illusion, but a physical optical phenomenon; light reaching the observer’s eyes is bent before perception occurs, causing the brain to misjudge distance, timing, and exact location. Residual heat pockets left along the user’s movement path can briefly persist. Opponents relying on visual tracking or enhanced sight, such as dōjutsu, experience the fact that they are incapable of creating direct eye contact with their target or track their exact position accurately. While Niflhel no Yūrei provides no direct increase to speed, it greatly enhances evasive maneuvers and feints, increasing the user’s freeform dodge by an additional 5 meters. Furthermore, whenever the user physically attacks an opponent, the mirage “wraiths” manifest into real steam wraiths that strike in unison with the user, adding +20 to their physical attacks.
Note:
- Can be used 5 times per battle, each time lasting up to 4 turns.
- Can be deactivated without the cost of a move.
- Has a two-turn cooldown.
 
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