The Key

Detective L

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[ Sound Release | Ototon ]

Type: Supplementary
Rank: B-rank
Range: Short (Self)
Chakra: 20
Damage: N/A (+5 to non-chakra based taijutsu)
Description: A spin on sound that is meant to be beneficial to the target, this innovative technique developed by Nathan. It uses sound to alter the targets' brainwaves in order to increase their physical proficiency. The user produces a low sonorous sound, this sound isn't used on anyone but rather used on the user themselves. Once under the influence of the sound the user will begin to feel their blood "boiling with anticipation", their body will seem lighter and more supple, and they will have enhanced physical prowess due to the brainwaves altered by the sound. The sound is able to persist only as long as the sound is present which requires the user to constantly manipulate and duplicate the soundwaves which affect the the user. The only downside to this technique is that is the user choices to channel any other chakra based techniques, excluding sound, this technique will cease. The way the user uses the sound waves on themselves is by releasing tiny amounts of sound chakra all throughout their body a method also know as " " but just distributed at a much higher frequency.
Notes:
- The technique lasts three turns.
- Can only be used four times per-match.
- Must wait two turns before reusing.
- Can only use free-form, non-chakra enhanced taijutsu, as well as sound techniques that are B-rank & below while this is active.
- Can only be taught by Nathan.

Type: Offensive​
Rank: S​
Range: Short - Mid​
Chakra Cost: 40​
Damage Points: 80​
Description: A powerful Sound jutsu, the user points his arm or a weapon forward while speaking the word "Sectumsempra". Upon speaking the words, the user triggers the gathered Ototon chakra to be released, following the user's arm movements. Upon contact, the waves create deep and profuse gashes across the foe's body, seeming like an invisible sword strike has afflicted the foe's body. Due to the depths of the cut, the victims run the risk of dying from blood loss if treatment is not applied in time, if the wounds are not instantly fatal. The user is also able to use this as a means to sever obstacles in his way as well as sever certain parts of the opponent's body.​
Notes:
-Can only be taught by Detective L
-Can only be used 3 times at max.
-After using, the user cannot use S rank and above Sound jutsu the next turn.

Type: Defensive/Supplementary​
Rank: S​
Range: Short - Long​
Chakra Cost: 40​
Damage: N/A​
Description: A sound jutsu versed in it's defensive abilities, Gentle Echo allows the user protection from specific techniques. The user must first focus on the vibrational frequency of the opposing jutsu, having done that then releases Sound either through a clap, or via the mouth, creating a sound of equal frequency, mimicking the incoming form(s) of energy/chakra. By altering it's vibrational frequency and mimicking that of the opponents jutsu, the sound is able to displace the incoming form of energy, allowing the two to clash and nullify each other, leaving nothing behind but dispersed energy. This jutsu is able to defend against Wind/Fire/Lightning, and other elements of that nature, and anything which is Energy-based, as long as it is created using chakra (so can't use this against SM) of equal rank. But it would not be able to handle the physical attributes that come with Water/Earth based techniques.​
~ Can only be taught by Erzo and is usable three times per battle, with a turn between each usage. Within the same turn, the user is not able to use other Sound techniques of S-rank and higher. It can only nullify up to A-rank wind due to the elemental disadvantage.​
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: This technique begins with the user attacking the enemy with a punch or a slap towards either side of the enemies head. The moment that his his hand connects with the enemies body, inaudible sound waves will be released, from the hand, towards the user’s skull. These sound waves will travel through the canals in the ears heading towards the Semicircular Canals which controls the balance of the body is very important for taijutsu techniques and perceiving the location of the individual properly. The soundwaves will damage this organ, so that the enemies body movements will not match with what the other senses tell the body to do. They in short can’t make out the correct location so that the hits that the enemy intends to land, won’t connect.
Notes:
- Can only be used three times per-match.
- Lasts for six turns.
- Must wait three turns to reuse.
- Can only be taught by Nathan.
Type: Defensive/Supplementary
Rank: S
Range: Close
Chakra: 40
Damage: 0
Description: The user focus sound chakra all over his body making the sound chakra begin to gently resonate through his entire entity as a low frequency pulse. The low frequency vibration would ripple through the user while negating another vibration caused by external affect, probably from the opponent's sounds technique. This is just like two ripple merging together. The user's sound wave combines with the opponents sound wave causing a destructive interference. With this, the user is able to counter act the affects of induction from external sound waves and negate them completely.
NOTE: Can only be used 3x per battle with a 2 turn wait after each use.
NOTE: Last 3 turns
NOTE: No wind jutsu while active
NOTE: No other S-ranked Sound jutsu while active
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra cost: 50
Damage points: 90 ( -40 to user )
Description: The Avada Kedavra jutsu is one of the three Unforgivable Jutsu, usage of any appropriate for a death sentence on the user. Generally considered the most fatal of the three, the Avada Kedavra is the jutsu associated with Death, as that is it's primary effect and objective. Beginning by channeling large amounts of Ototon chakra, the user begins releasing this chakra in two waves; the first wave is released by the uttering of the word "Avada". By speaking this word, the user releases several Hindering Sound waves of high frequencies, but low energy, causing waves to affect the target, causing localized paralyzation of certain parts of the target's body. This is achieved through the sound waves vibrating intensely and causing the targeted body part to be affected by alternating waves, essentially preventing movement ( the chosen body part can be limbs, such as the arm or legs, organs, such as liver or tongue, or even small digits, such as fingers and toes ). This doesn't include the heart nor lungs, however. While this effect is immediate, it's main goal is to prevent the target from moving while the latter, more destructive part of the jutsu is released towards the opponent. Upon speaking the word "Kedavra", a low frequency but high energy sound wave is released from the user's hand or weapon, moving towards the enemy. What is unique about this wave is that it is clearly visible in the form of a bright green wave that appears like a jet of light. Accompanying this bright wave, the sound of rushing wind can be heard, almost as if an invisible force was rushing through the air, though this is just the sound created that occupanies the Ototon jutsu. As the bright green wave travels, it causes no noticeable damage on contact with a foe, it's effect being more internal than external. Upon hitting a sentient, living target, the wave passes through the body of the target, causing high level vibrations in the targeted area, enough to cause minute and cellular destruction of such a level that the area is left unusable, it's cells fractured beyond normal repair ( this does not include high level Medjutsu, like Sakura's Yin Seal ). Upon ripping through a target, the sound wave forces a target backwards 10 meters, causing greater damage. The damage the user takes pertains to mostly the arms, preventing high ranking Taijutsu of A rank and above the same turn.
Note: This jutsu can only be used twice per battle but only once against each opponent
Note: After each usage, the user must wait at least 3 turns before using again.
Note: After using, the user is left unable to use any Ototon jutsu above A rank the rest of that turn and S rank and above next turn.
Type: Offensive | Defensive | Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage: N/A (+10 Taijutsu)
Description: A simple technique, created by focusing large amounts of Sound based chakra to the soles of ones feet. One would then run towards the opponent, and by simply releasing said Sound chakra, create a tangible blast of Sound from the soles of one's feet. The frequency of the Sound released differs, two different frequencies on each feet. When they are spontaneously released, they resonate and create a controlled explosion, which blasts the user forward with greater speed. This can be used in conjunction with Taijutsu, or simply as a method of dodging from faster attacks. The technique simply releases the burst for a short period, and doesn't increase the user's reaction speed, simply allows them to move faster than usual, at speeds without Leg Weights. The blast of speed, is also only capable of making the user move in linear directions, or in the way the user was moving when the technique was activated.
Notes:
-Can only be taught by Detective L
-Can only be used three times per fight
-No Sound A rank, and above in the same turn or the next

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Type: Supplementary/Offensive
Rank: S-rank
Range: Short (Short - Mid for offensive application)
Chakra: 40 (-20 per each turn the Dumb Hole's supplementary application is active)
Damage: 80 (+10 for offensive application when sound is absorbed)
Description: This technique is based off a interesting concept known as the "Sonic/Acoustic Black Hole" or "Dumb Hole". The user starts by gathering Sound Release Chakra either in a specific part of their body, or throughout their entire body. The user then releases this Chakra in the form of a "bubble" around themselves which can be as large or as small as they wish, but it's size is restricted to Short Range of themselves. The bubble consist of high frequency, low energy sound waves, which vibrate at an extremely high frequency, so any noise that the barrier makes is above regular hearing, but this also creates an interesting effect. As the sound waves are vibrating at a higher frequency than most other sounds, especially those that are not created as a result of Sound Release, they act like a barrier for all but the most powerful Sound Waves, making it impossible for sounds from outside the bubble to be perceived inside the bubble. This applies in reverse too, making sounds from inside the bubble impermeable from the outside.
In addition to acting like "soundproofing", Dumb Hole has another application, which is far more violent and destructive than it's more supplementary application. By compressing the same high frequency, low energy Sound Release Chakra anywhere within of short range from the user, the user is able to create a much more violent, but controllable Dumb Hole, which visually resembles a Rasengan, that acts like a Black Hole for Sound Waves, drawing in any Sound from the immediate vicinity and trapping it inside the Dumb Hole. Once the sound chakra is trapped within the confines of the dumb hole, the user is able to use their own chakra to amplify and change the Sound trapped within the Dumb Hole, changing it into a sound wave that has low frequency and high energy, or in other words, destructive qualities. Once the user has changed the sound so that is able to act like a destructive Sound Jutsu, they aim the Dumb Hole at their designated target and weaken it's surface, causing the sound waves trapped within to violently burst out in the direction of the designated target, releasing them in the form of a destructive wave of Sound.
Note: This technique's offensive application can only be used two (2) times per battle.
Note: If the offensive application is used, the user must wait two (2) turns before they can use this technique again.
Note: The supplementary application can only be used three (3) times per-match.
Note: The supplementary application stays active for three (3) turns, unless countered, or manually halted by the user.
Note: The user can also only use sound, wind, lightning ninjutsu, taijutsu, kenjutsu & genjutsu techniques below A-rank while this supplementary application is active.
Note: Can only be taught by Nathan.
Type: Supplementary
Rank: C
Range: Short-Long ( applied on self, had long range capabilities )
Chakra Cost: 20
Damage Points: N/A
Description: A form of Cursed Seal based on the inner workings of the Tongue Twister Seal but inverted, the user instead of casting a seal on others places a seal on himself. The unique composition of this seal is that inside of it, is a kanji for a certain word, interchangeable at the user's will ( cannot be changed after placed, however ). When the word is spoken near the user, the seal is triggered, effectively creating a fleeting momentary connection between the user and the speaker, alerting the user to the location of the sound. The way this works is when the seal is placed, the dormant Sound chakra allows it to vibrate at a certain frequency, matching that of the word when spoken. When one speaks the trigger word, this seal is activated through the vibrations amongst the seal, the dormant Sound chakra activating and alerting the user to the location of the sound. Ideally created for the Ninja World, this seal is able to be used over an entire stage ( Borderlands, Inner Village, etc ) or inversely, if the landmark the user is stationed on is a single landmark, then up to 3 adjacent landmarks.
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra Cost: 15
Damage Points: N/A
Description: A rather weak Sound jutsu, this is used to cause a foe small annoyance by lifting him in the air. This works by the user speaking a Sound (Levicorpus) and causing a set of waves to form around the opponent's leg, isolating the lower leg with a powerful wave. The purpose of this isn't to deal damage, however; after forming the wave, the user then causes it to move, the isolated leg moving with it, flipping him upside down in the process. Causing no damage, this hindering Sound jutsu is used to cause annoyance to the opponent as it lifts him into the air, slowly hoistering him higher and higher. This is ideal to use against an opponent as they perform handseals, interrupting them and forcing a momentary pause in their actions as they are flipped upside down. The user must also accompany this phrase with a jerking movement, done with their hand or a held item.
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user focuses sound waves through the air and into an object of some sort, being able to move objects through the battle field through the usage of their hands, or even by 'conducting' an object's movements through the manipulation of a staff, or other weapon. This is done by having high frequency, low amplitude soundwaves form discreetly around an object, and using them to grasp the object. The objects can be manipulated to move in simple or complicated patterns, and even to zoom through the air. However, the jutsu cannot manipulate anything of higher weight than a medium sized boulder. This cannot be used on the opponent's clothes or attire but can be used on any weapons they may be wielding.
Note: Teachable only by Vex
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: Creating a Sound wave that is used to decrease the velocity of a moving target, the user alters the speed of moving matter based objects by way of powerful waves. This Sound chakra is released via triggering of a sound that causes it to manifest as a wide wave that affects everything within the target area or the target itself. Vibrating at high frequencies with low energy, the waves work by creating resistance and pressure against moving objects, slowing the target(s) down rapidly until it is unable to continue moving forward, trapping the object is suspended levitation; if used on airborne objects, it is able to slow them until they stop completely, lifted by acoustic levitation ( or sound waves that raise an object to levitate ). The further the range, the weaker the the effect is, slowing objects to a complete stop within short range and if aimed at objects mid range away, it will slow down to speeds that allow the user to be able to mount an escape and maneuver away from it. It should be noted that it can be used on multiple targets, as well as on the caster himself.
Note: Can only be used thrice per battle
Note: Due to being a Hindering Sound jutsu and triggered via sound, the effects of the jutsu happen quickly yet that doesn't mean it cannot be broken.
Note: Cannot be used to attack or cause damage.
Note: Lasts up to 2 turns per use and cannot be used for 2 turns after using.
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: An explosive Sound projectile, the user channels Ototon chakra to an arm or held item and releases a destructive wave from it that takes a light blueish color. This wave appears as a thing jet that is aimed at an object directly, based on Clapping Hands jutsu. What differs from the canon and this variant, however, is the lack of sound used initially and the usage of it; forming as just a jet of compressed sound waves, upon contact with an object, the waves will expand rapidly as their frequencies does as well, matching that of the object struck. This causes a loud, audible explosion as the release of the Sound waves trigger a bomb like blast radius of 7 meters, causing a massive release of shrapnel from the object that hit that also impacts this same area. Because the explosion impacts this area, it causes enough force to blast targets into mid range if hit directly with near lethal force, causing knock outs and broken bones.
Note: Cannot be used in subsequent turns.
Note: After using, the user cannot use S rank Sound the next turn.
Note: Can only be used three times a battle Max.
Type: Offensive
Rank: A rank
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: A Sound jutsu based upon Sectumsempra, but rather than amplify it's abilities, it is less powerful than the parent technique while offering greater versatility. By making a sudden slashing movement with his arm or a weapon whilst molding Ototon chakra, the user releases visible Sound waves that resemble a streak of purple jet like flames. Unlike the parent technique, the user isn't able to alter his arm movement's to direct the attack, instead acting as a direct projectile shot forward. However, just like the parent technique, the waves cause direct damage to the area struck, only this time below the surface and not visible. Causing no visible marks or bleeding, the wave vibrates and causes high pain within the muscles and tissues of the limb struck. If struck within a limb, the afflicted limb is left with deep tissue damage that leaves it unusable from the damage. If struck in the chest, the wave is capable of rendering an opponent unconscious as it constricts the muscles of the lungs and causes great pain, however not directly killing them.
Notes:
-Can only be taught by Detective L
-Can only be used 3 times at max.
-After using, the user cannot use S rank and above Sound jutsu the next turn.
Type: Defensive/Supplementary
Rank: S-rank
Range: Short
Chakra: 40 ( -10 per item marked and for communication, -20 per turn for barrier )
Damage: N/A
Description: This jutsu is based foremost on Fuuinjutsu such as the Tongue Twister Seal and the various types of Ototon Jutsu. The user creates a "cursed" seal on his arm called the Dark Mark, resembling a skull with a large intricate snake extending from it's mouth. This seal itself allows for a myriad of effect, the first and most basic ability being it allows the user to communicate with others who have been branded with the Dark Mark. Through simple touch and fueling of chakra, this allows the user to create a burning sensation which is procured through the intense vibrations resonating through the seal and being replicated in the sister seals marked across others. This acts as a sort of honing device, alerting those with the mark ( either as a group or individually ) to the user's location. In addition to this, the user is able to mark items with the Dark Mark, allowing him to summon the specific item should it be needed to him, much like a Reverse Summoning and Summoning: Lightning Blade Creation jutsu mixed. Up to 4 items can be marked each use. In addition to this base effect, the user is able to actively stimulate the seal and cause another effect. Through direct contact with the seal, the user releases sound vibrations through the seal and it erects a cursed barrier around the field. This barrier is designed not to harm, but to hinder and taunt the opponent; when erected, those within the barrier's 15 meter radius are left unable to enter or exit the barrier. The key to it's exit and entry is the seal on the user themselves, meaning only those with the Dark Mark are able to cross the barrier. Due to it's sealing abilities, it prevents the ability to use high level ninjutsu that require concentration, namely S rank and higher Ninjutsu ( this would encompass Kinjutsu, medjutsu, S/T jutsu, Fuuinjutsu, etc - various branches of Ninjutsu itself ) and Forbidden ranked Elemental Ninjutsu. To break the barrier itself, multiple walls (at least two) must be attacked with S ranked strength simultaneously.
Note: Barrier can only be erected twice per battle with at least a 2 turn break in between use. The barrier itself is of A rank strength.
Note: The communication aspect as well as basic summoning can be done an unlimited amount of times, as long as the jutsu is posted with each use and abiding by the 3 jutsu per turn rule.
Note: While the barrier is in effect, the user can only use Sound, Lightning or Wind and cannot use any other Fuuinjutsu techniques.
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A sound jutsu conceived after seeing the legendary Hozuki clan in action. The user would be able to suddenly turn his body into pure, low frequency, high amplitude sound waves. It would, in actuality, appear as if the user had turned into wind. However, the user's body becomes changed into sound. The user is actually able to reform and disperse at will. This can even be applied to singular portions of the user's body, or to single limbs. The opponent would not actually be harmed upon the user's body turning to sound. However, the sound waves would drive back all matter within a short range radius. This is similar in manner to (Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill. Thus, the jutsu would be good to use upon being bound. While the user is capable of normal movement if a singular body parts are changed into sound, if the user were to turn just his lower body into sound he becomes capable of moving at the average speed of a sage ranked user, and able to use sustained flight. This is done by way of acoustic levitation. Furthermore, if the user was to turn his entire body into sound he becomes able to move as a cloud of sound waves (unable to attack, and extremely vulnerable to wind) that travels at the speed of a Sage Ranked shinobi. The user is visible as ripples ain the air, and the opponent is able to hear him as a low pitched hum. Although matter, and energy attacks will be unable to affect the user, attacks utilizing wind are extremely effective. They become able to disperse the user's form. When large scaled wind jutsu such as Tornado Wall strike the user, his form becomes displaced to such a degree that he is unable to reform. This means that the user must be very wary while he is transformed. Upon dispersing, a loud 'pop' is heard. This is, of course, purely cosmetic and serves no purpose. Alternatively, by varying the way in which the sound waves travel, and condensing them - the user becomes able to appear as a traveling whisp of dark smoke (again, purely cosmetic).
Note: Usable twice per battle.
Note: Lasts for the duration of the turn it's used in
Note: No sound jutsu in the same turn
Note: No sound above A rank next turn
Note: Teachable only by Vex
Note: User cannot use this Jutsu whilst he is using a technique to seal the opponent's wind, or restricting him from using wind.
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: High frequency sound waves have been shown to be able to be converted into pure energy in the form of light. This is called Sonoluminescence (the process of high frequency sound waves being transformed into light), and is a well documented phenomenon. The usage of chakra to generate the soundwaves causes them to be much more potent than normal, being able to produce much brighter light than what is normally found in sonoluminescence.By focusing their chakra, as a jutsu is released, the user is able to quickly produce a sound wave (through some sort of body movement, snapping a finger, clapping, even whistling) which is of a high enough frequency to immediately generate a bright flash of light. This sound wave is released in the same time frame as the previous Jutsu, and aims to make it difficult to see the incoming jutsu, disrupting the opponent's sight. The sound wave would seemingly 'coat' the expelled jutsu in light, making it difficult for the opponent to see the jutsu or look at it directly, blinding the opponent if he looks at it directly for more than a few seconds. This would not work against the Byakugan, or chakra sensors.
Note: Teachable only by Vex
Type: Defensive
Rank: S
Range: N/A
Chakra cost: N/A (-40 on each activation)
Damage points: N/A
Description: The user will have two seals on their body with the Kanji for "Solitude" infused with their sound chakra. The seals are located inside the ear canal (must be stated in the user's biography) and will activate automatically upon any chakra infused sound (not just the element) or technique entering the user's ear. The seal will then emit a sound wave with an amplitude opposite that of the invasive technique so that destructive interference occurs and the two cancel each other out. The seals will maintain the frequency for as long as the sound is being heard/transmitted by the opponent, allowing this jutsu to counter not only momentary techniques but those which are sustained or prolonged. This technique's use lies only in preventing chakra-infused sounds being heard and as such it's use is largely limited to countering Sound Genjutsu and similar abilities. The activation of this technique is instant (but still counts as a move) so it can intercept and cancel sound-based techniques before they're heard. As such, the user is free to perform techniques in the same time-frame (even if the seals are still actively transmitting to cancel a sustained frequency). These seals cancel chakra-infused sounds before they can affect the body by stopping them as they pass through the ear canal and so it essentially prevents illusions from taking effect. This means seals which activate upon foreign chakra entering the user's body will not be triggered. This technique can only counter one technique at a time and only one technique per use (counters up to and including S-Ranks).
Notes:
-Can only be taught by Detective L
-Usable twice per battle
-No S-Rank or above Fuuin or Sound in the user's same and next turn
-The seal itself is A-Ranked
Type: Offensive | Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user infuses any object capable of exploding, detonating, etc, or able to create an exploding sound with a coating of sound chakra. Objects coated by this technique gain a distinct sound that is easily heard. Once contact is made with another object (such as an opponent's technique, a landmark, etc) the infused object would explode like normal (unless it's an object that requires no physical contact to create an explosive sound, such as an explosive tag or smoke bomb). However, the infusion of sound amplifies the sound waves released in order to produce a screeching sound that can affect those who hear it. The effects created by the amplified sound waves vary by distance. If the target is within short range of an explosion they will experience deafness and moderate disorientation for two turns. If the target is within mid-range of the explosion they will experience deafness and have a mild headache for a single turn. If the target is long range from the explosion, there are no adverse effects. The user is capable of negating these adverse effects by coating his own ears within sound chakra. This will effect all targets within range of the explosion, with the exception of the user.
Notes & Restrcitions:
Note: Can only be used four times, however, it cannot be used consecutively.
Note: Can only be taught by EdwardSama
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 15
Damage points: 30
Description: The user will whistle while in close proximity to a target, releasing a sharpen sound wave that can slice through flesh. This sound wave isn't very powerful and cannot cut through targets of greater density such as tough leather, metal or other types of armor/protection. This technique was designed to hinder a target. For example, if locked blades with an opponent, the user can use this technique to slice an opponents hand, causing them pain disarming them.
Note:
-Requires a two turn cool down
-Can only be taught by Serpent
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-5 per turn if used on techniques such as Stone Golem, etc)
Damage: N/A (+20 to Suiton)
Description: A technique created specifically to counteract the weaknesses of Water and Earth techniques, allowing them to become neutral to said weaknesses when this is used. The user will perform an additional handseal at the end of a Suiton/Doton technique, creating a seal upon said technique. Once created, the seal will release Sound waves that the user is capable of controlling in order to give his technique, depending on the element, different properties.
Suiton - having activated the seal, the user will create low frequency, high amplitude sound waves that pass through his technique, giving it destructive properties, that allow it to fight on equal terms with Doton. These waves vibrate faster by passing through the water while simultaneously 'coating' the technique with sound waves that 'repel' anything in contact with the water which allows it to become destructive.
Doton - differing from the Suiton version, the user will create sound waves that pass harmlessly through the Doton technique whilst the sound waves on the outer part of the technique can be altered to mimic the frequency given off by Lightning techniques used by your opponent, causing them to dissipate.
- The seal is created in the same timeframe as the technique on which it is used
- Usable 4 times per battle
- Cannot be used on techniques above S rank
- Can only be taught by Lee
 
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Detective L

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[ Hebi ]


Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.
Note: Must be posted within the bio or in the beginning of a fight.
Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.
Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.
Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.


Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra 30
Damage: N/A
Description:
This is a variant of the "Snake*Clone" technique that any user of*Snake*ninjutsu can perform, though used with theSelective*species of snakes known as the Crotalinae, or "Pitvipers".. The user would release numerous Pitviper from his sleeve/arm, which would combine and transform into an identical clone of himself with unique abilities that come with the specific*snake*species. It's skin would be made of the pitviper scales, but in the color of skin so it wouldnt be a noticeable thing. Besides the ability to use normal Ninjutsu up to A rank, the Pitviper Clone would be capable of also usingsnake*related Ninjutsu up to and including S-ranks. Being created from this advanced*species,*the clone also receives the defensive aspect of the*Pitvipers, along with the innate sensing and passive ability to camouflage itself with its surroundings; All being basic abilities explained in the*Selective*species technique mentioned above. Each clone would be able to act on its own accord like any other clone technique, though this would only work up to mid range. If the clone goes past mid range it will simply lose its clone form and return to its original form of a group of*Pitvipers equaling the combined rank of A-rank and dispersing 1 turn after losing the clone form.*
Note: Only usable 3x and can create up to 2 clones per usage which counts towards the clone count
Note: Since made up of Numerous small Pitvipers, it only holds the sensing of the smaller Pitviper range (explained in original technique)
Note: For defensive intent and purposes, the clone would be considered an A-rank snake.[/spoiler]


Type: Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user manifest a snake from one or both of their sleeves. This snake or these snakes are from Ryuchi Cave which can defend against A rank and below attacks being it elemental or normal ninjutsu and even inanimate objects. The snake(s) eat the attack they are defending from inanimate objects and jutsu. At this moment after eating the attack/inanimate object they disperse(no smoke but as if it just got burned). The attack is sent to a disclosed location in Ryuchi Cave that seals the attack inanimate to be never seen again. The size of the snakes grows depending on the situation. When the snake comes out is like the size of a snake from the "Hidden Shadow Snake Technique". The snake(s) can grow up to a large size(see spoiler for highest size). When the jutsu is used with one snake it can defend against A rank attacks and if used to manifest two snakes each snake can defend against B rank attack.
Note: Can only be used 4x per battle and only once every two turns.


Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.


Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Point: N/A
Description: The user make six hand seals and slams his hands on the ground. The user summons a snake's stomach just like what Jiriaya summons a Toad's stomach. The stomach can be control by the user to make the stomach expand or tighten in any point in the stomach to crush anything that isn't hard as steel or higher density.
-only used 2 times per battle
-it stays on the field for 4 turns or unless the user releases it
-must have 2 turns in between uses


Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Orochimaru personal summon, Mitsuki; is just a normal summon with just a slight(double) enhanced sensing abilities then that of a normal snake summon would have. Mitsuki is a ten foot, white-blue with gold color lines going through him and golden eyes. He has the ability to speak the same language as Orochimaru.


Rank: A
Type: Supplmentary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy to the user after four turns. After the four turns the scales merge with the user's body increasing sage mode by four turns.
-Only summoned in Sage Mode
-This technique last four turns and after this it merges with the user increasing Sage Mode by four turns
-Can only be used once per battle
-No other sage jutsu in the same turn
-One turn cool down after merging


Rank: A
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 30
Damage Points: 60
Description: The user while in Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small blast similar to that of Deidara's C-1 explosions so the radius of the blast is one meter around the object. The blast releases all the senjutsu chakra out in a 360 degrees pushing force but would cause the air to push away and would be seen by none senjutsu users as a wind jutsu. The force is enough to destroy A rank and below elemental and raw ninjutsu jutsus.Note: No other Sage Mode jutsus used in the same turnNote: Can't be used in the same turn as activating Sage ModeNote: Can be used four times per battle



[ Kitsune ]
Summoning Animal: Foxes

Scroll Owner: Detective L
Other Users who have signed contract: Shigure-Sama
Summoning Boss if existing: Kitsuha
Other Summoning Animals tied to contract: Kitsuhiro, Kitsurai, Kitsukaze

Approval: (I believe it was so long ago that an official contract doesn't exist)


Rank: S rank
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user summons a giant red and brown Fox by either swiping the Fox summoning tattoo with blood, or forming five hand seals, drawing blood and slamming one's hand onto the ground. This Fox is known as Kitsuha. Kitsuha has a caring personality towards everyone, accepting almost every person that summons her, she grew fond to Reido [Itachi], her former master, while he was young. She now responds to Rey, her new master. Kitsuha is approximately 20 meters tall and is able to turn biped and run towards the opponent with great speed (equivalent to a Kage ranked shinobi), though the same can be said when she runs on all fours. Her sharp claws and tail can be used for close combat, in terms of both slashing and grabbing the opponent, respectively. She is overall quite agile in terms of movement and close combat capabilities. Kitsuha, is a Fire specialist, and hence, is capable of using Fire techniques up to S rank, using either hand seals or swing her Tail in the direction of the opponent when it is a projectile based technique (both canon techniques and custom techniques of the user). Due to her thick red and brown fur, Kitsuha is able to focus her chakra into it, to be able to protect herself against any Fire Jutsu of C-Rank and below without getting harmed, showcasing her mastery of the element.

Notes:

♦Stays on the field for up to four turns and can only be summoned once per battle.
♦Must have signed the Fox contract.
♦Can only be taught by Detective L.


Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user summons a slender white and silver Fox, around 18 meters in height, by either swiping the Fox summoning tattoo with blood, or forming five hand seals, drawing blood and slamming one's hand onto the ground. Kitsukaze is considered to be Kitsuha's younger sister, and unlike her sister, she tends to be very aggressive both in speech and the actions she does. She is able to manipulate Wind Style up to (and including) S rank techniques, both canon and custom. By focusing her Wind chakra into her fur, Kitzukaze gains the ability to repel off Wind techniques, C rank and below, thanks to her being Wind natured and that her fur produces Wind stronger enough to repel C rank and below by canceling out against it.. Kitzukaze, specializing in Wind, is capable of manipulating the air currents around herself, in order to increase her overall speed (Kage rank by default). This ability counts as a move of the user per turn, and is ranked at A rank. This allows her to, twice per battle, manipulate the Wind around her and cause it to have no resistance. Her speed would then increase by 50% her initial speed, allowing her to escape close encounters or attack the opponent. Though whilst at this speed, its only her running speed that increases. Alternatively, she can alter the area around a certain part of her body, like her tail, only enhancing said parts' speed.

Notes:

♦Stays on the field for up to four turns and can only be summoned once per battle.
♦Must have signed the Fox contract.
♦Can only be taught by Detective L.

(Kuchyose no Jutsu: Fokkusu wa Furasshu de Umareta ~ Kitsurai) - Summoning Technique: The Fox born from Lightning ~ Kitsurai
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: N/A (+10 to the user)
Description: Kitsurai is the strongest Lightning fox in Fox World. He is in the high council of Foxes on the Island, but, even if as strong as Kitsuha, he maintained a lower position due to his greed and thirst for power. Kitsuari is able to use all lightning techniques except LimeLight and is the strongest Lightning summoning, the irony is that Kitsurai is as big as a Black Bear, and can stand on two feet, a biped. He is the head of the Fox Army in Fox World. He is invulnerable to Lightning attacks lower of B-rank, and can survive a full blow of an A-rank technique. He bears a very long katana on his back which is made out of steel. The Fox can use all the costums of the user, if he decides to let him to. Kitsurai is very cocky, arrogant and barely listens to his summoners. He is prefered to stay unsummoned unless completely necessary. It is said that Kitsurai was born from pure lightning, thusforth being blessed with such capabilities.
* This is a Boss Summoning, along with Kitsuha, Kitsurai is the second in charge.
* May be summoned once per battle.
* Once unsummoned, no other foxes can be summoned for the rest of the battle.
* Must possess the contract or tattoo for Foxes, which can be signed and/or given by Shigure

(Kuchyose no Jutsu: Kitsuhiro) - Summoning Technique: Kitsuhiro
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A (+5 to user)
Description: Kitsuhiro is a fightning Fox, she is as big as Gamahiro and her main weapon is a giant sword, made out of steel, and also a giant shield, that has the Fox World seal on it. It seems like this Fox had a sort of relationship with Gamahiro, taking it as they have the addition "hiro" at the end of their names, which means "hero". Kitsuhiro could be the strongest one on one summoning when it comes to brute force out of all the Foxes and her weapon can easily cut through a multitude of trees at once. Her reflexes are also highly advanced, and he is able to jump up in the air even 100 meters. As all Foxes, she has the same grace, and is aalso very quick in it's attacks and dodges. She is a biped, meaning she walks on two feet. The shield she carries is able enough withstand 2 S-Rank attacks. Her personality is pretty dark, she isn't very talkative, but very polite anyhow, and doesn't cease to ever abandon the Scroll Owner. The Fox has immense respect for all her summoners, but Shigure, being the first one to be able to summon Foxes, had a special bond with her. Kitsuhiro promised to die on the battlefield for Shigure and Shigure only.
* May be summoned once per battle.
* Must posses the contract or tattoo of Foxes in order to summon.
* Shigure is currently the only one who may teach Fox Summoning.

(Geikitsu: Kitsune Taigan) - Fox Arts: Fox Embodiment
Rank: S
Type: Supplementary
Range: Self
Chakra Cost: 40
Damage Points: N/A (+10 to user)
Description: Fox Embodiment is basically a type of Sage Mode. The Fox partner of the user infuses his chakra into the user to the point where the summoner gains certain characteristics of the Fox partner(i.e. Kitsuha gives the user the ability to repel Fire up to B-Rank, Kitsukaze Wind up to C-Rank, etc.); however the user may use only the abilities of the certain Fox partner for the following 3 rounds. This jutsu lasts 4 turns.

- May be used twice per battle.
- If Kitsuha or Kitsurai uses their ability on the user, they may not use this jutsu twice.
- The user grows fangs and their eyes turn red.... just putting that out there, so this technique looks cool... you know.
- Must own Fox contract.

Kitsune no Secchakuryoku) - Fox Bond Strength
Rank: Forbidden
Type: Supplementary
Range: -
Chakra Cost: 50 (+15 per turn)
Damage Points: N/A (+30 to the user at activation, +15 per turn)
Description: After forming a strong bond with the Fox elemental species, they allow the summoner to borrow their powers. For the following 6 turns, the user will be covered in a white chakra cloak, and all their abilities will increase as shown:

Taijutsu attacks are improved by 10 points.
Reflexes are improved to Rocck Lee without weights speed.
All Fire techniques deal 20 more damage.
All Wind techniques deal 15 more damage.
All Lightning Techniques deal 10 more damage.

~May be used once per battle.
~ No Water or Wind techniques during use
~The contract with Foxes must be signed, and it requires a special bond with the Foxes.
~The muscles of the user are over-solicitated, and the chakra required to maintain the technique is massive, therefore, after 6 turns of use, the user is exhausted and cannot fight anymore.

Took Scroll Ownership from Artoria,
Taught all the summons (just in case) and arts by the original owner, Shigure-sama,

 
Last edited:

Detective L

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Custom element Japanese name:
Toseki​
Custom element english name:
Soapstone Release​
The element is based on:
Earth | Fire | Water​
Facts that prove the element to be possible (in the manga context):
Soapstone is also known as Iceflower, Steatite, Soaprock, Saponite, Green Mountain, Black Sea and Mariana. Soapstone is a metamorphic rock that is composed primarily of talc and is thus rich in magnesium, with varying amounts of chlorite , micas, amphiboles, carbonates and other minerals . Because it is composed primarily of talc, it is considered soft(though still solid, its only called soft because of its low value interms of hardness scale) however soapstone in this case is gray in color. Its name is derived from its “soapy” feel and softness.​

It most often forms at convergent plate boundaries where broad areas of Earth’s crust are subjected to heat and directed pressure. In other words by dynamothermal metamorphism and metasomatism, which occurs in the areas where tectonic plates are subducted, changing rocks by heat and pressure, with influx of fluids, but without melting. The Yoruba of West Nigeria utilized soapstone for several statues most notably at Esie where archaeologists have uncovered hundreds of male and female statues, about half of life size. The Yoruba of Ife also produced a miniature soapstone obelisk with metal studs called superstitiously "the staff of Oranmiyan". Currently, soapstone are mainly mined and abundant in Brazil, India and Finland and are exported to other countries.​

In Narutoverse, Soapstone can be said to exist due to several reasons. There are earthcrust, rock formations that are there for as long as life begins, sculptures and statutes which can be carved out of iceflower, Cooking slabs, hearths, Cold stone and electical panels as Narutoverse has been seen with electricity times without number.​

In Konoha sato, the hokage faces are carved out of rocks and case are seen when minerals are been brought up from within the earthcrust like Kitsuchi's "Earth Release, Opening Earth Rising Evacuation. Mining is also a process that is done in Narutoverse which explained varieties of things like the possibility of soapstone being extracted out of earth.​

How it works:

Since soapstone is an earth mineral, it needs earth as its source. The user uses his earth chakra to retrieve earthen mineral from the earth as earth chakra allows one to manipulate also earth minerals, while using his fire chakra to make it soft then water chakra to cool it. Combining this three processes, the user is able to create pure soapstone from earth sources. In a nutshell, the user uses soapstone chakra kneaded in his body and focused into the earth to bring up soapstone while using earth as the source. Also like how earth jutsu can be molded from the user's body, soapstone can follow similar principle thus the user can knead soapstone chakra within himself allowing him to be able to spew soapstone from the mouth or create it by sipping its chakra out from part of his body or his entire self.​

Soapstone is relatively solid though not very hard because of its high talc content, talc having a definitional value of 2.5 on the Mohs scale, a mineral hardness same with silver which can just barely be scratched with a fingernail. Soapstone has many physical properties which make it valuable for many different uses. These physical properties include:​

♦ Soft and Easy to Carve:​

Makes it quick in assuming any shape possible without difficulty and because of this, it makes shape manipulation very fast and fluid. Its softness however does not mean it has no piercing power, it relatively means it can be pierced by matter with greater density and hardness, an example is why even intangible matter such as wind, fire and lightning and softer element are found to posses piercing ability.​

♦ Nonporous and Nonabsorbent, Heat Resistant and High Specific Heat Capacity:​

Soapstone is not permeable to water, fluids and even air because of its structure which is dense, without pores, does not stain and repels water. Those properties make soapstone used as tiles and wall panels a good choice for showers, tub surrounds and back-splashes.​

Also its resistant to heat or cold, light and moisture which makes light not able to pass through it via refraction. It is incapable of absorbing heat thus it can't burn nor be melted, a reason why it is used as excellent wall covering behind wood burning stoves and ovens, hearths. Fireplace liner and cooking slabs are also lined with soapstone to create a hearth that quickly absorbs heat and radiates it long after the fire is out. However soapstone will conditionally take heat though with extremely high heat capacity and would only do so at extreme heat say 1000–1200 °C, then it undergoes transformation which is simply increase in hardness with moh scale range of 5.5-6.5.​

♦ Low electrical conductivity:​

Soapstone is often used as an insulator or in housing for electrical components, due to its durability and electrical characteristics and because it can be pressed into complex shapes before firing. It is also used in the fabrication of electrical panels which requires approximately zero current resistivity. However RPwise lightning has a strong impact force and hence is considered neutral to soapstone.​

♦ Resistant to Acids and Alkalis:​

Soapstone is often used as an alternative natural stone countertop instead of granite or marble. In laboratories it is unaffected by acids and alkalis thus soapstone can't be affected by corrosive chemicals, can't decompose or decay. When used as countertops in kitchens, it is not stained or altered by tomatoes, wine, vinegar, grape juice and other common food items.​

Conditions to be able to use it:

Mastery over Earth, Fire and Water Release.​

Example Techniques:​
Toseki: Arashi Fukurami - Soapstone Release: Tempest Bulge​
Rank: A​
Type: Defense/Attack​
Range: Short-Long​
Chakra: 30​
Damage: 60​
Description: The user forms a dome made of soapstone that comes out from within the earth. The dome has spikes all over it and through the users command, the spike ejects at immense speed outwards and would impale multiple targets on its path.​
-Requires an Earth Source​
-Usable 5x per battle​

Is weak to:
† Earth: Earth is considered harder and denser than soapstone making able to stand higher interms of rigidity and toughness.​
† Wind: Because of the primary properties of wind which is the cutting ability, it is able to cut through soapstone.​
† Hard Metals: They have higher moh scales and thus can pierce, cut through soapstone​
† Wood: Wood is able to peirce through soapstone as they can pierce through earth itself.​
† Shikotsumyaku: Kaguya Bone would pierce and cut through soapstone​

Is strong against:
† Regular Fire: Soapstone is resistant to heat and in the case it absorb heat at extreme level, it makes it even harder increasing its moh scale to 6.5, however at 1500° it starts to melt.​
† Water and Water CE Variant: Soapstone is nonporous and nonabsorbent to water or moisture.​
† Acids and Alkalis: Soapstone cannot be affected by acids and alkalis as they can't corrode.​
† Decay: Soapstone cannot decay nor decompose.​
† Mushroom and Fungal CE variant: Soapstone can't decompose nor is it porous thus fungus and other plant that is based on decomposition of matter can't affect it.​
Co-creators (if any): Magic..​

Students I passed on this custom element: Jokey & Detective L​
Note: Removed lightning strength, it will be considered a neutral element as being a bad conductor is not enough, it lacks the physical strength to neutralize the power of a lightning attack.​

P a t e n t C e r t i f i c a t e​

I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:​

Priest, our loyal member, gave on the date June 1st 2014 a request for a Patent on his custom element (Soapstone); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;​

Toseki​

Powered by Caliburn​

Copyright 2014, Priest, NarutoBase.net​

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Toseki: Tane no Sozosha - Soapstone Release: Seeds of Oduduwa
Rank: D-S
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The user is able to create from his body or from earth sources, constructs of soapstone. constructs may vary like kunai, pillars, spikes, hammer, gauntlet, dome, wall etc, of varying sizes, volume and density. Though they are only limited to the user's imagination. The tools are also slippery due to its soapy property. The soapstone are made as a real physical entity thus unless they are destroyed, they continue to exist after they are made. Creating soapstone mid-range away from the user though requires the user to weave one handsign.
The power and size of the constructs are dependant on the amount of chakra put into it. D-rank upto the size of a small animal(e.g dog) and it further increases in size by rank thus an S-rank could in size, rival or dwarf mountain smash. However the size may be, the constructs would always differ in its destructive force. For example, an S-rank construct may be not as big as a B-rank contruct, but their density differs, so the s-rank construct would be able to do more than the b-rank construct, though the b-rank may gain more ground due to its size. More than one constructs can be made per usage but their power is divided between the number of constructs made.
NOTE: S-rank variant can only be used 3x per battle
NOTE: S-ranks requires 2 turns in between usage.

Toseki: Zurui Kyushu - Soapstone: Flimsy Wispy Plunge
Rank: S
Type: Sup/Offense/Def
Range: Short-Long
Chakra: 40
Damage: 80
Description: After making a tiger handseal, the user spew a tennis ball size tadpole made of soapstone. The highly condensed and compressed soapstone tadpole can move/swim around the battle field at extreme speed(though trackable) and with the user's will, it can instantly expand upto a size of a bijuu-dama with gaping mouth and can compress back to his former size . This may be aimed towards the opponent directly or an incoming technique. When aimed at the opponent, it would expand and swallow the target and on the user's command, compresses, crushing them completely in its embrace. When aimed at a technique, it expands and swallows the technique though this depends on the rank of the technique. Once it eats a technique or an opponent/target, it compresses and becomes inert, falling to the ground.
NOTE: Usable 3x per battle, ocne every 3 turns
NOTE: Cannot use other soapstone techniques in the same turn.

Soapstone: Darn It! - Toseki: Shimata!
Type: Sup
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: The user makes a single handseal and focuses his soapstone chakra into any tools, weapon, object, etc, that the opponent is holding. By forming a thin layer of slippery soastone around it, the handle or the entire object is made slippery and thus useful at disarming the target of their weapons or making them suddenly drop what they are holding due to being unable to hold on to it. The user can use this on the the targets clothing and shoes. For example, the user can use this on the targets foot wear, making the sole of his shoes slippery and as a result, the target would slip and be unable to stand. Unless the jutsu itself is countered, the affected area would continue to be slipery making the tool, weapon, object unable to be held without sliping off. Meaning: the soapstone coating itself need to be destroyed for the victim to regain perfect control of his tool.

Soapstone Release: Redox - Toseki: Uwaki
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user makes one handseal while focusing his chakra into an existing soapstone source. By adding chakra the user dis-stabilizes the molecular structure of the soapstone and thus causes a collapse in the structural lattices as their atoms becomes rabid and erratic. The result is a massive instability and exothermic energy reaction as the soapstone separates/divides into shard or perhaps, smaller entities which depending on the user, the sizes may differ ranging from the size of several golf balls to that of nail-size rock pebbles. As the soapstone divides into several/hundreds miniature sizes, they splash outwards while converging on the target, completing cladding him in the soapstone. An example is a soapstone source beside a target would splash into hundreds of mini sizes as a result of division of the main source, then while they are alive and kinetic, they converge and encapsulate the target, then they coagulate once again to form a single entity. Now the moment they clad the target they constrict quite quickly into a smaller compressed form, successfully crushing the target within them. Alternatively as they splash and are now converging on the target, the user may make the mini soapstone to take on a sharp property so that as they converge, they impale the target from every sides, embedding their sharp edges into the targets skin, then as they coagulate to form a single entity, they tear off the target skin.
NOTE: Usable 3x per battle
NOTE: One turn in between usage.

Toseki: Shutsugen no Obatala - Soapstone Release: Advent of Obatala
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40(-20 to repair the labyrinth)
Damage: N/A
Description: The user brings out an empty scroll and smears blood upon it while making two handseals. Having done the ritual, he would slam the scroll to the ground while imbuing large amount of his chakra. He would then summon a massive structure that span a 100m area around the terrain. The structure is an entire city with intricate structures/labyrinth and ancient architecture all made of soapstone. Even the ground is made of soapstone and the walls of the city or buildings within the city could reach up to a height of 50m. Depending on the user, he can make it so that he and his opponent are already in the labyrinth or He is outside the structure. The entire structure is very slippery and unable to stand on and due to the slipperiness, no one is able to get a good foothold (even if they focus chakra to the sole of their foot), though the user would clad his foots or other parts of his body in soapstone chakra which allows him to move, have a good grip or stand in the terrain. Due to the slipperiness, the user is able to with proper training, ski on the slippery terrain though because the surface of the terrain and the user's feet are now with entirely no friction while skiing, the user would be moving with fluidity and grace allowing his movement to be wavy(irregular zig zag) thus he is difficult to aim at. The terrain /structure is permanent that remains on the terrain even when not in use. A special feature of the terrain is an array of marking all around it covering the entire terrain grounds and walls. The markings are like glyph but they are actually seals that activate upon the opponent's chakra. Should the opponent try to channel chakra through it into the ground, the seals activate and eats the chakra. This makes the usage of a jutsu from below impossible. Unless the entire labyrinth is destroyed all at once without a trace of soapstone left, The user can with one handseal, repair the labyrinth to its former state. This can only be done 3x per battle.
NOTE: The Fuin seal is A-rank though while the labyrinth itself is S-rank in magnitude and durability
NOTE: Usable only once per battle
NOTE: Once used, no soapstone above S-rank in the next turn.
NOTE: Repairing the labyrinth counts as a move


Toseki: Keraniya no Kakei - Soapstone Release: Kindreds of Kelani
Type: Offensive, Defensive, Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: The user would weave a single hand sign and from either his body, mouth or from existing soapstone or earth source, creates dynamic creatures made of soapstone. Unlike the Seeds of Oduduwa, this creatures varies from the tiniest of them to a very big sized creature. For example; an ant to a large dinosaur with size that could rival or even dwarf that of the great stone golem. Depending on the chakra imbued into the creation, it determines the size, density, durability and power. The creatures have a level of sentiency that makes them able to move about the terrain and attack or even come to their creator's aid in order to defend him. Due to the composition of the creatures entirely made of soapstone except for the sole of their feet which is necessary for movement or any part of their body they will, any tangible/physical attacks would simply slip across their body. This is with the exception of elements they are weak
to, if the power of the element in question overpowers theirs. The creatures are able to merge with the ground with ease. Merging with the ground makes the creatures become one with earth or perhaps are now in harmony with earth. They only exist as soapstone chakra thus they can not be harmed while in this state since destroying the earth itself would not destroy the living chakra within it and they would form again from any existing earth even if it is just rubble or debris. However, negating the chakra itself could end them while in this state.
NOTE: S-rank creation can only be used 3x per battle and is only usable once every two turns
NOTE: Only two other moves per turn while they are active
NOTE: No soapstone above S-rank the turn they are made

Toseki/Katon: Eledua no Hogo - Soapstone/Fire Release: Protection of Eledua
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 additional chakra spent on any soapstone. technique)
Damage: N/A
Description: The user activates a soapstone/fire technique making it that for a short period of time, all his soapstone techniques comes as a special type of soapstone. Soapstone reaction to fire makes it hardened to a very extreme level, ricocheting its hardness level above that of diamond on the moh scale. During molding process, the user adds more fire chakra increasing fire ratio than it should be thus making the resultant product which is soapstone a more tempered one seeing that too much fire on soapstone makes it harder than it should be . This does not make soapstone to become neutral techniques that are initially stronger than it but simply strengthen the soapstone and increase their power level by a rank while elemental strength and weakness still applies. The hardness also does not affect the innate ability of soapstone which is slipperiness, it only makes the surface harder than it should be.
NOTE: Activation is instant as it only supports other soapstone techniques thus it can be used in the same timeframe of another technique.
NOTE: The activation makes it so that the user unconsciously add more chakra when molding his soapstone techniques which gives rise to the tempered soapstone for a short period of time
NOTE: Does not increase forbidden rank soapstone techniques but increases their damage by 10
NOTE: Last for 3 turns
NOTE: Usable 2x per battle
NOTE: 2 turns in between usage
NOTE: No soapstone technique the next turn this ends.

Toseki Kuchyosei: Mazui Ringo - Soapstone Summoning: One Bad Apple
Rank: Forbidden
Type: Offense/Summoning
Range: Mid-Long
Chakra: 50
Damage: 90
Description: The user makes 3 handseals and claps. A large pentagram is immediately formed under the target and simulteneously a summoning occurs. The summoning is a special one like that of the swamp of the underworld. Which appears in the place of the ground it is being summoned on. A humongous apple(50m in size) made entirely of soapstone is summoned into the battle field but the way it is summoned is quite unique. Instead of the whole thing appearing at once, the summoning is divided into two parts, the lower half and the upper half. The lower half would appear beneath the target instantly like how Swamp of the Underworld is brought forth into existence making it so that the opponent is standing in a bowl(reverse dome) while at the same time, the upper half dome appears few inches above and both closes in the middle though the closing is just at the circumference of the apple as there is space in the middle for the trapped victim thus he is not immediately crushed. The summoning though is very fast and due to the distance both apples halves are
summoned from each other, the victim would only notice it is actually two different halves from the sound of them closing. Both halves are summoned at the same time and immediately after the handseals. The inside of the apple where the target appears is a dark confined spherical dome which is a portion at the core of the apple, with only 3m radius for the target to move around. However the target won't be able to move or even stand on the slippery containment thus is left no footing and zero balance. Immediately the target is inside the apple, numerous worm-like spikes begin to eject from one side of the sphere from every sides and exit at the other end opposite to where they appear from at immense speed piercing and traveling through the target while at it. Its just like a scenerio where fruit worms burrow to and fro inside a fruit. The spikes continue at this for two turns and the aftermath is a meshy paste of the dead target left in the center of the apple.
NOTE: Usable 1x per battle
NOTE: The worms/spike acivity last for two turns while the apple itself is left as a soapstone source on the battle field.
NOTE: No soapstone for 2 turns after use.
NOTE: User recieves 30 damage and can't use any technique above S-rank the following turn.
Note: No jutsu s rank or above in the same or following turn
 
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Detective L

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Type: NinTai
Background:
A fighting style developed by a man who had very little fighting power. It was a time of war, and he only wanted to protect his family against raiders, who took down smaller villages, destroying everything in their wake. He could utilize the Wind element quite well, as well as normal Strong Fist. He usually used it to complement his farming ways, to cut through thick crops and even as a show for the kids, but one day, it came to him. What if he could use this element, for defensive purposes.
After experimenting with it for a short while, he was capable of creating flat slightly translucent rectangles of Wind, thick and defensive in nature but not very large in size (up to 4x3 meters). They could protect against the swords of the raiders, and the raiders were already making their way towards his village, or so the rumours said. Though protecting his people wouldn't be enough, he had to fight them off, they had to be forced to leave for good and never come back. He started to try and work in the defensive capabilities of the "barriers" (so they will be called from here on out) with normal fighting. With some straw and the help of a few villagers, the man created some dummies. He practiced on them for days on end.
After a few week of doing so, he was capable of forming these walls of solidified Wind, as he hit toward the opponent. This sent them towards the opponent, with the force of his punch, like a projectile. Though it did not take the shape of his fist, it simply stayed in the rectangular like shape. It could easily take off the head off the straw men. He had created something different. It was time to put it into practice though, as the raiders came and attacked his village. His new style proved useful as he could take down several of the raiders, but it was too late. His family had been killed. After taking care of the rest of the raiders, the man left his deserted village and went out to perfect his style even more. He later became known as the "Barrier Man".
Description on the Abilities and Inner Workings of the Style:
Wind Aspect:
The style revolves around the usage of the Wind element, combined with Taijutsu and precise chakra control, in order to create rectangular shaped slightly translucent forms of Wind, which are solid in nature. These are used to defend against an opponent's hits, as it acts as a fast defence which is somewhat translucent, but still visible in close range. They can only be used when the opponent attacks the user, and only in close range of the user. Although it might seem that it only has defensive capabilities, the Wind based shapes, can also be sent towards the opponent, as the hit is transferred from the user to the opponent. It is released mere inches before the users hands/feet touch the opponent. This causes blunt damage, which can send the opponent crashing back. The Wind barriers are also capable of acting as shock absorbers, which would absorb the hit of the opponent, and release it back in the form of a blunt release of Wind.
Taijutsu Aspect:
The Taijutsu used in this fighting style is based upon Hung Ga, which are characterized by deep stances, like the Horse stance. This is combined with vigorous movements and hard hitting palm movements, and quick kicks. These combined with the offensive and defensive capabilities of the Wind "barriers", makes it extremely dangerous in close range.
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Example Techniques:
(Baria no michi: Tātoru) | The Way of the Barrier: The Turtle
Type: Defensive
Rank: S rank
Range: Short
Chakra: 30
Damage: 60
Description: The main defensive technique of the style, which can be used to create a 3x4 meter sized rectangular shape, which is translucent but fairly solidified. This is created to meet the opponent's attack, and is capable of withstanding a large amount of force and power. As the opponent hits the barrier, they would experience pain as if they had hit a concrete wall. The "barrier" gives off a shine, which makes it easily recognizable. Only two barriers can be created at once (where one will then be A rank)
Note:
-Can only be used by Detective L
-Can only be used three times per fight
-No A rank and above Way of the Barrier techniques in the next turn
(Baria no michi: Rishō) | The Way of the Barrier: Lift-Off​
Type: Offensive
Rank: A rank
Range: Short
Chakra: 30
Damage: 60
Description: A technique that shows off the offensive capabilities of the style. The user starts off by assuming a low sideways Horse stance, and as the opponent comes towards him, he would perform a forward palm strike, combined with stepping forward. A powerful strike, which combines both the force of the forward strike with the release of a small 1x1 meter rectangular translucent Wind shape or "barrier". This is released mere centimetres from when the user strike the opponent. This hit is aimed to hit the opponent in the abdomen, which sends him back. The user then dashes towards the opponent, and performs an uppercut, which also releases a 1x1 rectangular barrier, hitting the opponent under the chin.
-Can only be taught by Detective L
-Can only be used two times per fight
Additional effects and Restrictions:​
-Must have Mastered both Taijutsu and Wind Release​
-Must be Kage rank to learn​
-Can only be taught by Detective L​
P a t e n t C e r t i f i c a t e​

Detective L, our loyal member, gave on the 5th of June 2015, a request for a Patent on the Custom Fighting Style Baria no michi | The Way of the Barrier. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;

Baria no michi | The Way of the Barrier

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Copyright 2015, Detective L, NarutoBase.net

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Type: Offensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: One of the basic moves of Baria no Michi, the user will assume a Horse stance and thrust forward any of their limbs and in doing so, mold their Wind chakra. The user will then dash towards the opponent, and deliver a double fisted strike to their chest, releasing a rectangular shape of Wind in the process. This blasts the opponent back and causes some blunt damage, as they are hit back, and the user steps onto the ground with great force once more, releasing forward a smaller rectangular shape which blasts the opponent into the air from beneath him, as it travels along the ground whilst the opponent is stunned by the first hit.
Notes:
-Can only be taught by Detective L
-Can only be used four times per fight
-No S rank Baria no Michi techniques in the same turn
Type: Offensive | Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 40
Damage: 80
Description: A more movement based technique of Baria no Michi, where the user will dash towards the opponent and as they run, they will expel Wind chakra from their legs, creating tangible rectangular shapes of Wind, which acts as steps for them, allowing the user to go into the air. The user will then jump forward as they spin, and the user will release these already formed shapes towards the opponent, encircling them and slamming into the opponent from all sides, as the user drops down upon the opponent from above, delivering a final heel drop. In doing so, the user releases a small 1x1 rectangular Wind shape, from his heel, onto the opponent's head for blunt damage. Alternatively, these steps can be used as an evasion method, allowing the user to create these steps from the barriers, and use them to move around an opponent for example, or over an obstacle, only to release the barriers towards the opponent once done.
Notes:
-Can only be used by Detective L
-Can only be used four times per fight
-No A rank and above Baria no michi techniques for the same turn, and the next

Type:Fuuintaijutsu
Background:

Namikazeron has its root in its namesake, Namikaze Minato, though the famed Sealing Master and Fourth Fire Shadow had no part in its creation as the style was created after his death.
Namikazeron began as a humble, philosophical movement among intellectuals that advocated experimental Sealing Techniques. Namikaze had displayed unmatched knowledge of seals when he layered two ‘Four Symbols Seals’ to create the ‘Eight Trigrams’ Sealing Style and many groups sought to take the new concept of ‘layered seals’ further. The resulting wave of experimental seals added a whole new dimension to the art of Fūinjutsu.
The Kanji (which defines the central purpose of most seals) was discovered to hold the potential to be used independently of formulae as long as the given purpose was simple enough. Formulae (which deal with the lesser workings of most seals) were similarly proven able to exist and function independently of Kanji, as long as the given specifications were without a central purpose.
The experiments grew progressively more obscure (and dangerous) as time went on and soon a minor faction of the movement moved to implement a series of safety-measures to be used by the movement as a whole. The goal was to minimize the chance of injuries caused by destabilizing and overloading seals and the most effective measure, much to the surprise of the faction, was discovered to be calligraphy.
Over the years Namikazeron has become more than just a movement. The contributions of the Sealing Sage, Axle, created a new, battle-oriented branch of the movement which is still used to this day.
Description on the Abilities and Inner Workings of the Style:
The fundamental principle of Namikazeron is the separation of formulae and Kanji in Fūinjutsu and the combinatory usage of the two, both in and outside of combat. The difference between said concept and normal Fūinjutsu can be compared to a Yin-Yang Master’s simultaneous usage of two elemental natures and a Kekkei Genkai-wielding Ninja’s inherited ability to combine two elemental natures. Where normal Fūinjutsu always includes both formulae and Kanji, Namikazerian Fūinjutsu can use either concept separately or blend them in a multitude of ways.
There are two ‘Columns’ to this, known as the ’Formula Whip’ (Shiki Muchi) and ‘Layered Characters’ (Sōjō Kanji) respectively.
The purpose of formulae in Namikazerian Fūinjutsu is to act as a medium for the creation of Kanji. In regular Fūinjutsu formulae are a mysterious phenomenon. As observed in the fight between Sasuke Uchiha and Shimura Danzō formulae created in mid-air as part of the ‘Summoning Technique’ remained unaffected by the lack of solid mass beneath them and formed in a perfectly flat pattern. Similarly, formulae have been observed to form in gravity-defying designs and even move, as seen with the sealing formula of the Flying Thunder God Technique. Namikazeron takes advantage of these features to remain unaffected and unchanged by environmental factors and uses them to create what is known as the First Column of Namikazerian Fūinjutsu; the Shiki Muchi (Formula Whip).
Shiki Muchi is not an Inton technique, thought the two categories are conceptually alike. As observed by the Second Mizukage Inton is a broad term and the concept of ‘creating forms out of nothingness’ is also fundamentally linked to illusionary techniques. Just like Genjutsu however, Shiki Muchi does not require Yin-Yang training to utilize.
The ‘Formula Whip’ is a self-sustaining, redundant circuit of chakra that assumes the shape of ever-changing black threads. The circuit always originates from the user's hands. Being a massless phenomenon, to the extent that chakra is massless, and simply a manifestation of the user’s chakra it is safe to say that it has virtually no limitations within fields such as speed and reach. The user is able to freely create and manipulate the Formula Whips. However, the whips cannot pass through ranked physical obstructions and forms of energy - unless this is explicitly described in a technique - without the circuit being broken, thus causing them to disappear.
The purpose of Kanji in Namikazerian Fūinjutsu is to act as extensions of the Shiki Muchi. Through miniscule changes in the chakra inside the circuit the Sōjō Kanji-concept changes the shape of individual parts of the Formula Whip into Kanji that, in turn, shapes its required formulae from the surrounding area of the Whip. Multiple identical Kanji can be created simultaneously through the use of the Shiki Muchi’s properties as a circuit. Similarly, Kanji can be created outside the user’s field of visions through the implementation of the calligraphy-safeguard, which is a vital part of Namikazeron as a field of study.
One of the most important features of Sōjō Kanji is the ‘thickness’ associated with it. Like the name implies the products of the Second Column are ‘layered’, in the sense that the created Kanji are based so thoroughly on the Formula Whip that tags become obsolete. In this sense the Formula Whip and Sōjō Kanji act as extensions of the user's physical self. Naturally this restricts the effectiveness of seals that require a continuous contact with its target(s).
Namikazeron shares its close-quarter-combat aspects with other styles, such as Whip Arts, in the sense that the Formula Whips are meant to act as extensions of the user's body. Like the Third Raikage's Hell Stab technique Namikazeron acts as a medium of extending destruction that increases the user's immediate capabilities in combat situations that call for a Taijutsu-inspired counter-attack strengthened by chakra-requiring techniques. In general, an experienced practitioner of Namikazeron will use the abilities of the style to engage in combat with whips that use explosive tags tactically to inflict damage.
Example Techniques:
(Namikazeron ♦ Bakushin) – Theory of Waves and Wind ♦ Ground Zero
Type: Offensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user infuses one or several Formula Whips with chakra, using the Sōjō Kanji-concept to create a great amount of explosive seals. Upon creation; the seals will detonate in the same manner as normal explosive tags, causing much destruction.
Additional effects and Restrictions:
-Seals that aren’t technique-related, such as non-ranked explosive tags, can be created freely, though using these in an offensive or defensive fashion costs a move.
-Due to Formula Whips operating as closed circuits of chakra the total chakra output needed for techniques based on Namikazerian Fūinjutsu is halved if specialized in.
P a t e n t C e r t i f i c a t e
ZK, our loyal member, gave on the 26th of January 2017, a request for a Patent on the Custom Fighting Style(Namikazeron) – Theory of Waves and Wind. I, Vex, of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
(Namikazeron) – Theory of Waves and Wind
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Copyright 2017, ZK, NarutoBase.net
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Note: The only reason that second Additional Effect is being approved is because LoK previously approved it.​
(Namikazeron ♦ Basutā) – Theory of Waves and Wind ♦ Buster
Type: Offensive
Rank: C
Range: Short-Mid
Chakra cost: N/A
Damage points: 30
Description: A technique that allows the user to take advantage of the closed chakra circuits of Shiki Muchi in conjunction with the naturally leaked chakra of the user in order to assist a Namikazeron practitioner’s already nearly instinctive ability to form explosive tags by shaping points on a number of Shiki Muchi into the character for ‘explosion’. In essence, Shiki Muchi can be freely created and maintained due to the closed nature of their circuit, just as tree-walking may be sustained nearly indefinitely and without conscious thought. By extension explosive tags, the most basic of seals, can be formed freely due to their central role in the style and their generic simplicity. By taking advantage of these facts together and by directing the small amounts of naturally leaked chakra to initiate the circuit, the user is able to form first the Shiki Muchi and then explosive tags along a number of points hereon. These detonate immediately upon creation in sizable explosions.
- Can only be used once per turn.
- Max radius for an explosion from this technique is the same as a physical Explosive Tag (Roughly 2.5m).
(Namikazeron ♦ Ōkami no Nagai Tsume) – Theory of Waves and Wind ♦ The Long Nails of the Balverine
Type: Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A modified, Namikazerian alternative to the Ho/Mizu/Kaze/Tsuchi/Rai Hōin that relies on a number of Jutsushiki-Sen as the delivery system and Sōjō Kanji shaped to form the character for ‘essence’ as the medium of storage. This technique allows the user to draw chakra and energy from an incoming technique, thus nullifying techniques consisting solely of energy, but having essentially no effect on purely physical attacks. The technique can only seal one technique per usage, but, like its parent technique, it can drain techniques up to S-Rank in strength.
- Can only be used thrice (3) per battle.
(Namikazeron ♦ Bakuhatsu Ken) – Theory of Waves and Wind ♦ Explosive Fist
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: A technique that takes advantage of Namikazerian Fūinjutsu’s ability to form common explosive tags freely and almost instinctively. The Explosive Fist consists of a series of versatile, adaptable Gōken-style movements wherein the user extends a number of Jutsushiki-Sen towards a target (formed from the hands) and creates any number of regular explosive tags on these. The tags are always directional, essentially functioning as shaped charges, and can thus be detonated shockingly close to the user without harming them. This technique is often used to supplement a Taijutsu attack, but can also be used to pressure a target to disengage.
- Can only be used three (3) times per battle.
(Namikazeron ♦ Kyozetsu Suru) – Theory of Waves and Wind ♦ Reject
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A technique that combines the physical properties of chakra constructs anchored in formulae with the versatility of Namikazerian Fūinjutsu. By shaping a number of Sōjō Kanji to form the characters for ‘shōgai’ the user is able to create flexible, translucent chakra constructs intrinsically tied to the formulae between and around Shiki Muchi. During the turn this technique is used the constructs can be both activated and deactivated freely by reforming and repositioning the layered characters, thus allowing the user not only to protect against incoming attacks, but also to use the constructs as blunt weapons in close quarter combat. The user is even capable of using this technique as a supplement to their mobility using the constructs to forcefully latch onto a surface and effectively ‘pull’ the user to it quickly.
- Can only be used five (5) times per battle.
- Must be created a minimum of 5 meters away from the opponent, unless the user is trying to propel himself towards the opponent.
(Namikazeron ♦ Nozomashikarazaru) – Theory of Waves and Wind ♦ Undesirables
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: A technique that is designed to act as an extremely durable, but otherwise harmless tether. By shaping points on a number of Shiki Muchi into forming the characters for ‘bind’ using the Sōjō Kanji-concept this technique allows the user to create physical and self-sustaining bonds that bind one or multiple points together. When the characters for ‘bind’ come into contact with one or multiple targets the seal activates, tethering themselves to the targets on an almost molecular level. Normally this would bind the targets to the user’s fingers, since that is where the Shiki Muchi originate, but through this technique the user is able to freely connect one or more formula lines to one another and even disconnect them from their fingers to tether the target to a different point. The lines used to bind the targets do not interact with physical matter, but can still be severed using energy-based attacks. Their elasticity, thickness and length depend entirely on the user and can be freely adjusted due to the nature of Shiki Muchi. They also retain all the properties of Shiki Muchi, even when disconnected from the user's fingers.
- Lasts for a maximum of four (4) turns.
- Can only be used thrice (3) per battle.
(Namikazeron ♦ Jōzan Bakuhatsu) – Theory of Waves and Wind ♦ Multiplying Explosions
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By applying the concepts of Sōjō Kanji and Shiki Muchi in conjunction with one another the user is able to create a chain reaction of exploding tags, drawing inspiration from the Gojō Kibaku Fuda technique. By shaping several points upon a number of any Shiki Muchi into layered explosive tags, taking advantage of the intrinsic properties of the formulae, the user is able to continuously detonate explosive tags along these points, creating a huge explosion that can potentially go on for an extended duration of time. The user, however, needs to be at least mid range from the explosions' epicenter lest they be engulfed in it. Though the explosion requires no continuous manipulation to sustain it does cost a move per turn to do so.
- Lasts for a maximum of two turns.
- Can only be used once per battle.
- No Namikazeron techniques for the next two turns
 
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Detective L

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Type: Other (encompasses Taijutsu, Kenjutsu and Fuuinjutsu as well)
Background: Hojōjutsu or Nawajutsu, is the traditional Japanese martial art of restraining a person using cord/rope/chain. Encompassing many different materials, techniques and methods from many different schools, Hojojutsu is a quintessentially Japanese art that is a unique product of Japanese history and culture.
Description on the Abilities and Inner Workings of the Style: Hojojutsu can be divided into four broad categories.
1. The first category is the capture and restraint of a prisoner that was effected with strong, thin cord (usually 3-4 millimeters) called a hayanawa or “fast rope”, and sometimes the sageo carried by samurai on the sword-sheaths. In law-enforcement, this cord was carried by constables who secreted the rope in a small bundle that fed cord from one end. This torinawa ("capture-rope") was coiled so that the cord would pay out from one end as the bundled cord was passed around the prisoner’s body, neck and arms as he or she was tied. This was usually accomplished by one constable in the course of performing an arrest while the prisoner was actively resisting and had to be accomplished quickly.
Even at this stage, attention was still paid to visual and aesthetic concerns in the tying method as well as to the cultural needs of Japanese society. According to experts, an accused but not convicted prisoner would be tied using methods which allowed the prisoner to be securely restrained but which contained no knots to save the prisoner the shame of being publicly bound. Instead of securing the tie with knots, the constable held on to the free end of the rope and walked behind the prisoner to keep him or her under control as the prisoner was taken for an interrogation which could involve the application of one or more forms of judicial torture to elicit a confession.
2. The second category was effected with one or more “main ropes” or “honnawa” which like the torinawa could be any one of many different lengths, but was a proper hemp rope, possibly six or more millimeters in diameter and as much as eighty feet long—which was used to provide a more secure, long-term binding than is possible with the torinawa for transportation to a place of incarceration, restraint at legal proceedings, and—in the case of particularly severe crimes—for the public display of the prisoner prior to execution by such methods as beheading, crucifixion (i.e., the prisoner was displayed tied to a cross before spears were driven through the body), or, in arson convictions, death by fire.
Honnawa ties were applied by a group of people, usually not less than four, whose presence allowed the use of more intricate and ornate patterns than was the case with the torinawa. Both forms combined effective restraint with a distinct visual aesthetic.
In either form, the hojojutsu ties known today display a shrewd understanding of human anatomy through several recurrent themes. This can include leverage-removal (tying limbs in positions that decrease the force they can generate), rope-placement to discourage struggling or to make it less effective by placing one or more loops of rope around the neck and constricting restraint around points on the upper arms where determined struggle put pressure on blood vessels and nerves numbing the extremities.
3.Hojojutsu/Nawajutsu is extremely efficient when fighting in hand to hand (taijutsu) combat. Capable of subduing the opponents hands and feet rendering them unable to move. The free use of the Hidden rope arts simply using the chakra to manipulate the ropes to do the user's bidding is the best use of rendering taijutsu users immobile. However there is also the Knots-in-hands style, which is used purely as a strike based taijutsu. The knots are thick and deliver quick, powerful blows to the body of the opponent. Even blocking an opponent's blow causes the opponent pain. Enough blocking in one particular area can immobilize an area rendering it numb and unusable. Another adaptation was for Hojojutsu users through the use of chakra, separate unwound their ropes and form smaller ropes, hence the reason that it looks like there is soo many ropes instead of just 3 or 4, and can easily force them to make nets and other objects.
4.Having been experienced with opponents using sharp weapons to battle, masters of Hojojutsu had to come up with a better way to defend themselves. Their ropes were too inefficient as the blades would easily cut through them. The masters decided that they made two decisions. The first was to use Hojojutsu with chakra chain metal. The second was to line the rope with multiple lines of chakra metal to advance with the times. The lining of the very flexible chakra metal enable them to use chakra just like others could with the blades, and kept their ropes from fully being cut through unless by a powerful technique capable of cutting metal. This is what makes the ropes heavier. The heavier the ropes the more chakra metal it is lined with. This enables the users to deal heavier blows with extended rope, capable of fighting at a safe distance from the blades as well as still allowing them to bind their opponent as well, making it even easier for them to subdue their opponent and impossible to escape from, making the breaking of the ropes physically impossible (Steel release, other metal CE exception).
Additional effects and Restrictions:
-This style encompasses the raw strength of the user and requires finesse in its use. The cords/ropes/chains are constantly feed chakra from the user and hidden under the clothes of the user in such a way that they are still capable of maintaining their full bodily movement without any restriction even though it is wrapped around the arms, torso, and legs of the user
-Constant placement of the user's chakra in the cords/ropes grants the user complete control and freeform manipulation of the ropes
- The cords/ropes//chains are made up of/laced with lines of chakra flexible/malleable metal capable of channeling chakra especially in the bulb ends of the cords/rope that are great conductors of electricity. The metal keeps the rope from being easily ignited via techniques of the user or the opponent. The most skilled users are capable of tying kunai to the ropes to attack with as well and still keep them hidden under their clothes without hurting themselves. They have scars under their clothing proving how difficult this was to master.
-Master's of this technique are capable tying knots in the rope/cord/chain with a mere wiggle of the rope, that are incapable of being undone unless the user of the rope, who has their own specific way of undoing the knot, or by having the rope destroyed physically. Only the originator of Hojōjutsu is capable of undoing every knot, having mastered the technique beyond any other.
-The user is capable of using their chakra to cut part of the ropes/cords or even retract them back into their body with a movement of their arms/legs.
Soke Hojōjutsu - Hidden Grandmaster Rope Art Technique
Kumo Hojōjutsu - Hidden Thunder Rope Art Technique
Iwa Hojōjutsu- Hidden Stone Rope Art Technique
Suna Hojōjutsu - Hidden Erosion Rope Art Technique
Konoha Hojōjutsu - Hidden Flame Rope Art Technique
Kiri Hojōjutsu- Hidden Wave Rope Art Technique
-The Grandmaster is able to use any and all Hojōjutsu techniques.
-Each Master in the village is limited to their element and those that do not require any element. The village that the
Grandmaster resides in can have 1 additional person know and use Hojōjutsu, but are limited to the restriction based
upon that village.
- There can only be 1 Grandmaster per village.
- To become a Grandmaster, after having Mastered Hidden Rope Arts for at least 3 months, must have beaten 2
opponents in a Taijutsu/Kenjtusu only fight with Hidden Rope Arts, then challenge and defeat the original or another
Grandmaster.
- Moving the ropes to deal basic damage or deflect basic weapon attacks (Kunais, Shurikens, etc) is possible in free form, although lacking real damage capabilities.
____________________
P a t e n t C e r t i f i c a t e
Hazama, our loyal member, gave on the 16th of June, 2012 a request for a Patent on custom fighting style Hojōjutsu / Nawajutsu - Hidden Rope Art. I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
Hojōjutsu / Nawajutsu - Hidden Rope Art
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Hojojutsu: Chūnyū [Hidden Rope Art: Infusion]
Type: Supplementary/Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+10 for Raw Chakra and +20 for Elemental Chakra for the next Hojojutsu technique)
Description: The user extends channels either Pure or Elemental chakra into their Hojojutsu chains/ropes/cords while using it to attack or defend. The chains/ropes/cords are coated with the element chosen with the below affects for each element upon contact.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only one infusion per turn.
Hojōjutsu - Taitorōpusaikuron (Hidden Rope Art - Tight-Rope Cyclone)
Type: Attack/Defense​
Rank: A​
Range: Short​
Chakra: 30​
Damage: 60 (+5 Elemental Chakra)​
Description: The user extends 5 meters of hidden rope out from both of their sleeves and charges it with chakra (pure or elemental) while spinning them extremely quickly, creating a large cyclone. Each rope that extends out of the user's arm has a knot on the end of it with which the user charges pure or an elemental chakra into it. The ropes come out of the tornado and can attack multiple enemies without warning like a whip. These are two separate ropes, their speed gives off the impression as if their are more.​
*Grandmasters can charge any one of the basic 5 elemental chakras they know.​
*Masters can only charge the element aligned with their village.​
*Iwa/Earth, Kiri/Water, Kumo/Lightning, Konoha/Fire, Suna/Wind​
Note: Can only be used 3 times per battle.​
Note: Must wait 2 turns to use A Ranked and above Hojōjutsu.​
Note: Can only be used 5 times per battle​
Hojojutsu: Hachisu no Mohō | Hidden Rope Arts: Lotus Imitation
Type: Attack/Supplementary​
Rank: S​
Range: Short​
Chakra: 40​
Damage: 80 (+5) Elemental Chakra​
Description: The user, while in a full sprint, wraps their chain/rope/cord around their opponent that comes out of one of their sleeves, and with a jerk launches them up to 10 meters into the air. As the opponent travels upwards, the user causes the chain/rope/cord to spin around like a cyclone at an extremely fast speed to make their opponent dizzy. The user will then charge chakra into their feet and with a powerful jump, land from one spiral section (1 spiral section per meter the opponent is in the air) of the chain to the next until they are above their opponent. While jumping, the sections of the chain will wrap around the arm of the user covering their fist and the chains of the other sleeve will come out and wrap around that hand. The user will then channel either pure or elemental chakra into the chains and deliver at least two rapid punches to the opponent forcing them back towards the ground at an accelerated rate. The more speed the user possesses, the faster this technique can be initiated.​
*Grandmasters can charge any one of the basic 5 elemental chakras they know.​
*Masters can only charge the element aligned with their village.​
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)​
Note: Only only be used 2x per battle.​
Note: No Hojojutsu techniques above A Ranked for 2 turns.​
Note: User must wait 3 turns to use this technique again.​
Note: If an element is used with this technique, the user cannot use S Ranked and above of that element next turn.
 
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[ Iryō Ninjutsu | Medical Ninjutsu ]

Type: Offensive/Supplementary
Rank: A - S
Range: Short - long
Chakra: 30 - 40
Damage: 60 - 80 (For physical attacks)
Description: This is a mode based off the basic principles of healing techniques that allow you to regrow flesh. But rather than try to heal and regrow damaged tissue in a persons body, this takes on a more drastic measure. The user will release a surge of chakra around their body and in doing so, their chakra will form pure muscle flesh all around the user, surrounding their entire body but on a large scale, the same size of the earth golem technique. Unlike Akimichi techniques which expand the users body, this grows around the users body, and is linked to their body and their chakra system. Eyes will form that are linked to the users vision, but the rest is just muscle tissue that the user controls through their extreme chakra control. Through chakra control the user will be able to feel what happens to this body, but wont feel the pain of it. The user will be in the in neck part of this giant form of muscle, but their will be a thin layer of skin tissue layered over it, making it look near human, though savage at the same time, with no clothes, and no genitalia. Due to the sheer size and mass of muscle being controlled, the user will gain +20 to their taijutsu in this form, and due to their size their moving speed would increase. Much like leg weights, only the users moving speed would be faster, as with one step they'd cover a distance of 10m, giving them 2x their base speed. This will not stack with other boosts such as dropping leg weights. This is purely based on using chakra control the create new muscle tissue around the user, to form an avatar of muscle tissue, being at Max 30m in stature. This is the A rank version and the basic tai attacks of this beast would be A rank. The user can release jutsu from this flesh body as it's liked to their chakra system.
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A unique ability of this form is that the user can harden the outer layer of the titan, by compacting the flesh muscle through chakra control, compressing it to become like stone, increasing the power and density of the Titan to S rank, though in doing this, though their power and defense increase, they will lose their x2 to speed as the hardened flesh wouldn't move as fast while running. The user can create this solid defense from the moment they form it if they so choose. The titan will stand 30m tall and take the shape of the user along with cosmetic features like hair and eyes etc.
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Note: Once used, lasts for 4 turns, can be used twice and two turns between uses.
Note: Due to the chakra control it takes and the creation of flesh, once this ends the user can't use any medical jutsu for three turns afterwords.
Note: The user can escape from this at any point through the back of the neck.
Note: S rank version lasts three turns, and elemental techniques cannot be utilized through the S rank version
 
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Custom element japanese name: Ekishousan'en
Custom element english name:Liquid Nitrogen
The element is based on: Water and Wind
Facts that prove the element to be possible (in the manga context): the user will extract from the air nitrogen gas particles and changes their composition by using water element to mix with the nitrogen to form the liquid based composition then by manipulating wind element the user create the conditions such as the cooling of the liquid to create the near frozed state but the liquid nitrogen doesn't take a solid frozen matter but rather becomes an extremely cold liquid and be able to control at the users will. This liquid capable of freezing objects on touch and making them solid ice that has a fragile state. the liquid nitrogen when begins to evapourate at a fast rate it can then cause a chemical unbalance where it will cause explosions and reduces the amount of oxygen within the air making conditions harder to breathe. Liquid nitrogen is capable of inducing cold burns on contact as its temperacture is so low.
Idea behind its creation: i decided to create liquid nitrogen because i wanted to make a water based element that no one has come up with and create the ability of manipulating water to a further level.
Conditions to be able to use it: The user must have complete mastery over wind and water elements
Is weak to: Lightning, Ice element , Advanced fire elements
Is strong against: Fire element, water , blood element, solid based elements i.e metal based elements, earth , rubber
Co-creators (if any): DarkBlade
Students i passed on this custom element: Emperor & Detective L
scientific proof
____________________

P a t e n t C e r t i f i c a t e

I, ♦ Rei ♦ of the Custom Elements Bureau, by the power invested in me by Versuvio, Nexus and ZonDer, give you the following:
Uchiha Kaito, our loyal member, gave on the date 07-October-2009 a request for a Patent on his custom element (Liquid Nitrogen: Ekishousan'en) ;
after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving Uchiha Kaito his rightfully earned patent on this element by the following;
Ekishousan'en

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Copyright �2009, Uchiha Kaito, NarutoBase.net

Rank: B
Type: Offenive , Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user is capable of drawing up liquid nitrogen to manipulate it to the users will and can mold it to create and use for multiple purposes such as crate porjectile weapons, a single bullet like attack or create a medium sized wall that can defend against incoming techniques.

Rank: B
Type: Attack
Range: Short – Long
Chakra cost: 20
Damage points: 40
Description: The user will manipulate their chakra to create 100 small hawks of liquid nitrogen to assault a target by having them fly in a single direction for concentration of the attack or a wide scaled attack to deal with multiple target/s

Rank: B
Type: Offensive, Supplementary, Defence
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: After performing the snake hand seal the user releases wind chakra from their mouth which instantly reacts and cools with water vapour in the air and creating a thick white cloud of liquid nitrogen that spreads out in the same manor as the poison mist technique. Its thick enough to obscure an opponents vision or if the target comes into contact with the cloud they then recieve damage from the coldness

Rank: A
Type: Attack
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user will create a stream of liquid nitrogen to sprout from the earth towards the target at a rapid speed and then encases them in a solid spike prison.
Note: Must wait 2 turns before can use this technique again.

Rank: A
Type: Attack
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user spits out a stream of Liquid Nitrogen. If the opponent is at short range, it freezes them on touch. If the opponent is at mid-long range, the stream breaks up into a fine mist that causes cold burns and will explode after one turn
Note:Causes 15 damage to user

Rank: A
Type: Attack
Range: Long
Chakra cost: 30
Damage points: 60
Description: The user slams their foot onto the ground and manipulating their chakra in the ground to create 5 timber wolves sprout from the ground made of Liquid Nitrogen. The charge at the enemy target/s from all directions and as they collide with the target they compress and explode in a cold fury inducing cold burns to the victim.
Note: Can only be used 3 times
Note: User must wait a turn to use tehnique again.

Rank: S
Type: Offensive
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: The user creates in front of them a large cube of Liquid nitrogen that they will then release at the enemy, which then engulfs them, and trapping them in a cube of liquid nitrogen that then turns to a solid cube of Liquid Nitrogen and thus traps the opponent in a cube.
Note: Can only be used 2 times.
Note: User cant perform Liquid Nitrogen Next turn.

Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: The user manipulates the liquid nitrogen to create a dragon which is then sent towards the opponent in a liquid state and then strikes them inducing cold burns and freeze’s the area of contact and turning into a solid state.
Note: Can only be used twice
Note: Requires a Liquid Nitrogen source

Rank: S
Type: Attack
Range: Mid-Long
Chakra cost: 40
Damage points: 80
Description: The user creates a hexagon prison tower rise around the enemy from the ground and then freezes trapping the enemy in a crystal clear solid Liquid nitrogen super cold prison and then crushes them. The prison covers the ground as well, so the opponent cannot escape that way
Note: Can only be used 2 times

Rank: Forbidden
Type: Offensive, Defence
Range: Long
Chakra cost: 50
Damage points: 120 (-30 damage points)
Description: The user releases their chakra from their body creating a shockwave from their body disturbing the air molecules, and collecting the molecules into small groups, as 75% of the concentrations in the air are nitrogen. Then by manipulating them the user freezes everything in a certain range surrounding area and turning the remains into a frozen wasteland.
Note: Causes – 20 damage to user from cold burns
Note: Can only be used 2 times
Note: User cannot perform liquid nitrogen for two turns.

Rank: Forbidden
Type: Offensive
Range: Short- Long
Chakra cost: 50
Damage points: 120 (-30 to user)
Description: The user will perform a few hand seals and then releasing a cold breathe will cause the nitrogen in the air to rapidly cool and will result in the creation of a dragon like shape with just wings and no limbs that will then fly into the air and then sweep down upon the opponent and as it lands it splits into a spike cone like structure engulfing anyone who is within the radius of the blast (3 meter radius).
Note: -30 damage to user from use of technique
Note: Can only be performed once.
Note: User cannot perform Liquid Nitrogen for Two turns.
 
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Type:
Taijutsu & Ninjutsu
Background:
Far in time there once was a a carefree creature from the woods. Quite innocent on sight. And although such is quite certainly the truth, that was hardly the sum of her complete story. She wondered far and on her journeys she quite came to the understanding of the concept of suffering of the natural world. Fearing through the forests, bright and dreary in every clime as well as season as to try and gather her acquaintances sharing news and bliss. However within the world, wracked by war, forests are the ones to take most damage. However even within the places which are encompassed by peace, the trees are stripped as for homes to arise. But not for those who were apart of the woods, but for those who never were. For those who are coming as to wipe them off from previous tenants. And so Aiushtha, the creature from the wood decided to land her hand where ever she so could. Listening to those who were disregarded and neglected. She used her mantra as to protect. And although many did her wrong she used her own good cheer and mantra like an enhancement to fulfill the promise of a verdant future. It was a mantra not quite seen by those till her time. It wasn't one to create suffering. However as her time was coming to an end she had to leave her mantra to one and so she did. For all the wonder, and not quite understood why by many, she taught it to Yoanna. A young girl who was at the time running away from her primary so called home. She gave her the title of Enchantress and told to only teach the mantra to those who want peace rather then to use it for their own personal gain.
Description on the Abilities and Inner Workings of the Style:

The fundamentals of this style lays upon water variation which has been seen during utilization of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field. Adhesive, sticky like liquid which is able to easily and efficiently glue anything it so comes in contact with. However, unlike many other styles of fighting, this one is mostly based upon defending rather than making actual offense. But, it is not just defending that sets this style from the rest but also slowing down your target whilst simultaneously defending from their assault.
The basis of the style is causing for sticky adhesive molecules of liquid to be released from pours of ones body. Albeit, this wouldn't make changes to their movement, due to the liquid being made out of their own chaka. Another characteristic of this style is that that the molecules wouldn't be visible by normal eye which would make them hard as to be protected from. Although there is no specific movement of the body characterized within the style, what is achieved by it is reduction in speed in addition to damage which is able to be made by opponent. In case whereas a body contact is made upon opponent's assault, water molecules which were at the part of the body which was hit would gather around the limb which made offense and be extracted forth from user's body to that of opponent. This would cause for that part of the body to become glued, however this wouldn't affect to users themselfs, mainly due to water molecules being infused with their own chakra. Moreover, this is not a passive coating present on the whole body. Rather, the user will (after first percieving the attack) focus water chakra towards the limb or area being assaulted. Additionally, this would also cause for reduction of damage which is made upon one who is utilizing this style and that would happen due to an exterior layer enveloping ones body.
Another feature of the style is one which happens when using this style offensively. Causing for water molecules to unify in the moment of assault which would stick any entity it so comes in contact with. However due to not reducing the ability for body movement of the user to decrease its speed the unification process would happen in almost the corresponding time frame as actually offending the target. With the body contact made, the sticky adhesive like molecules wouldn't quite make any extra damage but would be made as to spread out towards the closest joint and stick together there which would decrease its mobility.
Within the style there are exactly four ranks depending on how one is proficient within the style and they are as follows;

Enchantress
Enchantress is the creator of this style. The one who created the techniques within the style and also has knowledge within it to the fullest extent. Only one person can hold the said title.

Mage
Mage is the second strongest title within the style which is gained by those who have learned all the techniques as well as have mastery of it. Unlike sorcerers, they gain additional perks which come with the style.

Sorcerer
Sorcerer is the third strongest title one can gain within the style. They know the fundamentals of the style in addition to being taught the techniques however they do not have mastery of it.

Creep
Creep is the title that everyone gets once starting to learn the style. Those are the students who are learning the fundamentals of the style and still do not know the techniques which come with it. As to rank up within the style they need to go through rigorous training.
Example Techniques:

Antatchaburu no enchanto ∾ The Enchant of Untouchable
Type: Supplementary / Offensive / Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: A basic technique within the style whereas user would release chakra from their pores except the ones located around the joints as they apply processes of both nature and shape manipulation causing for the chakra to congregate into sticky adhesive like molecules that would surface the body as a cloak. However, they wouldn't quite be visible to the normal eye making them quite hard as to be distinguished. Activation of this technique is almost immediate.
Additional effects and Restrictions:
∾ Masters of this style would have better resistance abilities and also would be faster when it comes to their body movement than normal taijutsu users due to getting used to maneuvering their body with additional layer of sticky adhesive liquid enveloping it.
∾ To learn this style one must have already learned the C ranked technique of water release (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field and hence know how to generate the variation from their chakra.
∾ Can only be Taught by Akasha
P a t e n t C e r t i f i c a t e
Akasha, our loyal member, gave on the 28th of July 2015, a request for a Patent on the Custom Fighting Style Antatchaburu no hazumi ↜↝ Impetus of Untouchable. I, Lord of Kaos, of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
Antatchaburu no hazumi ↜↝ Impetus of Untouchable
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Antatchaburu no enchanto ≈ Aberunasu no seitoku ∾ The Enchant of Untouchable ≈ Arvernus's Innate
Type: Supplementary / Defensive
Rank: D
Range: Short
Chakra: 10 (2 chakra points per each turn to keep it active)
Damage: N/A
Description: A basic technique within the style whereas user would release chakra from their pores as they apply processes of both nature and shape manipulation causing for the chakra to congregate into sticky adhesive like molecules that would surface the body as a cloak. However, they wouldn't quite be visible to the normal eye making them quite hard as to be distinguished. The sticky molecules will easily glue onto anything with which they come in contact with. On one side the layer of molecules could aid user when using them offensively, leaving trails of sticky molecules when performing a taijutsu based offense and hence disabling opponent's parts of the body within reason. On the other, it can also be used so to decrease the power of offense which is coming their way. The sticky molecules would act as protection in a way, where-as an offense has to firstly go through them before getting to the body of the user, keeping in mind that they would stick to anything with which they come in contact with and that is not made out of chakra from the user. This technique remains enveloping users body, and is capable of reducing 5 damage from incoming katon tai-ninjutsu-based techniques, and 10 from Taijtusu based techniques which don't require chakra or 5 in case they require chakra usage. It would last so as long as the user keep sacrificing chakra for the technique.

Antatchaburu no enchanto ≈ Ambisagrus `rikoiru ∾ The Enchant of Untouchable ≈ Ambisagrus' Recoil
Type: Supplementary / Defensive
Rank: C - S
Range: Short
Chakra: 15 - 40
Damage: N/A
Description: Utilizing the basic principles of Impetus of Untouchable user will cause for sticky liquid which is surfacing the body as the cloak to start spinning rapidly on molecular level. The rotatory movement won't be evident to others due to stage at which it is happening however it would create like a current which will have redirecting capabilities. Any type of unfocused electricity which is coming in the user's way will be redirected and blasted out either towards the ground or short range area. User can either use a pre-existing cloak for performance of this technique or commence performance of this technique with creation of a dense cloak around their body or body-part. The A ranked version of this technique can be used twice per battle whereas the S ranked only once. When using the C ranked version, user will only be able to redirect the electricity towards the ground, however with higher ranked versions of this technique they will be able to cause for electricity, which was initially coming their way, to blast out in short range causing the damage equivalent to the rank of the technique which was initially coming. In addition, user can re-direct techniques which are same rank as this one (due to the nature of this technique and creating like a current), however keeping in mind that the cloak which was enveloping their body would get destroyed. Keeping the cloak present would require from the user to use a technique which is one rank higher from that of lighting (or its variations based off electricity)

Antatchaburu no enchanto ≈ Garona no hōboku ∾ The Enchant of Untouchable ≈ Agrona's Graze
Type: Supplementary / Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Sister technique of Ambisagrus' Recoil, which also utilizes the basic principles of Impetus of Untouchable. Just like the previously mentioned technique, user will cause for the sticky liquid which is surfacing the body as a cloak to start spinning rapidly on a molecular level. In addition the rotatory movement won't be evident to other due to the stage at which it is happening and user will be able to change direction at which the molecules rotate. Causing some to rotate towards the left and others towards the right. Such rotation will grant cutting capability to the molecules and hence pierce through everything they come in contact with before glueing onto them. The rotation however would be stopped with the contact being made, but being able to change the direction of rotation would allow for considerable damage being made (the wounds created could be compared to the bone-deep abrasions). This cutting would happen due to like a flux being created from the rotation. The first contact with the molecules would disable them to continue on moving, but glue onto what they came in contact with. User can either use pre-existing cloak to perform this technique or commence the activation of this technique with creation of the cloak. The change in direction at which molecules move will happen passively for a brief period once they were stired by something so to increase their potency before gluing onto the same figure. Due to the nature of this technique, it can be combined with others from the style. Once activated it will last so as long as the contact hasn't been made.

Antatchaburu no enchanto ≈ Anextiomarus no ījisu ∾ The Enchant of Untouchable ≈ Aegis of Anextiomarus
Type: Supplementary / Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Utilizing the basic principles of Impetus of Untouchable user will release adhesive liquid from a desired spot on their body. This is used to render damage of incoming blunt damage/taijutsu based techniques, depending on the nature of the technique in question useless. Before the actual contact has been made, the user will through mental willingness expell a portion from one of their limbs or through a weapon, almost like a globue outwards to envelop the incoming object (body parts gradually slowing it down to the point it never came to touch the user but it would; It would be almost like a feather touch. A secondary application of this technique comes in play when user has been previously covered within the layer of the custom fighting style - It could be done passively the moment that an object (weapon of opponent or their body part) comes in contact with the already existing layer of molecules surrounding specific portion of users body. This technique can only be used three times per battle.

Antatchaburu no enchanto ≈ Andorasute no fukutsū ∾ The Enchant of Untouchable ≈ Andraste's Bellyache
Type: Supplementary / Offensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Andraste's Bellyache is an offensive type of technique, however with sort of a supplementary use. It can be performed as a separate technique or in combination with another one used beforehand. Its supplementary use can be seen once the body of opponent has been covered with the sticky liquid, and when used as such its activation would be very quickly as covering of their body if it wasn't previously covered. The sticky liquid which initially pinned certain part of the body would start to strain the same, causing for considerable amount of damage being made on that body part. The damage would be seen in breaking of connective tissue - muscles, tendons and bones. On the other hand this technique can be used when user is making offense upon their target. The molecules would upsurge from user's body to that of opponent, pinning it down and straining the surfaced area. This technique can only be used twice per battle and never in consequent turns.
 
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[ | Chloroform Release ]

Custom element Japanese name: Kurofomuton
Custom element English name: Chloroform Release
The element is based on: Lightning + Fire + Precise Chakra Control
Facts that prove the element to be possible (in the manga context):
According to , 90% of the world's choroform production are from natural occurrences. It goes further and reveals that chloroform is emitted in large quantity from the earth itself and from water bodies through fungi and seaweeds respectively.
Narutoverse can be easily inculcated into this as there is little to no difference in both worlds in terms of natural occurrences. One could also look at Yagura the Three Tails Jinchuuriki, who had the ability to manipulate Corals, which is only found in the deepest parts of the ocean, but also co-exist with seaweeds which contain said Chloroform. Thus in Narutoverse, Chloroform can naturally exist or be extracted due to the existence of seaweeds from lakes, sea, and even shallow pools of water, and different types of Fungi in the soil, one of them which is mushroom. While this already gave us the basis that chloroform is possible, we can not forget the fact that chloroform is also a material used in the hospital for surgery. We've seen the hospital in Konohagakure and has been shown many times and surgery sessions of known and unknown shinobis.
In conclusion, with all that have been said as proof, I am quite sure chloroform is something of an abundant entity/substance that can be easily woven and extracted in the Naruto universe.
References: | |
How it works:
Chloroform can be created by ionizing the water with Lightning based chakra to liberate Chlorine from it. This exposes the Chlorine to the Methane found in the air, and one would then use Fire based chakra to combine the Chlorine and Methane found in the air (heating it to around 400-500 degrees celcius). This is done in the same way that Chloroform is created in the laboratory.
Chloroform is a dense, nonflammable, colorless liquid with a pleasant ether-like smell and sweet taste. Chloroform is toxic when ingested by a living organism through the mouth or when it enters the blood stream through open wounds. It is a rather supplementary and defensive form as it is now a very potent solvent of many substances. It can be used to dissolve fats, oils, rubber, alkaloids, fungi, waxes and resins, and of course, its strength against Water and Wind also comes into play due to its density and thickness as a liquid. Chloroform is also neutral to Lightning, even though its able to conduct it.
Also having being used universally for pesticide formulations and grain fumigants, it works as insects detergent. It works also as a cleansing agent thus can be used to denature microbial organisms. When Chloroform is evaporated into a gaseous state, when inhaled, can cause the affected person's vision and hearing to start failing, can cause the opponent's body to go numb and even completely make the opponent lose consciousness. However, Chloroform can not be controlled in its gaseous state.
Usage Examples:
Chloroform Release: Constructs of Hephaestus
Rank: A
Type: Offensive | Supplementary | Defensive
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user makes a single hand seal and uses his Chloroform chakra to spew a massive wave of Chloroform which makes its way towards the opponent. The user will then be able to form another hand seal, and form said wave into a more focused form of Chloroform like a shape or construct, which impacts the opponent.
Conditions to be able to use it: Mastery of Lightning + Fire + Precise Chakra Control.
Is weak to:
Fire: Chloroform has a low boiling point, thus it is weak to any Fire based elements.
Earth: Although denser than water, Chloroform is still weak to earth in term of density.
Solid Metal and CE Variant: Same as Earth.
Is strong against:
Wind: Chloroform is denser than water, which makes it play stronger when compared to water/wind relation.
Water: Chloroform's viscosity allows it to displace the Water, as it is thicker in its liquid form.
Alkaloids: Examples are Nicotine, Cafeine, Steriods, Cocaine etc.
Fungi Dissolves it.
Capsaiscin: Dissolves it
Acids, Fats, Oils, Rubber, Wax: Dissolves them
Co-creator: Priest
Students I passed this custom element on too: Akasha & ?

Type: Offensive | Defensive | Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20-80
Description: The most basic technique of the element, where the user will form a single hand seal, or two ( in terms of the S rank usage) and focus his Chloroform chakra either throughout his body, the air or the ground, in order to create tools, constructs, weapons, pillars etc made of Liquid Chloroform. These formations and tools can be used for Offensive uses, Defensive uses as well as Supplementary uses. Due to its liquid nature, Chloroform can be manipulated into many forms, much like with Water, it can be formed into constructs (not sentient, yet have form and shape) or simply be released in the form of streams or blasts.These constructs can be formed at either Short, Mid or Long range from the user. When used to manifest around the opponent, it has to manifest at least Short range from the opponent. The Chloroform is capable of causing quite some blunt damage as well as impale the opponent, depending on the shape taken by the formation, and when exposed to openings, or wounds in the skin, the opponent will pass out, as well as when inhaled when in its gaseous form.The size of the constructs are proportionate to the rank used, meaning a D rank construct can't be as large as a mountain, for example.
Notes:
-For A rank usage, it can only be used 4 times per battle.
-S rank usage, only up to 3 times per battle.

Type: Supplementary​
Rank: A​
Range: Short - Long​
Chakra: 30​
Damage: N/A​
Description: A simple technique where the user will form two hand seals (three when used up to Long range), and focus their Chloroform chakra into an existing Water source on the battlefield. This allows the user to manifest their Chloroform chakra into a water source, and then releasing the thick, scented liquid throughout the Water source, overtaking it as its stronger than Water. This would not be visible by looking at it, since Chloroform has no color, however it is scented. This allows the user to form moderate sized Water sources into Chloroform sources, and use it.​
Notes:
-No Chloroform techniques S rank and above in the same turn as changing the Water source.​
-When used at Long range, requires a cool down period of two turns before being able to use Long range usage again, and one turn cool down period before using Mid range variant again.​
-Long range usage can only be used 2 times.​
-Can only be used 5x​

Type: Offensive/Defensive/Supplementary​
Rank: B - S rank​
Range: Short - Mid range​
Chakra: 40 (-10 per turn)​
Damage: N/A​
Description: The user will perform two handseals and manipulate their Chloroform based chakra, into an existing source of Chloroform or simply the air or ground. Through doing so, the user is able to form from the liquid form of Chloroform, creatures merely limited to the users' imagination. These creatures carry a form of sentience, where they are able to think and move on their own, while the user is open to use other techniques. They move at the speed of an Unofficial Sage. These creatures vary in size, from around 1 meter, to the largest being 15 meters in size and height. Their size is dependent on the rank of creature created via the technique, with S rank being the largest. The creatures maintain a quasi-solid form when created, with their exterior being solid-like and within them, the liquid Chloroform preside. This allows them to cause both blunt impact (directly proportional to the rank formed), and release at the cost of a move, a blast of Chloroform from their bodies through their mouths, or from a swipe of their limbs (un-ranked). As the creatures created can be formed based on imagination, the user is able to create both normal existing creatures as one as one's that fit the situation. The creatures are limited to their physical features (ones with wings are able to fly, and those with legs are able to run, etc). With the formation of a single hand seal, the user is able to expel the creature in the form of an explosion, unleashing outwards their liquid Chloroform towards an intended target or in a 360 degree explosion, drenching them in the sweet scented liquid.​
Notes:
-S rank version can only be used three times.​
-No Chloroform techniques above A rank when this technique is activated.
 
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Detective L

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[ Kisei ]

Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20 - 80
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.
Levitation Charm: - Defensive
The Levitation Charm ( Wingardium Leviosa ) allows the user to target an object and lift it using mahou and chakra to do so. This allows even First years to lift items heavier then they normally would be able to. This allows the user to levitate and lift items in front of him should the need arise, proving him with either cover or a way to defend. Despite its strengths, however, the Levitation Charm has one notable flaw: it does not work on human beings. This can target items up to mid range away. It can't destroy or harm objects though it can be used to transform objects into projectiles. The object will leviate while focus is maintained preventing the use of simultaneous techniques.​
Disarming Charm: - Supplementary
The Disarming Charm ( Expelliarmus ) is a charm which forces the target to release whatever they were holding at the time. This happens by the wave hitting the target and triggers a "knee jerk" reaction on contact that causes a muscle spasm that releases the weapon. The Disarming Charm causes whatever an opponent is holding at the time to fly high out of their reach, landing 5 meters away. The Disarming Charm always appears as a jet of red light; indeed, this is one of the things that makes it recognisable before the effects of the charm are seen. This can be used up to mid range away from the user.​
Summoning Charm: - Supplementary
The Summoning Charm (Accio) was a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the caster's mind, before trying to summon. The charm works by the user targeting an object as he speaks and using his mahou to mark it and act as a beacon, the item honing in on the user's location. This spell needs thought behind it, the object must be clear in the caster’s mind, before trying to summon. Should an item be within long range, it will take 1 turn to arrive. Should it not be on the battlefield, it will take 2. Cannot be used on items fueled with foreign chakra. Cannot be used as a substitute to the various summoning techniques.​
Banishing Charm: - Supplementary
The Banishing Charm (Depulso) is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends objects away, backwards to mid range away. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. This works by creating a semi circle around the user, filling his short range radius as he wills it forward in the direction his wand is aimed, pushing outwards as it repels anything unranked or up to B rank, pushing it back with equal momentum as it possesses.​
Stunning Charm: - Offensive
The Stunning Spell (Stupefy), also known as a Stunner or Stupefying Charm is a charm that is able to cause direct injury on contact and produces a kinetic/physical impact on a target. Formed as a crimson jet of energy, the Stunning Spell is capable of causing A ranked damage to a foe it hits, causing them to get pushed backwards five meters with great force and cause nonfatal injuries. If this spell is used by multiple wizards aiming at the same target, the damage it causes is increased to to the point of becoming fatal if it hits. This can only be used once per turn with at least 1 turn in between usages. When used against other solids, it causes the objects targeted to burst, seemingly "exploding".​
Human Presence Revealing Spell: - Supplementary
The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.​
Severing Charm: - Offensive/Defensive
The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.​
Bombardment: - Offensive/Defensive
Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.​
Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.

Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:
Transformation - Supplementary ( D - S )
Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The restriction applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and their own summons. Through Switching, nothing harmful can be switched onto the opponent's body/person. Transfiguration of the terrain spreads out gradually from where the beam strikes, with only A-Rank and above uses being capable of converting the battlefield up to long-range. Transfigurations up to B-Rank can be done without the beam, using only wand movements and incantations. They can can convert a mid-range area at most but cannot be used on anything within short-range of the opponent (e.g. the mid-range area cannot extend to anything within 5 meters of the target). The beam travels slightly faster than a standard wind technique while the beamless usage manifests itself on the target, similar to Switching.​
Vanishment: - Defensive ( A )
A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.​
Conjuration - Offensive/Defensive/Supplementary ( D - S )
The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.​
Untransfiguration - Supplementary ( B )
The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).​
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.

Type: Supplementary / Offensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40 - 80
Description: The Dark Arts, also known as Dark Magic, refers to any type of magic that is mainly used to cause harm, control, or even death to the victim. The Dark Arts are not necessarily "evil", just because it's labelled "dark". While the Dark Arts have a bad reputation, overall, dark magic is not, by definition, "evil" magic. A Dark spell is primarily defined as any spell that consistently affects the object in a negative manner, usually associated with varying levels of discomfort.
Dark spells can be classified into three groups: jinxes, hexes, & curses. These groups form a hierarchy, with jinxes at the base, hexes in-between, and curses at the top. The further one ascends up this hierarchy, the more wicked, the stronger, the longer-lasting and the less reversible the Dark spell's effects appear to be.
Ebublio Jinx: - Supplementary
The Ebublio Jinx ( Ebublio ) is a jinx that entraps the target in a very large bubble that absorbs physical force, allowing it to survive attacks of equal rank and lower. Appearing as a brilliant purple jet of light accompanied by purple flame and smoke, when the spell lands a bubble rapidly expands from the point of contact to envelop the target. While it is able to absorb physical force, it is vulnerable to energy based attacks. If the item targeted is within short range, the user is able to create the bubble around said object nonverbally and without a wand.​
Leg-Locker Jinx: - Supplementary
The Leg-Locker Jinx ( Locomotor Mortis ) is a hex that is used to bind the legs of the victim together. Similar to the Impediment Jinx, the Leg Lock Jinx renders the target's leg muscles to “freeze” up, preventing movement. In certain scenarios where the opponent is moving, by binding their legs, this jinx can cause them to fall over with great force from their momentum. The effects are short lasting, however, never lasting more than a single turn, and can be countered by overpowering it with raw physical power. The target can still mold chakra, however; it’s just that his muscles become unable to move​
Flagrante Hex: - Supplementary/Offensive
The Flagrante Hex ( Flagrante ) is a Hex that causes objects to emit searing heat when touched. An object bewitched in this way will burn not only flesh, but material as well, causing second degree burns on contact and melting through bones within minutes. Protecting against this curse is difficult, as there are no outward signs of its use though once it's effects only apply to things it touches. This can be applied through direct contact with an object, hexing it and then removing contact with the object with it's effects being triggered or through release of a orange jet of energy. Year 6 and up Kisei are able to add the effects of Flagrante to other spells or jutsu remotely at the cost of a jutsu per turn and can only be done three times per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant). Can only be used overall 5 times, each with a turn break in between.​
Reductor Hex: - Defensive/Offensive
The Reductor Hex ( Reducto ) is a hex that can be used to blast solid objects into pieces.This spell differs from Bombardment as Bombardment creates an explosion through force; Reductor insteads heats the object until expands through heat, reducing it's form into ashes, rapidly heating through and melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.​
Sectumsempra Curse: - Defensive/Offensive
Sectumsempra ( Sectumsempra ) is a curse whose effect is the equivalent of an "invisible" sword; it is used to slash the victim from a distance, causing rather deep wounds. The slash follows the user's wand movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. Due to the depths of the cut, the victim’s run the risk of dying from blood loss if medic treatment is not applied in time, if the wounds are not instantly fatal. Though the aforementioned medjutsu may heal the wounds and may prevent scars, any body parts that have been severed by this curse cannot be grown back ( a trait of dark magic's permanent effects ). This can only be used 4 times, each with a two turn usage limit in between uses. This also can only be used up to mid range, it's effectiveness and lethality raised through closeness. After using, the user cannot use S rank Dark Arts and higher next turn.​
Crucio Curse: - Defensive/Offensive
The Cruciatus Curse ( Crucio ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully, the curse inflicts intense, excruciating pain on the victim. To successfully perform this curse, merely uttering the incantation is not enough. The wizard or witch must possess a deep desire to cause the victim pain and strike the opponent with a red jet of energy. This curse seemingly targets specific parts of the opponent's brain when landed, overloading the pain receptors with intense and great unimaginable pain. This pain is so intense that the target cannot react rationally while under it's effects. In order to sustain the pain, the user cannot use any other jutsu or attacks while it's in use. Doing so will cause the curse to end, leaving the target aching but conscious. This can only be used 3 times, each with a two turn usage limit in between uses. This also can only be used up to mid range and no S rank Dark Arts and higher next turn.​
Avada Kedavra: -Offensive
The Killing Curse ( Avada Kedavra ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully on a living person or creature, the curse causes a quick, painless death, without any signs of violence on the outside body. This happens
by the spell having being so comprised of mahou that when it strikes the opponent, it passes through the body, the energy destroying the heart on a cellular level while blasting them backwards 10 meters. However, one may dodge the green bolt or block it with a physical barrier of equal power. An explosion of green fire may result if the spell hits something other than a living target. The Avada Kedavra curse is recognizable by the flash of green light and the rushing noise emitted from the caster's wand. When the curse hits a living, organic target, it is capable of killing them without noticeable, outwards injury. However, when this curse hits an inanimate target, it produces short range greenish explosions of small fire. Can only be used twice per opponent, preventing usage for 3 turns after usage and no S rank and higher Dark Arts for two turns.
Note: Nearly all Dark Arts take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Dark Wizards can use Hexes and Curses while Light Wizards can only use Jinxes.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.

Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.
Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.
Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

Type: Supplementary / Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.
Impediment Jinx: - Supplementary
The Impediment Jinx ( Impedimenta ) is a jinx that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.​
Langslock: - Supplementary
Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.​
Shield Charm - Defensive
The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranked a member is, he is able to perform this with increased speed, Full Wizards creating it in such speed that it's able to deflect even throw kunais from short range. Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.​
Knockback - Supplementary/Defensive
The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all.​
Patronus Charm - Supplementary/Defensive
The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent evil and dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive one S ranked attack of any power as long as the user sacrifices 40 chakra for it, allowing it to reform. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.​
Maximum Shield Defensive
An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from A ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages.​
Note: Nearly all DADA spells take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Light Wizards can use all DADA jutsu while Dark Wizards can only use B ranks.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.

Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.
Hufflepuff's Elixir
An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.​
Ravenclaw's Elixir
A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.​
Gryffindor's Elixir
A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.​
Slytherin's Elixir
A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.​
Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.

Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens.
 
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Detective L

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[ M | Mawscape Release ]
Custom Element English Name: Mawscape Release
The Element is based on: Earth Release + Fire Release
Facts that prove the Element to be possible (in the manga context):
Mawscape Release, or more commonly known as Super Black, is the combination of Earth to produce the base of the element with Fire, to temper and shape the earthen material. Earth, from generic dirt to stones of almost all natures, is saturated with naturally created carbon molecules - one of the most essential building blocks for life making it in great abundance. It is reasonable to extend this principle to the Naruto World given carbon's necessity and abundance. All materials possess some level of absorption spectroscopic qualities. When the carbon saturated earth is tempered and shaped it allows for the absorption of light by capturing it when Mawscape is struck. This light is then bounced within its structure and effectively captured; thus absorbing all light.
How it works:
The primary method of forming Mawscape Release from one’s own body involves the simultaneously combination of one’s own Earth and Fire chakras. The purpose of such is to gather Earth to form the solid base of the element. Within that earth is ample quantities of naturally created carbon molecules. With this earth the user will apply their Fire chakra in order to temper the earth and convert it to the metallic base of Mawscape. The naturally present carbon molecules will be tempered alongside the earthen base creating the light-absorptive properties of the metallic substance. This process can also be repeated using what is naturally found around the user in the earth around them. The user simply will use their Earth chakra to manipulate the source of Earth while applying their Fire chakra to achieve the same results.
Mawscape Release is a unique metallic substance. Its most remarkable quality is its ability to absorb all visible light. Thus while it appears to be the color black it is actually the absence of color which gives it its black hole/void like appearance. Practically wise it is a metallic element possessing below average physical durability. Mawscape is akin to a heavy duty, thick, and durable foil. It can be machined, drawn, pressed, and extruded with relative ease while also resist light amounts of pressure in great quantity. In a head on clash with Earthen or metallic elements Mawscape Release will bend and shatter easily. Because of its chemical and physical makeup Mawscape is very hydrophobic allowing it to repel fluids.
Mawscape Release, as previously mentioned, is capable of absorbing all light. This occurs because of the tempered carbon molecules within the element. Light will strike the surface of the Mawscape and will be bounced within it instead of reflecting back outward. This creates the image of Mawscape appearing entirely black while in reality the darkness is the complete absorption of light. This creates a flat and entirely featureless void on a surface or structure of Mawscape. This is so potent that this will happen even if the observer brings their eyes extremely close to the Mawscape.
Because Mawscape is entirely black it will seem as if three dimensions disappear making Mawscape appear as a two dimensional structure to an observer. For example, should a thin sheet of Mawscape Release be produced which is creased (wrinkled) in a purely random fashion an observer will be unable to discern the creases. Thus it will appear as a void and purely flat (despite in reality being creased and wrinkled). Yet if touched the observer will be able to feel the creases. A second example is being trapped in a room composed purely of Mawscape. Without any light one would be completely unable to perceive size, shape, or depth of the space about them. One would not be able to see the floor, ceiling, or walls. It would be as if they are in a true void of space creating an extremely disorienting environment. Additionally these void like qualities influence one’s ability to perceive depth. A void of Mawscape will appear as a two dimensional structure to an individual due to its pitch-black nature. This makes Mawscape Release a highly deceptive element. It has a number of versatile applications in dark environments as well as stealth related tasks, objectives, and missions. Its deceptive prowess is so great that even Doujutsu fail to recognize the three dimensional structures which Mawscape Release can create. This is because Doujutsu perceive light in the same way generic eyes do. However, Doujutsu can still perceive the chakra within structures as normal and in accordance with their respective bloodline. Mawscape can even be used to coat other physical techniques to create the appearance that they are completely black and to create confusion.
Mawscape also possesses high levels of emissivity. When Mawscape captures light, radiation, or any type of electromagnetic radiation, the bouncing light within it will produce heat. Because Mawscape is a potent conductor of heat it will be very hot to the touch due to the concentration of chakra. By default Mawscape will be hot to the touch as it absorbs the natural light of the environment. The heat is not great enough to cause the element to transition to a liquid state but will be able to produce burns on contact. Because of its tempered nature Mawscape becomes a potent conductor of heat granting it great resistance to the damaging effects of heat-based elemental natures.
Usage Examples:
(Gōkeiton: Iteza no Hirogari) – Mawscape Release: Sagittarius’ Expanse
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: The most basic release technique of Mawscape Release. This technique allows the user to produce Mawscape from either their own body or a source of earth. The user can produce Mawscape to form several different shapes to fit their given needs. Contact with Mawscape will produce burns as well as physical damage within the scope of the created shape.
(Gōkeiton: Shīnusu Nandoku) – Mawscape Release: Cygnus Obfuscation
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra to applied techniques)
Damage: N/ADescription: A supplementary infusion technique designed to add a level of deception to the user’s Earth-based techniques (KG/CE included). This technique allows, through the additional infusion of chakra, to coat solid matter with a thin layer of Mawscape. This causes the affected technique to appear pitch black and thus take the same physical appearance as Mawscape. The quantity of Mawscape used does not enhance the durability of the affected technique. It simply causes the technique to appear to absorb all light
(Gōkeiton: Koma Sora) - Mawscape Release: The Coma Void
Type: Defensive, Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn)
Damage: N/A
Description: The user manipulates the battlefield erecting a square box of Mawscape which entraps both user and opponent.
Conditions to be able to use it:
User must have completed training in Earth and Fire Release.
User must be Kage Rank or higher.
Weak to:
Earth & Lightning Release: Mawscape Release possesses low physical durability. Against Earth and Lightning's brutal force Mawscape will shatter easily against it.
Steel and Crystal Releases, and Shikotsumyaku: Like its interaction with Earth Release. Mawscape Release's low physical durability makes it vulnerable to Steel and Crystal Release as well as Shikotsumyaku. All are able to shatter, pierce, and destroy Mawscape with greater ease. This includes the crystalline elements of Ruby and Jade.
Explosion Release: Explosion Release's violent potential shatters Mawscape with ease. It should be noted that Mawscape is able to absorb the natural light from an explosion, however.
Strong to:
Fire Release: Mawscape Release is a potent conductor of heat and is able to stand against Fire Release without suffering from damage.
Water Release: Mawscape, due to its chemical and physical structure, is hydrophobic. Thus it possesses an inherent strength against Water Release, and subsequently Rain Release.
Scorch Release: Mawscape Release cannot be dehydrated by the extreme temperatures of Scorch Release. Thus it shares in the same strength against Scorch Release that Earth does.
Ichor Release: Because Mawscape is a physical element it is capable destroying Ichor and effectively ending it's progression though causing the liquid to stick to the element.
Light Release: Due to its absorption spectroscopic qualities Mawscape is the natural enemy of Light Release. It is capable of absorbing light with incredible ease.
Radiation Release: Because of its ability to absorb light on the electromagnetic spectrum Mawscape makes a potent defense against Radiation. It can absorb and defend from the element while simply releasing thermal energy, heat, as it would with Light.
Dark Release Absorption & Release: Mawscape Release, while ironically is absolute darkness, is a metallic and physical elemental nature. As such Dark Release fails to both overcome it and absorb it.
Co-creator: Akasha
Students I pass this custom element on too: Detective L & ?
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: This technique allows the user to produce Mawscape from either their body or a source of Earth. Sagittarius’s Expanse is capable of producing a plethora of objects, tools, and constructs essentially limited by the rank of the technique applied and the user’s own imagination. As constructs of Mawscape they possess the ability to absorb all light, effectively causing them to become a void of absolute darkness. As such the constructs will appear as two dimensional, even to Doujutsu wielders, making them incredibly deceptive and impossible to perceive their depth and dimensions. When utilized in a source of natural light the constructs of Mawscape will be hot to the touch due to their high level of emissivity; this creates a potent dual form of damage causing burns to those who come into contact with it. This effect is amplified when coming into contact with higher forms of light. A-Rank applications can be used five times per battle with a single hand seal. S-Rank applications can be used four times per battle with two hand seals. S-Rank applications cannot be used in consecutive turns and the user is unable to use Mawscape above A-Rank in the following turn.

Type: Supplementary
Rank: C
Range: N/A
Chakra: N/A (+5 chakra to applied technique)
Damage: N/A
Description: A supplementary infusion-based technique designed to add a level of deception to the user’s Earth-based techniques (KG/CE included). This technique causes a thin layer of Mawscape to be formed around the applied technique, whether it is produced from the ground or the user’s body. This causes the affected technique to appear pitch black and thus take the same physical appearance as Mawscape Release. This technique does not enhance the durability of affected techniques, it simply causes the technique to absorb all visible light as well as produce burns on contact with matter. As an infusion-based technique this can be used in the same timeframe as the applied technique.
Type: Offensive, Defensive, Supplementary
Rank: A – S
Range: Short
Chakra: 30 – 40 (-10 per turn)
Damage: 60 – 80 (+20 to physical-based Taijutsu)
Description: The user focuses Mawscape chakra throughout either parts of their body or their entire body causing their form to manifest the properties of Mawscape Release. The end result of this technique is the user’s body, not simply their skin, will turn into Mawscape. A-Rank applications involve the transformation of single limbs or regions of the user’s body while S-Rank applications involve the transformation of the user’s body in its entirety. This technique enables the user to defend against techniques within the strengths and weaknesses of the applied strength of Coma Void. If the user is struck by an attack weaker than their transformation, their form will not weaken or decrease in power. Should the user be struck with an attack that neutralizes their transformation, the two will cancel one another out and causes the user to revert to his or her original form. Should the user be struck by an attack which exceeds the durability of Coma Void’s application their form will revert and will sustain the difference in sustained damage. This technique is highly deceptive making fighting the user in close quarters very difficult. The user’s body, as a manifestation of Mawscape, gains the appearance of a two dimensional structure causing the opponent to be unable to perceive depth or dimensionality. Additionally, because the user gains the emissivity of Mawscape their form will burn to the touch causing physical-based Taijutsu to inflict severe burns on contact. While active seals placed on the user’s body will remain usable as they simply become engraved on the user’s Mawscape form, or rise to the surface. Additionally, the user sheds biological characteristics associated with a normal body. This includes the ability to feel pain, rendering the user unable to pain release from illusionary based techniques. All of the user’s abilities otherwise remain normal, such as running and performing hand seals. A-Rank applications can only be used once per turn on any limb or region of the body, lasting up to two turns or until deactivated. While the S-Rank application is active the user is only able to use Mawscape, the elements which compose it, and any KG/CE based upon this combination as well as non-elemental abilities. S-Rank applications last for three turns and can only be used twice per battle, requiring a two turn period before the user can use it again. When the S-Rank application is used the user is also unable to utilize the A-Rank variant for the same cooldown. When the S-Rank variant expires the user is unable to utilize Mawscape, Earth or Fire above S-Rank for a single turn.
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique is considered the sibling technique of Sagittarius’s Expanse and allows the user to create familiars composed entirely of Mawscape. The familiars created, like the constructs through Expanse, are limited simply by the chakra input and the user’s imagination; this allows for a wide range of familiars in both size and shape limited to a maximum height of twenty meters. Familiars created exhibit the characteristics of their chosen form; for example a dragon is fully capable of flight, while a humanoid is capable of running. Familiars possess sentience above that of the Stone Golem, allowing the familiar to operate independent of the user’s concentration passively siphoning chakra from the creator. These familiars possess a set of basic abilities. As creations composed of Mawscape observers will be unable to perceive depth or dimensionality, making the familiars appear entirely void-like. Additionally, familiars created possess, as previously mentioned, a higher form of sentience, allowing them to utilize Mawscape Release techniques up to and including their created rank. Techniques which require hand seals can be replicated through hands created on the familiar’s form. Created familiars, regardless of application used, can remain on the field for four turns. S-Rank applications can be used twice per battle and requires a two turn cooldown after use. The user can only utilize one application of Voidwalker at a time. Multiple familiars can be created following normal splitting rules. No S-Rank or above Mawscape on the turn the familiar expires when the S-Rank version is used.
 
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[ Hayabusa ]
(Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 70
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.
Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.
Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.
Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.
Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals. Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used. Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down. Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.

(Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme
Type: Supplementary/Offensive/Defensive
Rank: D - Forbidden
Range: Short - Long
Chakra Cost: 10 - 60
Damage:
Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.
Lower Dantian: This application sees the creation of physical entities from Wuji (Nothingness). Entities created with this dantian may possess properties of any material state of matter (solids and liquids primarily) and can be created internal or external of the Hayabusa. Hayabusa are also capable of replacing or adding body parts to themselves (or others through direct contact A-rank usage) such as lost or additional limbs, appendages, or wings. Those with medical knowledge can even replace vital organs, tissues, and cells. The limitations of this technique are that: entities created must be 5 meters away from adversaries unless the user is within close range. Entities such as poisons, diseases, or composites of actual elemental natures cannot be created. Familiars created with this dantian alone are non-sentient. All created constructs possess a black reptilian scale like aesthetic pattern, representing Sokotsu.
Middle Dantian: This application sees the creation of vital/etheral entities from Wuji. Entities created with this dantian possess plasma like forms similar to lightning and fire and appear as translucent black energy. The versatility of this application is less than the lower dantian's application as it possesses no such maluable ability to be formed into multiple different states of matter. Entities created with this application is incredibly high energy giving them the capability to burn on touch or even ignite objects and beings within close proximity (ignition at A-rank and above must be within 2 meters of the entity). The user is immune to their own energy's burning effects. Like the previous application, familiars created with this dantian alone are non-sentient. Entities cannot be created within 5 meters of adversaries unless close range is already established between the user and opponent(s).
Upper Dantian: This application sees the creation of spiritual entities from Wuji. This application allows the user to create a seperate sentience within themselves, or others. This spiritual creation may appear however the user deems fit as it is only a mental representation of the consciousness. Unless created within the consciousness of another, these spiritual beings are only concievable, and communicable to the Hayabusa who created it. Unlike the previous two applications, the user may create this spiritual sentience within another as long as they are within appropriate range. However, their only function is to prevent opponents from using mental/spiritual techniques of certain levels (B-rank prevents enemies from using S-rank and above spiritual/mental techniques. Every rank above that decreases the enemy's use by 1-rank). If created inside the user, the entity acts as a partner capable of using upper dantian techniques without the need for the user's input and is unaffected by spiritual/mental techniques directed at the user. Likewise it can block spiritual techniques on the user's behalf as well (A-rank and below starting at B-rank creations and increasing by 1 rank for every rank above B). This application requires one to be chunin rank and is B-rank at minimum. B and A-rank uses require the user to be within mid-range to use against targets. S-rank requires short range and Forbidden rank requires direct physical contact.
Multi-Dantian: This sees the application of more than one of the dantian being used in one specific use. There are only 3 combinations that may arise from this; lower+upper, middle+upper, and all three combined. The former two applications are a minimum of A-rank. Creating an entity with all 3 dantian is S-rank at minimum and acts as an entirely independent existence.
Note: Genin may use this technique up to C-rank every two turns. Chunin may use this every other turn up to B-rank. Jounin may use this technique up to S-rank (A-rank for upper dantian), however S-rank usage requires a one turn cool down before re-use. Jounin are also capable of using Multi-Dantian.Note: Dragon/Head Ninja/Master Ninja may use this technique up to Forbidden Rank but only Masters can use Forbidden Rank multi-dantian.Note: Forbidden usage of any kind can only be used twice per battle and renders the user incapable of using any Neidan technique for two turns after use.Note: All applications and familiars may be maintained with additional chakra per turn B-rank and below -5 chakra, A to S -10, -15 for Forbidden.Note: Familiars consisting of multiple dantian last 4 turns if they are A-rank and 3 S-rank and above. However, only one multi-dantian familiar may exist at any given time from the user.
 
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[+/- amount, denoting profit/loss] - [Day/Month/Year] - [Type]

Custom Ideas still to post​
Aromatic Rot - The user will focus their Scarlet Rot chakra through the formation of a hand seal, releasing it in small amounts aimed specifically at seals/kanji. The Scarlet Rot released will be akin to a plump of smoke, quickly materializing on a focused seal, and disrupting said seal through rotting away the ink upon which its based on, throwing off the technique. Despite its acute nature, this technique is only capable of removing seals/summoning kanji.​
Rotten Imperfection - Through a single hand seal, the user will take control of existing Scarlet Rot techniques on the field and quickly disperse their form into that of a fine dust like texture. Through another hand seal, this Scarlet Rot dust can be manipulated and controlled, akin to Sand Ninjutsu - keeping its former abilities despite the change of its form.​
Rotten Reservoir - Through three hand seals, the user will form pockets of Scarlet Rot deep beneath the surface of solid materials. This manifests as an orb of Rot, which quickly grows into a larger size - and manifests itself as a geyser of Rot with another hand seal. The expulsion of Rot carries all its destructive properties, able to easily seep around short range, once above ground.​
DEFENSE​
OFFENSE​
SUPPLEMENTARY​
FUUIN BASED​
LOCOMOTION​
WEAPON​
Story Arc for [REDACTED]

Humble Beginnings

- Focus on having [REDACTED] follow childhood story and growth in abilities, from basic to intermediate
- Introduce concept and idea of philosophy
- Sprinkle in small details of what's to come (Death, Despair)

Trauma and More Trauma

- Hurt someone close to [REDACTED] and remove them from their lives
- Create aspiration

Heart & Soul

- Soft arc
- Focus on friendship and creating allies

Reliving the Past

- Remember what has happened and why
- See the growth

Growth & New Power

-
Initiate first upgrade
- Face challenges at this level

Revel

- Enjoy the newfound power
- Abuse what you have found

Truth

-
See what has been lost

Wisdom

-
Understand the price paid

Divinity

- Peak concept, final realization and tie back to humble beginning

 
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Detective L

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[ | Draconium Release ]

Custom Element Japanese Name: Dorakoniumuton
Custom Element English Name: Draconium Release
The Element is Based On: Yin + Lightning
Facts that Prove the Element to be Possible (in the manga context):
Draconium Release is composed of Lightning chakra and Yin release. The use of Lightning release provides the basis of this element through its energetic and fluid form while Yin release offers specific characteristics of Yin which allows the Lightning base to take on its chakra draining properties as well as a more solid based structure while maintaining its fluidity. The combination of these two natures creates a fluid and malleable pulsating energy which varies in color. The existence of a Yin and Lightning combination exists in the anime/manga where Sasuke combined his Yin chakra with Chidori, creating the Onyx Chidori. This chidori was capable of inflicting more damage, as well as making it more stable and giving it the change in color to black. This element will take it a step further and infuse the chakra sapping characteristics into it, while maintaining the energetic nature of Lightning. The chakra sapping characteristics of Yin is apparent in the manga when Tayuya's Doki use it to sap chakra/vitality from Shikamaru, practically draining him of his physical energy as well as the inherent capability of Yin release being able to create entities capable of taking away chakra upon contact or through a tether of sorts in techniques like the Hungry Ghost Technique. Another example of Yin's chakra limiting exists through the Hands of Sloth technique, which limits chakra use or access to certain abilities upon interaction.
How It Works:
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The primary way to form Draconium Release from your body is to combine Lightning release simultaneously with Yin chakra. In its base form, Draconium Release is stabilized energy. Like its base component Lightning, Draconium Release can be focused from the users' body, the air or be focused into the ground to emerge from it. Due to the qualities of Lightning release, the user is able to both focused and unfocused Draconium, however, more stable in nature due to the influence of Yin chakra. This allows the user to create solid cubes or boxes of energy, as well as being able to create solid like constructs or entities.
In terms of physical appearance, Draconium Release is a deep dark color with a glow of varying colors due to the influence of Yin chakra upon creation (cosmetic), and it was shown that Yin release is capable of changing aesthetic characteristics of normal elements (except invisibility). What makes Draconium Release special is that due to the characteristics of Yin infused into it, no heat nor sound is given off from it allowing the user to use it for a range of possibilities like using it for sneak attacks or the like. The user is also able to interact with Draconium, because of this, without damaging themselves. In terms of functionality, Draconium Release is capable of remaining static and still, despite its energetic nature thanks to the influence of Yin chakra. This allows the user of Draconium Release to form makeshift weapons or even making fluid stable platforms to transverse on.
Once foreign chakra is introduced, Draconium Release will react in several ways. The first is that Draconium Release at its base, seeks physical energy to balance off the ratio of Yin to Yang, as the element is composed almost entirely of Yin or spiritual energy. Because of this, its chakra and existence is in an unstable state. Due to the imbalance, Draconium Release seeks foreign chakra sources to devour, allowing it to act erratic in nature and like homing beacons to chakra signatures even when hidden due to its inherent nature to seek balance (this is homing mechanism, is much akin to how the Doki function). The lightning component of Draconium Release allows it to cause a powerful burning and shocking effects, as well as exploding upon impact. This in turn allows the element to cause physical damage like the element is based on Lightning albeit enhanced to neutrality due to the influence of Yin within it. This makes Draconium Release a powerful offensive element, capable of easily shattering through most obstacles or rendering them null upon interaction. The third aspect contains the utilization of Yin release which allows Draconium Release to interact with the spiritual energy of foreign sources like individuals, techniques, etc.
To expand upon the final and third aspect of the Draconium element, it can be utilized in two ways, referring back to the balance of Yin and Yang, tipping the scales in favor of one of the two. The spiritual and physical aspects of the element (further explored in techniques). The user is either able to infuse more Yin chakra into the Draconium element, allowing it to effectively target the more spiritual based aspects as it yearns for (to tip the balance more towards Yin, not completely removing the Yang aspect). This allows the user to weaken or limit individuals, techniques, etc containing chakra while causing minimal physical damage if it continues onward onto other techniques, individuals, etc. While doing so, the element becomes lighter in color (cosmetically). While on the other hand, the less Yin chakra is focused into element, the more the physical aspect is emphasized, causing the element to cause damage in relation to its Lightning base while causing minimum spiritual damage to the individuals, techniques, etc interacted with, in doing so, the element becomes much darker (cosmetically).
Usage Examples:
± (Dorakoniumuton: Guu~inzu buraito) - Draconium Release: Gwyn's Blight ±
Type: Offensive | Defensive | Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Through the formation of three hand seals, the user will focus their Draconium chakra into the ground, air or their body. This allows them to form any shape of Draconium (at any color) they wish due to the malleability of the energy. Due to its stability, the user is able to form constructs which hover in the air, or rudimentary weapons like a sword. The user is also able to release blasts and waves of Draconium towards the opponent. Upon impact, the Draconium explodes and causes physical damage.
Conditions to be Able to Use It: Mastery of Yin Release and Lightning
Is Weak To: Neutral to all elements
Is Strong Against: Neutral to all elements
Co-creator: Nirvāna
Students I Passed this Custom Element on to: ? & ?



Type: Offense/Defense/Supplementary
Rank: D - S rank
Range: Short - Long range
Chakra: 20 - 80 (-10 per turn)
Damage: 20 - 80
Description: Named after the Lord of Sunlight, Gwyn's Armory is the base technique of Draconium where the user will be able to manipulate it in its stable and static form. The stable energy is manifested at will and limited only by imagination. This allows the user to form constructs of Draconium either from the air, the ground or their bodies. Due to its stability and inherent properties, the user is able to form armors of Draconium onto themselves or their creations, simple energy swords and weapons of Draconium stable enough to be used as normal weapons as well as static platforms and intricate structures to transverse on. The Draconium carries no sound nor heat upon creation and carries the color the user wills it to over its dark black interior. Upon interaction with a foreign chakra or upon the users' will, the Draconium sizzles and vibrates rapidly, seeking the nearest source. This causes the stable energy to become erratic and cause shocking and burning damage upon impact. The Draconium is capable of exploding when slamming into objects of harder density like Earth or Kaguya bones, for example. Usages below D rank require no hand seals, while those at C rank require one, at B rank two and at S rank, three hand seals. This lasts up to three turns per use and the A rank usages can only be used 4 times and the S rank usages only three times, not in consecutive turns.
± (Dorakoniumuton: Furiko o furu) - Draconium Release - Swing the Pendulum ±

Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 60 (-25 per turn)
Damage Points: (equal to technique used on)
Description: An inherent technique used passively on an existing/forming Draconium technique - the user will tip the scales of Yin chakra within the Draconium technique. Through acute precision, the Yin chakra in the Draconium is emphasized dramatically - passively draining 50 chakra from the user over the next 2 turns. This in turn causes all affected Draconium to erratically sizzle, bending out of shape and form, and seek out foreign chakra to retain its balance. In its erratic nature, Draconium passively saps up to 20 chakra a turn from foreign bodies/techniques within 5 meters of it, for every turn its left unattended, feeding into its own - requiring 60 chakra to retain its form and function.
Alternatively, the same amount of chakra can be forced into Draconium techniques passively to achieve the opposite - the Draconium's base becomes rigid and stable - so concentrated with chakra that it collapses on itself - unleashing a devastating electrical blow causing shock and impact damage equal to the rank of the original technique used upon.
Both functions cannot be used together, but can be used one after the other, if applicable. Can only be used 3 times and requires a cooldown of 2 turns.
 
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Type: TaiGenjutsu
Background: Throughout the ages, when chakra was being discovered, but its limits were not fully understood, wars were beginning to grow at a faster rate. War was one of those things that was impossible to understand until you witness it first-hand. Soon, with more power, groups felt that they were able to retake pride they had lost. It was a time of great loss of life and bloodshed. Most people were appalled by the gruesome events. This was the chaos that the world felt. Presently, people were born with the ability to mold the fabric of reality, where their motions cast the illusion, and then mold it in synchronization. A simple idea is that, as a practitioner moves his arm, shifting his body weight back and forth, so does the illusion, and so ensues the chaos, as the fabric of the illusion shifts the world around the arm, as if moving through water, distorting the light inside the illusion. The more the practitioner moves, the greater the chaos, where slow motions send water-like ripples around the body, faster movements make the world inside the illusion curl and twist, sharper movements slash and severe the fabric of the illusion. For this to be even possible, those were born with the same aptitude for genjutsu and were met with the same fate as the hermit genjutsu user, to study the arts of illusion as well as its users. Their powers and assets were given to them for one purpose, magnificent but simple purpose, to create a new future. A future ruled by those who can express their ideals through the beauty of the illusionary arts.
In order to understand the chaos of the world, and learn to strive in it, the practitioners started doing so through meditation. They allowed their own body to be in tune with their spirit and mind, and, thus, use genjutsu to make sense of the chaos, by shifting the agent and witness. In a sense, they gain order and balance, body and mind, by taking the chaos of the world and, through illusion, cast it on someone else. In essence, it is a sort of spiritual dumping one's problems in someone else. They achieved this meditative state through body motion, akin to Tai-Chi and Aikido, where the movements they perform allow them to guide the illusion and bring this rift in the chaos. It mainly revolves around moving your body to control an illusion, and control the illusion to induce chaos in others, and induce chaos to retrieve order to oneself. Chaos versus order was always the cornerstone of Surreal Palm, achieving the balance by linking Body and Spirit, one controlling the other to benefit the one.
Once the practitioners found the temple of genjutsu masters, they discovered something very precious and estimable. They found the ancient old runes, which were left by the one, that was capable of rendering even the mightiest of enemies riddled with pain and fear, the hermit genjutsu user himself. Upon reading them, they were able to see through his eyes and reflect it back. It was almost like a mirror in a fun house for them, they knew what they were looking at, but it was different than what they were normally used to. By reading the runes, they were able to transport themselves to places and times they couldn't get to on their own. They got to climb in the minds and hearts of others and explore the realm of surrealism, learning about beauty, glee, contentment, nature, wonder, horror, sadness, grief, and excitement. They learned quickly about the element. It was obvious that most of them, if not all, had talent for genjutsu. Soon they became too accustomed to it. The practitioners had no other choice but to explore it further and bring it to a new level of greatness. By working their body hard every day, training their mind to the highest extend and overusing the arts of illusion, the practitioners started to develop a fighting style to serve their arsenal as a deadly tool. They managed to come up with something new and more unique than what the actual arts of illusion offered them. They incorporated the arts of illusion into their new adroit style, that they named the Surreal Palm.
Description on the Abilities and Inner Workings of the Style:
The main philosophy of the group is that, in order to have true balance between the body and the mind, one must get rid of the chaos that taints our organism. But that chaos can’t be purged and lost in the world, it must be cast on someone else.
Surreal Palm exercises revolve around tuning in the body with the mind, first by placing a Genjutsu on one-self and, then harmonize the illusion with the motions. As the practitioner moves an arm, the illusion shifts around it. The more motion, the greater the ripple through the illusion, like the practitioner is moving through water, where the wait is the world of the illusion itself. They are thus trained to be in tune with reality and illusion, aware of the disturbances to the senses, as they immerse themselves in that illusionary world in a regular basis.
The act of controlling the illusion through body motion allows them to mentally experience a control over the chaos that affects them. In order to get rid of it, the same genjutsu that they placed on themselves is cast, through their body motions against the opponent. This is visual-cast, the opponent is required to see the practitioner’s body in order to participate in the illusion. This shared illusionary state allows them pass on the chaos on to their opponent, manipulating the opponent’s senses. They launch confusion, distraction, distress, etc. After the chaos is passed on, the practitioner has only to seal the deal, by physically harming the opponent, and, through that damage, disperse the illusion.
Practically speaking, a full exercise of Surreal Palm is initiated with motion, that simultaneously moves and manipulates the illusion on one self and casts the same illusion on to the opponent, and, finally, reach the opponent and deal physical damage, through Close Quarter Combat, ending the genjutsu. This is achieved through 3 simple Forms, which act simultaneously to allow the practitioner to manipulate the chaos, a.ka. the Genjutsu, and approach the opponent for the final attack, a.k.a the Taijutsu. These forms aren’t perfomed separately, no technique uses only some of the forms.
Form 1# - Inside the consciousness, this method battles the illusion itself for clarity of perception. It revolves around the manipulation of the illusion, and break through the constrictions of the the mind, be it against enemy genjutsu or merely preparing to attack the opponent.. Slashing through vines that attempt to bind you, punching walls that attempt to stop you, or even cutting through the fabric of the illusion that attempts to blind you. The motions are fluid and broad. They bring about chaos into the structure of the illusion. A punch may appear wiggly and curving, and a kick may look more like a sword than a leg. The motions are conceptual instead of physical, the art is beautiful and symbolic, instead of precise and rational, and they attack the opponent's genjutsu, and, through it, they attack the opponent itself. A strike can twist the dimension, pushing the illusion to blast the opponent, or it could bend the illusion, wrapping it around them.
Form 2# - Bridges the physical realm with the consciousness. This method is particularly useful against the type of overwhelming illusion that reverts your consciousness to itself, making you believe you're moving, when it's all in your head, and you're left standing immobile in reality. The Surreal Palm takes over the body and, while manipulating the mind and the realm with the first method, it also translates the motions of the illusionary body into the actual body. When you punch in the illusion, you also punch in reality. Though this method can take a step forward, and create a discrepancy between the illusionary body and the actual body, allowing the user to control both separately. To the opponent, casting the genjutsu, this discrepancy may come unnoticed, seeing the illusionary body move, oblivious the actual body. The user is then able to take advantage of the distraction to attack the opponent. In essence, this is how the mind takes over the body, illusions allowing the practitioner to move regardless of the constricts that are in place.
Form 3# - Purely physical, this method revolves around different kind of elegant motions such as slashing, fast, slow, wiggle, etc. The moves would be characteristically confusing, because the more motion an attack has, the more disturbance it carries in the illusion. By using a lot of broad strokes and wiggly movements, both to make the style more unpredictable, but also to encase each attack with greater momentum, we release it all at the point of collision. In effect, it is likewise about how the illusion molds around the body, as well as how, furthermore, the user can simple shamble the illusion, and have it reverse around the body, where an arm moves left and the illusion moves right. Finally, taking it a step forward, usable as complete severe the illusion, where the user moves and the illusion shatters, more chaotic, moving much differently, pure manipulation of the surreal, of chaos.
Example Techniques:
Spoiler
Additional effects and Restrictions:
The illusionary aspect of this style revolves around mutual genjutsu techniques and layering rules. When the user moves, he places the same genjutsu on both him/herself and the opponent. This is what makes the user become able to spiritually battle other illusions alongside his/her body movements. But the techniques are still restricted by the normal Genjutsu Layering Rules.
A Surreal Palm Technique is, in essence, a Taijutsu Technique and a complimentary Genjutsu Technique, all three being considered the same rank, the one stated in the Surreal Palm info. When used against opponent’s Genjutsu, a Surreal Palm Technique will have the following effects:
  1. Against a Genjutsu of higher rank, as according to the rules, the Surreal Palm Technique can add to the illusion, but cannot manipulate what’s already there. If a Genjutsu creates a falling egg, the Surreal Palm Technique can turn the user into a frog and leap from the rock’s path, but can’t do anything to alter its descend.
    1. Against a Genjutsu of the same rank, as according to the rules, the Surreal Palm Technique can merge with the Genjutsu, both coexisting without one releasing the other. If a Genjutsu creates a tree, the Surreal Palm Technique can respond by chopping down the tree, thus breaking from the illusion’s purpose without actually breaking from the illusion itself.
    2. Against a Genjutsu of lower rank, according to the rules, the Surreal Palm Technique will eradicate the Genjutsu. The new, stronger chakra will wipe the previous chakra, and get rid of the Genjutsu entirely. If a Genjutsu creates serpents to bind the user, and a Surreal Palm Technique turns the user’s hands to a cannon to blast the opponent, there won’t even be any serpents, only a cannon. It’s different than before, because now the opponent doesn’t even have to take the genjutsu into consideration, it will simply be overpowered.
The techniques are all capable of countering genjutsu, and other mind-altering techniques, but are not limited to it. The genjutsu used within the style can stand on its own, and be used in its natural conjunction with taijutsu for purely offensive (and supplementary) usages, not requiring a host genjutsu.
Awareness of the genjutsu comes naturally according the user's rank. A practitioner of Gennin rank is aware of D rank genjutsu, Chunnin up to C rank, Jonnin up to B rank, Sannin up to A rank and Sage (official) up to S rank. Awareness does not mean immunity, it simply means they know their senses are being manipulated, and thus they have to do something about it.
Masters of this style are capable of awareness 1 rank superior than their normal rank, and, same wise, bypass the genjutsu layering rules up to 4 times per battle, allowing them to use techniques 1 rank lower than normal to defend from a genjutsu.

( Shu-rute: Sai Ningen ⋔ Ringo ) Surreal Palm: Sapiens's Scions ⋔ Apple
Rank: D
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 10
Damage Points: N/A
Description: Allows oneself to detach their head onto the chaos that confounds the senses. When targeted by sense altering illusions, such as blindness, deafness, or the such, the user will move his/her torso around, lowering or rising one's stance. As it happens, the head will seemingly detach from the rest of the body, while the headless body will simply appear completely black, hair falling to the sides but a complete see-through hole where the face should be. The face will stay behind as a dummy target for the opponent's illusion, with a large apple in front of it, while multiple tiny apples will appear all around the target in a grid. The black body can move behind the tiny apples, almost like multiple eyes whenever the see-through hole aligns just right. This is all a distraction, as the physical body of the practitioner isn't bound to the black avatar, and can move, unseen, independently.
*The practitioner can dodge incoming threats, as the motions are powered by chakra, but can't move from the same axis, behind the tiny apple grid, nor exit short range from the point of casting*
*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used twice every three turns*
( Shu-rute: Sanpo Jinrui ⋔ Shinka ) Surreal Palm: Humanity's Hymn ⋔ Evolution
Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Allows the divergence of chaos through the continuous rebirth of the self. Charging chakra through the body, the practitioner is able to empower his/her motions, moving up to mid-range from the point of casting, by running, jumping or rolling. Within the illusion, the user will appear to continuously rebirth, separated from each reincarnation, which appear more and more eccentric in appearance and size. The first avatar will look exactly like the practitioner before the start of the technique, carrying every damage and restraints, while the following reincarnations may appear much different, and free. The practitioner as enough freedom to give each reincarnation as much detail as wished, creating copies of himself or others, or merely creating deformed humanoids or various colors. With the exception of the transitions between each rebirth, every avatar follows the exact same movement and position of the practitioner, neither can move independently.
*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used once every three turns*
( Shu-rute: Ittenbari Ubuge ⋔ Nou ) Surreal Palm: Perishing Persistence ⋔ Memory
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short-Mid
Chakra Cost: 20 ( +5 per turn active )
Damage Points: 40
Description: Allows the softening of the chaos to collapse one's notions of a time, space and a fixed cosmic order and achieve balance. The form consists of up to 5 physical motions which in turn soften and bend the world around, inside the illusion. Everything melts down and liquefies, and the practitioner guides the abstract goo of the fabrics of reality through the physical motions. Easiest way to comprehend this illusion is to think of the affected objects, which can be anything, including the whole realm of the illusion itself as a slimy substance that, when immobile, looks exactly as the original ( the ground, a tree, the sky, the user, the target ) but, when moved, behaves like slime, even if it retains the same colors and textures. With this softened reality, the user is able to wrap the target in tight gooey hands, impossibly stretch oneself or make one's limbs like rubber, to make one's physical attacks more unpredictable, etc. After the five motions, which can be a combination physical strikes ( hence the damage ) and binding illusionary wraps, the user is free to perform a finisher where the practitioner will place him/herself behind the opponent, back to back and, holding the neck and the legs, clutch the opponent backwards, breaking their back with a lever motion, disrupting the genjutsu, or simply move on to other attacks, leaving behind a constricted opponent within an illusion.
*The user may divide the 5 motions between multiple turns, spending chakra for each and counting as a move towards the jutsu count. This can't be done indefinately, and, thus, must span, at max, 3 turns.*
*Non-Finisher usages leave the target binded for 2 turns before the genjutsu ends. This does not require extra chakra, it's merely lingering genjutsu*
*Each physical strike disrupts the illusion for a fraction of a second, unless it's after the 5 motions, where any fitting physical strike will disrupt the genjutsu as normal*
*Can only be used 4 times per battle*
( Shu-rute: Kohon Issaishujou ⋔ Hentai ) Surreal Palm: Creature's Compendium ⋔ Metamorphosis
Rank: B-A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra Cost: 20-30 ( +5 per turn )
Damage Points: 40-60
Description: Allows the chaos of one’s mind to find solace in the heart of a wild beast. The practitioner will charge towards the target, moving erratically, before launching a series of 7 combined physical attacks. In these freestyle motions, the user is meant to physically mimic an animal, and acquire it’s mannerisms, similar to Shaolin Kung Fu. As the practitioner moves, the illusion shifts the body, turning, as the user's body appears to metamorph into that of animals, which will rip through any surrounding illusion ( of the same rank ). The illusionary animal(s) will be part of one body, the practitioners, and while the whole body can be as eclectic as Surrealism, both the illusionary avatar and the physical body will juxtapose, not necessarily equally, as the practitioner can be upright while the avatar is hunched or on all fours, but in the same axis.. Each physical strike that connects with the target will shift and shatter the illusion for a moment, until the final strike that releases it completely.
Alternatively, the user can simply metamorph a part of the body, the one primarily being used, into parts of animals, instead of turning into a complete animal. This is considered a weaker technique, B ranked ( 20 chakra, 40 damage points ), and the juxtaposition is much more noticeable, as only the metamorphed limbs will have an illusionary camouflage.
*The user may divide the 7 motions between multiple turns, spending chakra for each and counting as a move towards the jutsu count, but cannot span more than 3 turns. If done in this manner, there is a 2 turn cool down before re-initiating*
*The user is able to wield weapons, hiding them within the illusion*
*Requires a one turn cool down before re-use*
*A Rank, which creates whole metamorphosis, can only be used 4 times*
*B Rank, which creates part-metamorphosis, can only be used 6 times*
( Shuru-te: Hariade ⋔ Hokori ) Surreal Palm: Infinite Incisions ⋔ Shattered
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn active )
Damage Points: 60
Description: Possibilitates the shattering of the chaotic continuum, and weaves its piercing debris onto a wholesome harmony. The form consists of up to 5 physical motions with a 6th as a finisher, which in turn shatter and pulverize the world around, inside the illusion. Everything breaks down and fragments, and the practitioner guides the weaving dust of the shrapnel of reality through the physical motions. Easiest way to comprehend this illusion is to think of the affected objects, which can be anything, including the whole realm of the illusion itself as a crystallized substance that, when immobile, looks exactly as the original ( the ground, a tree, the sky, the user, the target ) but, when affected, shatters and crashes like glass, even if it retains the same colors and textures, which seemingly shiver and sparkle like multiple diamonds. With this crunched reality, the user is able to wrap the target with blankets of shattered illusions, throw clouds of piercing dust and splintered blades of reality, or even continuously shatter and reform one's body and limbs to make one's physical attacks more unpredictable, etc. After the six motions, the user is free to perform a finisher where the practitioner will place both hands, or even both knees besides the opponent's face and neck and then quickly snap the head around, shattering the neck and spine, disrupting the genjutsu, or simply move on to other attacks, leaving behind a constricted opponent within an illusion.
( Shuru-te: Slavin ⋔ Enkei ) Surreal Palm: Astounding Alternative ⋔ Perspective
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 60
Description: Induces the severance of the strings of reality, detaching the caster from the laws of nature. The user focuses chakra onto the user's arms, crossing them together. The chakra will be extremely concentrated raw chakra, creating a visibly black coating over the user's skin. After crossing one's arms, which allows for a strong block that plays in equal terms with elemental ninjutsu, the user will spread their arms out, and cause the world to appear to bend in but a second, creating an endlessly stretching tunnel with the ground circling over their heads. Inside the Perspective, gravity is fully controlled by user, and, with every motion, gravity can individually affect every entity within the illusion, such so that one can be pulled towards the centre of the tunnel, pressed onto the ground or even feel the entire tunnel rotate or move at great speed. This is meant to overwhelm the opponent, leaving them open to the perfectly balance, in reality, caster, as he deals a series of 5 attacks, mostly consistent of upper torso motions, to factor in the blackened coating of concentrated raw chakra, if it wasn't neutralized in the beginning of this technique, creating a very interesting effect of seeing the world's perspective and gravity changing with every motion the user performs and every attack the user deals out. Every strike onto the opponent will shatter the the illusion temporarily, turning gravity and perspective back to normal for a split second, before another motion tilts the world once again, until the fifth attack breaks the illusion permanently.
*Can only be used 2 times*
*Breaking the coating does not break the illusion, though overpowering it and continuing onto the user will *
*Requires 3 turns in between usages*
*Can't use Ninjutsu or Genjutsu above S rank in the same and following turn*
( Shu-rute: Uchuu Kata Shita ⋔ Kujira ) Surreal Palm: Under the Uberous Universe ⋔ Cosmos
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: Allows the parting of the world to plunge the chaos into oblivion. The user will stretch out both arms, and, with them, part the whole world in half, along with any illusion ( of the same rank ), plunging both into the void of the world between both halves of the physical realm. In this void, the targets won't be able to move, as they briefly behold all the wonders of a foreign and marvelous galaxy, filled with countless constellations and astronomical phenomenons, along side cosmical behemoths, oceanic-like creatures floating in the void as if it were a black sea, before the practitioner slaps both hands again, crushing the targets between both halves of the now tilted world, wedged between physical realm and void, passing out from the mental damage. The void lasts but mere seconds, but it's wonders are engraved in the target's memories. While the illusion can target multiple people, within range, each will see the world part exactly in the middle, in a straight line between themselves and the practitioner.
Once the user slaps both hands together, closing both halves, a blast of chakra is released, up to short range, all around or in a single direction. This chakra blast, S rank in strength, can be composed of raw or acquire a basic elemental nature from the user.
*Can only be used twice per battle*
*Can't use Genjutsu in the same turn*
*Can't use Surreal Palm Techniques for two turns*
*Blasts follows elemental S/W*
*Can't use techniques belonging to the nature of the blast used on the next turn*
 
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