Mirai's Palace of Artistry

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,755
Kin
799💸
Kumi
988💴
Trait Points
80⚔️
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Personal Customs


1.(Supurasshusutā)Star Splash(6/6)

2.(Ototon) Sound Release: Tales of the Maestro(2/6)

3. (Hoshizora no Namida) Starry Tear(6/6)

4. (Genjutsu: Gyuunyuu no Kajousesshu) Illusionary Arts: Overdose of the Milk (6/6)

5. (Tsumibukai Genjutsu: Burakku Bokkusu)Sinful Illusionary Arts: The Black Box (6/6)

6. (Genjutsu Ogi: Itazura) Secret Illusion Arts: Prankster(6/6)

7. (Tsumibukai Genjutsu:Dai Kui )†Sinful Illusionary Arts: Gluttony†(6/6)

8 (Genjutsu: Keeki no Uso)Illusionary Arts: The Cake is a Lie(6/6)

9.(Tsumibukai Genjutsu: Saisho Jūhō - Bakudan )Sinful Illusion Arts: First Curse - Bomb(6/6)

10. (Magen: Inku no Masutaa Irasuto) Demonic Illusion: Illustration of the Ink Master(6/6)

11. (Genjutsu: Gaia no Jishhikaitei) Illusion Technique: Embodiment of Gaia(6/6)

12. Zekkendō: Mazāzu Rozario | Way of the Absolute Sword: «Mother's Rosario»(6/6)

13 . (Jūho:Tamashii no Hairetsu) Gentle Step: Soul Array(4/6)

14. (Sukārettogen : Chou no Odayaka na Fukkatsu) Scarlet Illusion: Gentle Rebirth of the Butterfly(6/6)

15. (Katon: Kokuyouseki Hai) Fire Release: Obsidian Ash(6/6)

16 . (Jūho: Tamashii no Honshitsu ) Gentle Step: Soul Essence (6/6)

17. (Jūho: Hokyou) Gentle Step: Reinforcement (4/6)

18. (Bakuton: Jigoku no Kōkan) – Explosion Release: Hell’s Dignitary (2/6)

19. (Katon: Kokuō Rei) – Fire Release: Royal Decree (2/6)

20. (Bakuton: Teikoku no Seiryoku) – Explosion Release: Fount of the Empire (2/6)

21.(Bakuton: Ten no Hikarimasu) – Explosion Release: Heaven’s Luminary (1/6)

22. (Bakuton: Ryūsei Aki) – Explosion Release: Starfall (1/6)

23. (Bakuton: Aimaina Aki) – Explosion Release: Nebulous Descent (1/6)

24. (Bakuton: Shinsei Shōgekiha) – Explosion Release: Nova Shockwave (1/6)

25. (Inkupo: Musaigen no Phantom World) Ink Arts: Myriad Colors Phantom World (4/6)

26. (Inkupo/Kuchiyose: Chikai no Sain ) Ink Arts/Summoning: Oath Sign (5/6)

27. (Ototon: Ongaku no Kodou ) Sound Release: Heartbeat of Music (3/6)

28. (Bijuutsu : Negai) Tailed Beast Technique: Wishbearer (6/6)

29. (Hiraishin/Ninjutsu: Kakuyoku San-Ren) Flying Thunder God/Ninja Arts: Triple-Linked Crane Wings (1/6)

30. (Hiraishin: Fantomu no Suteppu) Flying Thunder God: Phantom Step (2/6)

31. (Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (6/6)

32. (Inkupo/Genjutsu/Raiton: Shuuru Fantazumu) Ink/Illusion/Lightning Technique: Surreal Phantasm (3/6)

33. (Inkupo: Kaiga Natsu ) Ink Arts: Painting Summer (5/6)

34. (Fuin Inkupo: Jutsushiki) Sealing Ink Art: Jutsu Formulae (3/6)

35. (Buraddo Wiibingu: Shinnyuu) Blood Weaving: Infestation (0/6)

36. (Buraddo Wiibingu: Shison no nobotte) Blood Weaving: Offsprings of the Ascended (1/6)

37. (Senpō/Fuinjutsu: Gooruden Wairudo Hanto ) Sage Art/Sealing Technique: Golden Wild Hunt (2/6)

38 (Yoton: Nikkou Netsuzou ) Yang Release: Sunlight Forger (N/A)

39. (Kuroi Kaminari: Kapera ) Black Lightning: Capella (1/6)

40. (Kuroi Kaminari/Fuinjutsu: Minami-jū-za) Black Lightning/Sealing Technique: Acrux (0/6)

41. (Kuroi Kaminari: Kanōpusu) Black Lightning: Canopus (1/6)


42. (Genjutsu: Puredetaazu Wairu) Illusionary Arts: Predator's Wail (4/6)

43. (Fuinjutsu: Sora no Sonetto) Sealing Technique: Skyward Sonnet (3/6)

44. ( Kuro Kaminari Hijutsu: Musou Shinsetsu) Black Lightning Secret Art: One Slash With No Conception (0/6)

45. (Aoi Katon/Inton: Hiretsuna hōka-jutsu ) Blue Fire Release/Yin Release: Vile Pyromancy (N/A)

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2018 Christmas Advent Calendar Event

[Event Gained] 51. (Inton/Inkupo: Tsukiakari no Utsukushisa) Yin Release/Ink Arts: Beauty of the Moonlight (N/A)

[Event Gained]52. (Inton: Kokoro no Uwabe Dake) - Yin Release: Semblance of the Mind (N/A)

[Event Gained] 53. (Hyouton: Karisuma wo Touketsu) Ice Release: Freezing Charisma (1/6)


[Event Gained] 54. (Inton/Hyouton: Vī vī vī) Yin Release/Ice Release: Viy Viy Viy (N/A)

2021 Christmas Event

[Event Gained] 55. (Aoi Katon/Inton: Hason Jigoku) Blue Fire Release/Yin Release: Corrupting Hellblaze (N/A)

[Event Gained] 56. ( Inton: Varukirian Busou ) Yin Release: Valkyrian Armaments (N/A)

[Event Gained] 57. (Kuroi Kaminari: Kage Aruji ) Black Lightning Release: Shadowlord (0/6)

[Event Gained] 58. (Aoi Katon/Inton: Yōkai ) Blue Fire Release/Yin Release: Strange Apparition (N/A)

[Event Gained] 59. ( Suiton/Meromeroton: Chi ღ Chi ) Water/Perfume Release: La Voisin's Sin ღ Eau de Orleans (1/2)

PCCJ (Surgebinder)

1. (Yoton/Kanki: Eien ) Yang Release/Surge of Evocation: Eternity (N/A)
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PCCJ (Claymore)

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CFSJ (Grimm Mane)

1. ???
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CFSJ (Maguilty Sense)

1. ???
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Sensei Slots (10)

1. (Fūinjutsu: Kakei Rinku) Sealing Technique: Kindred Link (N/A)

2. ( Dokkōdō: Shinjuku no Kagayaki ) The Alone Way: Shinjuku's Brilliance (0/6)

3. (Futon: Sukai doragon no hōkō) Wind Release: Roar of the Sky Dragon)


4. (Futton: Ten'i-sei Suiren ) Boil Release: Metastatic Water Lily (0/6)

5. (Fūdoāto: ! Batānaifuasaruto!)Food Arts!:Butter Knife Assault!(6/6)

6. (Futton: Kyōakuna Ran) Boil Release: Baleful Orchid (0/6)

7. (Futton: Akusei Rōzu ) Boil Release: Malignant Rose (0/6)

8. (Jūjin Taijutsu Ougi: Shūmatsu-ron-tekina Dopperugengāv) Beast Human Martial Art: Apocalyptic Doppelganger (0/6)

9.

10.
 
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Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,755
Kin
799💸
Kumi
988💴
Trait Points
80⚔️
Fire Release

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"He who controls the flames, shall burn those who defy is might"


D - Rank
(Sutōrīterā no Honō) - Flames of the Storyteller
Type: Supplementary/Offensive
Rank: D
Range: Short
Chakra: 10
Damage: N/A (20)
Description: A relatively small ability often used out of combat. Flames of the Storyteller (FotS) allows the user to abruptly release marvelous flames from varying body parts such as hand and quickly shape those flames to animate miniatures of a moving object, animal or the likes for storytelling purposes. Those flames do not harm the user as they are made by his/her chakra. The flames can also be shaped into text to convey messages that either seem to combust out of someplace from the user's body, appear hovering around the user, or burned into a solid, such as ground to leave a message behind. This is not only restricted to text, it could also be symbols or plain art. Burning a scroll or warming up objects is also a feasible task with this technique. FotS also has offensive applications by solidifying fire-natured chakra from one's body to create a simple, humble-sized object to protrude from the user's body, such as spikes of hand length.

Katon: 52 Kādo no Pikkuappu | Fire Style: Fifty Two Card Pick Up
Rank: D - S
Type: Offensive
Range: Short - Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The user using their katon chakra in their hands creating a card or multiple cards up to fifty two cards. These cards all look like actual cards but are created from the flames of his katon nature. These cards are thrown at their target and the user can hold these cards in their hand since it is their chakra it wouldn’t burn them at all. The cards once touching their target or at the leisure of the user would cause an explosion that is a foot in all directions.
Note: S rank can only be used two times a match, the A rank version can be used three times per match.
Note: S rank can only be used every other turn

(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (2/5/10) health from the next turn onwards per turn. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could lead to severe negative effects in accordance to health lost. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require. This technique can be deactivated at will, lasting four turns maximum, with its effects persisting in fire techniques that it is applied to within this period until their very expiration. It can be activated twice. Once this technique ends it cannot be activated for two turns thereafter.

C - Rank
(Katon: Dakyō-ten) - Fire Style: Middle Ground
Type: Supplementary/Attack
Rank: C Rank
Range: Short
Chakra: 15
Damage: 30
Description: In the midst of falling from at least 5 meters in the air the user molds katon chakra to the legs and feet specifically. The user performs a single hand seal and creates small flames at the feet which are fueled by the gathering air which doesn't extinguish but instead harvest and increases the flames. The fire creates a cushion and when the user hits the ground it expands and engulfs everything beneath.
Note: Can only be used if falling
Note: Can only be taught by Gecko

(Katon: Tesuro Teshita) - Fire Release: Tesla's Creations
Type: Attack/Defensive/Supplementary
Rank: C
Range: Short - Mid
Chakra: 15 (5 per turn)
Damage: 30
Description: A technique that creates numerous(up to 10) little solid flying orb like creatures(max size is 5 cm radius). These creatures are sentient and there offensive/defensive prowess are, as individual creatures, not impressive. However, there supplementary prowess is what sets them apart. Each Tesla, being composed of fire, produces light. The power of the light can be controlled by each Tesla, at will, ranging from the lowest visible to ultraviolet. The light can reach mid range distance from the Tesla. The light can be used tactically to, for example, suddenly blind an opponent for one turn by increasing the power of the light from low to high. This ability is only effective in terrains with low visibility/light and it is usable 4 times per battle. The ultraviolet light can, under the presence of glass(usually bulbs with openings carried by the user), be used to produce black light. Mostly for cosmetic reasons. If used to blind, it lasts for 1 turn.
-Usable 3 times per battle with a turn interval between use.
-Lasts for 2 turns

(Katon : Hi no yōsei) - Fire Release : Fire Fairies
Type: Offensive/Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: 30 (+10 Explosive tags)
Description:
The User channels their fire chakra into a small tool like a Kunai or Shuriken that they are holding or one that is within Mid-Range (Kunai that have been left on the ground etc). They can throw it at their target to begin with if they are holding the tool but after they do they will make a hand seal and the fire chakra will erupt around the tool and form a flaming aura giving them the ability to set anything the first thing on fire that it touches. The Fire also forms wings giving the ability for the user to manipulate the tool to flutter in any direction they like and when in position the user will make the fire explode and send the Kunai in a desired direction or simply disperse the fire so it drops. This can be used with explosive tagged kunai as long as they are attached with a metallic string to the kunai so it isn't affected by the fire around it nor the string - when the fire explodes however the tag will too making a larger explosion.
-Can only be taught by Albel

B - Rank
(Katon: Honō Koka Keisei) – Fire Release: Flame Solidification Formation
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+5 chakra cost to applied techniques)
Damage: N/A
Description: A specialized type of activation technique applied to the user’s Fire Style techniques. The Flame Solidification Formation allows for the user to apply and utilize a substantial reserve of chakra and apply it to their own Fire techniques to allow for a much more advanced degree of shape manipulation upon their creation. This technique is based upon the concept of the solid and physical nature of certain Fire techniques which have the ability to punch through solid obstacles unlike regular intangible fire techniques. The technique takes that principle and applies it to all fire techniques causing fire techniques of the user to be manipulated by this additional shape manipulation and infusion of additional chakra. In terms of fire projectiles this technique will make them effectively solid allowing as well as causing them to explode on impact. Because the explosions are infused with the user’s chakra the user will also be able to angle the explosion away from their body should they wish allowing them to keep safe despite the size and potential devastation of the explosion. In terms of stream-like fire techniques this technique will cause their nature to be akin to waves of water or mud allowing them similar physical characteristics. However, stream techniques do not gain the same explosive benefits as projectiles under the effects of this technique. To fire techniques already solid in nature the Flame Solidification Formation offers no benefit and cannot be applied to them.
Note: Can only be used two times per battle.
Note: Once activated this technique will last for four turns.

(Katon: Subete no Shōhi Ago)-Fire Release: All Consuming Maw
Type: Offensive/Supplementary
Rank: B
Range:Short-Long
Chakra: 20
Damage:N/A (+1 rank to first jutsu)
Description:
This is a unique technique utilising the flammable gas form of Katon similar to the canon Mist Blaze Dance jutsu. To begin the user will string two additional hand seals onto the performance of another jutsu. By doing so they will form a cloud of flammable and extremely volatile gas in an area chosen by the user and in an amount proportional to the first jutsu.

Alone this gas is harmless to any targets but due to its nature it is able to be ignited by any heat source in the area it is formed in, however slight it may be. For example any naked flame, heat present in sparks or generated through friction would be enough to ignite the gas and produce violently explosive results. The user can employ chakra control to angle the explosion away from the first jutsu to prevent any unwanted negative effects.

Note:
~Can only be used 4 times
~Cannot be used in consecutive turns
~Can only be taught by Mellow
- only useable on A ranks and below

(Katon: Kokoro no Hi)-Fire Release: Heart of Fire
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: (Same as targeted jutsu)
Damage Points: N/A
Description: Heart of Fire is a unique jutsu supplementary in nature which exclusively augments other fire jutsu, meaning it naturally bears the ability to be activated in the same timeframe slot as them. Essentially, Heart of Fire pushes the principles of fire that acts like a solid to the limit in any jutsu it is applied to, though in a unique way. Rather than turning all the flames in the technique solid, only select flames in the center of the fire will be selected. Moreover, the only solid aspect within the fire will be a knight composed of condensed, solid flames, his size scaling no larger than the realms of the chosen technique. The knight and the surrounding fire will initially appear and behave as outlined in the other jutsu (ex. being shot from the user’s mouth as a linear fireball), but the knight can exit that action and act as he please at any time, as he is sentient in nature. The knight is capable of flight, and moves at a speed matching the technique. The knight does not, however, empower the jutsu in any way, as his power is derived directly from it, nor can he reshape it. Rather, he just takes control of the jutsu and turns it into a hybrid state as the flame which surrounds him, the shape of the original technique, is still quite dangerous. Naturally, the knight attacks anything which entire the confines of that fire. This technique does however come with some heavy restrictions.
Only one knight may ever be created from this, so a jutsu that splits its power into three fireballs would result in one knight stunted in power in one of those fireballs, the other two unaffected. The jutsu ends after three turns, and carries a two turn cooldown before reuse. While it is active, the user will be limited to fire release and advanced elements which use it.
Note: Only usable thrice per battle

Fire Release: Blooming Chivalry
Type: Offensive, Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Derived from and reliant upon the Heart of Fire technique, Blooming Chivalry is a simple, passive technique which serves to overload the knight created by Heart of Fire with fire chakra. By simply focusing more fire into the already incredibly condensed knight, the user causes it to become volatile, triggering an explosion at the user's discretion. In essence, this explosion emanates from the knight and uses the jutsu hosting the knight as a fuel source as it releases a tremendous amount of explosive fire in a frontal direction of a size and damage based upon that of the original jutsu hosting Heart of Fire itself. The usage of this jutsu will immediately end Heart of Fire.

(Katon: Sanshō̄o No Kate) | Fire Release: The Phoenix Feathered Muffler
Type: Defensive/Supplementary
Rank: B
Range: Self
Chakra: 20 (-5 per turn)
Damage: N/A
Description: The Phoenix Feathered Muffler is a simple technique that involves the release of fire chakra that will cloak the user. Although this technique fully cloaks the user - as many defensive techniques do, it does not offer the typical defensive properties that a normal armor would, in fact, outside of the fiery golden glow that will emanate from the users visage, and the techniques special interaction with fire techniques, virtually nothing will change as the shroud is almost completely incorporeal. However, when the user is in contact with a flame that is either devoid of chakra, comprised of the users chakra, or comprised of the chakra of one that the user has a blood contract with, such as summons, the shrouds true abilities will be displayed. The user will be capable of interacting with any flame or fire technique that they produce without suffering from harm or adverse effects - such as respiratory problems - not only that but, should they so wish, they will be capable of interacting with fire as if it were a solid, liquid or gas - such as standing on top of a flame despite its incorporeal qualities or floating within a fire. This ability signifies the user as the 'Unburnt', gracing the user with an ability previously believed to be the sole realm of the Dragon and Phoenix. (Does not grant the user immunity to enemy fire techniques).

Notes:
This technique can be used a maximum of twice, will last until cancelled and has a two turn cooldown between usages. Furthermore a rather intriguing and strange effect of this technique is that, no matter how hard the user may try, they will be incapable of using water techniques while this technique is active. Stranger yet, is that the only solid portion of this technique is a feather comprised of golden ash, seemingly immune to anything but water, that will attach itself to the user's chest.

(Katon: Moya No Besubiusu) Fire Release: Smog of Vesuvius
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 ( -5 per turn )
Damage: N/A
Description: By spending twenty chakra the user will be capable of activating an ability that will allow them to alter future fire techniques that they create. Fire techniques altered by Smog of Vesuvius will produce an immense amount of thick, black smoke as they burn that will waft out in large, vision obscuring and light blocking plumes. The released smoke is purely fire based, being made up of fine particles of ash rendered inert by the users chakra, which will both haze the air and settle over structures in thick, powdery black layers. The ash, while fairly hot, possesses no offensive capabilities of its own, and as a result largely exists for diversionary measures. For opponents the smoke will produce a distinct, acrid smell that can interfere with their olfactory senses - just as the smoke can inhibit their vision in a similar manner to Kirigakure’s mist (but potentially worse on account of the smokes dark color), however for the user (and their allies, such as summons and animal companions) the smoke will be purely scentless.

Notes:
- The heat of the expended ash won't affect the user in any way.
- The user has to expend an additional 5 chakra when choosing to apply this effect to a fire technique.
- Smog of Vesuvius lasts for 5 turns or until deactivated, can only be used three times, and works with Fire and Fire KG/CE variants that could logically produce it (i.e lava) though the user cannot manipulate this smoke at all.
- Those with a fire specialty can change the color of the smoke, but only along the grey-scale (so from white to black) or to shades of red/orange.

(Katon) Tsuchiyakekoge) - Fire Style: Scorched Earth
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage: N/A
Description: The user strings together a series of three hand seals while channeling fire chakra through the ground. Upon completion of the third hand seal the organic matter in the soil will begin to burn, releasing smoke as it does. This smoke forces its way to the surface causing various cracks to form all over the battlefield (not large enough for direct effect). The smoke seeps out of these cracks covering the field in a layer of thick smoke that can cause coughing when inhaled and irritate the eyes. This smoke can then be used as a source for smoke techniques.
-Can be used twice per battle.
-Burning lasts for three turns.
-Must be used on solid ground (nothing like sand or water).
-Smoke can easily be dispersed with a big enough wind technique.
-Doesn't affect enemies underground.

(Katon: Amon's Gekido) - Fire Style: Amon's Rage
Type: Attack
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user similar to the ash burning pile technique spews out a short range stream of ash. He then performs the snake hand seal causing the stream to split into 6 clouds which remain adjacent and parallel to each other leaving a small passage in between. The user then takes a fire infused shuriken and throws it with great accuracy between the clouds which converge upon the shuriken ingiting and making the shuriken into a medium sized firery disk. Which travels at the opponent and slashes and burns.
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko

(Katon: Infurēshon) - Fire style: Inflation
Type: Attack
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user removes a single shuriken then blow flammable gas onto the shuriken similar to mist blaze dance. But unlike that technique, the user performs the boar → ram handseal molding the flammable gas around the shuriken into the form of a translucent clone. The shuriken appears to float unnaturally inside the body of the clone. Who can immediately runs at the opponent in a fashion the user deems. It will appear like a simple shuriken flying at the opponent. But then once in range of the opponent the user snaps his finger causing the clone to combust and ignite into a medium sized fireball which engulfs the opponent in fire upon contact.
Note: Counts towards the clone limit and any spark will detonate it
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko

(Katon: Fenikkusu no Kyuushokusha) Fire Release: Seekers of the Phoenix
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Fire Techniques)
Damage: N/A
Description: A rather unique technique that encompasses the trait of Fire Release: Rat Hair Ball technique, mimicking the techniques ability to pin point enemies and attack them like guided missles. Through sheer chakra control and manipulation, the user can activate this technique instantly and within the same time frame of a fire technique that unleashes a projectile based attack(such as Fire balls , chakra infused shuriken etc) in which the user will bestow onto them the same tracking abilities of its parent technique. The techniques used after this technique all gain the same traits in which once they are created as ranged projectiles will simply lock into the enemy and follow them unless destroyed as simply dodging them will allow the projectile to change its course and redirect towards the enemy. Can be used twice per battle, lasting two turns after technique. This applies passively after activation towards all projectile based fire techniques not consuming a move, however the initial activation counts. Can only be used by the Jinchuriki of the Nibi.

(Katon: Hōka) | Fire Release: Pyromania
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: (x2 to the desired technique)
Damage Points: N/A
Description: A variant of ‘Phoenix Feather’d Muffler’, Pyromania is a passive technique that allows the user to infuse extra chakra into a Fire based technique upon creation. The infusion will apply an effect similar to ‘Phoenix Feather’d Muffler’ to the technique, whereby aligning the chakra of the technique to an entity the user will be capable of preventing said substance from being burned, or negatively affected by the heat of the technique. Essentially, Pyromania allows the user to produce a fire technique that does not burn indiscriminately, but rather selectively, as it is capable of filtering out the user, and other desired items from its innately destructive effects. This is highly effective as it not only allows the user to become immune to that particular technique, but unlike the original it also allows them to safeguard allies and other entities from harm upon contact with the flame. Furthermore, just as is the case for ‘Phoenix Feather’d Muffler’, those safeguarded will become capable of interacting with the Fire technique as if it were a gas, liquid, or solid, and thus freely moving around within it without risk of asphyxiation or other adverse effects. This effect is applicable to Fire, and Fire based KG/CE, such as Lava and Scorch.
Note:
Lasts until the targeted technique is destroyed, can only be used on one technique at a time with a two turn cooldown between uses, and can be used a maximum of three times.

(Katon: Minami Reiji) | Fire Release: The Samsara Equation
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: M/A
Description: This technique seeks to take advantage of the ash/gas that is often left behind as residue after certain fire techniques are produced. The Katon element often makes use of ash and gas to produce flames, sometimes having ignitable ash/gas, and at other times making it explosive. This technique explores the flammable aspect as a method to benefit future fire techniques. When activated, this technique will allow ash and gas to be burned as fuel so as to amplify the flames growth, resulting in affected fire techniques becoming larger and hotter and thus affording it a twenty damage point increase. (whether it be natural, inert ash, or ash/gas produced by the user's techniques, or ash left behind in the residue of a clash). This will occur as the fire technique will be altered so that it can ignite any ash or gas within its immediate vicinity, and then draw in the resulting flame to bolster its own power. This technique in and of itself however does not produce any ash, therefore it is imperative that the user either have an adequate source of ash that this technique can take advantage of, or produces an ash or gas technique in preparation for this jutsu, otherwise this jutsu will prove to be completely and utterly useless. Once activated this technique will stay active for four turns, during which time fire jutsu that this technique is applied to will have an additional +10 chakra added to their creation. On account of this technique lacking any independent uses, this technique can be passively activated virtually instantaneously, essentially does not affect timeframe, and lasts two turns each usage.

Note:
This effect is applicable to Flame and Heat based fire techniques.
Despite having no independent uses and requiring set conditions to be met to have any effect, this technique can only be used twice
Two turn cooldown between uses.

(Katoni: Minami Reiji) | Fire Release: Corona’s Blessing
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Sister technique to Corona's Compendium, Corona's Blessing is an infusion technique that, when used, will alter the nature of the next used fire technique. Instead of producing tangible flames, the users next fire technique will instead take the form of pure fire chakra which, just like in Corona's Compendium, will phase into physical constructs on contact to deal internal damage. That is, instead of an external clash of flames versus an opposing matter, the produced fire technique will instead phase into the opposing matter and either turn it to ash, or vaporise it into a harmless gas, from the inside out. In the case of energy based elements that a fire technique altered by Corona's Blessing cannot phase into, it simply interacts normally as a fire-elemental chakra clash. Due to having no independent effect of its own, Corona's Blessing and the affected fire jutsu can be performed in virtually the same timeframe.

Notes:
- Can only be performed 3x
- Once used the user must wait a turn before using again.
- When clashing against stronger constructs, the fire technique will merely deliver internal damage that reduces the structural integrity of the object, rather than turning the entire entity to ash/vapour.

(Katon: Minami Reiji) | Fire Release: Thanatos’ Testament
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Thanatos' Testament is an infusion that was developed to rectify some of the perceived faults of ash based fire techniques. Of the basic five elements, Fire release is undoubtedly the most inherently destructive, as even the tiniest flame can, under the right conditions, spread like wildfire to burn down entire habitants or even civilisations. This raw proficiency for destruction however is neutered in the ash based fire techniques as ash generally lacks the ability to set structures alight. Thanatos' Testament however seeks to remedy this. Ash based techniques infused with Thanatos' treasury will, upon contact with a weaker inorganic structure, rapidly corrupt said structure and convert it to ash - just as a normal fire technique would set alight that which it contacts. As this technique has no independent uses of its own, but is instead reliant on being performed alongside an ash based fire technique, it can be performed within virtually the same timeframe as another technique.

Notes:
- Can only be used 4x.
- Cannot be used on consecutive turns.
- No ash based Fire techniques above A rank next turn.
- Cannot not work on living beings
- In the case that the Ash technique clashes with a stronger jutsu, the aforementioned technique will only have superficial portions turned into Ash. The technique will, however, still maintain its structural integrity and function normally.

(Katon: Katana Kaji) - Fire Style: Blade of Fire
Rank: B
Type: Attack
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: The user creates a sword of fire. When the user stabs something, the whole body/whatever ignites in flames.
Note: No sword intended

(Katon: kensei no doragon ) - Fire Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for thought who have great control over their fire chakra. This is usually used in close combat where the user will release their fire chakra around a part of their body covering them in fire. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quit painful if an opponent is hit by it. When someone/something is hit by these flames created be the user, it will great a burst of flames on impace from the user, to burn the target more and producing some additional concussive force.

Note: can stay active for 2 turns at a time
Note: Can't use water jutsu at the same time

(Katon: Metsuryū Hokasui) - Fire style: Dragon Slayer Fire Stream
Type: Attack/Defence
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will focus their fire chakra into their hands or feet. The the user will surround their hands of feet in flames releasing a blast of fire from their hands like when a rocket blasts off. This concerntrated stream will travel up to mid range. Due to the power of the flames, if the user doesn't have his feet firmly on the ground the blast of fire will push him in the opposite direction to which the flames are traveling.

Note: can only make max of 2 blasts per use

(Katon: kensei no doragon ) - Fire Release: Power of the Ash Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their fire chakra. This is usually used in close combat where the user will release their fire chakra around a part of their body covering them in a cloud of molten hot ash that's as hot as fire, till glowing with an ember but doesn't touch the users skin nor burn them. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by these ash cloud created by the user, it will great a burst of molten hot ash on impact from the user, to burn the target more and producing some additional concussive force. This ash will be released forwards in a wave/blast like a fireblast but the ash will burn on contact and stick to what it touches and continues to burn up to the end of the users next turn.

Note: can stay active for 2 turns at a time
Note: Can't use water jutsu at the same time
Note: Can be used once every 3 turns.

(Shōkeimoji-Katon : Neko no Ketsui) - Heiroglyphic-Fire Release : Cat's Determination
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Mid
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description:
The user creates a Circular Red Glyph using their Fire Chakra on the battlefield; the pattern of the glyph is custom as long as it is circular and has the Kanji for "Kokoro 心" inside it. When created it flashes into view almost like an explosion except this is cosmetic. The Glyph can be created horizontally and vertically on the field and then manipulated to move in a certain direction, it can also be created parallel to the user's palm and thrown like a shuriken acting like a very compressed fire techniques, thin and hot which will cut through matter like a hot knife through butter.

Glyphs can be created in front of a Wind Technique and combined with it, creating the infamous fire and wind combos; For example if combined with the Wind Glyph Cat's Dance it can be thrown through the Fire glyph creating a flaming wind glyph. Though this can be combined with other elements; a glyph can be placed on an earth technique and it can create a flaming golem with almost a molten like skin for example (Can be placed on tools to make them extremely hot and burn/cut through things more easily, the glyph is burned into the metal).

Glyphs can be burned onto a surface leaving an ash residue, on the command of the user it will explode and can be used to propel things along or send something flying; the explosion is controlled; For example if planted on the side of some earth or an earth technique it can suddenly speed it up and be shot in a different direction - can be planted on the soles of ones shoes (Fire wouldn't burn through) the ash residue would explode and send the user flying. Basically creating a redirection for solid creations. Trip mines can be created, when the ash is come into close contact it will ignite and explode in a fiery malestrom depending on the size of the glyph + 2 meters.

- S-Rank can only be used Twice with a three turn cooldown and no Fire Techniques of A-rank or higher in the same turn.
- A-Rank version can only be used four times with a two turn cooldown
- Only One Glyph can be created with one use of this
- Glyphs created last four turns on the field
- Must be Taught by LonelyAssassin
-The glyph can only be created/materialized within short-range of the user unless it's made from the ground

A - Rank
(Katon: Afutābānā)- Fire Style: Afterburner
Type: Supplementary/Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The user clasps his hands together and creates a circular mark in the palm of each hand that emit powerful jets of flame that can propell the user for a total of 5 seconds. The jutsu's timing and jet power are controlled by the user. They can get the user to a target at mid range in 2.5 seconds.
-Usable twice per battle
-Can only be taught by Katonpwnz

(Katon: Shishamasu) — Fire Release: Death's Hands
Rank:A-rank
Type: Offensive, Supplementary, Defensive
Range: Short-Mid
Chakra Cost: 30 (-15 to sustain jutsu per turn)
Damage Points: 60
Description: After forming three handseals, they'll release a surge of katon chakra around any part of their body to create a layer of hot ash or by release it from their own body, and at will they can manipulate existing ash i.e via; ash gourd. This will not burn the user as they will create a layer of chakra between their skin and the ash to protect themselves. At will, the user can release this ash in a stream of sorts from their hands (even from body-movements) for offensive/Supplementary/defensive purposes, even in enormous amounts. This can be combined with other jutsu like Fire related jutsu to give them +1 rank in damage up to S rank within the same timeframe. If combined with another Fire technique, Death's Hands ends.
Note: While Jutsu is sustained (for up to 3 turns), Users can only utilize Katon or related Fire style Ninjutsu on

(Katon: Kuzuryūjin) - Fire Style: Nine-headed Dragon Array
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30 Chakra
Damage: 60 Damage
Description: After stabbing the user's sword into the ground and by inserting his katon chakra into the ground, he/she will make 8 lines of flames around the sword each line is 1 meter long and between each 2 adjacent lines 45 degrees angle. 8 dragons will emerge out of the 8 lines (1 dragon per each line) but they'll stay attached to lines until they reach the end of it, whereas they will then materialize into fire dragons. The user has the ability control the 8 dragons and direct them towards their target/s. The user can make the 8 dragons combine into 1 bigger dragon.
note: each dragon is C-Ranked and the big dragon is A-Ranked
note: the user can make the big dragon three times per battle
note: only FeeLPaiN can teach this jutsu

(Katon: Kasai To Chi) Fire Style: Fire and Blood
Type: Offensive
Rank: A rank
Range : Mid
Chakra : 30
Damage : 60
Description: The user performs the Dog -> Rat -> Ox handseals and greatly manipulates his Katon chakra.The user uses shape manipulation to form multiple (6) "swords" made of Fire that hovers above the user. With a simple hand gesture,the user can send and control these swords to move towards the enemy and impale
them.Due to their heat,as they are practically pure fire that is greatly concentrated to a sword form,they would easily burn through the opponent with ease.By performing the Snake handseal,the user is able to make these "swords" explode by easing the concentration of the swords and allowing the to become just fire without form,creating a small explosion where the sword was impaled.
Note:The user can make up to 6 of these fire swords,and less,depending on the situation.
Note:No A rank Fire techniques for the next turn
Note:Can only be taught by -L-
Note: Usable 3 times and they last only a moment if they aren't used to attack

(Katon: Haino Kumono Shi) - Fire Release: Ash Cloud Death
Rank: A
Type: Offensive
Range: Short-Long(Short range of the opponent)
Chakra Cost: 30
Damage Points: 60
Description: A variant of Asuma's Ash Pile Burning. Following the same procedure as that technique, the user weaves a single handseal and converts the smoke of his cigarette into superheated ash and spews it out in the form of a circular cloud which surrounds the opponent, being 4 meters in width and 2 meters in height. Even the slightest contact with the ash can burn the opponent severely, inflicting 3rd degree burns. Similar to it's canon counterpart, the ash cloud stays in the atmosphere for one turn. After forming the cloud, the user makes a hand gesture, after which it reforms into a thousand needle like structures which pierce the opponent, although the primary use of the ash needles are to inflict major burns on almost every point of the body with pinpoint precision.
Notes:
- Can be used thrice per battle.
- The user needs to know Ash Pile Burning to perform this.
- Needs a two turn cooldown between usages.
- No A rank or above Fire techniques the next turn.
- Can only be taught by Nāruto

24. (Katon: Kokuyouseki Hai) Fire Release: Obsidian Ash
Type: Defensive | Offensive | Supplementary
Rank: A- Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: A rather simple yet effective technique for ranged weapon users, the user will channel chakra into their weapons with fire chakra. Once they do this the user will release/throw/drop the weapon at the enemy. The effect of the technique isn’t seen through normal means as a standalone technique does nothing, but when the ranged weapon is in the process of being destroyed/stopped the user is able to click their teeth. This will activate the hidden mechanic of the technique in which the fire chakra embedded into the weapon will surge through it allowing it to dematerialize the weapon in question into ash thus allowing it to remain safe before impact with another object. The users ash is then formed into a cloud of hot ash which the user can activate to detonate and explode with a click of the teeth. The dematerializing of the weapons counts as a move but causing it to explode doesn’t . The projectiles although when infused with the fire chakra they look the same until activated midflight in which they shift into red hot ash. The projectiles in question also retain the explosive and hot properties of ash and once they touch the target burns on contact dealing 30 damage to them and can explode on contact dealing 60 damage.

*Can only be used four times per battle*
*Can be applied to up to one projectiles at at a time*
*No Fire Techniques A-ranked and above next turn*
*Ash cloud can remain for one turn before dissipating naturally*

(Katon: Doubutsushi Ru-retto)-Fire Release: Fauna Roulette
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will form two hand seals and focus their chakra into an existing source of fire or fire technique. By doing so they will manipulate the shape of of the fire technique, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The bigger the animal the denser it becomes, being able to interact with solid objects. The smaller they are however the quicker and more agile the beasts. When formed the beast is able to utilise abilities that the source technique had while active, if the user wishes.

Notes:
~Cannot be used in consecutive turns
~Can only be used three times and each usage lasts for four turns
~Can only be taught by xHoudinii

(Katon: Saiha) Fire Release: Blazing Blade
Type: Attack
Rank: A rank
Range: Short
Chakra cost: 30 (-5 per turn to maintain)
Damage points: 60
Description: The user begins by gathering up a fair amount of katon chakra letting it flow into a gauntlet and then manipulating it around a single area creating a visible flame almost a jet of fire that blasts out. He then compresses the katon chakra into a long thin blade that extends out from the gauntlet. It can be extended from nearly any part of the gauntlet and has both shape and form. It can easily cut through flesh creating deep searing wounds. The blade can be extended out to about the same size as a normal sword and can be used as an extension of the person's own self giving him a longer reach.
Notes:
-Can only be used three times per battle
-Can't use S rank katon the same turn this is used
-The blade can be held for as long as the user continues manipulating Katon Chakra
-While maintaining the blade, the user is unable to mold any other chakra than Fire and can't do handseals.

(Katon: Saikō Fenikkusu Hanabi Taikai no Jutsu) - Fire Release: Grand Phoenix Firework Display Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user after performing the Horse - Tiger - Dragon - Boar hand seals they then exhale a blast of fire chakra that travels a few meters infront of the user before then taking on the form of a Large Phoenix approximately 3 meters long and then converges on the opponent. Before it impacts with the opponent the phoenix will let out a cry before dispercing in a blast of energy signifying the phoenixs death where they burst into flames and then the released energy scorches the surrounding area.

Katon: Kaisu No Kusa)-Fire Release: Fire Grass
Type: Attack, Supplementary
Rank: A Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes three hand seals and then manipulates the ground within a mid-range of them to have small, hot flames come out of the ground around them. The fire is hot enough to severely burn and damage the feet/other body parts of those who touch it. By regulating where they stream their katon chakra, the user is able to exclude certain areas from being set ablaze. Ex. The area beneath their feet.
Note: The fire will burn for two turns.
Note: Once created, the user isn't able to manipulate the fire so that it quits burning a certain area.
Note: Can only be used once every four turns.
Note: It takes a certain time before the flame reach a high enough temperature to severely burn the oppononent, leaving a small gap to react accordingly.

Fire Style: Blade Swing Fire Strike(Katon:Ken Yurasu Katon Dageki)
Type: Offensive
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user channels fire chakra into their blade making the outer hew glow a crimson red,by swinging the blade the fire chakra will be released into the form of firey slashes which strike out across the ground towards the opponent/opponents.
Restrictions:
Can only be used 3 times during battle
Need Katon up to A rank completed
Can only be taught by Delta

(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn for sustained governance)
Damage: N/A (60)
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed. This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.

Note:
- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter, burned ground etc), or fire techniques that contain the users own chakra, in the case of the latter the power of the controlled or reformed technique will be the same as that of it's predecessor. The exception to this rule is if the user produces the new fire technique as an offshoot from the original, however this method has the weakness that if the host fire technique is extinguished before the offshoot can separate from it then both techniques will fail.
- Producing another fire jutsu as an offshoot through use of this technique will count as two moves (For both this and the newly desired Fire technique), however directly converting a flame into another fire technique will only count as one. (Other restrictions still apply as normal)
- The user can take control of a flame through use of this technique up to three times and convert a flame into another technique through use of this technique up to three times, however overall the user can only use this technique 5x.
- Exerting control over an existing fire technique will not increase its power - the user will only be capable of shifting its form, however in the case of empowering a chakra devoid flame it's base power will be 60, and while maintaining control the user is limited to the fire element and non-elemental techniques.
- No Fire techniques above S rank next turn.
- Once one application has been used, the user must wait a turn before using another.
- Can only be taught by Scaze

Katon: Moui Kagutsuchi|Fire Style: Fury of the Fire God
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damge Points: 60
Description: The user makes a few handseals, gathering large amounts of chakra in his arms, and slams his hands down onto the earth, releasing all the fire chakra within his arms. Upon the point of contact of his hands and the earth, a small wave of fire spreads out from around the location of the user. The wave of fire starts to spread quickly and becomes stronger as it spreads from the user. Within a matter of seconds, the entire distance of short- mid is filled with fire. Once complete, the only place that becomes clear of fire is the small area where the user is standing.
*Can only use twice*
*After using, the user cannot use any wind jutsus otherwise he will basically be committing suicide by powering the flames*
*If the user stays in the middle of the fire for more than a turn, he becomes several burned*

(Katon: Saryū no taitō) - Fire Style: Rise of the Sand Grains
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60 (+10 if explosion occurs from another fire or wind technique)
Description: The user performs two handseals as they infuse katon chakra on whichever part of the ground surrounding them they wish (similar to Swamp of the Underworld). This katon chakra will burn the targeted earth below surface by consuming the tiniest bit of air underneath, using it as fuel. Because katon chakra has burnt the ground, it turns into ash which is then manipulated with the help of katon chakra blended onto it to rise upwards in a burst, causing anything on the affected ground surface up to 5 meters to received damage as they're being sent flying upward by the rising ash. Which part of the ground should be affected is up to the user. It could be all the ground around an opponent's location, in a circlular formation around themselves (the user), or any other manner. Anyone who gets sent flying by the burst of ashes receives 2nd-degree burning damage. As for opponents who were beneath ground surface whilst this jutsu was performed, they will receive similar damage but will also be unable to breathe as the air beneath ground has been consumed by the user's technique. If someone uses a fire or wind technique that gets in contact with the ash during its process of rising up, the ash would explode in a similar fashion as Fire Release: Ash Pile Burning, affecting whoever was inside the targeted area and giving them 3rd-degree burns.

Note: Usable thrice per battle
Note: One turn cooldown between usage

(Katon: Minami Reiji) | Fire Release: Corona’s Compendium
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Brother technique to Ifrit’s Inventory, Corona’s Compendium also allows for the materialization of constructs through the rapid release and conversion of fire chakra. Corona’s Compendium however is far more specialised than Ifrit’s Inventory. For starters, the released chakra does not form into the normal flames of fire release as it instead opts for a more incorporeal form of pure fire chakra. The constructs, typically orbs but capable of adopting any shape, whether it be that of tools, shapeless blasts, spikes, shields or so on, do not interact with tangible matter on a physical level but instead phase into them on account of their lack of a physical form. However in wake of their phasing the original substance is not left untouched, but is instead turned to ash (or vaporized into gas in the case of water-based liquids). In the case of energy based elements that Corona’s Compendium cannot phase into, it simply interacts normally as a fire-elemental chakra clash. The constructs created by Corona’s Compendium can be utilised for attack or defense, sustained and freely controlled.

Note:

- Flames can only be materialized within short range of the user and while sustaining them the user can only mold fire chakra
- When clashing against stronger constructs, Corona’s Compendium will merely deliver internal damage that reduces the structural integrity of the object, rather than turning the entire entity to ash/vapour.
- Constructs can only be created through Corona’s Compenium 3x
- No Fire techniques above A rank for the rest of the turn and next turn.

(Katon: Rēshushi) - Fire Release: Ghost Destruction
Type: Offense
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: After forming 5 handseals Bird → Boar → Monkey → Ram → Tiger the user concentrates a large amount of fire chakra throughout the ground, underneath the opponent's location, causing a Large sized demonic head made of flames to rise up out of the ground underneath the opponent's location in a vertical line, with it's mouth widening as it's opening in order to swallow the opponent and burn them, this demonic head is equivalent in size to the Earth Release: Great Stone Golem technique.
Note: Can only be used twice.
Note: No S-ranked fire techniques in the same turn

(Katon: Bareru) - Fire Style: Barrel
Rank: A
Type: Defence
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A
Description: A wall of fire surrounds the user all around, protecting them from any attacks. Each attack (Except for Water) is most likely to be burnt.
Note: It is shaped like a cylinder. It does not have any open spaces except inside

(Katon: Kaji Mitsukai ) - Fire Stlye: Fire Angels
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 40 (40 for 20 Clones)
Damage Points: 80
Description: The user preforms the Rat,Tiger,Dragon and Dog handseals. These angels are like clones, but instead, they are made out of fire. When you get attacked the Angels/Clones will defend you or attack the opponent back

(Katon/Raiton: Ikkyou) - Fire/lighting style: Surprise
Type: Supplementary
Range: Short - long
Rank: A
Chakra: 30 (+10 to jutsu)
Damage: +20
Description: This will be used in the same time frame as a lightning release technique. The user will apply more chakra in the process. As they do they will focus upon the heat of the lightning. In doing so they can do one of two things:

1. By infusing additional chakra into the lightning technique, they will control the heat, causing flames to wrap around the lightning jutsu, making it a fire lightning combo. This will add 1 rank (20 damage) to the power of the jutsu from the extra chakra used. The fire would stay wrapped around all the lightning as it's being produced from the lightnings heat.

2. By infusing additional chakra into the lightning technique, they will convert the lightning technique to a fire technique, retaining the same shape etc. If they user used a chidori spear, it would be converted to fire, making a fire spear.

The user can only used this on one jutsu, and once they have used it they can't change it back.

Note: Usable 3 times
Note: Can't use water jutsu in the same turn as this.

(Kaen rai butoukai) - Blazing lightning balls
Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will gather there fire and lightning chakra into their hands. As they do so, they will create balls lightning that rotate rappidly generating heat, which the user controls to make create fire rapped around it, and with lightning focussed through it, making a ball of fire and lightning. The user is able to throw these balls of blazing lightning anywhere up to mid range. The user can only make 1 balls to throw from his dominant hand.
Note: Can only be used by zane and the pervy sage
Note: Can only be used 3 times
Note: Submitted by zane

(Kaen Rai Reiki) - Blazing Lightning Aura
Rank: A
Type: Attack/defend
Range: Short-Mid
Chakra Cost: 30
Damage Points: (+20 to taijutsu attacks)
Description: This is much like chidori nagashi. The user will focus their lighning chakra around their body (the lightning will not be touching the user) creating an aura of lightning. They will focus this chakra so that the lightning vibrates around their body moving faster and faster, without hurting them as it is controlled. As it moves faster, the lightning creates a mass of heat to produce flames that combine with the lightning moving around the users body. These flames wont be touching the user so he wont be burnt. This aura is used for close combat attacks and can be formed pretty quickly. When hitting something in this mode, the user will release the lightning through the object shocking it with a bolt of lightning and cause numbing/partial paralysis to living objects. Not only this, but the heat built up from the electircal current will burn the target too. And example of how this would work would be, when you go to punch an opponent, if they put their hand up to block it, you would hit their hand, shocking their hand dealing lightning damage, numb their hand from the shock for 1 turn and burn the targets hand.

Note: This mode can but used for up to a total of 4 turns in a battle.
Note: The user is more vulnerable to water attacks and would take +20 more damage if hit by a water jutsu.
Note: When this aura is active, the user can't use wind or water jutsu.
Note: This isn't using two elements at the same time, the lightning is generating the heat, i'm not creating the fire.
Note: Can't be used while in Sage mode (or similar) or with EIGs.

Katon: Brahmastra Kundala / Fire Release: O' Brahma, Curse Me
Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique has two methods of being performed. The first involves the user simply coating a held weapon, such as a shuriken, kunai or sword, in ash. The second usage instead requires handseals, and is used in situations where the user doesn’t have a weapon on them to use, or cannot apply the jutsu to their present weaponry for any reason. By performing 3 handseals, the user will create a construct of ash, being a maximum of 3 meters in length and width. When the weapon is thrown or collides with another object, or any other event occurs which will produce friction, will cause the Fire Release chakra within the weapon to activate, setting it alight with the flames of Fire Release. When the coated weapon is thrown, the weapon will erupt in a short-range blast of highly intense flames upon collision with any object, target, or surface. This ignition allows it to play on par with other Ninjutsu, particularly large-scale techniques. Blasts are always angled away from the user so as to prevent them from being injured. When interacting with other techniques, the clash follows the S&W of Fire Release.

⇒ Coatings and constructs last for 3 turns
⇒ Usable 5x per battle

(Katon: Aguni no Iki) - Fire Release: Angi's Breath
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn for contact based sustained usages)
Damage: N/A (+20) (60)
Description: Through the rapid release of chakra, the user is capable of coating an object or weapon within their possession in a flow of pure fire chakra. Alternatively, through the formation of a single handseal, the chakra can be spewed towards a desired object - in which case it will neatly wrap around the intended target upon contact. The fire chakra can be created with two distinct properties.

The first is that the chakra can be made to radiate intense heat - all focused outwards so as to not compromise the integrity of the coated structure - with the heat allowing the structure in question to burn and melt through the opposition - adding to lethality. This usage adds +20 damage points to coated projectiles, constructs or weapons, and can be used on solids, and liquids.

The second usage is that, the chakra can be utilised to grant the explosive aspect utilised in some fire techniques to an object. In which case, the fire coating will have more physical substance; and upon contacting with opposition of significant resistance, or upon command, the chakra surrounding said object will erupt outwards to produce a forceful and sudden burst of flames. When utilised on a weapon that the user remains in contact with, the bursts can be adjusted so that the explosive potential is either released all at once in a single, larger and stronger burst - or a bit at a time in the form of multiple, individually weaker eruptions. In the case of being utilised on a object near or within the users possession, the eruptions will always be angled away from the user to prevent back-fire. This usage coats objects in eruptive chakra that is equivalent to 60 damage points, with damage split among multiple coated structures or explosions.

Note:
- Each usage can only be used 3x
- Same usages cannot be used on consecutive turns
- No fire techniques above S rank next turn.
- Both usages can also be applied to the human body.
- This technique is based off of the principles of Phoenix Nail Crimson - in which shurikens are coated in non-inflamed chakra to increase their lethality by manifesting the properties of fire.
- Can only be taught by Scaze

(Farao no Hōrei #1. Uraeusu wa Kesshin) – Pharaoh’s Decree #1. Uraeus the Unwavering
Type: Offensive, Defensive
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Forming two seals, the user will flush their system with chakra, releasing it in the form of a fiery cobra that loosely coils around the user's body, completely encapsulating them. This cobra, being an elemental familiar, will attack and defend the user with autonomy, though it can also be mentally manipulated by the user. The technique's defensive ability is at its greatest while in its resting state, fully coiled around the user, with slight gaps in its body to provide the user with sightlines on the opponent whilst being thin enough to ensure maximum protection without letting anything in. The cobra being made from tangible flames, it will deflect kunai, shuriken and other basic weapons, whilst elemental attacks will interact with the technique according to the S&W scheme. The cobra can attack targets in a variety of ways, as a whip, a surging beam, or even as a constricting coil, taking advantage of its tangible nature. Whilst commanding the snake to attack outside of mid-range, it uncoils around the top half of the user’s body, leaving them vulnerable to attack. Though, the snake can be controlled to return to the user at any point, as quickly as it left. Even when coiled, it is still easily taller than any normal human being. This technique lasts for four turns and can be used three times per battle, with a single turn cooldown between uses.

(Farao no Hōrei #3. Ōshima no Oshirisu) – Pharaoh’s Decree #3. Osiris the Overlord
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A (same as targeted technique)
Description: Osiris the Overlord is a technique exemplifying mastery and control over flames and their behaviour, rather than simply producing a destructive phenomenon. Once activated, the user is able to tap into the chakra within any of their Fire techniques currently on the field, harnessing it and directly controlling them through hand gestures and movements, identically to how the individual fireballs of the Phoenix Sage Fire technique are controlled through their individual chakra masses, and more. For example, the user could change the trajectory of a Fire technique they released that would ordinarily miss due to the opponent evading it, or manipulating a fire technique to branch out and attack. Alternatively, the user could take control of one of their techniques and manipulate it to clash with an opponent’s jutsu. The ability to control jutsu on the field is not merely limited to manipulation of trajectory, but the ability to reform a technique's physical form entirely. By applying more advanced shape manipulation, the user can break a technique into smaller pieces or vice versa. For example, breaking the Great Fireball technique into two fireballs instead of one, and performing shape manipulation to give them the form of weapons. It is also possible to merge components of a technique, even entire techniques themselves, into others using this jutsu. Instead of the technique being broken apart into separate pieces, the individual pieces of chakra are compounded into each other to form a single one. The technique(s) being acted upon will behave according to its new rank (e.g. A-Rank + A-Rank = S-Rank, B-Rank/2 = C-Rank). The control afforded by this technique lasts for the duration of the turn it's used in. Splitting and re-merging techniques don't cost a move but will take a slot in the timeframe, and can each only be done once per turn. This technique is usable four times per battle, and cannot be used in consecutive turns.

Farao no Hōrei #5. Sōzō no Sugata - Pharaoh's Decree #5. Semblance of Creation
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Forming a set of 3 handseals, the user will focus their Fire chakra around the target, manifesting it around them in a formation which closely resembles the appearance of an atom. The structure itself is singular in nature, meaning that though the ring-like formations of fire around the target appear to be separate pieces, the entire technique is one whole and behaves as such. The atom itself spawns at short-range around the target, and then closes in at an alarming rate. Throughout the atom, volatile energy constantly pulsates throughout, causing it to pulse with light and heat at a constant rate. Once the atom completely converges on the target, which is done by it approaching within 1 meter of the opponent, heat will gather and concentrate in the center of the technique; which is also the location of the target. The heat will form itself into a ball of fire that rapidly expands to encapsulate the space within the atom. The orb of heat will explode once it completes the expansion and fills the atom, which will result in a localised (short-range) explosion that will easily eviscerate anything caught inside. Should the atom’s structure itself make direct contact with the opponent, they will be dealt major burns.

⇒ Usable 3x per battle
⇒ No S rank and above Fire in the same turn

(Farao no Hōrei #6. Sentōin Montu) – Pharaoh’s Decree #6. Menthu the Militant
Type: Offensive / Defensive / Supplementary
Rank: A (S)
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60 (80)
Description: By performing a sequence of 3 seals, the user will create a familiar made entirely of ash, whether by creating the ash themselves, or manipulating pre-existing ash of their own on the field (e.g. a Fire technique made of ash) to summon the familiar. If used through the latter usage, the familiar’s creation does not weaken the original jutsu which it was spawned from, though its strength is dependent on the technique it comes from. For example, if used on anything less than an A-Rank structure of ash, its damage will decrease to reflect the source technique (e.g. B-Rank source will create a B-Rank familiar). This principle can be applied to S-Rank structures as well, instead resulting in the familiar’s damage being increased, though only a single familiar can be created possessing S-Rank strength. The familiar will possess the appearance of an armored humanoid, standing at approximately two meters tall. Within its chest cavity is a small but powerful flame that keeps the familiar partially ignited at all times as a cosmetic effect, and also acts as a source through which it can form tangible weapons made of these flames by igniting and shifting the ash’s shape. These weapons can reach up to 3 meters in size, with a whip being extendable to mid-range. The strength is a single construct is equivalent to the strength of the familiar, and is divided equally in the case of more than one construct. The familiar is also able to use any Fire Release techniques the user knows within reason (techniques with pre-requisites that cannot be met, e.g. Wall of Flames, which requires a lighter, cannot be used). Both variants of this jutsu last for four turns, and cannot be used again within the turn of deactivation or in the user’s next turn. The familiar must be created at least five meters away from the target enemy. The user will be unable to use S-Rank and above Fire Release for the turn following the creation of an S-Rank familiar. This jutsu can, overall, be used thrice per battle.

Katon: Kami wo Tsunagi Tomeyō / Fire Release: O Humans, Let Us Restrain The Gods
Type: Offensive / Defensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (-10 per turn)
Damage: 60 - 80
Description: Performing 3 handseals, the user will concentrate their Fire Release chakra into the earth around them in a 5 meter radius. From the ground, countless chains of tangible fire will sprout forth, rising long-range into the sky to form a defensive perimeter around the user which can prevent most forms of offense. The chains themselves are translucent, allowing the user to see through them and keep their eyes around the battlefield. The user can also manipulate these fiery chains, which all possess spear heads on the end of their lengths, to attack the enemy from where they spawned, surging towards the target and smashing into them, causing extreme lacerations and burns. This being said, the user has total control over the direction and purpose of the chains upon their creation. The user is able to attack and defend simultaneously with this technique, sending half of the chains to attack a target or several targets, whilst keeping the other half to surround them.
Notes:
Lasts 3 turns unless cancelled
Usable 3x per battle

S - Rank

(Katon: Kage no Nidhoggr ) - Fire Release: Ifrit; The Aspect of Fire
Spoiler
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The rapid expenditure of masses of fire chakra from all over the body and the performance of three handseals will facilitate the creation of a large (up to ten meters tall), chiseled humanoid figure - complete with arcing rams horns that adorn its head and a flowing mane, comprised purely of fire chakra. This figure will be created around the user, completely surrounding him not at all unlike Suasono'; unlike the Uchiha technique however, this Djinn of chakra will lack any corporeal properties and, as a result, will have no inherent ability to defend the user from attacks or cause damage. The purpose of this humanoid is to instead interact with the users fire techniques. Firstly, this technique will passively apply the effects of 'The Phoenix Feathered' Muffler to both itself, the user, and any being that the users indicates to be part of Ifrit's protection - thus affording immunity tothe users own fire techniques, and that which is created by a spawn of their chakra such as a familiar, clone or creation(not enemies). In line with this ability comes Ifrit's capability to directly interact with fire techniques. The user will be capable of directing Ifrit to 'grab' a fire technique produced either by himself, or by his creations, with either it's main body, Ifrit's four arms, or by producing tendril like offshoots from his main body to latch onto the technique in question (tendrils can extend up to long range). Once Ifrit comes into contact with a fire technique, he will be capable of establishing governance over it - freely manipulating its form, shape, size and direction according to the users directions. The only restriction to this being that the overall quantity of flame cannot change, but a ball of flames could be stretched into a thin wall of flames. For instance, if the user were to spew a fireball while Ifrit is active, Ifrit would be capable of taking hold over the fireball with it's body and forcing it to stay in place, or orbit around the user instead of continuing linearly towards the opponent - alternatively, by attaching a tendril to the fireball, Ifrit could direct it to travel in an arc towards the opponent. Essentially, Ifrit increases the flexibility that the user has in regards to his usages of Fire Release - opening up new avenues and levels of versatility to an ability that is traditionally indiscriminate and linear. Finally, Ifrit can absorb the chakra of a fire technique of the users (thereby extinguishing its existence) and, through it's sacrifice, extend its stay on the field. A ranks and below will add two turns, while S ranks can add three.

Notes:
Ifrit can be created up to two times, with a two turn cooldown between uses (from when it ends.) He can stay on the field for four turns and, on the turn after he ends the user will be incapable of using Fire techniques A rank or above.
Ifrit's abilities also apply to advanced forms of fire such as Fire based KG/CE (Scorch, Blaze etc)

(Katon/Raiton: Mure Sai no Shuuren) Fire/Lightning Style: The Drill of the Rhinoceros Crash
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: 80
Description: The user will preform 3 handseals, and quickly spit a continuous stream of fire, which will start to spin with a great speed forming a huge drill. This rotation can be either around the user or near the user, the tip of the drill being pointed towards anywhere the user wishes it to point. As the user starts spitting the fire, the user will preform a different handseal, which will then start enveloping the fire drill with lightning chakra. As both elements start to friction on each other, the drill starts spinning substantially faster and will increase the temperature largely, all adding to the piercing power of the technique. At the user's wish, the bright drill can be shot at great speed towards the desired location, going on a straight line until the user decides to make it explode, blasting outwards multiple similar drills, significantly smaller in side.
*The large drill can shoot to Long Range, the small drills will be shot in a short range radius*
*Both phases can be done at the same time by two shinobis*
*Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
*Can't use Lightning or Fire Techniques above S rank in the next 2 turns*

(Katon: Kaika Ninetails: Dai Roku Tēru. Oshokui) | Fire Release: Flowering Ninetails: Sixth Tail; Corruption
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Allows for the release of vast amounts of pure fire chakra from all over ones body that creates an aura in the shape of nine fox tails, each twice the size of the user, that will cocoon around the users body. The tails can be manipulated to attack or defend for a time - acting as condensed chakra capable of interacting with physical objects to deal blunt and burning damage - however their real power lies in their ability to disperse into dozens, if not hundreds of seed like orbs of fire chakra that, by default pulsate outwards in all directions, but can be directed towards particular locations should the user so wish. As the seeds travel outwards they indiscriminately phase into any object, being, or technique of lesser strength and forcefully alter or distort it's properties to make it explode - with said explosions always being angled away from the user. When a structure explodes it in turn releases countless more seeds that allows for a chain reaction that can completely devastate battlefields, as the seeds are capable of making the strength of undermined techniques into their own, not weakening, but instead growing in strength and number with each clash. This ability is effective against all earth based techniques of lesser strength (Excluding crystals), opposing fire techniques of lesser strength, and water techniques two ranks lower, however it is ineffective against water techniques of A rank and above, Lightning techniques and wind techniques; A rank water techniques will simply evaporate while Lightning and Wind techniques will clash normally.

- Can only be used 2x
- No fire techniques above B rank for the rest of the turn
- Cannot be used on consecutive turns
- Can only be taught by Scaze


(Katon: Doragonburesu) | Fire Release: Dragon Breath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).
Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.

[Katon: Pirittokuru no Tankyuu] - Fire Release: Hot Pursuit
Rank: S
Type:Attack/Defense
Range: short/long
Chakra cost: 40
Damage points: 80
Description:The user gather huge amount of katon chakra ,As he feel it he put it into his hand,As the chakra channel into his hand he make dragon and tiger hand seal then he slam his hand into the ground ,as he touch the ground with his hand he release the chakra into the ground creating alot of falme pillars that go towards the enemy into a line shape till it hit him
Note: Can only be used 2 times per battle
Note: Can't use any Katon jutsu on the same turn and Katon above A-Rank on the next
Note: Must master katon and aact
Note: Can't use it on the next turn

[Katon : Bakuretsu Honoo Katana No Jutsu] - Fire Release : Explosive Flame Blades Technique
Type: Attack
Rank: S
Range: Short- Long
Chakra cost: 40
Damage points: 80
Description : User ignites his/her arms and generates long torrents of flames from them, which move to hit the enemy in a spiraling formation. Each connecting strike seems to generate a powerful burning explosion, It has two different uses , one the user can use it as a normal s ranked katon attack so the flame go directly towards the opponent , two the user can create a several ropes made of flame ,tiding the opponent and melting his skin
Note: Can only be used 3 times
Note: Can't use any katon jutsu at the same turn
Note: Can't use higher than A rank katon technique on the next turn
Note: Must be Sannin ranked or above

(Katon: Kakatsu no Verbti)- Fire Release: Jurisdiction of Verbti
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 chakra per turn to sustain)
Damage Points: N/A (80 for explosion, 20 when contact with the enemy is made)
Description: The user will gather a large amount of fire chakra, perform 3 hand seals, and release outward from their mouth a dense amount of ash. The user through shape manipulation will turn the ash into a demonic, and aggressive creature. Having a wavy exterior and body composition similar to a human, black in color, with a reddish hue in the outer layer of the creature. This beast of ash is around two meters in length. This beast has a special ability, through its impressive movement and lightweight of ash, it can travel along the ground with great ease and float in the air (movement that can be traced with the naked eye), but also interact with dense, earth-like material, burning anything it touches into ashes, the beast will use this ash it burns for its own deeds, allowing the ash to essentially "stick" on to the beast. This has the beast become larger in size (doubles in size with every interaction it comes with, and the structure must be larger then its body is currently when interacting with it) growing with every earth object it comes into interaction with, however, its overall ability and power remains relatively the same, it simply contains an advantage in brute force. Its second ability, is its adaptability with its own body structure, the beast can split himself in multiple "clones" of itself, each being weaker then the other, with up to eight being able to be made (Each would be C-Rank). These beasts will remain relatively the same, in how it attacks, being able to burn and create explosions relative to its size and rank. They can also come back together, reforging into themselves and its previous state as one body, or simply less bodies then before. Each time they split, the bodies will be decreased in half from its previous size. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. This beast can subdue the opponent by covering them completely with its body, burning them to pulp, it can perform basic body-art movements, where it can skin a person with every attack, or it can be set a blaze to create a large explosion (explosion size is equivalent to the size of its body).

Note: Can only be taught by Noni
Note: Beast lasts for four turns (unless cancelled)
Note: Can only be used twice per battle
Note: Requires two turn cool down before re-use
Note: Cannot use fire S-Rank or above the turn the beast is created
Note: Follows elemental strength and weakness

(Katon: Gurēto-en kuraudo no Jutsu) - Fire Release: Great Flame Cloud Technique
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Boar → Tiger hand seals and the user inhales air while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth toward the sky. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time, in this instance the clouds within range. These massive streamed intense flames from the user have enormous range and can cover a huge area; forming a soggy-cloud like state of flames that cover the area skies. The main advantage of the technique is that it can inhibit/ seal of the skies as an escape route, for the above sky is sizzling hot. While also heated air directly above, will be creating a sharp shift in air density levels near the ground. As light passes between the different levels, it will bend, creating mirages.

Note: The heat wave lasts for three turns.
Note: No S-Rank or above Katon in the user's same or next turn

( Katon: Hakkō matsuri) | Fire Release: Luminous Festival
Type : Offensive
Rank : S
Range : Short-Mid
Chakra cost : 40 (-15 every turn)
Damage points : 80
Description : This is one of those jutsus, which is not only powerful, but also appealing to the eye. It gets its name from its ability to illuminate the dark night with its powerful light source. The user begins by clapping his hands together, in a praying style. Suddenly, a ring of fire appears around him, close to his body (giving enough room for him to move around easily). The ring covers only the user's torso, so it's more like a cylinder. As soon as the ring materializes, 4 beams of fire shoot out from all around the user, from the ring, from his chestal level. So, one would shoot from his chest, one from his back, and two from either side of the shoulders. The fire beams are released continuously, and so it looks like steadily emitted laser lights. Similarly, 4 fire beams are released from the ring, from the user's abdominal level as well. These beams of fire are very concentrated due to which they can cut through huge boulders with ease. Apart from their incredibly sharp cutting ability, they will also evaporate all the moisture in the air, due to the intense heat. The second phase starts when the user forms a single handseal, to make the ring rotate around him at very high speeds, as fast as a ceiling fan rotates (but can still be tracked by naked eyes). The upper part of the ring rotates clock wise, while the lower part rotates counter-clockwise. This means that the beams too, rotate with similar velocity, as they are emitted from the ring. The two phases happen very quickly, and as such happen as fast as other techniques.
Note:
~ Can only be used twice (with 5 turns cool down).
~ Ring stays active for 3 turn (unless the user chooses to deactivate it) ~ The ring stays around the user wherever he goes.
~ Cannot use other fire techniques above A-Rank in the same turn.
~ Cannot use other fire techniques above S-Rank in the next turn.
~ Can only use fire release techniques when this is active.
~ Can only be taught by Python

(Katon: Kogeta poppukōn) | Fire Release: Burnt Popcorn
Type: Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user begins by charging his fire chakra at both his (index) finger tips, creating matter that is very hot before shooting it at the opponent. The matter which is as small as a popcorn is shot at a considerable speed towards the opponent (equivalent to the speed of a Kage Ranked shinobi). The beauty of the jutsu is that, the matter is actually aimed at the area around the opponent. The moment it comes in contact with an obstruction, it explodes creating a flames that can burn the opponent, before multiplying and creating another copy of the matter which is as hot and as dangerous as the original one. Once doubled up, they bounce like popcorns (when they're baked) and land somewhere around the opponent again, to repeat the process. The entire process continues till the matter multiplies from 2 to 32 which produces enough explosion and fire power to destroy/burn down huge summons and incinerate them. However, if the popcorn is shot directly at the opponent, it will only cause minor damage (C-Rank) as compared to the full effect. Should the initial matter hit a water source (above C-Rank) it would be extinguished. Otherwise, it will start multiplying prematurely.
Note:
* Can only be used two times.
* Cannot be used in consecutive turns.
* User cannot use other Fire techniques of A-Rank and above in the same turn.
* User cannot use other Fire techniques above S-Rank in the next turn.
* Can only be taught by Python

Fire Style; Infernal prison (katon; inferunul keimusho)
Rank; S
Type; Attack
Range; Short-mid(on the ground where the glyph was formed)
Chakra;40
Damage; 80(10 to the user)
Description; The user summons flame in a circular glyph under the opponents feet. As long as the target is on the ground the attack is really difficult to avoid, The glyph can be moved and the flame comes from 4 corners of the glyph.. The flames are very voilent and harmful at contact.

Katon: Arutemisu Keshin | Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.

(Katon: Irikuchi Bieuchi II) ♌ Fire Release: Gate of Babylon II
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: After performing the Tiger → Ox hand seals, the user will release huge amounts of fire chakra into the air within range. The user will open either one-three fiery walls(s) ten by ten meters in dimensions. These ten by ten meter fiery red wall(s) can be created at least ten meters away from the desired target, or three meters behind the user himself to be used as frontal protection. The wall(s) can be created in any direction imaginable, slanted, behind, above, aides etc, as long as they stay "flat" like a wall and not curved. These walls are unable to be created underneath the opponent. As the wall(s) are created, countless ripples can be seen, as fire-based weapons emerge from within each individual ripple, ranging from long double edged swords to spears, maces, and even halberds, retaining their average size. The user has complete control of where the weapons will emerge within the portal, this is to avoid self inflicted damage should he choose to utilize the wall(s) behind him. The fire-based weapons will be seen emerging very slowly as if in slow-motion, however at any moment, the user can release all weapons simultaneously as a wave of projectile attacks by causing the ripples to "burst" sending them at increased speed. The speed in which the projectiles travel can be compared to "Fire Release: Great Dragon Fire Technique". Although tangible, the fire-based projectiles can punch through concrete like other similar fire techniques.

Notes:
- Can be used three times per battle
- No other A ranked or above fire techniques in the same turn
- No other Gate of Babylon techniques in the same turn
- No fire techniques above S rank next turn
- Must be taught by Mathias

(Katon: Moeru hebi no kiba) - Fire Release: Burning Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique fire technique can be performed in two ways, as a single stand alone technique which requires two handseals, dragon and tiger followed by the clapping of the hands. Using it in this form allows the user to manifest a fiery portal similar to the earth release mud drop. However instead of mud forming in this portal a large torrent of fire shaped as snakes will pour out surrounding a target or targets and wrapping around them. The fire while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are solid in nature much like the dragon head fireballs making their binding ability quite impressive preventing an enemy wrapped in them from moving freely. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another fire or wind technique and will cause the snakes to burst forth from the user merging with the preexisting technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the flaming snakes. This usage is considered as an active boost and follows the rules and restrictions of such.

Note: May be used two times per battle overall.
Note: If combined with a wind technique in it's second form it will be considered a fire/wind combo. Combined with a fire technique just creates a stronger fire.
Note: No fire jutsu above A rank in the following turn.
Note: The portal is made in the sky like the mud drop technique atleast 10m above the opponent
Note: May only be taught by Jhin

(Katon: Hepaisutosu no Seiiki) – Fire Release: Hephaestus’s Sanctum
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Mid – Long
Chakra: 40 (-15 per turn to sustain)
Damage: 80
Description: Hephaestus’s Sanctum is a technique in which the user is able to produce flames in the air on the battlefield through the rapid conversion of fire chakra by quickly weaving the Tiger, Boar, and Snake hand seals. The flames produced undergo heavy shape manipulation which are then materialized in at a minimum of a radius of mid-range from the user treating the user as a center point effectively creating a dome of fire around the user. The fire, having undergone extremely precise shape manipulation becomes effectively solid. Upon completion the user may maintain the dome for as long as they please or they may produce from it, through the use of an additional hand seal, spikes that can reach up to a maximum of short-range from their point of creation on the walls of the dome either inside or outside. Should the user desire to end the technique they may either release it as normal or cause the dome to converge on the center point. The dome, being made of the user’s chakra, will not harm the user upon convergence. Once fully converged upon the user the dome will suddenly expand outward creating an immense firestorm that reaches up to long-range around the user.
Note: Can only be used once (1) per battle.
Note: No A-Rank or above fire techniques in the same or next turn.
Note: The user must maintain this technique; as such they cannot use other techniques while this technique is active.
Note: Can only be taught by Drackos

((Katon: Saiha Ba-suto) - Fire Release: Blazing Blade Burst
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user begins by gathering up an enormous amount of fire chakra into each of their fists or feet. Along the same lines as it's parent technique (Katon: Saiha) Fire Release: Blazing Blade, the user manipulates the fire into dense blades, long and thin with a severe cutting potential almost like boomerangs. However instead of holding the fire and continually feeding it the user releases it with swift punching or kicking motions from these punching or kicking motions multiple blade like projectiles are formed and sent out with the maximum being five. These can range in size from as small as a kunai to as long as five meters. They are able to pierce through dense earth A rank and below. When they come in contact with an opponent they can cause very deep searing wounds that cauterize themselves cutting off blood vessels and stopping blood flow. They can pierce deep enough to cause severe internal damage and can cut off whole limbs if the opponent is struck correctly. These projectiles cannot be controlled once released, but can be very useful in short - long range. Only five consecutive blades can be shot off and after the blades make contact and cut through something they rebound hitting it again before exploding into a dense explosion of fire that can catch even solid earth on fire. The fire burns until it's put out by an opposing force.
Note: Can be used twice per battle
Note: The user is unable to use S rank fire techniques in the same turn

(Katon: Ka Stáfe ) - Fire style: Mosquito Staff
Rank: S
Type: Attack
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation while releasing fire from his palms and forms a staff made of condensed fire. The staff is approximately the same height as the user and about a foot in diameter and is very much similar to that of the flaming dragon heads that took on a more solidified state of fire.
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank blade able to cut through most objects like butter
Mid range use:
The staff can also be used at a range, in which it gained.its name "Mosquito staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a Mosquito's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While being controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal which results in the fire exploding into a 7m wide vortex of flames that would burn things to a crisp.

~ Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then it ends that same turn..

(Ήφαιστος' Καταραμένο Άρσεναλ Khryselakatos ) - Hephaestus' Cursed Arsenal of the Golden Shaft
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Attack points: 80
Description: Derived from the Strike of Artemis, the user channels fire chakra to his hands, coating them in a highly flammable and hot ash which begins to "overflow" from his hand, pieces of ash being seen falling from it as it ever grows, constantly dropping chakra and constantly reforming it, forming a Odama Rasengan size of cloud like ash in his hand. As this ash constantly grows, the user holds his arm outwards, adding lightning chakra to this creation, giving it a hotter temperature as well as causing it to maintain an erosive like property, capable of eating through earth jutsus of one rank higher and below through burning through the earth at high temperatures via fire chakra and the natural effect lightning has on earth jutsus when in contact with one another. As the lightning is channeled, the user draws his remaining hand back as multiple arrows begin to form from the ash. Forming the arrows, the user wills them forward, causing the ash to be released in a powerful burst, the ash lingering in trails as the arrows are released. Upon reaching their target, these arrows strike with great force despite it's pseudo-solidity properties due to the lightning chakra imbibed in the arrows, piercing through earthen defenses with little power or momentum lost, the ash spreading across the earth jutsu defense erroding it (this only works if the earth jutsu is of equal or lower rank), the lightning in the ash allowing for this. Should the arrows reach the target, the user is able to control these arrows via hand movements, the trail of ash still emanating from the arrows. Upon his signal, the user can cause the arrows to detonate, causing an explosion that spans short range of these arrows and cause the trails of ash to detonate, creating an A ranked stream of fire behind these arrows, following the path the user willed the arrows to travel.
Note: Can only be used twice
Note: After using, takes 2 turns before being able to use again
Note: Cannot use any Fire jutsu of S rank and higher next turn and no lightning above S rank next turn.
Note: Can last up to 3 turns if the user continiously controls the arrows, spending 30 chakra per turn. If active, the user can only use one technique per turn.
Note: Costs 2 moves of the users 3 per turn

(Katon: Ryūhonō kyūzō) – Fire Release: Dragon Flame Explosion
Type: Offensive
Rank: S
Range: Mid
Chakra Cost: 40
Damage Points: 80
Description: This is a variant of the original "Fire Release: Twin Crushing Meteors" technique, in which after the user forms 4 other handseals, a portal is created above the opponent which is similar to the "Earth Release: Sticky Earth Drop" technique, summoning one Large sized dragon that heads onto the opponent from above him, when used solely this technique can only make the dragon that hits the opponent head on delivering burning damage to them, however when this technique is used after/in conjunction with the "Fire Release: Twin Crushing Meteors" technique the Fire dragon and the two meteor sized fireballs resonate with one another, forming a semi transparent pyramid shaped barrier of fire around the opponent which can be clearly seen with normal eyes, which explodes eradicating anyone within the barrier, The Dragon is normally made at least 5 meters above the opponent's height.
Note: Can only be used twice.
Note: No S-rank or above fire techniques for the next turn.

(Katon: Yuudoku Kaen ) - Fire Style: Toxic Flame
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (+10 if used twice in a row)
Damage Points: 80
Description: After preforming Bird,Ram,Dog and Tiger hand seals, the user focuses their chakra into their left hand. When the fire contacts the opponent, it should burn through their organs and spine, causing a large hole in their body

(Katon: Barioria no Unmei) | Fire Release: Doom of Valyria
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: An extremely powerful jutsu, Doom of Valyria allows the user to (after making 4 handseals) flood immense amounts of fire chakra into the ground, and through it raise gigantic pillar(s) of fire. These pillars will spiral ferociously as they rise which, is not just a cosmetic effect, but rather serves to imbue the rising flame with the effects of ‘Aggravate’. That is, the rotating columns of fire will, through use of convection, create shifting high to low, and low to high airflows that will serve to exert a powerful suction effect. The suction effect will span out up to short range away from the pillars, and can neutralise propulsion forces of B rank and below. The scale of this technique can be such that it would be capable of affecting large swathes of land, each pillar affecting up to a short ranged radius area and towering up to 15 meters into the sky

Note:
This technique can only be used twice, with a two turn cooldown in between uses. Once used, the user will be barred from utilising fire techniques above B rank for the rest of the turn, and cannot use fire above S rank next turn. Because of its effects, this technique is potentially fatal if used within short range of the user, unless they have some kind of countermeasure

[Katon: Karyū no Hōkō 火竜の咆哮] Fire Style: Fire Dragon's Roar.
Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels massive amounts of Fire chakra throughout the body entirely. Once this is done the user will bring the chakra up through the throat, and breathe a long line of super heated fire that moves at a rapid rate and becomes a large fireball that burns his opponent.
►Must be Kage Rank.
►Can only be used 3 times per battle.
►No A rank or above fire techniques the following turn

[Katon: Karyū no Kōen 火竜の煌炎] Fire Style: Fire Dragon's Brilliant Flame.
Rank: S
Type: Offense-Defense.
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80 (-10 damage to user)
Description: The user will channel massive amounts of Fire chakra throughout the arm's, the hand's will then ignite around the skin. The user will then clap those hand's together which causes an explosive reaction destroying everything around him.
►Can only be used once per battle.
►No A rank or above fire techniques the following turn

[Katon: Karyū no Yokugeki 火竜の翼撃] Fire Style: Fire Dragon's Wing Attack.
Rank: S
Type: Offense.
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80
Description: The user jumps into the air, focusing massive amounts of Fire chakra in the arm's, and then he ignites two streams of fire from the hands, then swings the streams of flames at his opponent, blowing them away.
►Can only be used Twice Per battle.
►No A rank or above fire techniques the following turn

[Katon: Karyū no Kagitsume 火竜の鉤爪] Fire Style: Fire Dragon's Claw.
Rank: S
Type: Offense.
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80
Description: The user channel's his/her Katon chakra into the lower leg, and ignites the feet with a very large flame to increase the power of his kicks. He can also use the strong ensuing flames to jet-propel him in any direction he wishes.
►Can be used 3 times in a battle.
►No A rank or above fire techniques the following turn

(Kaen Rai kousen) - Blazing lightning Beam
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lighting chakra into their middle and index finger. The user will then point air their target releasing a concentrated blast of fire, with a 1 inch diameter. Around the fire the lightning will be wrapped/coiled around it, hitting the target in sync at great speeds.

Note: No water jutsu in the same turn.
Note: Useable 2 times

(Kaen Tatsumaki) - Blazing Tornado
Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra Cost: 80
Damage Points: 100
Description: The user combines there wind and fire chakra together to create this ultimate attack. First the user will build up there chakra in the air quickly creating a high powered tornado, then by adding there fire chakra to it the tornado will be set ablaze creating a fire/wind combo thats very dangerrous. This attack can be created infront of or around the opponent, but if the user is withing short range of this attack they will take the same amount of damage.

Note: Can only be used once
Note: No s ranks or above the next turn
Note: User will take 30 damage too if its used at mid range

(Kaen rai otakebi) - Blazing lightning roar
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lighting chakra into their gullet. Then the user will release an intense blast of fire and lighting at the target of his choice. The fire blast errupts from the users mouth with a 1 ft diameter and as it's released the lighting coils around the fire blast making a 2 element blast.
Note: Useable twice
Note: No water jutsu in the same turn.

(Kaen rai ken) - Blazing lightning blade
Rank: S
Type: Attack
Range: Short-mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather a large amount of fire and lightning chakra around their fist. They will focus the lightning chakra to make it sharp, while they control the fire to surround the sharp shaped lightning. The user will then punch at their target, the lighting will cut what it comes into contact with (within reason, like not Forbidden ranked stuff) while the fire will be released in a huge burst blasting forwards to mid range burning what ever the user has hit with the lighting wrapped around the flames to shock and numb what ever it hits for 1 turn.
Note: useable twice
Note: No water jutsu in the same turn

(Farao no Hōrei #2. Horusu no Shinsei) – Pharaoh’s Decree #2. Horus the Highborn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Drawing on a large amount of chakra, the user will perform 4 handseals, spewing forth a mass of condensed fire. Using shape manipulation, the fire will take on the form of a large falcon 5 meters tall with a wingspan of 10 meters. When released, the falcon is able to act of both its own accord and on instruction of the user. It can circle the foe from above and survey the battlefield, or pursue the target relentlessly, as examples. Due to the tangible nature of the fire, bestowed upon it by way of being condensed, the falcon will easily deflect weapons such as kunai and shuriken, and interact with techniques based on the S&W scheme. Upon being neutralised, or striking its intended target, the falcon will violently explode, creating a short-range blast that will obliterate anything within its vicinity. An additional ability of the falcon is its splitting capability. Should the user desire it, they can forcefully split the falcon into separate pieces, allowing for offensive action that covers more than one angle. The user is able to decide the amount of power that is divided between each individual falcon, with the size of each falcon being indicative of the individual power differences. At will, the user can also re-merge the individual falcons back into its singular, original form before splitting, or only re-merge some of the falcons. Once this is done, the strength and size of the falcon will return to its original state prior to splitting, whilst a falcon that has partially re-merged will upscale in strength but will obviously not be as strong as a fully re-merged falcon. Splitting and re-merging falcons does not cost a move but will take a slot in the timeframe, and can each only be done once per turn. This technique lasts for four turns and is usable twice per battle, with a two-turn cooldown between usages upon deactivation. Whilst active, this technique cannot be used again.

Katon: Kami wo Tsunagi Tomeyō / Fire Release: O Humans, Let Us Restrain The Gods
Type: Offensive / Defensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (-10 per turn)
Damage: 60 - 80
Description: Performing 3 handseals, the user will concentrate their Fire Release chakra into the earth around them in a 5 meter radius. From the ground, countless chains of tangible fire will sprout forth, rising long-range into the sky to form a defensive perimeter around the user which can prevent most forms of offense. The chains themselves are translucent, allowing the user to see through them and keep their eyes around the battlefield. The user can also manipulate these fiery chains, which all possess spear heads on the end of their lengths, to attack the enemy from where they spawned, surging towards the target and smashing into them, causing extreme lacerations and burns. This being said, the user has total control over the direction and purpose of the chains upon their creation. The user is able to attack and defend simultaneously with this technique, sending half of the chains to attack a target or several targets, whilst keeping the other half to surround them.
Notes:
Lasts 3 turns unless cancelled
Usable 3x per battle

(Ten no ryū no keiji) Fire Style/Sealing Arts: Revelations of the Celestial Dragon
Type: Supplementary/Offensive
Rank: S
Range: Short-Long (Mid-Long)
Chakra Cost: 40
Damage Points: NA (80)
Description: The user first performs three hand seals, and begins to focus their fire chakra in front of them. In a matter of seconds a massive dragon composed entirely out of flames will manifest itself in front of the user. This dragon rivals the size of the Great Stone Golem Jutsu. Immediately as the dragon is created, the user user streams a sealing tag coated in a layer of chakra onto the dragon in order to avoid damage to the seal. It is possible for the seal to be placed on the dragon due to how the dragon holds the property of being solid. Once the sealing tag is in place, the dragon then propels itself into the sky at an accelerated speed; it continues to move upwards until it is directly above the target which must be at least five meters away. When in position above the target, it is then that the sealing tag in the dragon activates and a wide array of metallic wires rain down from above towards the target. None of the wires are aimed directly at the enemy, but instead are used to pierce the land around target in a circular manner until a prison of wires has been formed around them. The maximum distance these wires can be placed at is ten meters; which is precisely why it has to be performed at least Mid range distance away. At the same time as the wires are raining down; flames from the fire dragon will begin to be imbued into the wires until the dragon has been completely dissipated into the wires. Once completed, the victim will be confined inside of a dome of flames/wires with height/width being at least five meters or a maximum of ten. While entrapped inside of the barrier, its temperature will skyrocket making one quickly fatigued. The main offensive purpose of this technique comes from the user's ability to launch fire coated wires that have been heated to extreme temperatures towards the targets from just about any angle available. These wires are able to easily pierce through human flesh if wanted or can be used to restrain an enemy, but will cause severe burns to their body if doing so. If wanted, the user can choose to release the flame infused wires to directly attack the target when they are first raining down feel the sky. Alternatively, there is another method of utilizing this technique, where the user can simply propel the dragon directly towards an enemy after placing the sealing tag on it. While the dragon is in motion the user activates the sealing tags causing the metallic wires to instantly be expelled from the dragon and be heated to scorching temperatures from the flames. These wires now can be used to submerge underground to surprise an enemy and throw them off or simply burst until a wide scale array of wires that can be used to attack nearby enemies or the target themselves in a variety of ways. How the wires are utilized is up to the user, but cannot exceed five meters in length. When the dragon itself makes contact with a target will explode on impact, and will send small patches of flames throughout the air up to five meters in a circular manner, but are simply freeform fires.

Note: Can only be used twice with a two cool down between usages.
Note: No Fire or Fūinjutsu above B-rank next turn

Katon: Shiranuigata Guren Hōōken) - Hidden Fire Form - Crimson Lotus: Phoenix Blade
Type: Offensive
Rank: S
Range: Short - Mid range
Chakra cost: 40
Damage points: 80
Description: Using a style similar to the fire dragon slayer, the user will gather a large amount of fire chakra and release it throughout their entire body in a huge surge. In doing this they will cover their entire body in focused flames that don't harm them (or anyone around them) while at the same time they release a extremely powerful jet of fire from their feet to propel them in a chosen direction like a rocket, shot at fast speed. It will look like the user is shot like an overly large flaming arrow, but that's not all. As the the user is shot through the air, they release pulses of fire around their body (in short range) that look like bright rings of flame, this helps them to break through larger defenses and destroy anything (following strengths and weaknesses of Fire) in their path to reach their target. As they hit their target with a punch or even a headbutt, the strike will be extremely powerful due to the pushing force behind it from the propelling fire, able to cause blunt trauma. As they reach their target the user can release the fire around them outwards to mid range in a destructive explosion outwards from them. The user being the epicenter wouldn't be harmed by this but anyone caught in the blast would have 3rd degree burns and internal damage from the explosive force of the near solid fire, like Sasuke's fire dragon jutsu.
Note: usable twice
Note: No water jutsu in this or the following turn
Note: No jutsu above A rank in the following turn.

F - Rank
(Katon: Karite Souhou) - Fire Release: Grasp From Beyond
Type: Offensive
Rank: Forbidden
Range: Short (Contact) - Long (radius)
Chakra: 50
Damage: 90 (-40 to the users arm)
Description: The user will begin by making the string of handsigns (Tiger → Dragon → Tiger → Monkey → Snake → Dog → Tiger → Dragon → Half Tiger) required to use this technique, while simultaneously building a large amount of Fire Release chakra within their body. What is unique about this technique is that it uses the user's own body as a catalyst for the technique to be invoked. Once the user finishes building the large amount of fire chakra in their body they will attempt to grab onto the target with their dominant hand, or they can use both hands if they choose, then they will cause the large amount of fire chakra to rapidly flow into their arm(s) that have a hold of the target. Due to the immense amount of fire chakra flowing through the user's arm it can be seen flowing through the user's chakra system as red chakra with the appearance of veins even without dojutsu. An extremely large amount of heat is given off as the fire chakra travels through the user's arm so much so that it actually cause heavy damage to the user's arm causing it to become a black-charred color.

Then the user will release the chakra on the target, causing a massive pillar of red fire to consume the target. The massive pillar of fire extends 40-50 meters in the air and not only incinerates the target completely but a large radius around the pillar. The destructive power of the force of the explosion is so great that it is capable of completely decimating solid steel structures, incinerating anyone within its radius, and able to destroy a large chunk of a village the size of Konohagakure. The after effect leaving a massive scorched crater with the user lying in it. Despite its destructive power, the user is able to survive, they do this by flowing an additional amount of fire chakra all around their body, shoulders and backwards, chest, so forth. This protects any vital organs from being severely damaged from this dangerous technique, however, the arm they used will be completely unusable for the reminder of the battle. Thus, that said the user is unable to perform any techniques that require the use of hand seals, or hand gestures.

Notes:
- Must have a fire specialty; either first or second.
- Can only be used once per-match.
- No fire techniques in the same turn as this, or for two turns after of any rank.
- Can only be taught by Nathan
- The users arm is beyond repair for medjutsu and or kinjutsu.
- No jutsu S rank or above in the following turn

Katon: Gōruden'īguru no idai-sa |Fire Style: The Greatness Of The Golden Eagle.
Type: Offense/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50(-20 per turn)
Damage: 90-20 per turn)
Description:
The user focuses his fire chakra throughout his body and performs the Boar, tiger and Dog hand seals and then slams his two hands on the ground creating in the process SIX golden eagles in the process, each of these eagle are roughly seventy centimeters in length with a wingspan of 2.40 meters capable of covering great landscapes and terrain in due time. The golden eagles each can move individually on their own and are controlled by the user of the technique, they can either cascade and bombard on the opponent in a synchronized fashion or manner or each individually attack the opponent at the user discretion, unlike normal flying summons the six golden eagles cannot provide aerial view or vision to the user since they are not visually linked. The golden eagles can also be combined and joined together as one single golden eagle which main role is primarily attack and in doing so its sheer sizes expands with it now have a size exceed eight centimeters when standing and a wing span of 2.50 meters. Each of the golden eagles requires constant chakra control thus barring the user from using any other elemental technique other than fire during the duration of its process,should the user begin to use other elemental natures before the duration runs out or before discontinuing chakra flow the birds dissipate.

Note: Can only be used Once.
Note: It Last for only three turns
Note: -20 Chakra Cost to Maintain
Note:Can not use other elements except fire while active
Note: The user loses two ranks in speed for 2 turns due to the strain of the technique.

(Katon: Kuryouken)- Fire Release: Baskerville
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-15 to user) Description:
The user will begin this technique by channelling fire chakra through their arms and into their hands. Due to the amount of chakra that travels through their arm, the user experiences an incredibly painful level of damage to the limb which causes a degree of numbness. The user then proceeds to clap their hands together and from them a huge amount of superheated ash will spew forth. This ash has a unique composition that unlike normal ash is formed of dense, heavy particles which without the aid of chakra, would only hang in the air for a limited time before falling to the ground.(As a secondary effect the heavy ash is unaffected by conventional wind blasts that could disperse regular ash.) Upon being formed the ash will first quickly surround the user before it billows upwards to form into a large cloud of ash shaped like the head of a Hellhound.

As it surrounds them the user will manipulate the ash so as to not come into direct contact with it, keeping it a distance from their body without jeopardizing its form.Due to the ash's density and heat it will not allow any threat to effect or pass through it unscathed(following elemental adv/disadv). The user can form either one, two or three heads depending on their needs but doing so however will decrease the rank for each respective head (eg. S rank each for two heads).

The Hellhound is intangible in form, allowing it to pass around and through solid/physical obstructions that would hinder tangible objects while remaining unaffected. As the Hellhound makes contact with and passes through targets or techniques it would incinerate them from the exposure while causing a layer of ash to stick to them. The layer of ash would encase the target or technique, forming a compact shell over them that would make it quite difficult to move. The heavy ash by nature is sparingly spread out while in the air which makes it impossible to ignite under normal circumstances, however when it is concentrated in a layer it is able to be ignited by external sources which has explosive results. When the hellhound is sent to attack the entirety of the ash goes with it, so it no longer surrounds the user.

Note:
~Can only be used once per battle
~No katon techniques above S rank in the same turn or the next
~Due to the damage to the users arms they cannot use arm-based taijutsu attacks in the same turn or the next two turns.
~Can only be taught by xHoudinii
 
Last edited:

Alyx

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Water Release

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D - Rank
N/A

C - Rank
N/A

B - Rank

(Suiton: Poseidon no Karamitikurappu) - Water Release: Calamity Clap of Poseidon
Type: Offensive/Attack
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: After weaving ten handseals, the user will channel their chakra into the air around their target, gathering existing moisture in the air and creating moisture out of their released chakra. Once the very visible but small water bubbles of moisture imprison their target, being exactly ten feet away from each side and angle of the opponent, the small bubbles of water turn into spikes, all facing towards the opponent. Once the user claps, controlling and commanding the spikes, they dart towards the opponent at an alarming rate, aiming to pierce all angles around the target, encasing them in a spiked water coffin. If the user has a water affinity, the technique is exceptionally fast.

- Can only be used once per battle
- Cannot use any water techniques in the next turn
- Can only be taught by Moxxi


(Suiton: Poseidon no Paradokkusu) | Water Release: Poseidon's Paradox
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: +20
Description: A water technique which is ironically made so as to empower fire techniques. This technique essentially allows the user to preserve, enhance and materialize the moisture surrounding a fire technique, rapidly converting it into highly volatile sticky water that surges into the fire technique in question. The sudden materialization of such volatile water, and its sudden ignition by fire results in the water/flames exploding. The combination of flaming sticky water and erupting flames showering the surrounding area so as to incinerate and blast away anything caught within the explosion radius, with the sticky aspect of the water making sure that any victim unlucky enough to come into the briefest of contact with the exploding flames will be plagued by the napalm like super hot flaming water that will cling to their bodies and ignite anything else that may be flammable. This jutsu is performed through use of an additional hand-seal directly after a fire technique so that this jutsu may be used in such quick succession that it, and its predecessor fire technique occur in more or less the same time frame. Because of this techniques successive speed, it's best utilised in conjunction with ground originating fire techniques such as erupting fire pillars so as to produce the full effect of a violent and erratic explosion of fire, and to surprise and overwhelm an unsuspecting opponent. However the eruption can also be made to be more tamed and directional should the user manipulate the manner in which the water surges in, I.e making it surge in from behind the flames would result in a more forwardly based explosion, which would allow for its effective use alongside projectile based fire techniques. For instance empowering a released fireball from behind would create a unidirectional eruption, which would send a violent and shapeless maelstrom of spurting flames that would lather anything in, or near its path in an inflamed napalm like liquid, blasting forwards towards an enemy.

Note:
- Can only be used 3x
- Cannot be used on consecutive turns
- No water techniques above A rank for the rest of the turn.
- Can only be taught by Scaze
- Cannot be used on sustained fire techniques (flamethrowers)
- Is also useable on fire CE and ignited flammable substances (such as ignited toad oil) (within reason). But cannot be used with Mystic Fire
- This technique can only be used on an alternate source of fire twice, and if used twice on an alternate source of fire then the user cannot use this technique again
- Can only be used on the turn as the targeted fire technique

(Suiton: kensei no doragon ) ɸ Water Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialized for those who have great control over their water chakra. This is usually used in close combat where the user will release their water chakra around a part of their body covering them in water. This water is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this water created be the user, it will great a burst of water on impact from the user, creating seveal torrents that flies forwards which can send the opponent back into mid-range with damage and in pain.
ɸ Can stay active for 2 turns at a time
ɸ Can't use earth jutsu while it lasts.

(Suiton: Mizu Bakudan) Water style: Water Bomb
Rank: B
Range: Short-long
Damage: 10 (per orb) or 30 ( collectively)
Chakra: 30
Description: The user pulls water from plants, or near-by water sources to form orbs of water (up to 5 +10 chakra for each orb after that) that can either be detonated by enemy touch or by the user themselves. The justu can remain dormant until set off. When detonated, the orbs send water Senbon out in every direction. If activated by user, all orbs are detonated, if detonated by enemy, only the touched orb is detonated. (- 5 chakra per orb per turn.)

A - Rank
Suiton: Taki Chō Shi no Wana) - Water Release: Waterfall Butterfly Death Trap
Type: Offensive/Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: By weaving six handseals, the user puts both hands forward and creates a construct composed of butterfly wings, a butterfly body and with the head of a Venus Flytrap plant a few feet away from the user's torso. This water beast is summoned with a slow chomping motion already developing as its head is formed, giving off a very intimidating appearance. As the user shoots it forward, the further it goes, the faster it chomps and the more pressure will be placed into its bite although the bite can be fatal at any range depending on how it is used. It is a streamed technique, so once the user sets this in motion, no technique can be used until after this technique is over with. This technique is very fast and very versatile, able to cut corners and take sharp turns very quickly and still meet its mark. Once it comes into contact with the target, the teeth of the Venus Flytrap bites down onto its prey, able to pierce flesh and bone and able to anchor an opponent in their current position by wrapping it's wings and body around the bitten target, making them vulnerable to another attack.

- Can only be used twice per battle
- Can only be taught by Moxxi

(Suiton: Kura Ken Sōryo No Kibishi Jugyō) — Water Style: The Kraken Priestess Harsh Lesson
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The Kraken Priestess harsh lesson is a technique that relies heavily on preexisting water sources, where it may be applied to any water source that is not inhibited by foreign chakra, an exception being if it is of a weaker amount. The technique may also be used on water style techniques that the user has previously performed. The technique is activated when the user performs the ram hand seal. After doing so, the water technique or water source that it is intended for, will sprout several if not many massive tentacles that will come forth from the water with intense speed to wrap around their target(s), squeezing the life out of them while dragging them down into the depth of the water or into the previously used water jutsu. In addition to the way this technique functions, it can be utilized in a second way, it can be placed upon a technique as a sort of dormant part of it, which will be activated when there is a foreign chakra source that is within short-range of the said water source or if they are touching it. If done so, it can be placed upon the technique as it is being made, and in the same time-frame, requiring the extra hand seal to be chained into the previous technique. The technique is highly volatile and dangerous, as it takes on the properties of the water source or technique that it is used upon, such as if the technique or water source is boiling hot, or freezing cold, or if the water or technique as any unique properties it will be applied to this technique as well.
Notes:
- This technique can be used three times per battle.
- If applied to a technique in the same timeframe it still counts towards the move count
- Can only be used once on the same water source


(Suiton: Mizu Kokyuu)-Water Release: Water Breath
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: When the user is underwater, he will manipulate the the water around his head. He makes an air bubble around his head. The user can breath underwater as long as the air bubble is around his head. The bubble can be pop if the user head is attacked or loses focus.
-Only used by Dei Dei
-Only used twice per battle

(Suiton: Primal umi juugan)- Water style: Primal sea bullets
Type: Offensive
Rank:A/S
Range:Short-long
Chakra:30/40
Damage:60/80
Description: The user will make a single handsign while focusing their water chakra into several spheres made of water each the size of a bullet,The user can choose to create the bullets around the enemy using the moisture in the air, or create them in short range of himself if he so wishes, he can form them anywhere as long as there is moisture in the air,or a water source if no moisture is present. With a snap of the users fingers each one will release a stream of highly pressurized water at the enemy from all sides. This jutsu can also be used directly from infront of the user as a frontal attack rather then a surrounding one. When the User creates a single one it is A rank in power, if more are made it is S rank. When the user makes a single one he can manipulate it more freely to go wherever he wants and then make it release its stream.

Note: In total there's 10 water spheres/bullets, that will surround the enemy, two on the left, two on the right, two above two infront of and two behind.
Note:S rank version Can only be used twice per battle A rank version can only be used thrice per battle
Note: No Water jutsu Above A rank in the same turn, or the following turn
Note:Each Water Sphere is A rank by itself, this does not stack when making more then one, the user can only make 1 (A rank) or 10 (S rank) the 10 water spheres does not equal 10 A ranks but one S rank

Suiton: Watatsumi Hanamoyou Joukuu | Water Release: Sea of the Floral Skies
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description:
The user will preform one handseal and release water chakra up to mid-range from the user. The chakra will take a thin layer of water on the ground. By using chakra manipulation the user is able to control viscosity of the water. When the target is on this thin layer, watery flowers appear around the target (360degrees) these flowers are manageable in terms of sending at the target thin slice layers of water and/or compressed water bullets. These attacks are medium sized but very thin and very sharp to be able to cut with ease. The water is like a layer of sticky syrup that even when disturbed it goes back to its original state on the ground. If the target runs on this layer, the flowers appear anywhere they go as long as they're on it. The main purpose of these water slices is to hit the targets hands to stop them from preforming handseals. Due to the reflective ability of the water when the target begins handseals the slices are triggered to hit the hands and stop them from preforming the move.

Restrictions:
- Lasts on field for 2 turns
- Only usable by Coyote


( Suiton: Hiryō ) Water Release: Carabao Fertilizer
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A ( +10 to infused Technique )
Damage: N/A ( +20 to Infused Technique )
Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements composed of Water and Earth, like Wood, in order to nourish and strengthen their body, to produce the same boost ( It works on Elements that would typically benefit from the infusion of Water, akin to Wood, like Mushroom, Plant, Algae, while excluding other Biological elements like Proteins, Bacteria, etc ).

Note: Requires a 1 turn cooldown. Can only be used 5 times. Can't boost techniques higher than S rank.

( Suiton: Issui Shui ) Water Release: Rheotaxis
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Rheotaxis is a behaviour where animals will turn against a current, lining their body with the water motion. The user will create a very thin mist, invisible to the naked eye, though clearly visible by Doujutsu, around the terrain, with a pattern of clearly visible, albeit small, water mosquitoes, which are nodules of aggregated mist. The water particles will have a similar property as the Mist Rain technique, where instead of the water eating the chakra from other techniques to make them weaker, which is essentially absorbing chakra within other techniques, Rheotaxis will have the opposite effect. The thin water particles will almost allow themselves to be absorbed by the chakra within other techniques. Lightly suspended in the air, they will follow the current of foreign chakra and turn towards the source, so even the smallest hint of chakra will move the suspended particles.

Practical speaking, when an opponent moulds chakra to perform a technique within the mist, the water particles will quickly converge towards the enemy, to follow the chakra, while the mosquitoes turn into needles that implode onto the man with speed similar to a drawn arrow, piercing him and interrupting the technique. This can be used offensively, up to Mid Range, or in a supplementary version, at half the chakra, up to Long range. This C rank version of Rheotaxis does not deal any damage, but allows the user to pin point an opponent by following the direction of the non threatening mosquito needles.

Note: While the mist can stay indefinitely on the field, without the user having to maintain it, it will only have a single usage, as the whole mist will converge as needles at the first foreign technique that is being moulded within, effectively unloading the technique.
Note: A Rank can only be used 3 times per battle and requires a 2 turn cool down.

S - Rank
[Suiton: Kawariyaku Name] - Water Release: Double Wave
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user swipes both of his hands over each other, so that the right hand is swipt over left hand, creating two waves that come at the target from both sides, engulfing him in water and crushing his bones from the two sides. In case the user's escape, the user would manipulate the two waves so that once they slam on each other, they would dissemble into hundreds of small mythical creatures i.e (dragons, griffins etc..) which are then redirected towards the opponent. They can only take the shape of a summon the user can control like how kisames water jutsu take the form of sharks. Each being the size of a bird. This would take up another of the users three jutsu per turn and have a total power of S rank.
Note: Can only be used 2 times per battle
Note: Can't use water techniques higher than A-rank the same turn

(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 for body movement attacks)
Description: The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. It moves by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can absorb chakra of techniques up to its rank. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well. Its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing costs one move. Intangibility allowing physical attacks to phase through its body, avoiding them. With its light nature, he float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would risk getting stuck. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. Lastly, its crystalline body, its base body, is quite slow. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so than on earth).

Note: Can only be Taught by Noni
Note: Can only be used twice per battle stays on field for four turns
Note: Can not use water above S-rank the turn the jutsu is created
Note: Can not used water S-Rank and above the turn the jutsu is dispelled

(Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection
Type: Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc).

Note: Can only be used three times
Note: Can not be used in consecutive turns
Note: Can only be taught by Joker
Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Elemental strength and weakness stays the same

(Suiton: Kyousei Mizu Bakudan) Water style: Great Water Bomb
Rank: S
Range: Short-Long
Chakra: 80
Damage: 80 collectively, or 40 individually.
Description: This jutsu works the same way as: (Suiton: Mizu Bakudan) Water style: Water Bomb. This jutsu creates ten (10) orbs instead of five, and they are twice the size of the orbs of the weaker form of this jutsu. Instead of Water Senbon, when detonated, these orbs fire Water Kunai. (+20 chakra to make additional orbs, - 15 chakra per orb, per turn) No more than twenty (20) orbs may be active at one time, and because of the amount of water needed for this jutsu, a water source must be nearby, or the user must be in a heavy downpour of rain. Because of the amount of water needed for this jutsu, only C rank and below water jutsu can be used by the user after using this jutsu, for two (2) turns. Only usable one time per battle, but the orbs can remain dormant until activate/detonated.

Suiton: Pengin no Sakuryaku - Water Style: Ploy of the Penguin
Type: Defensive/Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user would exert chakra up to short range of themselves and via shape and nature manipulation form a penguin of water whose body is composed of a chakra draining mist. The penguin is rather large, rivaling the size of an average shinobi. The user can passively control the penguin construct via mental commands at the cost of the penguin leeching chakra off of the user. The main attribute of this penguin construct is that wherever it travels, it leaves a considerable amount of hidden mist along the way. This means that over the course of one turn, the penguin would leak so much mist that it would cover everywhere up to short range of the penguin. Another ability of this penguin is that due to it being made of mist and understanding the mist's abilities, with a hand seal, the penguin can use the natural light to blind opponent's in the mist much like the Water Release: Hidden Mist Eye Sight Deprivation technique (costs a moveslot). The last ability of the penguin is due to it's chakra draining mist properties. If an A-ranked attack (according to water's elemental S&W's) is shot towards the user or penguin, the penguin can intercept the attack and absorb it due to the chakra draining properties of the mist. The penguin's body would then either be composed of a hot, paralyzing, or sharp (fire/lightning/wind) mist which could be used as a water source for one attack, gaining one rank in damage due to the absorbed properties being incredibly more lethal than regular water (up to S-rank). The only downfall to this technique is that the penguin cannot be used for offensive means, only defensive and supplementary unless the penguin is used for a water source, in which case it can only be used as a source once then it dissipates until used again.

Note: Only lasts five turns
Note: Can only be used twice per battle
Note: No water techniques over A-rank on the turn this technique ends
Note: Water must be a primary specialty to use this jutsu

(Suition: Yami ni Orimasu) - Water Release: Descend to Darkness
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 (+10 each turn)
Damage Points: 80
Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.

Water Style; Blessed Drop (Suiton; keitaku tekika)
Rank; S
Type; Attack/Defense (can be both at the same time)
Chakra cost; 40
Damage points; 80
Description; The user collects moisture from the air into an orb shape, the user keeps on collecting water and condenses it into the orb, the friction upon condensing produces electricity, thus an orb of condensed electrified cold water, upon impact the orb releases large ammount of water capable enough of blocking strong wind/fire(combo) and lightning techniques.
Note; No water source needed to perform this technique, though a water source can increase the speed of forming the orb


(Ousuiton: Suisennin ) Hidden Water Release: Apex Predator
Type: Supplementary
Rank: S Rank
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Apex is the epithome of a Water specialist, and the signature technique of Leviathan, the Apex Predator. Leviathan joins both hands together in an oval shape, focusing his chakra to convert into Water chakra. This overbearing infusion of water completely erases away his ability to convert all his other elements, preventing the usage of every single elemental technique that does not use Water chakra for the remainder of the battle ( or Ninja World Event ). This leaves the user with only access to Non-Elemental techniques, Water Release and Elements composed of Water ( In Leviathan's case Panthalassic Water, Wood, Storm, Ice and Boil ) while losing access to all Earth, Lightning, Wind, Fire and any non-Water combination of the 4. This allows the user to gain some unique properties to the remaining elements and techniques.

Non-Elemental Techniques: Allows the user to perform non-Elemental techniques as normal, such as Basic Ninjutsu, or have them Acquire Water's elemental S&W and water bio specialities. So, for example Basic Ninjutsu techniques can appear as normal or as Water techniques.

Water Elemental Techniques: The actual Water Ninjutsu techniques appear denser and darker in tone, and can even appear black entirely. The pure Water techniques performed as Apex Predator will acquire a neutrality interaction against all opposing techniques, changing Water's S&W.

The user is able to change the appearance of his water techniques into any alternative release of Water Ninjutsu, such as changing liquid water techniques into Mist (Hiding in Mist Technique) which allows the water to acquire a semi-intagibility; Syrup ( Water Style: Starch Syrup Capture Field ) which can stick and slow opponents; Chakra Sensing Water (Water Style: Rain Tiger at Will Technique) allowing the user to sense enemies in contact with the water released; Debuffing Water (Water Release Secret Technique: Mist Rain) which will debuff opposing techniques by -10 damage on contact; Chakra Draining Water (Water Release: Grudge Rain Technique) which can drain half as much chakra as damage dealt; Crystalized Water (Hidden Waterfall Style: Water Slicing Blade) which acquire a hard and crystaline state.

Advanced Water Elemental Techniques: The user will be able to perform Water Ninjutsu using advanced elements known, which will acquire the elemental S&W of that advanced element and a more liquid-like consistency. For Leviathan, who has acquired all cannon Water Advanced Elements, the changes are as follow: Wood acquires a sap appearance, and is capable of battling Bijuu chakra and drain chakra at the rate of half the damage dealt. Storm acquires a liquid and bright plasma appearance, and is capable of paralyzing the opponent and battling Shadows. Ice takes the appearance of extremely cold water and can freeze on contact. Boil takes the appearance of boiling water and is acidic and corrosive on contact.
Panthalassic Water takes the appearance of glowing radioactive water and is water chakra parasitic on contact, eating away at opponent's water chakra, lowering the rank of the opposing technique by one, and giving it the proportional damage or strength, as applicable.

Note: While this technique can be taught, most likely only Leviathan is capable of using Apex Predator to it's fullest, given his mastery of all cannon Water Advanced Elements.
Note: The user loses access to all non-Water elements for the rest of the match, unless healed through Yang techniques or similar, by himself or through others, which in turn ends the effect

(Suiton: Fuka-sa no Himitsu) - Water Release: Secrets of the Depths
Rank: S
Type: Offensive, Supplmentary, Defensive
Range: Long
Chakra Cost: 40
Damage Cost: 80
Description: The user will put his hands together in a medium-sized hemi-sphere and stretch them backwards on either of his sides. As he stretch his arms backwards he will releases a giant amount of water chakra and materialize a heavy volume of water behind the user. He will then punch foward and the heavy volume of water rushes up in a tidel wave and pass by the user and continues with tremedous speed and strength at the target, crushing it.
~ Can only be used thrice
~ No A rank or above water techniques the following turn.
 
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Alyx

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Wind Release

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"Divine winds of the North"


D - Rank
N/A

C - Rank
(Fuuton: Chakra Kenpa no Kaze) - Wind Style: Chakra Sensing Breeze
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: A wind technique similar to the chakra sensing rain technique, the user infuses their chakra into the surround air create a light breeze across the battlefield. This breeze is capable of sensing the chakra of people or objects it comes in contact with. The breeze will die out after three turns once activated and can only be used twice per battle.
~Deactivates after three turns.
~Can only be used twice per battle.

B - Rank

Fuuton: Bōfūkoromo - Wind Style: Storm Mail
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 0
Description: This technique gets initiated by the user crossing his hands above him. This prompts many air currents to gather around him, creating an hurricane surrounding his entire body. While clad in this "armor", users destructive power is boosted, allowing him to go into melee to perform wind-enhanced blows capable of shattering rock. With the hurricane preventing user to meet any wind resistance during movement and giving extra momentum speed is also increased and so is defense, with the currents moving around him being strong enough to repel enemies and prevent them from nearing him but the user is weak to fire in this state.
-Can be used once
-Lasts 4 turns
-Taijutsu increase +5
-Speed level equals a taijutsu specialist
-C rank and below ninjutsu/taijutsu have no effect

Fuuton: Amatsu no Murakumo - Wind Release: Heavenly Gathering of Clouds
Type: Offense
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user gathers winds around his hands, which he then raises over his body, creating feather-like shaped winds from his arms and then sends large streams of them at the target in the form of wings, the feathers can cut the opponent

Fūton: Otto, Watashi no Yubi ga Subette! | Wind Release: Whoops My Fingers Slipped!
Type: Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: The user will gather a small, but intense amount of wind chakra in their fingertips, usually the index and middle finger, and afterwards he will give their target a single tap. Upon contact, the wind chakra is released all at once and slams into the target, causing impact damage and sending them flying back. The user can jab their finger deeper to cause even more damage than normal and can use two hands to double the effect. Alternatively, the user can use this method to destroy solid techniques such as those from earth release (or similar) which will shatter upon being hit.
Notes:
- Can only shatter B-rank and below techniques of solid nature.
- Can only be taught by Nathan.

(Futon: Kyonen no Natsu) - Wind Release: Last Summer
Rank: B-S
Type: Defensive/Offensive
Range: Short - Long
Chakra Cost: 20-40
Damage: 40-80 (+20)
Description: The user of this technique will channel his Futon chakra to form near invisible bowl-shaped half-sphere of wind either in front of him or at the end of his fist. The sphere can be used for both defensive and offensive purposes alike, however its main purpose is much more powerful. Upon being assaulted by an enemy attack the user will either psychically launch the sphere or expel a gust of wind from his/her fist to launch the sphere at the enemy attack when it's within range to make it look as if they had punched the enemy technique. At which point the bowl shaped sphere will envelop the enemy attack, and form a full, visible sphere. Depending on the elemental nature the sphere will neutralize the technique, for example depending on the rank of the enemy technique, and the rank of this technique used the user can snuff out flames. When faced with electrical attacks the user can disperse the current. When it's an earth technique, the wind sphere will both crush and cut apart the attack. It's offensive ability however is just as simple if not simpler, the sphere can be launched to engulf enemies and will shrink to both crush and cut apart the victim. The most powerful ability of this technique however, is a combination of both the offensive and defensive traits. The user of this technique instead of neutralizing enemy techniques will enhance them, redirecting them towards the opponent. Upon being attacked by a fire technique, the user will fuel the flames with wind putting enough spin into the flames to redirect it towards the opponent. Upon being faced with a water technique, the user will redirect it whilst adding pressurized trait, the water will have more cutting power. Upon being faced with an earth technique, the user will redirect it and use the wind to increase the force behind the earth. When facing a wind technique, the user will use their own wind technique to engulf, add increase the force, cutting ability and amount of wind in the technique. Unfortunately this part of the technique can not be used with lightning due to S/W the current is dispersed. Upon launching the technique back at the opponent, the technique increases by one rank.

Note: Can not be used in consecutive turns
Note: S rank version may only be used twice
Note: Can only be taught by Jay
Note: Redirection can only be used on techniques of lower rank.
Note: Can only engulf and empower elements that work logically (KG and CE alike)

(Fuuton: kensei no doragon ) - Wind Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their wind chakra. This is usually used in close combat where the user will release their wind chakra around a part of their body covering them in wind. This wind is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this wind created be the user, it will great a burst of wind on impact from the user, creating seveal wind slashes forwards which can cause 2 inch cuts on an opponent.

Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time

(Fuuton: Hokuryū no kiba) - Wind Release: Fangs Of The North Dragon
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Based on his unique techniques for the Kusunagi sword, Orochimaru found a way to replicate the effect and make it accessible to anyone. This variant can be used either with weaponry or bare handed strikes. By focusing wind chakra in to their weapon or fists the moment before impact the user is able to generate bursts of sharp condensed wind that take the form of large snakes bareing their fangs to strike the opponent, from both the momentum point and the impact point to enhance firstly the speed and secondly the damage. This can be used in conjunction with kenjutsu or taijutsu freeform or ranked attacks. However if used with ranked attacks it will count as a +20 boost to the techniques in question, if used with freeform it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by two ranks in regards to the users speed chart reference. Due to the nature of wind even formerly blunt attacks such as taijutsu strikes will become sharpened thanks to the wind release capable of puncturing through flesh in a similar way to the Chidori strike however less potent due to the lower rank. Requiring considerable force to run someone through entirely.*

Note: Requires a two turn cooldown between uses.
Note: May only be taught by Jhin
Note: No fire in the same turn. Usable once every two turns


(Fūton: Āto No x) - Wind Release: Art X
Rank: B
Type: Supplementary
Range: N/A
Chakra cost: 20
Damage points: N/A
Description: A technique which relies on previously sustained jutsus, Art X makes use of jutsus which are on the verge of running out of turns, or can be used prematurely in order to catch an opponent off guard. It works by channeling chakra into a jutsu which is being sustained (armour of Wind for example), and causing that chakra to become volatile and uncontrolled, resulting in an explosion of Wind in a certain direction, or omni-directional (depending on the users choice). The addition of chakra and lack of shape manipulation would result in an explosion of Wind in a similar fashion to when Naruto was attempting to master the rasengan, where a lack of control and too much chakra saw the chakra collapse and explode on his palm on a much smaller scale continuous times. The damage done depends on the jutsu which it is used on, dealing the damage of that jutsu's damage whilst the explosion extends out to short-range (five meters) beyond the technique's original size/silhouette. Any explosion which occurs must do so at least 3 meters away from the opponent. ~ Can only be taught by Erzo. This jutsu can be used four times. Counts as a move to activate (so you post this and it counts as a move though it's instant/happens in the same timeframe of the jutsu it's used on), and would remain activated until made use of by the user. Once a point comes at which it can be used, the user posts it again as a reference but does not have to use a slot move again as he has activated it in previous turns. It can only be used once per activation, so once activated and made use of, the user must post it again in order to re-activate.

A - Rank
(Futon: Sukai doragon no hōkō) Wind Release: Roar of the Sky Dragon
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will perform a single hand seal while gathering chakra into their mouth, while also inhaling surrounding air as they mold it. The user will then exhale, simulating a roar as they releasing a swirling vortex of sharp winds, having a similar range in power to that of Wind Release: Pressure Damage - while having a vortex like effect where it picks up debris, water or other loose objects nearby to converge into the vortex. It is ideal for places such as deserts or near water sources to combine into the vortex. Can only be used thrice per battle, and only once every other turn.

(Fuuton: Fuuheii Fuukaze Fuuka Fuugyuu ) Wind Release: Easy Breezy Beautiful Buffalo
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: With two handseals, the user will charge wind chakra through fine sand, dust or other stagnant loosen earthen materials, which will erupt a gigantic winged cow, with all the speed and agility of the wind, but the solid substance of the earth. Likewise, the user can summon several cows, up to 3, yet smaller. The user can use the cows to achieve flight, or simply smash them against the opponent with great blunt force. Instead of using two handseals to give them a more complex look, the user is able to handsealessly focus wind chakra on the dust to create more basic constructs, related to the bovine, such as a hoof or a horn.
*This jutsu can't turn opponent's active jutsus into cows, likewise, once inside the cows, the opponent can't control the materials*
*Can only be used once every 3 turns*
*Can't use Wind Techniques above S rank in the same turn*

(Fuuton: Kurasshu) - Wind Style: Crash
Type: Defensive|Supplementary
Rank: A-Rank
Range: Short(Activating the technique)
Chakra: 30
Damage: n/a
Description: The technique is based off of the user utilizing their chakra, and inserting it into an intangible substance. The substance acts as a medium to contain for your chakra to be inserted into. As the chakra is successfully inserted into the substance, by utilizing the slicing trait that the wind is well known for, the wind chakra slices through the bonds of the chakra particles within that substance causing it to spread outwards. By manipulating your chakra with great precision, the wind continues ravaging inside the substance, causing it to spread outwards to the point it severs totally, turning into many smaller harmless particles of the substance, making it neutral, and causing it to disperse entirely.

- Can be used two times per match
- No wind techniques in the same turn, or the turn after
- After using it for the second time in a match, the user loses their ability to mold wind chakra properly
- For elemental techniques the user can neutralize it up to A-Rank, where as non elemental techniques can be neutralized up to S-Rank.
- Can only be taught by Toshiro

(Fūton: Kuikku Ken no Jutsu)- Wind Release: Quick Sword Technique
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: 60
Description: Based on the timeless principle of Iado, the art of releasing and sheathing ones sword in the blink of an eye, this technique entails a sort of mock Iado where the user will simply grab the handle of his sword while focusing his Fūton chakra. His chakra will then seep into the air around him to take command of the naturally occurring wind up to 5m from his position. By holding on the handle of the blade the user will use his Fūton chakra to replicate the entire blade down to the very length and density as invisible swords of wind, 6 in total. The swords can be heard, if not seen, as sharp whistling sounds as they sling around the user as well as the damage they do to any nearby objects such as the ground which makes the technique very noticeable. If one would look closely however, the blades can be observed as faint arcs of green Fūton chakra. The blades will slice at anything within 5m of the user's vision and can be pushed forward after being spawned to a maximum range of 10m using the air as a medium with a combined rank of A instead of individually. The technique is only applicable as long as he keeps his hand on the handle of the sword, once the user lets go the technique is ended. This prolonged usage can only last the entire turn it was performed.
Note(s):
- Can only be used 3×
- Requires contact with a bladed weapon
- While being performed user cannot perform any other chakra related techniques

(Fūton: Fūjin Ibuki) Fūton: Fūjin’s Breath
Rank: A
Range: Short-Long
Type: Offensive/Supplementary
Chakra: 30
Damage: 60
Description: The ultimate form of Fuuton: Reppushou, this jutsu allows the user to create a powerful gust of wind and direct it as they wish. Since these winds are straight line winds, they are rather large in width, and have ample power, able to topple large buildings. Only one gust can be created per use of this jutsu.

Fuuton: Fujin) Wind Release: Wind Blades
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will channel wind chakra into their sword and manipulate it to sprout eight ribbon-like blades of wavy green chakra that break off from the original, but remain attached to the hilt. With a simple swing of his sword the user can transmit a slash through the blades, which travels along the surface of objects (including walls, floors, and ceilings) and emerge to strike the enemy from anywhere that the user can see, and can even be fired from his sword directly. The emerging blades are sharp enough to pierce through solid objects, are about twelve inches in width, and can rise up to twelve feet with tremendous speed.
~Only one blade can be released per slash.
~Can only be used twice per battle.
~Must wait four turns before it can be used again.

(Futon: Yajuu Houbi)-Wind Release: Chimera Jackpot
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user will form two hand seals and focus their chakra into the air (must be outside five meters of the opponent) or wind technique. By doing so they will manipulate its shape, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The beasts size can vary while its body can either composed of powerful slicing winds or it can be made of fierce rotating winds that give the creature an almost physical form, allowing it to batter and smash through obstacles. When used on an existing wind technique, this technique can be performed without handseals and in the same time-frame as the previous jutsu. The two techniques do not stack or add to each other's damage, instead this technique takes on the power of the jutsu it's created from (i.e. using this on an S-Rank will make the animals deal 80 damage and the technique it was spawned from will disperse).

Notes:
~Can only be taught by xHoudinii
~Can only be used three times and each usage lasts for four turns

(Fuuton: Hai ni uchi)- Wind Release: Between Two Lungs
Type: Offensive
Rank: A
Range: Short-Mid (Suction is short-ranged)
Chakra Cost: 30
Damage: 60
Description: The user will channel his Futon chakra throughout his blade and then release a thin, spiraling cocoon of actual wind over his blade, spanning from the hilt to the tip in a full undulating coat. This will give the blade added cutting power naturally but the true purpose is to thrust the blade forward while twisting the arm and wrist counter-clockwise, this will form a drilling motion of wind like a sharp thin spear that extends up to short ranged of the user (5m). However, after the thrust- or mid way of the user so chooses, he'll quickly flick his wrist clockwise which spins the sword in the same motion and cause the spear of wind to quickly expand width wise, like an opening umbrella while extending another 5m to reach mid-range from the user (10m).The spinning motion will quickly take shape of a localized tornado with the tail being the user's sword and the broad head being the technique's area of influence, its powerful clockwise motion sucks anything in its aim into its eye and by extension the user's outstretched sword while slicing and dealing cuts to the victim through its viciously rotating wind walls.
Note(s):
- Can only be done 3x
- Requires a turn cool down

S - Rank

(Futon: Kaze Kingu no Yūkai Fīrudo) | Wind Release: Bounded Field of the Wind King
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short-Long
Chakra: 40 (-10 per turn active)
Damage: 80
Description: This technique showcases the usage of the wind release, in accordance to the users body and or objects which he might be carrying or is in constant contact with, like weapons. Once the contact with the specific object is maintained, or without the object needed, the user will have the wind from all around, stick closely to a desired location in the body or object, forming 2, very distinctive layers from one another. The first layer which comes directly above the said object, has no particular effects, and strength. It plainly refracts the light allowing the said object to be invisible apart from some currents of wind, which move around, indicating the existence of that object. The second, is the most versatile one, giving the said object a lot of strength and versatility equal to an S-Rank above their original versatility. In cutting edge weapons, this layer even further enhances their sharpness as well. The second layer, which can be seen once the first one is used, is a very stable one. The second layer has a very characteristic effect, which is the ability of, at will, releasing blasts of air current, which might be either a rotating tornado which has a very strong pushing and very spread out cutting capabilities, to a very powerful, all destroying blast of wind, similar to Wind Release: Pressure Damage. A third and last form of releasing it, is a very thin, precise and powerful slash of wind, which has insanely large cutting capabilities, which can be directed, at the location where the said object or weapon is aimed towards. The strength of the said blast or tornado can be split a total of 2 times, creating 2 blasts at exact power of A-rank. The release of the blast will count towards the jutsu limit, and the releases can be independent in time from one another, as long as the effect of the technique is visible. Due to the effect of the last layer being largely visible, he cannot keep this layer active for longer than 4 turns, while the last one which carries no rank or visible boost, except than of rendering the weapon invisible, he can keep active for further, but needs to give a total of 5 chakra points each turn.

Note: Can only be used 3 times.
Note: Remains active for 4 turns (Last layer can be open for far longer, but it carries no attributes, and it consumes 5 chakra point every turn).
Note: Initial release of layers counts as a move, thereby as a jutsu usage limit.
Note: Weapon or object must be constantly in contact
Note: Can only be taught by Six Paths.


(Fuuton: Yari Longinous ) - Wind Release: Spear of Longinous
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: After a short sequence of two handseals, the user releases their chakra out into the battlefield, manipulating the wind allowing them to create a two meter long spear of wind anywhere within mid range of the user and outside of a three meter radius distance of the opponent. The spear of wind propels itself forwards at high speeds using wind currents, which is a saving grace for the opponent as it creates small drafts of air that a particularly alert opponent should be able to feel and then react to allowing them a small period of time before the Spear hits them. The spear of wind also creates a faint yet barely audible swishing sound as it travels and is a bright radiant lime green colour due to being comprised of compressed air and dense chakra making it clearly visible.

Note:
- Can only be used 2x
- No Fuuton jutsu above S rank for the next two turns.
- Can only be taught by Scaze

(Futon: Setsudan Gufuu)- Wind Style: Cleaving Tornados
Type: Attack/Defense
Rank: S Rank
Range: Long
Chakra: 40
Damage: 80
Description: The user performs 3 hand seals then begins to rotate his fist/wrists back and forth from left to right. As he does this, he begins to build up wind chakra around his fist in which he then raises his hands above his head. With his hands above his head 2 small tornados are formed around his fists, the user then quickly slams his fists downward in front of his chest as he brings his hands together. The tornados grow in size as they merge into one large tornado. The user with the tornados still connected to his fist continues to focus chakra into the tornados, but not into cutting power but rather the rotational power the wind. The user with his chakra focuses on keeping the tornados direction of flow opposite each other to create a funnel effect. If the user or the opponent were to get caught in this, the result would be broken bones in horrible spots. The effects this jutsu has on other jutsu is similar. It is capable of breaking through jutsus via the rotating winds piercing through a jutsu's cure, of course this only applies to jutsus of weaker strength in regards to wind (S ranked and below) and lightning. And doesn't apply to elements with a solid form (i.e. Earths and elements stronger than Wind)
Note: In order for opponents to be drawn in tornado needs to be short range of opponent
Note: As long as focus is on this technique no other techniques can be performed by the user
Note: Can only be used 2 times per battle
Note: Equal to in size to Majestic annihilation
Note: No wind jutsu the following two turns
Note: Can only be taught by Gecko

(Fūton: Fūjin Gekido) Fūton: Fūjin’s Rage
Rank: S
Range: Short-Long
Type: Offensive
Chakra: 40
Damage: 80
Description: The user will form four handseals while focusing their Fūton chakra into an orb somewhere in the air. While focusing their chakra, the orb will compress itself as it rotates and condenses its chakra, creating a light wind. Upon formation of the fifth handseal, the orb rapidly expands into a dome of wind that impales and shreds anything inside to pieces.
*Once per battle.
*No Fuuton jutsu in the same turn.

(Fūton/Katon: Shingan no Dai Sanji) - Wind & Fire Style: God Eye Calamity
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: A highly effective and difficult technique involving both one's Fūton & Katon chakra, God Eye Calamity is just as dangerous as its name suggests. However, depending on the user's mastery of the aforementioned elements Shingan no Dai Sanji can actually have adverse effects. The style is divided into two parts. The first component begins with the molding of one's Fūton specialty to channel their chakra into their head and neck area. From there they will have their eyes or any other extra sensory means focus on a target within mid ranged of their vision (or range of whatever sensory the user is capable of) while amassing the chakra into the forehead region right above both eyes. Once the target is set the user will fire a highly condensed tubular shape of wind about an inch thick and a meter long and slightly translucent, with similar translucent appearance to the Wind Blade, at said target. This tube of wind will act like a lance, able to pierce through objects and people like a high caliber round. It's a projectile attack rather than a stream one and is A ranked by individually. The Katon chakra serves as the real killer side to the technique as once the wind tube connects with a solid object the wind is uncontrollably blown from shape in the form of a localized wind explosion reaching up to short ranged from the impact area. Then, in the millisecond as the wind explosion happens the user will flash the Seal of Confrontation and have his Katon chakra ignite the explosion to form a raging fire which changes the nature of the detonation to a deflagration which stretches up to mid ranged of the impact area. I say deflagration instead of explosion because, the resulting detonation has just the right amount of fire and air that it rages with pure might that sends slight shock waves of heat and wind throughout impact area (short ranged) that can affect opponents that weren't even directly hit by the attack, and then it all dies out in less than a second. That translated into the time frame logic means its quick, hot, and powerful, but also very fast (the explosion, not the projectile) and can be over before it was even realized. The Katon chakra inserted into the Futon tube is A ranked in strength which in turn makes the technique and overall S rank. Shingan no Dai Sanji is also able to adopt a slight curve in its trajectory to hit targets that may be hiding but this curve has to be initiated at launch and cannot be sharper than a ninety degree turn.
Note(s):
- Can only be used 2x
- Requires a turn cool down
- No Futon or Katon techniques above A ranked next turn.

(Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80
Description: The user will form the Tiger and Ram hand seals and stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area, and also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as vicious, slicing winds as well as grounded up earth which would be reduced to the point of dust. These winds and dust raging beneath the surface would have the faint whirling sound which could be misinterpreted as crying sounds. Anything or one caught in the hole would be sliced to ribbons in mere seconds. Although the technique lasts 2 turns, the user may flash the Dog hand seal and have all that cooped up wind explode upward from the ground in a massive column of slicing winds and rocks of a diameter 15 meters and an indefinite height whereas the column can continue all the way into the clouds before dispersing. This technique was made primarily to prevent earth technique coming from deep in the ground however.
Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains

Futon: Futo hebi no kiba) - Wind Release: Wind Snake Fang
Type: Offensive/Defensive/Supplementary*
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique wind technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to manifest their wind element in the air taking control of the wind currents to form a large torrent of opaque wind shaped as snakes will pour out surrounding a target or targets and wrapping around them. The wind while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense wind in nature making their binding ability quite impressive preventing an enemy wrapped in them from moving freely, the radius of this technique is 10m. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another wind or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting wind technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the wind snakes. This usage is considered as an active boost and follows the rules and restrictions of such. The second application can only be used as a method of boosting not a stand alone technique.


Note: May be used two times per battle overall. Two turns between uses.
Note: If combined with a water technique in it's second form it will be considered a wind/water combo. Combined with a wind technique just creates a stronger wind. Boosting can only be applied to A ranks and below.
Note: No wind jutsu A rank or above in the following turn.
Note: This must be created at least 10m above the opponent
Note: Controlling the direction of the snakes will cost as a move per turn and the user can only use wind release while maintaining control.
Note: May only be taught by Jhin

(Aka himitsu gijutsu: Seigen) ☤ Wind Style: Diadems of the Emperor ☤
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user begins by forming three swift hand seals and manipulating their wind chakra in front of them. With the chakra being gathered the user focuses it into two separate entities about a foot across from each other. After they have formed their wind chakra they then use it to create a medium sized pyramid composed entirely out of wind. The pyraminds are transparent allowing for it to be seen through and the enemy can even tell that the blocks are spinning rapidly. Once the creations have been brought into existence the user then causes one of the pyraminds to touch the ground whereas the second one remains hovered above it just inches from it. Now that the spinning pyramind is touching the ground it will then begin to suction up the nearby rubble including things such as dirt, rocks, or sand. While the block is being filled it will quickly show a lot of Debrecen being suspended in the air by the wind. Unlike before with the rubble in the wind block it prevents anyone from seeing through it as it has become an opaque wall. To start the attacking phase the user will then do two things simultaneously which is by sending one of the pyramind blocks at the enemy ready to hit them with bone crushing force along with the slicing winds present in it. At the time the block enters short range the enemy will begin to feel suction ability of the the diamond just as when the first block began to suck up the rubble. Along with the pyramind heading at the user a side effect of it would be suctioning powers just like the other pyramind that will be felt the moment the pyramind enters short range of the target which will cause for its suctioning powers to pull the enemy towards it as well restrict their movements as the pyramind moves into slice them to pieces, this wind block is equal to A-rank. Now at the same time the the rubble inside of the other pyramind will have been worn down by the slicing winds changing it into a collection of shrapnel. By manipulating the wind the user causes for the wind to release the Shrapnel at a linear path with directional control at the enemy which would have its strength increased due to the force the wind was using. The shrapnel will pierce the enemy from several areas and pose lethal damage to the enemy if not evaded and is equal to A-rank. So at the moment the shrapnel was unleashed the second block will have already been hastily moving across the field towards the enemy. Each of the of blocks are about medium size or otherwise the size of the user or about five feet wide and five feet tall
Note: Can only be taught by Sasori
Note: Can only be used twice
Note: No A-rank or higher wind in the same or next turn
 
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Alyx

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Lightning Release

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(Raiton: Senshu Yousei)-Lightning Release: Usurper’s Claim
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
To begin the user will form the Dog>Dragon hand seals and focus their lightning chakra into an existing liquid source or technique. Using a similar concept that has been shown in previous lightning techniques, the user will then infuse the liquid with a current of lightning throughout the source, containing and electrifying it and by doing giving them the ability to levitate and manipulate the liquid. The user can shape the liquid into various forms to attack their target, shocking them from the current while also dealing blunt damage from the force of the water.

Note:
~Can only be used two times
~Cannot use lightning techniques above S rank for the rest of this turn and the next
~Can only be taught by xHoudini

(Raiton: Akarui Souguu)-Lightning Release: Luminous Encounter
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description:
This technique is based upon both the Thunder Dragon Tornado technique and could be considered a more advanced application of it. To begin the user will make contact with an object and focus their lightning chakra into it. They will then manipulate the lightning and cause it to spin quite rapidly around the object. This forms a swirling mass of lightning and electrical energy around the object that upon contact with the enemy would be quite abrasive. Alternatively, the user can use a single handseal to use this technique remotely on any object within short-range (excluding the opponent's clothes/attire but not any weapons they may be wielding).

This would literally rip them to shreds when exposed to it while also shocking them from the unfocused electricity. Due to the nature of the electrical energy it imbues the object with a useful electrical charge while surrounding and supporting the object. This gives it lift and allows the user to levitate and manipulate the object freely with hand movements. Due to the rapidly rotating mass of lightning it would give off a bright glow while it is formed around the object.

Note:
~Can only be used 3 times
~Cannot use lightning above S rank for one turn
~The caster is restricted to lightning techniques while this is active
~Can only be taught by xHoudinii

(Raiton: Battou no Doragon) – Lightning Release: Felling of Siegfried
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After performing two handseals, the user will channel their raiton chakra into the ground to trigger a subterranean discharge of electricity. This surge will ravage the earth to compromise it's structural integrity, causing the next attempt at creating an earth-based technique (KG/CE included) from the ground to fail prematurely. Before it can even emerge, the jutsu will collapse and crumble, losing it's form and unable to progress any further. This will only apply to a mid-range radius around the user's position when this jutsu was first performed, meaning earth-based techniques can still be formed from the ground outside of this vicinity.

Note:
Can only be used three times per battle
Cooldown time of two turns in between uses
No S-Rank or above Lightning in the same turn

(Raiton: Monshou no Tentou) – Lightning Release: Sorcery of Loki
Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra: 20 (-5 chakra per turn)
Damage: N/A
Description: The user will perform a handseal and focus on a solid entity containing their raiton chakra to harness it. This will allow them to take control of the said object by manifesting a coating of static lightning around it and levitating it (in a similar manner to Lightning Blades Levitation). The user will be able to govern it's movements through the air with hand gestures and upon contact with living beings, the static contact will be shocking to the touch. It will paralyze in the same way as Chidori Nagashi, with this paralysis persisting for long as contact is maintained.

(Raiton: Hebi Maisō) Lightning Release: Snake Burial
Type: Offensive
Rank: S rank
Range: Mid range
Chakra: 40
Damage: 80
Description: The user will begin by forming 2 handseals and channeling Raiton chakra into their leg. Once the handseals are completed, the user will stomp their foot. As they do this, they will channel their chakra into three separate points around the battlefield. The first will be directly in front of the user, the second and third will be at an equal distance away from the opponent to the left and right, forming a triangle of chakra with the opponent being in the center. Once the chakra forms, the lightning will form into three large five meter long snakes. The snakes then travel along the ground from all three locations towards the opponent. Once the snake get into range, the two back snakes will coil around the opponents legs and arms binding them and delivering paralyzing electrical shocks to the opponent while the third will lunge at the opponent acting like a lightning spear and impaling the opponent. The three snakes act on their own, and don't require chakra to fuel them, therefore, once activated, the snakes will lock onto the opponent and wont stop pursing until they either kill them or the opponent moves out of range. Each snake can reach fifteen meters in every direction from the summoned location, and all three snakes can launch themselves up to fifteen meters into the air, meaning to dodge this technique the opponent needs to enter long range away from the original position of activation or move into long range from the ground. If the opponent enters outside of the snakes target range, all three snakes will automatically disperse.

Restrictions:
Can only be used twice per battle with a two turn cool down in between usages.
Once the technique is activated, the user can use other jutsu as the technique is self fueling and doesn't require the user to focus on it.
The snakes maximum range is 15m in each direction from the point of activation.
The technique will stay activated for a maximum of 2 turns before the snakes will disperse.

Lightning Release: Lightning Land Spikes (Raiton: Raikou Riki Kasui)
Rank: A
Type: Attack
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user channels chakra through their feet. After the user had channeled the chakra into their feet, the user stomps their feet and sends the lightning chakra into a desired area. The lightning shoots up in that area without warning making between one and eight spikes. The spikes can go through flesh and numb the target body for one turn.
-Only used three times per battle
-Chakra Sensors and Chakra read Doujutsu Users can sense/see lightning.
Allowed before new rules

Raiton Ketsuretsu Genkotsu|Lightning Breakdown Fist
Type: Offensive
Rank: A
Range: Short- Mid
Chakra: 30
Damage: 60
Description: The user gathers a large amount of lightning around one of his fists and makes a punching motion at the target from which an oversized version of his fist, completely composed of lightning, is generated(which is about as large as the user himself) and rapidly fired towards the target.
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Raiton:Raiton Tatchi|Lightning Release:Lightning Touch
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user when grabbing hold of the opponent begins pouring their Raiton chakra into them, in doing so the opponent's body stores the foreign chakra and any attempt on performing lightening jutsu(A Rank or below) becomes useless as the foreign chakra plays as a short circuit, causing the opponent to receive a shock when attempting to build up their Raiton chakra, having them left slightly numb & react at a slower pace for 1 turn. This would also release the opponent from any genjutsu placed on them as the user pours their chakra into them. Does not affect other chakra natures while they do not affect the user's placed chakra either.
-Usable twice

(Raiton: Nakigoe no Walkure) - Lightning Release: Cry of the Valkyrie
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will initiate this technique by focusing their raiton chakra through their body, and discharging it into the ground in a similar manner to Chidori Nagashi. This surge of electricity is released quickly enough to negate earth-based techniques (KGs/CEs included) before they can form into techniques and/or emerge from the ground. This will work on neutral techniques of the same chakra and below or elements weak to Lightning. In the case of these upper limits, this technique will also be neutralised in the process and will be unable to progress any further. If their chakra is not neutralized, the user will perform two handseals to apply shape manipulation to the released lightning as it travels through the earth and towards the opponent. This will cause a dome of solid-like lightning to rise up short-range all around the target. Everything within the dome's confines will be imbued with the user's raiton chaka, paralyzed and lifted upwards, similar to the canon technique Lightning Blades Levitation. The dome will then form into a fully spherical orb once everything within it has been suspended off the ground and erupt into a massive explosion (similar to the canon technique Thunder Up), obliterating everything inside of it.

Notes:
-Can only be used thrice per battle
-Cooldown time of two turns in between uses.

Farao no Hōrei #7. Ramusseumu no Sōko – Pharaoh’s Decree #7. Vault of the Ramesseum
Type: Offensive / Defensive
Rank: A
Range: Short - Long (varies on application)
Chakra: 30 (-5 per turn)
Damage: 60
Description: The user will form a sequence of 3 seals, and gather chakra from their circulatory system. This chakra will manifest as a single or numerous shapes of solid lightning chakra, resembling weaponry such as swords, spears, axes etc, of varying sizes that can be controlled by the user. There are 2 distinct usages of this technique. One of them being, upon mental command, the weapons can shoot, akin to that of arrows fired from bows, towards their target at high speeds at a continuous rate from wherever they spawn. The second usage, is to manifest one or two weapons, wielding them as melee objects in close combat. Due to the lightning itself being tangible in nature, it is able to be held by the user and deal damage similar to that of normal weaponry, in addition to electrocution and mild burns characteristic of Lightning Release effects. While these usages are separated, the user is able to enact the projectile usage after the melee construct(s) has been created, though at the cost of a move in this case. While the weapons of the projectile usage will last until the end of the turn they are created, firing for the entire duration of it, weapons of the melee usage will last up to 3 turns upon creation, unless destroyed or dispelled upon the user ceasing chakra supply to sustain the weapon(s). Should the weapons be discarded, but still maintained on the field through chakra fuel, they can be mentally called back to the user. When interacting with other objects or techniques, the weapons will release blasts of electricity to act against their force, effortlessly repelling normal weapons and reducing the momentum of oncoming jutsu which collide with it.

⇒ Usable 3x per battle
⇒ No S-Rank or above Lightning techniques in the turn of deactivation

(Raiton: Kossetsu Risō) Lightning Release: Fractured Ideals
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user starts by performing a sequence of two Handseals, Snake → Horse gathering a large quantity of Lightning Release Chakra, and infusing it into a projectile, such as a bolt for a crossbow. As they infuse their Chakra into the projectile, they become completely shrouded in a heavy aura of reddish-purple lightning. The user then takes aim, either into the air, or at a target before them, depending on how they wish to utilize this Jutsu, as there are two different, but conceptually identical usages for this Jutsu.

The first is for enemies that generally have some semblance of distance from the user. By aiming into the air, the user then fires their projectile into the air in an arc, aiming to hit the target on the descent of their projectile's arc. Once the projectile reaches a certain distance from the user, Mid-Range or beyond, the Chakra infused into the projectile "activates", forcefully shattering the fired projectile into numerous pieces, all carrying their own equivalent portion of the projectiles Chakra. Each fragment of the projectile then instinctively moulds the Chakra into the form of the original projectile, effectively creating a barrage of dozens of lightning-based projectiles formed from the scattered remnants of the original projectile. As the barrage of Chakra projectiles descends upon the target, the effect for each individual projectile is equivalent to that of an explosive tag, as when they hit the ground, surface, object, target, etc, they release the Chakra constituting the form of the Chakra projectiles in the form of of a concussive blast (Roughly 2m radius around the point of impact), individually dealing small amounts of impact-based, kinetic damage to the target which combines to create one, singular explosion, engulfing the surrounding area (Roughly 15m radius around the target).

The second application is similar to a certain degree, but is utilized for close quarters engagements, allowing range/ projectile fighters, who are generally susceptible to attacks in close range, due to their weapons being more inclined towards distant targets, to defend themselves. Instead of aiming into the air/ at the sky, the user aims directly at their target, and fires. Upon being loosed, the Lightning Release Chakra contained within the projectile automatically initiates both the fragmentation and shaping aspects of this technique, causing the lightning projectiles to be shot off in a cone towards the target direction. Due to not having travelled as far, or gained as much speed or force due to the descending arc found in the former usage, this usage lacks any of the concussive force found in it, and instead, the projectiles pierce through the target, shredding and embedding themselves within the their body. Once the projectiles have embedded themselves within a target, after 1 turn, the Lightning Release that constitutes the projectiles themselves dissipates, leaving behind open wounds within living targets, or cavities in solid surfaces they plant themselves within, potentially leaving fresh lacerations in their place.

Note: Can be used a max of 3 times per battle, and the user must wait 2 turns between each usage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Lightning Release: Lightning Ropes (Raiton: Raikou Saku)
Rank: S
Type: Attack/Supplementary
Range: Short-Mid
Chakra cost: 40
Damage points: 80
Description: The user channels a large amount of lightning chakra into their dominate hand. The lightning forms around the hand. Then using shape manipulation, shaping the lightning into a long rope capable to slash through solid rock and flesh numbing it for one turn. The rope is strong enough to pull a 200lbs man up a tree or drag on the ground.
-Only used three times per battle
Learnt Here:

(Raiton: Shunkō - Raijin Senkei) - Lightning Release: Flash War Cry - Thunder God War Form
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User Forms a Lightning in the Shape of Raijin's Drums behind their back and stretch their arms and hands in front of themselves as if about to clap vertically, calling forth a giant column of energy about 5 meters in diameter down upon the Battlefield to smash into the earth/water surface or directly onto their target. This would easily tear the earth apart, however the technique does not finish here, once it hits the ground, it spreads out while conducting lightning through the battlefield up to a 15 meter radius rapidly due to its nature. The Lightning that branches outwards, through the ground, will rise up as lightning walls that look like flames. The lightning walls do not necessarily spread out omnidirectionally, there will just be many of them scattering around, so the user can have the walls of lightning miss their mark. However, what those within the area of effect cannot evade is the omnidirectional paralysis caused by the harmless lightning travelling through the ground which spreads out at the same pace as the lightning walls the moment this giant column of energy touches the ground. This also effects those within range once the giant column hits the ground, causing their body to be paralyzed. It is only the lightning with paralysis effect traveling through the ground that causes no actual harm beside the paralysis. The giant column of energy and the rising walls of lightning do cause actual harm.
- Usable twice.
- No A-Rank and above lightning in the same turn
- Has a two turn Cooldown
- Paralysis doesn't work on Lightning Specialists

(Raiton: Tenken no Kyuushou) – Lightning Release: Divine Punishment of the Ancient Laws
Rank: S
Type: Attack
Range: Short – Long
Chakra costs: 40
Damage points: 80
Description: the user will focus their lightning chakra and create surrounding them 6 rectangular blades of lightning which are then shot at the enemy target/s rotating in mid air and then with swift movements of the users hands they are then commanded to slice at will.
Note: Can only be used twice per battle
Learnt Here:

(Raiton: Kaminari no Yōna)- Lightning Release: Thunderous Recreation
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (Depends on technique)
Description: An elemental lightning technique based around shape manipulation, a concept deprived from Lightning Release: Lightning Blades Levitation and the Lightning Shadow Clone. The basic concept is, the user will either release unfocused lightning onto a conductible material (either through touch, or sending a bolt through the air, or ground), or inject this jutsu into preexisting lightning to harness the lightning technique/material. The user is able to create duplicates of the original jutsu. The appearance of the duplicated jutsu is exactly the same as the previous technique, their damaging property, rank, size, and purpose of jutsu is relatively the same as well. This technique can be used on streams, projectiles, humanoids, self-sustaining techs, etc. Most of the time "shocking" to touch, the lightning duplicate will have a certain amount of tangibility to remain in shape. The user can create an extra beast for attack, or another spear of lightning. Alternatively, when used on jutsus/weapons with lightning conducted on it, the user can create a duplicate from that as well (only tangible elements). The difference between using this jutsu on already existing lightning, or on conducted lightning, is that the conducted lightning (such as a kunai with nagashi), will appear to be an exact copy, its internal body composed of electricity, but in appearance looks regular as ever. And when struck, reverts back to a regular state of pure lightning. To the opponents eye's, this method would look simply like a clone of the original technique, though this might not fool some forms of sensory, and dojutsu. These duplicate jutsus can be controlled as a streaming, or can be aimed as a projectile. The duplicates are created short range of the original jutsu, but the user can inject/use this jutsu on techniques from virtually any range. The power of the duplicates is equally divided between the numbers created if needed by the user. A drawback to this jutsu is shape matters, it can be used on shaped/tangible lightning techniques, or tangible materials conducted with lightning. This can not be used on one's self with lightning armor based jutsus.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: A duplicate can last up to two turns max
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control
Note: A duplicate can only be used on one technique at a time, if the user wants to use this technique on another, they would have to re-perform this technique
Learnt Here:

(Raiton: Shusei Bolla)- Lightning Release: Bolla's Modification
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on the jutsu)
Description: The user will perform one hand seal and release their chakra towards pre-existing lightning, specifically lightning that is either "focused" (lightning that retains a shape, or has powerful piercing ability, such as a Spear or Animal) or "unfocused" (lightning that does not retain a shape, and destructive, such as the nagashi). Using a concept that has been shown from various lightning jutsus (specifically with the Chidori variants), the user will take a hold of their lightning chakra, and forcefully turn that chakra into the opposite composition it is retaining at that moment. Essentially the user at will, will be able to turn focused lightning, by willfully dispelling its shape, turning it into a unfocused lightning source. When turning it into an unfocused lightning source, it becomes heavily similar to the Nagashi, having numbness and destructive capability of against solid matter. Unfocused lightning also has a unique property of conducting and combining with other material and elements, when doing that it would add a 20+ damage. The same is for unfocused lightning, where the user will inject their chakra and turn the unfocused lightning source, and turn it into a specific shape, the unfocused lightning would come together to create the shape of lightning spear (Similar to the Lightning Release: False Darkness Spear). To allow for unfocused lightning to turn into a spear, the user will perform this technique first, and then the inject itself into a unfocused lightning source/technique that will either be dormant (read further) or created right after through a technique. From their the user will be able to control the unfocused lightning source to allow for the manipulation to occur. A similar process as streaming techniques, after the spear is created, the user doesn't need to focus on it no longer for that scenario. The spear will have a clean piercing power and a certain amount of tangibility. Note the size, rank, and damage capabilities depend on the initial current of the first lightning (i.e. a B-Rank will inflict 40 damage). That rule only applies to unfocused techniques made focused. Focused techniques transformed into an unfocused surge will have no damage capabilities but they will be capable of paralyzing the opponent in the same way as Chidori Nagashi. The larger the initial technique was will dictate the size of the reformed technique. When a focused technique is turned into an unfocused surge of lightning, the lightning will spread out in such a way that it encompasses short-range around the area the jutsu originally encompassed. This jutsu can fully be used on lightning that is combined with other materials or conducted on other constructs (such as water, metal, earth, etc). By simply turning the surface of the lightning into focused or unfocused lightning, however this comes with a drawback, where the initial elemental combo will no longer be in effect for that material it is conducting, destroying it and rendering it useless. This jutsu can be used on dormant lightning, for there is evidence of lightning remaining dormant, things like holding the nagashi on a sword, or lightning currents in water sources/techniques (the user would still need to inject this technique into that lightning source to take control and manipulate it). Evidence of this kind of advance shape manipulation and reformation is present by taking evidence of the various chidori variants, and how they can turn into different shapes or perform different attacks/tasks. This is simply an advance offset of that mechanism in lightning. Another note is, when the user manipulates the lightning's form, they can re-aim the lightning (like a projectile), or remain focus and stream the lightning.

Note: Can only be taught by Noni
Note: Can only be used three times per battle
Note: Cannot be used on an opponent's technique
Note: This jutsu can only be used once per technique, so when the form of lightning is changed, it can not be reversed
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control
Learnt Here:

(Raiton: Hiken: Tsubame-Gaeshi) - Lightning Release: Concealed Sword: Swallow Return
Rank: S-Rank
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: Swallow Return is a forbidden sword technique that requires extreme precision, first in lightning chakra control and second in swordsmanship. It's a technique to where three concurrent arching blades close on the enemy from all sides to create a pseudo prison. While the user downplays it as simply successive slashes, it is actually using lightning chakra to the highest potential to overload one's arms and sword to increase speed and cutting ability. It starts with the user raising his sword above his shoulder, channeling lightning chakra to the nerves in the arms and to his sword. Once the user has done that, he performs a flashing slash from his right to his left, followed by two seemingly simultaneous, over-lapping flashes that appears to disregard the concept of time and space, producing a slash attack that arrives from three different directions due to the increased reflexes of one's arms. The user then lifts his sword as it gathers all his lightning chakra towards the blade and delivers another downwards slash resulting in an explosion of chakra, damaging the opponent.
Note: Can only be used twice per battle
Note: Unable to use A-Rank or above Kenjutsu & Lightning for the following turn
Note: User's arms are slightly numbed afterwards
Note: Must have lightning as a specialty
Learnt Here:

(Raiton: Kenshi no Tsumibukai Haka) | Lightning Release: Swordsman's Sinful Grave
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40 (-20 for every turn)
Damage: 80
Description: This technique is primarily based on the effects of 2 general lightning techniques that being Blade Levitation and 16 Lightning Pillar Bind. By making one handseal the user will be releasing an omnidirectional burst of lightning chakra or called a lightning pulse. The lightning impulse is harmless in itself and will travel to the edges of mid-range in every direction. This lightning impulse could be perceived as a simple flash of light. This lightning impulse will travel through the earth or any stationary medium close-by within the range of the user. Once this special lightning impulse is released, in specific points of the battlefield, debris from the ground or other materials gather forming swords. If said material is too large, it will be passively detected by the lightning chakra, and sliced down into very small pieces, necessary for the formation of swords. The swords themselves can be made out of everything that the impulse encompassed, ranging from metals or weapons already present in the battlefield, earth, water ect. The moment one is created they focus themselves on the ground, standing sturdily into the ground. The number of the swords can vary greatly depending on the user’s desire, but the collective amount of lightning inside the swords adds up to S-rank. The swords will seemingly be of all shapes, while they are made up of materials scattered in the battlefield, like existing weapons or raw materials, as well as different elements. It will all greatly depend on the environment and the materials existent all around. The blades will be medieval in design with a dual cutting edge and different guards and handles for each one. The swords will vary in size greatly dependent on the amount of chakra and number. The fewer blades, the greater the size will be ranging from one size which is the normal size for every blade, to the size of objects which can be equal to that of S-Rank power and chakra amounts. The versatility of the blades will be comparable to normal weapons which have a small trace amount of chakra, comparing them to the harness of a kunai with an elemental affinity cloaked around it, in this case lightning. The most versatile ability of the swords present on the battlefield though, is the fact how all blades which are created can be used by the user and controlled freely. Since there are trace amounts of chakra, the blades can be directed, controlled and even accelerated towards enemies as the user wishes. The swords are controlled by mental commands. After the technique ends, the blades created existent in the battlefield will still remain, but all their abilities, such as lightning charge and the ability to be manipulated are lost, they can simply be used as normal weapons with the force and durability of a normal kunai or sword.

Note: Can only be used three times
Note: Lasts four turns
Note: Can only be taught by Six Paths
Note: One turn cool down before re-use
Note: No other S-Rank or above Lightning in the user's same turn

(Fuuton/Raiton: Houkou no Kora-Hanta) Wind/Lightning Style: The Growl of the White Tigress
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user charges wind or lightning chakra on the hand. When the hand is pulled back, simulating a string of a bow being pulled, a concentrated wind arrow appears charged. Upon release, the arrow disappears to the eye of the opponent, but actually it turns into several sharper arrows, that travel just a little bit faster than a normal arrow, and hit the opponent's body several times in multiple places. Depending on the accuracy and weapon's mastery of the user, the arrows can hit random body points or specific nerves, arteries or organs, though easily traceable even to a first-tomoe sharingan, after creating the arrow, user can enlarge it with a second layer of chakra. Upon releasing, the Lightning/Wind will combine to maximize the piercing and speed abilities, being so that it is a combination of the two fastest and sharpest elements. The barrage of tiny arrows will increase it's range and speed drastically, while the arrows themselves will be drastically smaller and more piercing.
*Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
*Can't use Lightning or Wind Techniques above S rank in the next 2 turns*


(Raiton Hijutsu: Rairyū no Hoken) Secret Lightning Release: Lightning Dragon's Breakdown Fist
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will concentrate a large amount of lightning chakra around one of their fists, they will then proceed to shoot it forward in a punching motion releasing and sending that concentrated Lightning forward with it taking the shape of the users fist but around 4 times larger than the users fist.
Note: Can only be used 4 times.

(Raiton Hijutsu: Rairyū Hōtengeki) Secret Lightning Release: Lightning Dragon's Heavenward Halberd
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user raises both of their hands above their head at their sides gathering a large amount of lightning chakra, between their open, facing palms. The lightning is rapidly shaped into the shape of a spear. The user will then proceed to throw it with incredible speed and power. While shooting across the sky the spear resembles a Ji, a traditional Chinese halberd. Upon impact the Ji, cause the persont to feel as if they had just been struck by a massive lightning bolt that engulfs their entire body, and mildly paralyzes them.
Note: The user cannot use this technique if they have already used an S-Rank Lightning technique the same turn.
Note: The user is incapable of using an S-Rank Lightning Technique until the following turn once this is used.
Note: This technique is as fast as the Chidori Eiso extending
Note: If contact is made the opponent is only able to perform 2 techniques their following turn from the paralysis
Note: Can only be used 3 times

(Raiton Hijutsu: Rairyū no Hōkō) Secret Lightning Release: Lightning Dragon's Roar
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather a mass amount of chakra into their mouth, they will then "roar" releasing a large concentrated, destructive blast, which is capable of destroying everything in a wide area in front of the user. The blast expands like a cone from the users mouth, much like the bijuu blast, it also has 5 separate lightning bolts that spiral around the blast itself. If this technique successfully hits the users opponent they are paralyzed and incapable of moving the following turn.
Note: This technique can only be used twice.
Note: Once used the user is incapable of using A-Rank or higher Raiton techniques, or any technique S-Rank or higher, for the following 2 turns.
Note: This technique's width is as wide as the Wind and Fire Blast technique.
Note: The separate lightning blasts are roughly 6 inches away from the main blast itself, and if the opponent is hit by any of them, they are unable to perform the first move of their next post from being minorly electrocuted/paralyzed
Note: If hit by the main blast itself they are completely paralyzed their next turn


[Fuuton - Raiton: Metsuryū Mahō 滅竜魔法] Dragon Slayer Style: White Dragon's Roar.
Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user releases a tornado of both the wind and lightning element's from his mouth to attack the target. The attack possess highly destructive power, having causing great damage to the area it effects, ripping through the ground, and anything else in it's path. This jutsu is performed by spitting out a tornado of wind, this jutsu is performed be creating a tornado of wind, while also releasing lightning chakra causing the lightning to surround the wind tornado. The outer wind effect is not strong enough to overpower the lightning, so instead they mix in serenity, causing the lightning to become one with the wind turning it white. This roar can be done on the spot, and it does not require handseal's.

► Only Sting can perform this technique.
► Can only be used 3 times per battle.
► No A rank or above wind or lightning techniques in the next turn.


(Raiton: Zeusu Takumi no Waza) - Lightning Release: Zeus' Craftsmanship
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Calling on concepts from 'Four Pillar Bind' and 'Lightning Blades Levitation', this technique allows the user to perform two hand seals and send Lightning chakra into the ground to carve out multiple shapes of rock through the careful administration of the destructive properties of lightning. Various shapes can be crafted, ranging from walls, cubes and pillars to spikes and even crude weapons. The shapes, filled to the brim and coated with lightning chakra, can be manipulated to violently rise from the ground, guided into a desired position, and can even be made to levitate mid-air. Upon creation the shapes will, acting as conductors and amplifiers for the lightning chakra, release multiple bolts of lightning that dance from one shape to the next at rapid speeds and repeatedly shock anything caught within their formation. Meanwhile the created shapes pose the threat of crushing, smashing into, or stabbing through anything caught within their path. The created shapes can be of a large enough scale to impale and completely incapacitate a large summoning such as Gamabunta. However they can also be created in far smaller sizes for the sake of releasing smaller, yet far more potent lightning bolts. In the case of the creation of but a single shape, lightning will radiate out from around the rock forming a perimeter of electricity that will cover twice the area of that which the rock covers.

Note:
- Can only be used 2x
- No Lightning techniques above A rank in the user's next turn
- Can only be taught by Scaze

Raiton: Raiton hebi no kiba) - Lightning Release: Lightning Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique lightning technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to release lightning into the sky forming clouds at any point in the air that will then release a large torrent of focused and paralysing lightning shaped as snakes will pour out surrounding a target or targets and wrapping around them. The lightning while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense paralysing lightning in nature much like the Chidori senbon making their binding ability quite impressive preventing an enemy wrapped in them from moving freely, this technique has a 10m radius. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another lightning or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting lightning technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the lightning snakes. This usage is considered as an active boost and follows the rules and restrictions of such. The second application can only be used as a method of boosting not a stand alone technique.


Note: May be used two times per battle overall. Two turns between uses.
Note: If combined with a water technique in it's second form it will be considered a wind/lightning combo. Combined with a lightning technique just creates a stronger lightning. Boosting can only be applied to A ranks and below.
Note: No lightning jutsu A rank or above in the following turn.
Note: This must be created at least 10m above the opponent
Note: Controlling the direction of the snakes will cost as a move per turn and the user can only use lightning release while maintaining control.
Note: May only be taught by Jhin

(Raiton: Fukuro no Giragira) Lightning Style: Owl's Glare
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user quickly gathers lightning chakra on the eyes, making them glow, iluminating the path. If eye contact is made with the opponent, a beam of lightning is shot to pierce the opponent's eyes. The beam is virtually untrackable, due to an optical illusion: Since the beam travels straight forward, all the opponent see are the glowing eyes. Only experienced doujutsu users or chakra sensors (Sage rank), will be able to notice the slight increase of chakra/glow as the beam is being shot, and as such are able to respond correctly.. In the case the opponent notices, it is easily blockable, for if it it's anything other then soft tissue (I.e. Eyes) the max it can do is leave 2 small wounds.
*Can only be used thrice, lasts 3 turns, where the user can shoot 2 pairs of beams throughout*

(Raiton: Harinezumi no Mayowasu ) Lightning Release: Deceiving Porcupine
Rank: A
Range: Physical Touch
Chakra Cost: 30
Damage Points: 60
Description: The user is able to expell lightning chakra from up to 3 adjacent Chakra Points, and insert it on the opponent's Nervous System. This technique works best if the user releases the lightning from the finger's chakra points, and the chakra power has the ability to paralize the opponent's muscles completly. If expelled from any other chakra point, the user can only paralize the arm or leg touched. (This doesn't apply to Gentle Fist users).
*Lasts 1 turn*
*Can only be used twice*


(Raiton: Rashirudo) - Lightning Release: Rashield
Rank: A
Type: Defensive
Range: Short (Original range of reflected attack)
Chakra: 30
Damage: (+20 to reflected technique)
Description: After weaving 1 handseal the user channels their Raiton chakra into the ground to create and carve up two 3m pillars of Earth in a similar way done in the 4 and 16 pillar bind jutsus. Between will release a gargantuan condensed amount of lightning chakra between them to the point that the lightning is effectively solid to form a tall and wide shield to protect from frontal attacks. This shield is capable of blocking and reflecting ninjutsu, within logical reason and respect to elemental interactions, back at its original user. The reflected attack will be electrically charged and carry a +20 to its damage.

Note: Can only be used by those taught by Kooljay
Note: Can only be used once per 2 turns.
Note: Can only reflect up to B rank ninjutsu if Rashield is at an elemental disadvantage and up to S rank if Rashield is at an elemental advantage.
 
Last edited:

Alyx

Supreme
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Earth Release

Earth Arts
Original Customs
N/A


Given Customs
B-Rank
(Doton: Do Supaiku Sheru) –Earth Release: Earthen Spiked Shells
Type: Offensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40
Description: The user will perform the horse hand seal which is followed by the user, whom will drop down on one knee while slamming his palm into the ground. By doing so, the user will send his chakra into the ground in front of himself, manipulating the ground into pointy shells which contain earthen spikes. These shells measure 1 meter in length and is rather thick, while containing 10 small spikes in each of the shells. The user is capable of creating up to 5 earthen shells, which he will then by forcing chakra through it, it will shoot towards the enemy with good speed and on contact with any surface explode, releasing a barrage of earthen spikes.
Note: Must be taught by Gutsy Jiraiya
Learnt Here:
(Doton: Kyakkan toremāzu)- Earth Release: Objective Tremors
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will release their earth chakra into preexisting earth techniques(Takes one move), or beforehand activate this ability (instant activation due to it being stand alone, and does not grant ability until another tech is used that works with it), to apply to all earth-like structures (KG and CE alike). A technique deprived from Earth Release: World Shaking technique, the user will have these objects begin to shake/vibrate violently. Localized, only for those techniques, and not surrounding area. What this insures is the user will be able to argument a different form of offensive for their techniques, creating worse wounds from an earth spike puncturing the opponent, or make the punch of a Golem that much more dangerous. However, this is just a simple free-form ability, and does not add onto the damages of the technique, it is mainly cosmetic and creates a more unique damage output. The shaking will also provide a unique defense, where the shaking of the objects can push away material such as dust or gas that might be lingering over the technique/structure, liquid or chemicals that might be on the technique, remaining dormant, or anything of similar matter. The push is not directed or aimed at, and is simply pushed back from where it came from, or in random directions. This shaking can also provide friction when clashes or rubbed against other solid, or certain flammable material (depends on it logically, coal might suffice, or condensed ash) which can set sparks of unfocused lightning, or even ignite flammable solid objects. There are certain drawbacks from this technique, the user obviously loses the sense of surprise, since their structure becomes easier to notice due to their vibration and can create noise, easily detected by anybody. This technique applies to logical ones that can co-exist with it, obviously any earth-based technique can be used from it, and with different sizes (as small as spikes, or as big as Golems), its size also plays a role in its abilities, but the shaking will always remain localized to the structure itself, and never to the terrain. This technique can also be used with regular metal weapons as well.

Note: Can only be taught by Noni
Note: Can only be used two times
Note: Activation lasts three turns, can be turned off any time
Note: Can only be applied to earth techniques with solidity, and that erect from the ground
Note: Can only be used on S-Rank and below earth techniques

(Doton: Ankyo Taikei)- Earth Style: Drainage System
Type: Supplementary
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user performs the Boar → Snake hand seals, then he slams his hands to the ground. Causing the area between the opponent and the user to raise slightly into the air. (1 meter for a decent slant) As the ground raises into the air, the user then claps his hands causing the ground to serrate into many pieces. (Like sewage drains) Causing all water on top of the ground to seep down into the earth on an axis, delivering the water behind and beneath the user.
Note: Can only be used thrice
Note: The serrated pieces of earth are collapsible. (So if the user want to close them he needs to just clap his hands again.
Note: But in order for the ground to be serrated again, the user would need to perform the hand seals again.
Note: This jutsu can absorb and cause a rank water jutsu and below to seep into the earth. (Anything above a rank would be to strong and tear apart the ground)
Note: Water needs to be touching the ground for it to be absorbed into the earth, if it travels through the air it can't be absorbed.
Note: Can only be taught by Gecko

Training Link:

(Doton: kensei no doragon ) - Earth Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their earth chakra. This is usually used in close combat where the user will release their earth chakra around a part of their body covering them in rock and gravel. The rock and gravel is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this earth created by the user, it will great a burst of rocks and on impact from the user, sending a wave of stone from the point of impact and which will break bones due to the force of it.

Note: can stay active for 2 turns at a time
Note: Can't use lightning jutsu at the same time

Learnt here:

(Doton: Domayuhōden) - Earth Release: Earth Cocoon Discharge
Rank: B
Type: Defence
Range: Short
Chakra cost: 25
Damage Points: N/A
Description: This technique allows the user to release earth-based chakra much like Tsuchikage's 'Aggravated Rock Technique' but on a smaller scale. Instead of releasing rock or stone from the whole body, this technique releases it from a particular point and aid the user in a range of varieties. When the user releases the chakra from their body, any earth like substances within clone ranges will turn to a solid rock instantly. So if the user used this jutsu in a puddle of mud, the mud would harden to earth as soon as it is touched by the chakra exherted.

Earth Release: Explosing Rocks (Doton: Bakuhatsuteki Iwa)
Rank: B
Type: Offense
Range: middle - long
Chakra cost: 40
Damage points: 60
Description: The user molds his Earth Chakra in his hands. Then he slaps his hands on the ground releasing the chakra he has molded and puts 2 explosive tags on the ground. As a result 2 large rocks are formed, taking the 2 explosive tags inside them. Then the user can send the rocks against the enemy. After the rocks come closer to the enemy the explosing tag inside the rock explode and doing some damage to the enemy.
Note: Can only be taught by PowerOfDarkness*

(Shiikuretto Doton: Aasu Ikizukuri Nichougama) Secret Earth Release: Earth Slicing Sickles
Type: Offensive
Rank: B-rank
Range: Shot - Long
Chakra: 20
Damage: 40
Description:
The user coats the blade of whatever weapon their using with chakra-infused earth, making it resemble an oversized broadsword at the end. The user then slashes towards a target, sharp splinters of earth resembling sickles fly off the blade and towards the target. The sickles are extremely sharp, capable of severing off limbs and piercing trees. If the attack is at close range, the damage from the sickles increase exponentially.
Though sickles are the common practice, the user is able able to make the earth projectiles take the form of small kunai or shuriken. However, this is just a visual change and the damage will remain the same.
Notes:
- Can only be taught by Nathan.
Learnt here:

A-Rank
(Doton: Kami no Chesu-Ban)- Earth Release: God's Chess Board
Type: Supplementary/Attack
Rank: A Rank
Range: Short-Long
Chakra: 30 (-10 chakra per turn to keep active)
Damage: 60
Description: The user performs the Boar→Bird hand seals then he clasps his hands together. The result of such is the user releasing his doton chakra all over the battlefield. Being earth related in nature this technique allows for the movement of massive earth structures. The chakra that was released through the ground shoots straight through the core taking the structure over via the user's chakra. Similar to a puppet master and his puppets the user and this technique have a similar relationship. The user an move techniques left, right, forward, backwards, and diagonal. The speed at which these structures are moving is dangerous and anything caught in the path of one of these structures is prone to damage. In order for this jutsu to be used the user must remain in contact with the ground. Once chakra is released this technique remains active for two turns and can be called upon again after releasing the hands through clasping the hands back together. This jutsu based on its rank can overpower the chakra of another in an earth based structure taking over that structure to use it how the user wants. This only applies for c rank and below opponent earth based techniques. For structures created by the user a rank and below can be moved. Movement of structures resembles a rook moving on a chess board, it simply slides. Sliding does not damage or shake the ground.
Note: Can only be used 3 times per battle
Note: 2 turn cool down between uses
Note: Can only affect one object at a time
Note: Moving an object via this move counts as a move of the user's 3 per turn
Note: Objects move at the base speed of the user, the size and structure of an object moving at that speed can cause blunt force damage
Note: For opponent earth jutsu that are in contact with the ground c rank and below can be manipulated
Note: For user jutsu a rank and below can be manipulated
Note: Can only be taught by Gecko
Training Link:
Doton: Doro Yubi Funsha Kei - Earth Style: Mud Finger Jet Whip
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: An alternate earth release where the user compresses mud into his fingers then shoots out fast concentrated mud which are still connected to the finger through an elastic and glossy thin line of mud. The tip of the whip is made of dense mud with a cone shape while the lines connecting the cone shaped tips to the fingers are light, flexible and elastic wires of mud with glossy appearance and ancient markings on the body. The jet while been shot, can be manouvred in mid air before it hits an obstacle. it can be disconnected or retracted back into the fingers at the user's will but making another shot after it is being called back into the fingers will count as another move. 10 jets can be shot at a time with the 10 fingers while this is upto the user, he can reduce the amount of jets he wants to shoot by using less fingers.
++Must be taught by Priest
++Useable 5 times per match
++Re-shooting after retracting back into the fingers counts as a move
S - Rank
(Doton: Ken No Sankuchuari) Earth Release: Sanctuary Of Swords

Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description:The user will perform the Horse → Dog → Ox → Snake handseals and channel earth chakra into their sword(s) before thrusting it into the earth. This will cause countless earthen swords four feet in length to rise from the ground across the battlefield with either the blades or hilts facing skyward, and leaving only a small area around the user undisturbed. When this technique is used with the blades facing upwards, they will emerge with such devastating force that they would be able to impale a large summoning creature. The blades are then able to be shoot skyward to attack aerial targets at the user's will. The blades will then fall back upon the field due to gravity but they will fall with the blades facing downwards and lodge themselves in the ground. This provides the user with an virtually unlimited supply of weapons that can be thrown at the opponent or used to fight in close combat, but since traces of the user's chakra remains in the earthen swords, only the user will be able to dislodge them from the earth. The created blades crumble after three turns
~Can only be used twice per battle.
~No S-Rank or above earth techniques in the same or next turn.
~Must wait four turns before it can be used again

(Doton: Fuka-sa no Nōchirasutaitan) Earth Release: Nautilus the Titan of the Depths
Rank: S
Type: Supplementary / Offensive
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will perform the boar hand seal and then proceed to slam their palm upon the ground in front of them. This will cause a creature made of rock and earth to rise out of the ground either below or in front of the jutsu user. This creature is known as Nautilus, the Titan of the Depths. Nautilus, the giant rock of a man, is a creature embodied by a large diving suit made of complete rock and earth, giving him his unique features. The giant earthen warrior will while rising from the ground, use one of its hands to grab hold of the earth besides it and from there it would seem that the earth itself got loosened, creating a large anchor made of rock in his hand, which has a long earthen chain attached to it. Due to this giant warrior of rock and earth, seemingly looking like a diver has a large diving helmet on, it is also very efficient at moving and fighting under water, while it has a small hatch in the side of its head where the user can enter and stay safe from the water, while monitoring the giant. When Nautilus stands at his full height, he is almost 10 meters tall, and with his large anchor attached to a chain, he can throw it and retract it. As such he can effectively reach opponents in long range, with his massive anchor. The anchor itself is so large and heavy, so if Nautilus hurls it in a straight line towards his target and if successful, it can successfully break every single bone in an opponent’s body with ease. If Nautilus uses his hands or body, without the anchor, he is still capable of reaching targets of up to mid-range from him. This giant of a warrior, possesses two abilities in all, the first is called Riptide, while the other is named Depth Charge. The first ability, named Riptide, is activated, when Nautilus slams his giant foot into the ground with such force, that he releases waves of chakra through the ground, which effectively causes 3 chains of explosions to occur in 3 perfect circles around him, going further away from him, for each chain explosion of earth. These chain explosions go into mid-range from where he stands, and he can choose where the chain explosions happen, as long as it is within mid-range. His most powerful ability, would be the Depth Charge, which is made through him slamming his giant Anchor into the ground with such enormous force that it will pulverize the ground beneath it, while sending an incredible powerful forward shockwave through the ground, which has a 4 meter width, making the earth seem to explode upwards in a straight line, all the way into long range.
Note:
- Nautilus Riptide ability is equal to that of a B-rank technique
- Nautilus Depth Charge ability is equal to that of an A-rank technique
- Nautilus is capable of performing Riptide twice per battle
- Nautilus is capable of performing Depth Charge once per battle
- Nautilus abilities counts towards the move count
- Nautilus stays on the field for three turns unless destroyed
- Nautilus can only be created once per battle.
Learnt Here:
Doton: Seishin'ijousha Inakamono - Earth Style: Psychotic Boogies
Rank: S
Type: Offensive/Sup
Range: Short/Mid - Long
Chakra: 40 (-20 per turn)
Damage: 80
Description: The user claps his hands together while kneading large amount of chakra into the earth then he raises up to 8 oval shaped balls of mud(size of a normal soccer balls) with smiley faces and mouth. Should there be no earth source around, the user could cause them to emerge from his body, or he spits one big ball which would split to smaller sizes. Their individual power depends on how many balls was made. Say a total of 8 balls is made, then each has the power of a C-Rank earth technique (in terms of physical impact or possible offensive or defensive uses). They would when the user deems it, start to laugh aloud to annoy the opponent and deaf their ears. The boogies are saturated with the user's chakra and can be if they don't emerge from the users body, raised within and upto mid range of the user although they can move/swim up to long range. They have special abilities which while they act through the user's will, they can merge to form a single boogie and can shape into several constructs though still with a sense of humor having mouth like a clown. They are made of mud but they can become dense and harder than steel at will which still gives them lethal capabilities, able to smash/cut/pierce clean through C rank earth jutsu each, however elemental strenght and weakness still holds. Also since they can merge, they have the ability to split back into their initial forms and also, they can assume several shapes while in their splitted forms too. The jutsu leeches the user's chakra to sustain itself and thus they cannot be sustained for long making them crumble at the end of the 3rd turn. The user also because of the chakra expenditure to maintain the jutsu, would make him unable to use any elemental jutsu above S-rank except for doton during the period the jutsu is in play
-Usable 3x per Match
-Last 3 turns
-Boogies are sentient (although they require the user's focus and will to act) and move at immense speed
-No other jutsu above S-rank while boogies are in play except doton
-2 turn rest before re-use
Doton: Shaolin Saka - Earth Release: Shaolin Soccer
Type: Offense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: 80
Description: The user after 5 handseals, channels his doton chakra into the ground short range of him, then he stomps his leg making up to 3 big boulders (x2 size of a normal soccerball) rise from the ground shaped into soccer balls. The user while hardening his legs also using doton chakra, momentarily leaps into air and with swift continuous spinning movement, kicks each balls separately towards the opponent with extreme power at different angles(overall kicking takes 1sec and can be directed in any direction the user is facing). the rock balls proceeds towards the opponent at fast speed. However it can still be seen and tracked by normal eyes. its procession carries a force that rub itself against air resistance therefore making it to be coated in fire due to air friction as soon as they are kicked. due to the additional fire coating which requires no katon chakra, Ball can break through S-rank earth and A-rank if splitted into 2, can break B- rank earth if 3 balls were made.
++Note++
-No S-rank Doton in the same turn or next -Usable only twice
- Added Fire doesn't grant advantage against Wind Release or any element that Fire is
strong against.
-Requires one turn rest in between usage
strong against.
-Requires one turn rest in between usage
(Doton: Kame no Nigasu) Earth Release: The Escape of the Turtle
Rank: S
Chakra Cost: 40
Damage Points: 80
Description: The user is able to quickly call forth a burst of Earth chakra from his body, almost immediately vanish inside a large turtle shell. The shell is made of thick earth and crystals, deeply compressed, which makes it an almost perfect defence against blunt or sharp attacks (The table of elemental weaknesses still maintains). With one handseal, the user can make the shell dismantle, and shoot outwards chunks of rock.
*Due to the chakra strain, the user won't be able to perform summoning jutsus in the next turn, nor use Earth jutsus higher than A rank, and in the next turn won't be able to use higher than S rank*
*The shell happens as fast or faster than Gaara's dome*
 
Last edited:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
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Kin
799💸
Kumi
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Trait Points
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Genjutsu <3

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Illusion Arts
Original Customs
(Genjutsu: Gyuunyuu no Kajousesshu) Illusionary Arts: Overdose of the Milk
Type:Supplementary
Rank: B -Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
The user will make a set of 3 hand seals, to which the user then channels his chakra into the brain of the target causing a genjutsu to occur. The user will create a fake sense of a sudden spike in blood pressure, by emulating caffeine overdose. This done through a hormone in the body, to which the caffeine blocks the mental signal to the arteries. This genjutsu starts off as a normal on but as time goes by the effects of the genjutu becomes more severe. During the first two turns nothing really happens, creating a false sense of nothing after the handseals are made. After 3 turns has passed the real effects kick in as the first two was used to create a *build up* in blood pressure due to the amounts of caffeine used. The targets body starts shake and limbs become tighter, making it hard to move. There veins start to become visible. The restraint created from the overdose causes them within the genjutsu unable to make hand seals. In reality the target is unharmed, but body is frozen in place.

*Requires 3 turns for effects to activate*
*Can be used two times per battle*

(Tsumibukai Genjutsu: Burakku Bokkusu)†Sinful Illusionary Arts: The Black Box†
Type: Supplementary | Offensive
Rank: C-S
Range: Short - Mid
Chakra: 15-40
Damage: N/A
Description: The illustrious and legendary Genjutsu of the Royal Sinners, The Black Box. This is a powerful Genjutsu, acting like a Kai and can also be used as an attack. The kai version is activated when the user is sent into a Genjutsu to which is identified through the means of sensory , dojutsu and or other means. Lacking one of these, the user would need to self-evaluate situation, allowing them to identify they are in a genjutsu. The user will channel his chakra into his own brain, placing chakra into the five senses. The senses that were not targeted by the targets Genjutsu will be layered with chakra at the minimum. The others that was targeted however, the chakra will overlay the targets chakra and actually flush the chakra out of the system of the brain, in the Genjutsu itself dark figures with red and yellow and dark devil eyes will come from the ground and begin to drag the target into the ground. After which the user will find himself in a dark room known as the “Black Box” which is actually the dark subconscious of the mind created by the illusion. In the room, there exists a red demon wearing a tuxedo and playing a piano and smiling to the user saying “You owe me one...boy” to which he starts laughing and the illusion ends when the chakra leaving the brain. When used as an attack, the user will use a set of 6 seal and channel his chakra into the brain of the user taking control of the five senses. The user will slam his hands on the ground, making it seem as if he used an earth technique. The earth rises around the target and places them in a new dimension known as the “Black Box”. In the new room the target will find themselves strapped to a black chair and piano music playing. The same red demon will be playing the piano and tells the target “Read for the symphony?” and laughs dark and loud as a dark figure with a shinigami mask on comes towards the target. In reality at this moment the target is unable to move. The masked man the places his hand by the heart of the target and proceeds to rip out the soul of the user , removing the mask and eating the soul, The masked man the laughs and begins eating other parts of the target till there is no more. During this time the target is immobilized in reality.Can be used for a total of three times for B-A Ranked, twice for S-ranked while unlimited for C ranked and below. A genjutsu specialist is capable of releasing one rank higher then they normally would base on the Kai Restrictions (i.e A Sannin can only release up to A-ranked with Kai but being a Genjutsu specialist will allow them to do so up to S-ranked). When used on a target it is B-Ranked in strength and can be used only twice

(Genjutsu Ogi: Itazura) Secret Illusion Arts: Prankster
Type: Offensive | Defensive
Rank: A -Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will form 3 handseals, causing a genjutsu to occur. While the target holds a weapon or instrument(anything you can hold), the user is able to use this genjutsu to make it appear as if the held object turns into an animal(based on the user's contact). The illusionary animal then attacks the target, grabbing there limbs and preventing them from moving. This can also work on elemental techniques used by the enemy, having the technique appeared to have changed into a animal as well. This adds some uniqueness as the user can make the animal appear as if it was created from the element its self, meaning creating a fire fox if used on a fire technique etc as an example. The technique lasts for 3 turns to which the user can transform as much objects as they want within this interval. The user can also add extra effects like smoke , heat(for fire) and so forth as well to add more realism.

*Each usage lasts 3 turns*
*Can be used twice per battle*
*Can only be used by signers of an animal contract*

(Tsumibukai Genjutsu:Dai Kui )†Sinful Illusionary Arts: Gluttony†
Type: Offensive
Rank: B-Rank
Range: Short - Mid
Chakra: 20
Damage: 40
Description:
Gluttony, the sin of over consumption of food , drink or wealthy items, with no remorse for the needy. The user will perform a set of 3 hand seals. The target's sense of taste, sight and smell are affected. They will find themselves strapped to a chair in a dark room were a man with a deformed face stands before them, unleashing a wicked and evil laugh, as he reaches for a spoon and begins to force feed the target, rotting wasted food. The food has a foul scent that when caught to the nose, causes it to burn on the nose from the high concentration of mold. The taste of the foods is sour and bitter. As the deformed man continues to feed the target, the user can manipulate the illusion to make the target even suffer more like having the man hold the rotten food even much longer to nose of the target. In reality the target remains untouched however due to the pain being caused from the force feeding of the target and burning the nose, causes mental stress on the target. This happens to the point that the target is filled up and suffers enough. Targets of lower in rank experience the burning effects longer then normal.

*Can be used only on targets lower then the user*
*Lasts 1 turn, but lasts 2 turns when used by Genjutsu specialists(Bio Affinity)*

(Genjutsu: Keeki no Uso)Illusionary Arts: The Cake is a Lie
Type:Supplementary
Rank: D -Rank
Range:Short - Mid
Chakra:10
Damage:N/A
Description:
A weak but funny and probably effective genjutsu, the user will channel a small portion of chakra into the brain of the target by making a hand seal. The user will then create 3 illusion clones that will appear behind the target. Two will hold the target in place, while the third one appears in front of the target. The third clone will be created with a spoon and plate with a large slice of chocolate parfait in it. The clone will then force feed the target with the cake, till the target is filled with the cake. The consumption of the cake will create a false sense of sudden weight gain and obesity. The target clones will then disperse, and the technique remains in effect for 4 turns, causing the target to feel as if there body is extremely over weight and under a lot of pressure. When the clones are created and lock the target, if the target is moving in reality they will suddenly stop moving in coherence to the clones locking there body movement, however this is only for a brief moment.This mean they can’t move in reality when the technique is first activated but is able to move a few moments afterwards., and the user can’t stop a moving target that is moving beyond their tracking speed (e.g a person who might be moving twice as fast as the user, if the user can’t track them, the technique can’t work)

(Tsumibukai Genjutsu: Saisho Jūhō - Bakudan )Sinful Illusion Arts: First Curse - Bomb
Type: Offensive | Defensive | Supplementary
Rank: B-S Rank
Range: Short-Mid
Chakra: 20-40
Damage: 40 – 80
Description: The user will make five hand seals causing a genjutsu to occur. The user induces a genjutsu where everything within the genjutsu can and will induce an explosion on touching it. If the target tries to hold an object, the object will explode on contact. This will happen with everything excluding things the opponent was already in contact with when the illusion was first initiated i.e if the target tries to physically touches the user; an explosion will occur that acts as a defense for the user. The explosions are simulated to be “real” and such induces false pain on the target, though this doesn’t harm them in reality, it however can cause mental stress if a strong enough explosion is used. The explosions power can vary on ranking and can have different effects while the genjutsu is active.

B-Ranked – Is strong enough to induce minor burns to the target if contact is made, but causes the weakest amount of mental strain being 40

A-Rank – Is strong enough to deal 60 damage worth of mental stress, and causes more intense burns from the explosions. The shock it can induce is enough to disarm a person in reality if they hold a weapon or object.

S-rank – Induces 80 damage worth of mental pain and the explosions of the genjutsu are enough to even create false sense that the target lost a limb from the explosion. The sound of the explosion is also loud enough to induce false deafness in the target, making them unable to hear. The user also makes it impossible for the target to move the limb they seemingly lost in the genjutsu in reality. The user can also add the explosive properties to his own real techniques, to which they will explode if contact is made with the target or a targets technique but this doesn't increase the elemental techniques power as the explosions are not real. Can remain active for 4 turn and can be used twice per battle leaving the user unable to use A rank and above genjutsu in the next turn. No other genjutsu this turn above B-Rank as well, while once a rank is picked, all the explosions will adhere to that power.

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(Magen: Inku no Masutaa Irasuto) Demonic Illusion: Illustration of the Ink Master
Type: Offensive
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description A rather simple yet powerful genjutsu but can provide for a wonderful opening if used correctly. The user will make three hand seals while channeling chakra into the brain of the enemy. Once down, the target will see the user change form and turn into actual paper from a book. The paper will fly directly towards the target instantly surrounding them in an array of paper. The pages will circle the target and once done will forcefully join onto the targets body. The target will then hear the voice of the user uttering words in the head of the enemy but the words start to get louder and louder, causing the target to experience mental stress from the attack. In reality the target is unharmed but is suffering from intense mental stress and if not broken in the next turn will suffer fatigue and mental exhaustion for 1 turn due to the large strain the illusion leaves on the target after which the illusion ends. The user can also make the genjutsu more unique by adding things such as when changing into paper they can make it seem to be on fire or adding smoke while creating fake heat or causing them to cough from it. This adds to some uniqueness based on usage of the technique and is only restricted to the imagination of the user .

*Can only be used twice per battle*
*No genjutsu above A-rank next turn*

(Genjutsu: Gaia no Jishhikaitei) Illusion Technique: Embodiment of Gaia
Type: Supplementary,Offensive
Rank: A-rank
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user makes four hand seals causing an illusion to occur, to which once activate the opponent will see the user instantly slam their hands onto the ground. Once they do a blue summoning formula will appear on the ground under the enemy. A blue chain with a spear head will form behind the target and stab into the spine of the target, to which once it does it will spread out and latch onto the surrounding environment (such as trees, mud puddles,water etc). The chains that branch from the original will then seemingly begin to absorb the properties of the said surroundings and forcefully injecting back into the body of the target. The target will feel immense amount of pressure as they feel there bones being morphed into the same material being absorbed by the chains(changing the bones into tree bark, hardening like steel etc). In reality the target is unharmed but us under immense mental strain and will pass out after 2 turns if they don’t break the illusion due to the intense mental strain. The technique is highly versatile as it can be used in accordance to the actual environment, thus making it harder to decipher. Genjutsu lasts two turns while it can only be used twice per battle, leaving the user unable to use A-rank and above genjutsu until the the illusion ends.

(Sukārettogen : Chou no Odayaka na Fukkatsu) Scarlet Illusion: Gentle Rebirth of the Butterfly
Type: Supplementary | Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra to maintain)
Damage: N/A
Description: The user will make two hand seals before channeling chakra into the brain of the enemy inducing an illusion. Once this happens, the effects of the illusion will not occur right away as it would rather stay dormant until the trigger is met. When the user attacks the with a ranged ninjutsu and they managed to counter it, the illusion kicks in at this time where the technique when countered will “repair” itself and reform after being destroyed. This allows the user to fool the enemy into thinking that their techniques have a sort of self-revival mechanism behind it. The user however is in full control of the illusion, and as such can control the minor details such as the technique turning paths to re aim towards the enemy , all the way to splitting the technique down into small versions after it revives. This adds uniqueness towards the illusion’s power and allows for many different forms of tactics from the user. While the technique is reforming, a small chime/bell like sound is heard as well as time slowing down each time. This although minor, gives the enemy some sort of “indication” of it being an illusion as the chime is heard every time with no true source of the sound.

*Can be used four times per battle*
*Remains dormant for two turns before dispersing naturally, lasts two turns once the effects are triggered*
*No Genjutsu above B -rank in the same turn*

(Genjutsu: Puredetaazu Wairu) Illusionary Arts: Predator's Wail
Rank: S - Rank
Type: Supplementary, Offensive
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: Through the use of three hand seals – the user will induce a rather ingenious illusion upon the opponent. Upon the final seal being casted; the target’s body would immediately begin to experience an illusion – where sound wave would be emitted; one resembling median alpha-rhythm frequencies. These frequencies are extremely dangerous to the human body, so much so that constant exposure to it can eventually kill a human. The illusion in turn would cause the target to perceive this sound wave, as it violently ruptures the brain’s cells and organ malfunction. However, in the sense of the user; the target will perceive the user also suffering from the sound waves as well. This is to create a deceptive illusion of a double-edged technique, with the intention of killing both parties involved. While this might seem simple, it also affects the target’s senses as well – reflecting the body shutting down from their brain being exposed to this level of frequency, with the basic senses shutting down. This makes them unable to accurately see, hear nor smell whatsoever. In reality of course, the target is completely fine but due to the sheer mental strain the illusion produces, it causes them damage the longer they remain exposed to it but it also causes their real basic senses to become overwhelmed – rendering them unusable while exposed to the illusion. The user can further add more realism to the illusion on themselves and the opponent such as veins bursting, eyes reddening etc in order to further the illusions intentions. This technique can only be used twice per battle, with no illusions above A rank can be used in the same nor next turn.

Given Customs
D - Rank
Magen: In-kwawarimi no Jutsu (Demonic Illusion: Yin Body Replacement Technique)
Type: Defensive
Rank: D-S
Rank: Short
Chakra Cost: 10-40
Damage: N/A
Description: This technique is first and foremost a counter genjutsu technique. This is a self-inflicted genjutsu where the user actively disrupts his own chakra internally when he recognizes that he is under the effects of another illusion by forcefully using his chakra control, will power and skill to take control of the enemy technique and shift its target. The effects of this illusion are simple, when the user is under the spell of another genjutsu he will create a black illusionary body before himself that stands outside the realm of the casted illusion. In the moment they stare at one another the body of the user is replaced with the black phantom he created. In summary the phantom takes the place of the user while the user is freed from the illusion and cast back into reality. This technique works by the logic of disrupting an illusion by layering an illusion that conflicts with another. As the user is disrupting their own chakra system, the necessity for hand seals for lower ranked disturbances is unnecessary. However, for higher ranked genjutsu, the seal of confrontation (or Tiger seal) will be needed to appropriately mold a the chakra disturbance high enough to counter-balance.
Note: Must have mastered and specialize in genjutsu to learn this technique.
Note: This technique can be used without hand seals against genjutsu D-ranked through B-ranked. For A-ranked genjutsu and above and Sharingan genjutsu, this technique will require the shinobi to cast a hand seal.
Note: This technique can be done throughout the battle with the exception against S-ranked techniques. The S-ranked version of this technique can only be used 2 times per battle.
Note: This technique can only be used once every 3 turns.
Note: Any illusion up to S-Rank, Doujutsu, Regular or Sound based, can be countered through this technique.

C-Rank
Genjutsu: Tsuyoi Haji no Odaku Ko no Hitotsu | Illusionary Arts: The Mighty Grab of the Perverted Old One
Type: Supplementary
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
The user gazes upon his enemy intensely and makes him experience the sensation of being grabbed and squeezed in a specific region of the body, preferably the butt. This distracts the enemy and can even make a shy enemy blush. Although it doesn't do any damage, one must be careful to use this on a woman as it often leads to uncontrollable rage or, in some cases, marriage. To enhance it, the user can wink an eye and use some random dirty pick-up line to further augment its perverted effect.

Note: Can only be taught by Scorps
Note2: Requires direct dirty eye contact and complete lack of shame from the user

(Genjutsu: Howaitotatchi) - Illusionary Technique: The White Touch
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: The user will do the tiger sign and trap the opponent into a simple but effective genjutsu. The opponent will start to see their vision start to blur out, like they are going blind, until the vision is whiten out making them believe they are going blind and are unable to see. This gives the user a chance to strike them.
Note: Usable 5 times a match
Note: must be taught by Blake Belladonna

(Genjutsu/Goken: Gēmu-nai no kitanai Senshu)- Genjutsu/Strong Fist: Dirtiest Player in the Game
Type: Attack
Rank: C Rank
Range: Close
Chakra: 15
Damage: 30
Description: The user after being knocked down by an attack whether it be freeform or low rank kenjutsu or taijutsu. (C Rank in below) Will "play possum" on the opponent's emotions, begging for mercy by laying down holding the hand out pleading for the opponent not to come closer or on the knees doing the same thing. While doing this the user releases chakra into the opponent. Making him envision himself buried alive underground surrounded by dirt and can't move. While in reality the opponent stops before the user and the user uppers cuts the groin area. A simple genjutsu followed by a low blow with chakra coated fists. The chakra would release from the blow to the groin and the groin being a sensitive area with many nerves would release the opponent from the genjutsu only to be at the mercy of the user.
Note: Can only be used after being knocked down
Note: Can only be taught by Gecko
Note: Can only be used 3 times

B-Rank

(Genjutsu: Saru no Sobaeru) Illusion Technique: Prankster Monkey

Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user preforms 1 handseal, casting a genjutsu that affects the opponents' brain, making him loose control over his own techniques, by exaggerating on the proportions of said technique. For example, if the person goes to spit a fireball, the stream that is spat is bigger than usual, burning the face and anything near it. Or when the person runs electricity through his the body, loss of control makes it short-circuit and shock the body. Or when the user encases him/herself in earth, the earth constricts around the body, harming and preventing breathing. This does not serve to augment the damage of the technique, if the opponent manages to fulfill the technique, it just makes it backfire. This genjutsu doesn't work on every technique nor on every situation, the user must balance the usage of this technique with situations where increasing the technique would make it backfire. Only one jutsu is affected by the technique, the following ones will not be.
*The genjutsu will only affect people from the same rank and bellow. Sharingan users or other Genjutsu specialists will be able to affect one rank above*

( Genjutsu: Ba-doko-ru Ninnin ) Illusion Technique: Myriad of Mockingbirds
Rank: B
Type: Supplmentary
Range: Short-Mid
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A
Description: This is a very discrete genjutsu, both in it's casting and it's effect. To cast, the user simply needs to do an hand gesture, in the direction of the target. It doesn't change anything about surroundings with the exception of people, and the immediate terrain they're placed. In essence, it allows the user to change how someone perceives someone else, and even create illusionary copies of people the user knows. The illusion is complimented with slight changes to the terrain, like bending foliage, opening doors, etc, but only if manipulated by the illusionary people. It can also remove people from the target's perspective, or remove certain characteristics of someone within sensory range of the target. While inside the genjutsu, the target is free to move and speak, which the user is able to respond through any of the illusionary creations, or him/herself, case the user chooses not to disappear.
It masks slight ambient alteration by "hidden" people, such as footsteps and speech, but not techniques. Likewise, the illusionary people can't perform techniques, only speak and interact through body motions.
*Lasts 4 turns max*
*While using it, the user cannot use any additional Genjutsu on the target and is limited to 2 additional techniques per turn*

(Genjutsu: Hyun Hwan Shim Yun Gon) Illusary Art: Outer Body Training Method
Type: Defensive/ Supplementary
Rank: B-Rank - S-Rank
Range: Self
Chakra: 20 - 40
Damage: N/A
Description: Created by a secretive group within the World of Murim known as the "Artists Society", the Outer Body Training Method is a Genjutsu that allows one to train and practice martial arts in an almost meditative trance placed upon themselves. The Genjutsu comes in several Ranks, with each one adding more strength to the Genjutsu. The user starts by gathering an amount of Chakra equivalent to the usage they'd like to perform, and releases it as a steam-like cloak around their body. With this "cloak" they disrupt their own Chakra flow, and place themselves under the Genjutsu. Within the Genjutsu the user experiences a black void with minimal features they can determine upon casting, from the perspective of an astral-projection like illusory clone of themselves, and finally an mental image of an opponent, or group of opponents. The users "projection" can perform all the same physical techniques the user themselves can, such as Taijutsu, Kenjutsu, etc, and if the user isn't affected by a Paralyzing Genjutsu, it can even copy the user's own movements. The same is true for their "projected opponent", allowing the user to utilize what information they have on them to visualize a battle between themselves and their opponent(s), like a mental exercise. This has the added benefit of allowing the user to "overwrite" other Genjutsu placed upon them, provided they are weaker than the Genjutsu the user casts upon themselves. In the case of equally ranked conflicting Genjutsu, as is stated within the "Illusionary Arts" thread, both are neutralized, and immediately disperse. This technique also has another usage within combat, besides overwriting Genjutsu. It can be used as a form of "movement prediction", as, if the user and their opponent are about to clash in close-quarters, the user can quickly use what information they have about their target, and mentally test their own moves out, and attempt to "predict" how the opponent will react. There are flaws with this technique however, for example, if the user doesn't know their opponent, and every move they can make, they can easily be caught off guard. Even something as a simple change is style can result in disastrous consequences if the user heavily relies on it within real combat. It also doesn't provide any addition benefit to the user's physical stats, like their tracking or reaction speed. It can only be used purely to mentally test one's style against anothers.

Note: A-Rank and higher applications require two hand seals.
Note: The A-Rank application is limited to 4 times per battle, and the S-Rank is limited to 2 times per battle.
Note: This technique cannot be used to overpower Genjutsu of a higher nature, such as MS or Yin Genjutsu.
Note: When used to counter Genjutsu of B-Rank or higher, the user has to deal with the following side-effects.

B-Rank: Unable to use this Jutsu for 1 turn.
A-Rank: Unable to use this Jutsu for 2 turns.
S-Rank: Unable to use this Jutsu for 3 turns, and perform Genjutsu A-Rank or above for 2 turns.
Genjutsu: Senkyoushi | Illusionary Arts: Missionary
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (40 if done with hand seals)
Description:
The user will induce a simple but precise and useful illusion onto the enemy making him feel a blow was just delivered to the back of his knees. As a reflexive response, in reality his legs lose strength and the enemy falls on his knees immediately. While quite simple, the technique serves many purposes and leaves the enemy vulnerable. The technique can target other areas and deliver similar blows to induce other similar reflexive actions. If the user does 2 handseals (boar+rat) he can cause the enemy to experience pain and even target the enemy's neck from behind, making the enemy experience severe pain and loss of limb control for a few moments, collapsing to the ground as if a precise blow was given to a nervous cluster in the neck. Off course in reality, no damage is done but the body is fooled into reacting in a reflexive manner to the illusionary blows.
Note: Can only be taught by Scorps
Note: For the hit to cause damage, the user needs to do the handseals.

(Genjutsu: Gurandoerudā no Futan)- Illusionary Arts: Burden of the Grand Elder
Type:Supplementary
Rank:B
Range:Mid
Chakra:20
Damage:N/A
Description: After making a hand gesture towards the opponent, the user will trap said opponent into a genjutsu. While trapped in the genjutsu the opponent will see themselves as an elderly man aged between 80-90 years old. Along with the opponent seeing themselves as an elderly man, they will also feel as how they look. Meaning that they will become an older man at mind. Knowing their limitations as an older man, any movement becomes difficult and their overall speed decreases one rank as well as slightly slowed handseal speed. This is describing the generic 80-90 old person, and not the extremities. Temperature change will cause them to feel uncomfortable and change in air pressure will make them feel short of breath. In reality however, they will be fine, with no issues.
-Can only be used/taught by Sir Hoshigaki
-Can only be used 3 times per battle

llusion Arts: The Beach Life (Genjutsu: Bichiraifu)
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes five hand seals and cast an illusion on their opponent. The opponent's mind believe they are on a beach laying in the sand with their friends and has just had a dream of fighting(the fight they are in right now). In reality the opponent is just immobilize.

Both Trained Here :

(Genjutsu: Midare)- Illusionary Technique: Disturbia
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will and cast an illusion on the opponent's mind that sees a single figure appearing on the terrain- this figure can be anyone and anywhere the user chooses but it can't be made within 5 meters of the opponent. This figure will have a distant look at everything, as if looking through you and won't appear to be concerned with the world around them. They can't move, can't talk, not even think- they are essentially living statues. If left ignored by the opponent after one turn this figure multiplies into two figures with the second one being set anywhere the user pleases, even beside the opponent which is unlike the first figure. After the second turn these two multiply into 8 figures, and after the third turn 16 and so on until the entire field is completely filled and the opponent has nowhere to move. In reality, these multiplying statues are actually explosive kunai that the user throws at strategic locations- of course the opponent wouldn't actually see when the user throws these kunai. The more turns that pass the user throws more around the field until it is riddled with explosives. Then, with a single hand seal the user will detonate all the tags he had set. The aim is to get as many as close to the opponent as possible to ensure death before the illusion is broken.
Note(s):
- Can only be done 3x
- Requires a turn cooldown
Learnt here:

(Genjutsu: Musei Furi) - Illusionary Arts: "Silent Handicap"
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage: N/A
Description: The user performs a single handseal (Tiger) and traps the target in an illusion where the target finds that they suddenly begin to perspirate (sweat) extremely excessively. Depending on the user, this can either be generalized (all over the target's body) or localized to any specific parts of his body (hands, feet, arm pits, face, and so on..). It is not long until the target is completely drenched in "sweat" making for a very uncomfortable and, not to mention, embarrassing feel for the target. However, this "sweat" is no ordinary sweat - it's properties/viscosity is likened to that of "Water Style: Starch Syrup Capture Field" being rather viscous and sticky like glue or sticky, wet dough, thereby significantly immobilizing the target's body (or body part). This sweat also puts off a very unpleasant odour which is simply incorporated to add to the realism of this illusion as well as interfering with the target's sense of smell and concentration. In reality, the target is unable to move his body (or affected body part, depending on how the genjutsu is induced by the user). This genjutsu lasts until dispelled by the target or cancelled by the user and does not hurt the target.
*Note: Can only be used 3 times per battle.
*Note: While affected by this technique, the target has considerable difficulty moving (particularly affected body parts).
*Note: No genjutsu in the same turn.
*Can only be taught by McKnockout

(Genjutsu: Hyakujuu ) Illusion Technique: Animalia
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/a
Description: By preforming 1 handseal, the user is able to cast an illusion where the opponent will feel a great amount of animals of any chosen size, within some limit , around himself. The illusion will manifest itself as body parts, whole animals, living or dead, attacking the user or standing still. While it can create any animal, it is more frequently used to summon animal specimens of one's summoning contract. Blood can be added to further reinstate the realism of the illusion
Learnt here:

(Genjutsu: Sen Soutei) Illusionary Technique: Wire Binding
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: N/A
Description: The user will perform 3 handseals and the opponent will then feel as if several needles with metal wires attached have pierced through their limbs and the wires have wrapped around the limbs and pulled back as to leave the opponent with their torso thrust forward and their limbs behind them. Their body mimics the illusion in real life as the opponent's limbs pull back and they find it very hard to move. A strong enough ninja can fight back against the illusion and free themselves much like Demonic Illusion: Shackling Stakes. The stress on the body and the realistic illusion causes the opponent minor harm.
-Twice per battle.
-Lasts two turns.
-Only taught by Professor Sarutobi.
Learnt Here:

(Magen: Shōten no Yugami) - Demonic Illusion: Focus Distortion
Type: supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: This genjutsu slowly robs the victim of their ability to visually focus on the surrounding environment, effectively disrupting their ability to properly react to their opponents. This technique initially manifests itself as a slight blurriness around moving objects even the targets own body, that eventually escalates to the inability to focus on any visual target whatsoever or around objects. As the effect is not instantaneous, are more likely to believe the effects of the illusion as reality. Due to the perceived visual blur, victims of this technique often demonstrate decreased accuracy and reaction time, which can put an individual at a significant disadvantage. It's similar to what Sasuke went through, when he overused his mangenkyō sharingan to the extent of extreme distorted vision.

♦ Note: This technique can only be taught by Lucifer.
♦ Note: This technique can only be used trice per battle.
♦ Note: The user cannot perform any type of Genjutsu the next turn.

(Genjutsu: Faraonohaka de rosuto) Illusion Technique: Lost In The Pharaoh's Tomb
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: After the user does the Ram then Snake sign the user will trap the opponent in a genjutsu. The opponent will believe the user does a earth jutsu and trapping them both in a pyramid. The opponent will see them inside a giant pyramid that has many hallways and dead ends making it where if they try to escape by normal means like finding an exit they will be walking in circles in real life.
Note: Usable 4 times a match
Note: Must be taught Blake Belladonna

(Genjutsu:Explosive Cat):Bakuyaku Neko
Type:Attack
Rank:B
Range:Short-Mid
Chakra Cost:25
Damage Points:40
Description: The user makes the enemy see a scared cat coming towards them and it hides behind the enemy the cat is actualy a few explosive tags tied together that the user will throw and they can explode at the users will.

A-Rank
Genjutsu: Upsu! - Illusionary Arts: Oops!
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 0
Description: An opposite of a genjutsu that removes gravity. This increases it albeit one or two things involved. after 2 handseals, the genjutsu is cast. This works on an opponent that is suspended in air maybe through a flight technique, wings, etc. Considering the type of flight mechanism, if its a kind of wings, the target who is in the illusion suddenly sees his wing tear/break and thus he would start falling due to him unable to sustain his flight. Perhaps what gives the target flight is a technique that uses raw chakra/energy like Mu's flight jutsu, the target would immediately feel a massive continous amount of pressure succumbing him to a strong gravity pull and thus would begin to fall. If the flight technique used is a wing, the pair of wings break and when it is recasted, they break again until the target is actually out of the illusion. This genjutsu also ofcourse may be used if an opponent is temporarily airborne maybe due to a high jump or through the usage of a suplementary jutsu to sustain a guided and premature flight/glide like using the wind stream jutsu. The genjutsu make it seem that gravity has just richocheted high and the victim has been forcefully succumbed to fall due to immense gravity. In real life, the victim is still there though mere hovering on a spot or perhap continues to glide in the direction he was moving. However he may actually fall in real life though at a normal rate, if his flight technique needed focus to sustain.
NOTE: Usable 3x per battle
NOTE: One turn rest inbetween usage
NOTE: No genjutsu above A-rank next turn
( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation
Rank: A
Range: Short-Mid
Chakra Cost: 30 + (Decoy Jutsu)
Damage Points: N/A ( Non quantifiable)
Description: The genjutsu begins by replicating a weak, easily releasable genjutsu (by Kai or small pain) and place it on any number of opponents within range. An example would be False Surrounding, changing the area around the targets. When the target moves to release it, the second, stronger, genjutsu will recognize the output, be it a chakra peak caused by pain or a Kai. This is based on the notion that certain genjutsus, for their complexity and strength, require sharper pain or bigger chakra outbursts in order to be broken, anything smaller will not affect the genjutsu. After having recognized the peak, the genjutsu will duplicate and repeat it in increasingly higher frequency. This will overload the opponent, preventing the usage of complex jutsu (S and above), genjutsu or summoning jutsus, and exhaust the chakra reserves, equivalent to a chakra cost of a Kai for each peak. The repetition of the chakra peak that exhausts the chakra reserves touches the Ninjutsu in it's technique, as it copies and sends out chakra signals that affect the chakra system physically, but in a very raw and primitive manner, highly distant from the Kurama KG.
The Second Genjutsu clears the effects of the first one, and changes it with slight ringing noises, body palpitations and slight dizzy vision. If the used method of release was pain, it will recreate the pain by adding it to the body palpitations, seemingly making the body sore. These illusions are presented intermittently.
*The phsyical effect of the second genjutsu only serves to exhaust the chakra reserves, not to make the illusion of the technique real. Thus no damage is done physically*
*Can only be used once per battle*
*Allows multiple targets, but not multiple layers of this same genjutsu*
*Costs as 2 jutsus*
*The weak jutsu gets released upon the usage of Kai, small pain spikes or other means of releasing it. The second, stronger, genjutsu, will react to any method of countering the first genjutsu that would suffice to counter an A ranked Genjutsu.*
*High Ranked users will counter both genjutsus with a single Kai usage (because the second genjutsu is an A rank).
*After the second genjutsu kicks in, although it restricts the usage of complex jutsus, will still allow different methods of countering, such as higher pain peaks, or 3rd person infusion of chakra , despite the primitive physical part of the genjutsu (ninjutsu)*
*The user can't preform Summoning techniques or other Genjutsu in the same turn. Can only use 2 jutsus in the second turn. Can't use Forbidden techniques in the same or second turn*

Genjutsu: Shinpi-tekina meisho) - Illusionary Art: Mysterious Attraction
Type: Supplementary
Rank: A-Rank
Range: Mid-Long
Chakra: 30 (-10 per turn active)
Damage: N/A
Description: The user will make 3 handseals and induce chakra in the brain of the opponent to trigger a genjutsu. As the the opponent is situated into the ground, he will slowly feel a certain attraction from matter around him, like trees or buildings. At first he will feel as if he is being slightly attracted towards a certain body with no real harm. But as the time continues, within the same turn, the pull becomes greater and greater, Until he or she perceives in the illusion that the gravitational pull of the object (e.g. a tree) is overcoming that of the earth, actually forcing them in that direction, making him believe he is being pulled. While this is active, he will not even be able to move a limb away from the objects sending the pull as the gravitational attraction will be that large. Objects with a larger mass, will of course have a larger pull that others, with a smaller mass. If the user is between 2 large masses that have about the same size, he will be seemingly stuck in the middle with both bodies pulling in the same amount of force.

Note: No Genjutsu in the same turn.
Note: Can only be used 3 times per battle.

(Genjutsu: Kyōsei) - Illusionary Arts: The Compulsory
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: 'The Compulsory' is a simple, and yet complex illusionary technique that was developed by Pernida Parnkgjas, designed specifically to aid the user in close combat but has since evolved to reach Mid Range as well. The technique activates with the user snapping his fingers which induces the illusion. The illusion however is not a Sound-based one but rather a visual Genjutsu. As such, it is extremely important for the opponent to have viewed the user snapping his fingers. In essence, the technique allows the user to bend and/or twist any object or even person in their surrounding vicinity. This grants the user the power to bend and even compress any tool or incoming projectile of their choice. As such, it leads to a great deal of versatility as the user may even choose to render any weapon into a practically unusable state by bending it. However, it is important to note that whilst bending an object i.e sword can change its direction in the illusion, the sword in question remains all the same in reality.Therefore, the user cannot actually utilize this genjutsu to evade weaponry. The illusion only exploits the targets willingness to assume that the weapon has been rendered useless, and naturally, it results in the target abandoning that weapon but in reality, there is no actual change. Alternatively, the user can choose to apply the technique upon the body of their target, manipulating a body part to twist and bend in order to break the targets bones, often creating the sound of snapping bones or even to such an extent that the selected part is reduced to a pool of blood. Any damage dealt by the illusion is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, this would in a sense be mental damage and not actual damage inflicted on the target. Regardless of that however, the user can easily submit the target to go unconscious by either delivering excruciating pain within reason or simply by 'severe bloodloss' which would in the illusion cause the target to faint. However, in reality, no damage is actually dealt upon the target and it is completely mental stress that forces the body to assume that it has been injured.
Note: It can only be used to affect a single object/body part per usage.
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used two times per battle, with a one turn break inbetween each use.
Note: Can only be taught by Hell Autarch

Genjutsu: Magirawashii no Serifu | Illusionary Arts: The Misleading Words
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
A simple but powerful illusion that is used immediately before an elemental technique. The user does one hand seal (Tiger, Ram or Horse) before the ones required for the elemental technique that follows. The result is that the enemy will see the next released technique as that of another element. However, to perfect the illusion, the user must train and have the ability to string the hand seal of the genjutsu with the ones of the elemental technique so that they seem to be only one set of hand seals.

Note: Usable 4 times
Note2: Can only be used before techniques of the 5 basic elements that the user knows
Note3: Can only use up to S-Rank on the same turn its used
Note4: Can only be taught by Scorps

Genjutsu: Kyodaina peppā | Illusionary Arts: Monstrous Pepper
Type: Supplementary
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: N/A
Description: Upon performing two handseals, the user disrupts the opponents chakra flow and places him into a gruesome genjutsu. Within the illusion, the user harshly stomps the ground and a giant monstrous red pepper emerges from the ground behind the opponent. The pepper is red and connected with its stem to the roots in the ground. The stem is decorated with a couple of green leaves that serve no real purpose to the illusion, other than to further distract the opponent. As the monstrous pepper emerges from the ground, the earth shakes from behind the opponent and the rumbling of earth can be heard. The pepper has hollowed out eyes and sharp teeth and its insides can be seen as a sticky yellowish substance that is dripping through its eyes and mouth. As it emerges from the ground it launches itself with its gaping mouth at the opponent, with the intention to swallow him whole, in a similar fashion to the venus flytrap. The height of the pepper is about twice the size of the opponent and it emerges about short range behind the opponent. However, due to its long stem it can easily reach the opponent within a moment. Once the pepper eats the opponent within the illusion, it traps him inside its body and squeezes him tightly against its sticky insides. In reality, the opponent is immobilized and unable to move if he gets eaten, leaving him at the users mercy.
Note: Can only be used 3 times per battle
Note: No other genjutsu in this turn. Must wait 2 turns between uses

(Genjutsu: Me Dakkyuu) - Illusionary Arts: Eye Dislocation
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs two handseals (starting with boar) inducing the target in an illusion by sending their chakra to disrupt the target's chakra system and the chakra within their brain. After performing those handseals, the target's senses would make them believe that the user possesses some increased speed ability that could be mistaken for swift release and is using it to move quickly to the opponent's location. Depending on what the user initially planned for this illusion, the illusion will either have a prolonged or shortened duration (both cases not exceeding 1 turn) which cannot be altered after the genjutsu is cast. In the illusion, once the user would have suddenly appeared near the target, the user will give the opponent many successive quick kicks and punches which sets them off balance. In the illusion, the target won't be capable of matching their own reaction and speed with the user's false presence regardless of how quick they are in reality. The moment in which the user had planned the illusion to end, the target will believe that the false presence of the user has suddenly moved behind them and is pointing/touching the back of the target's head with the user's index and middle finger in a gun-like fashion. At that moment, the target's eyes will have their eyeballs suddenly dislocated from their sockets as if they were forcefully attracted by the user's 2 fingers, causing the eyes to turn back 180 degrees to stare behind themselves yet having their head facing the other side. This is all in the illusion and makes them experience great pain which causes some mental damage in reality. In reality the target would be falling due to getting out of balance in the genjutsu (because of the kicks and punches) and seemingly be incapable of moving because of the illusionary taijutsu's speed. When the genjutsu ends, the target will be capable of standing up but with some mental pain, particularly towards his/her eyes due to having had their eyeballs dislocated in the genjutsu. However, in reality, their eyes would remain intact apart from having their eyesight's tracking speed reduced by 3 points for the same and next two turn in which the illusion ends due to the short-lasting after effect of the mental pain which was also directed towards the eyes.

Note: Thirce per battle
Note: No genjutsu the same turn
Note: Cannot be used the following two turns
Learnt Here:

(Genjutsu: Issen Burookun Gomakashi) Illusionary Arts: One Thousand Broken Mirrors
Type: Supplementary
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: After perform the hand seals Horse → Dragon → Ox, the target(s) is/are placed under the illusion that they are surrounded by a giant, 360-degree mirror, which reflects themselves and their surroundings. The mirror will then slowly break into pieces, then break into even smaller pieces, and continue subdividing until there are countless shards surrounding the target, all of which reflect the target and his surroundings. Once the shards have finished dividing, they will fly at the victim and stab him, leaving the target with minor mental damage.
Notes:
- Can only be used twice per-match.
- Can only be taught by Nathan.

(Genjutsu - Yuugen Sho) - Illusionary Arts - Phantasmal Fists
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 (if the strike connects)
Description: The user begins by molding chakra and sending it into an opponent's system, putting both hands palms out facing the enemy triggering the illusion. They will then begin to circle both hands outwards like making a sideways 8 as the user disappears from view, only the encircling hands remain as the background goes black and more hands appear encircling the area 360* horizontally around the target. In reality, the user swiftly maneuvers to behind the enemy, molding Futon chakra to the hands and strikes, thrusting with both hands together like a blade hard enough to pierce bone.

~Notes~
-Can be used 2x's per battle
-Must be taught by -Vegeta

Illusionary Arts: Eyce (Genjutsu: Eyce)
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After performing a single handseal, the user traps the opponent inside a genjutsu. With the genjutsu in place, the next step that the opponent takes is met by a sudden flash freeze which emanates from their feet and rises up quickly through their body before settling behind the eyes. The opponent then sees an frosted white veil begin to form over their eyes, giving the impression that his eyes have been covered in ice. With the veil also comes the inability to look in any direction other than forward.
-Cannot be used in successive turns-
-Can only be used four times per battle-
-Must be taught by The Mockingjay
Learnt Here:

[Genjutsu: Kusari Naraku] - Illusionary Arts: Chains of Hell
Type: Attack
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user transfers his chakra into the opponent's mind meanwhile performing a single handseal, the "Ram" handseal, casting an illusion into the opponent causing him to see the ground below him divided into two sections, a right section which moves at the right direction of the opponent and a left section that moves at the left direction of the opponent, leaving the opponent without any solid ground. Meanwhile the ground is moving countless chains shows up from the space that is left by the divide of the two earth sections. These chains are manipulated by the user, giving him the capability of binding the opponent with the chains, inflicting damage with the chains etc.. . Leaving the opponent open in reality and inflicting damage to him because of the amount of stress caused form the illusion.
Note: Can only be taught by Kamishiro
Note: Can only be used 3 times a battle
Note: Can't use any genjutsu technique higher than A-rank at the same turn

Learnt here:

(Genjutsu: Kōseina Gēmu) - Illusion Technique: Fair Game
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: After forming the handseals Ram -> Snake, the user inserts chakra into the target's brain and creates an illusion in his mind where he finds himself in the middle of a forest and hears someone snap his fingers. When the sound is heard, dozens of arrows fly out of the trees and almost instantly pin the target to the ground or nearby tree. The target can see ignited exploding tags on the arrows that hiss loudly but never explode which may cause him to panic. In reality he feels like he cannot move his body and is standing still, leaving him open for an attack.
-Usable 3 times per battle
Learnt both here:

Genjutsu: Akuma no Houyou | Ilussionary Arts: Demonic Hug
Type: Offensive/Defensive
Rank: A-Rank
Range: Short to Mid
Chakra: 30 (+10 next turn to keep active)
Damage: 60 (at the end of the 2 turns)
Description:
The user makes 3 simple hand seals (Boar+Serpent+Rat) and makes the enemy feel as if he's being tightly squeezed; as if pressure is being applied to every point of his body, rendering him restraint and unable to move. The pressure on the enemy's body is so great that he'll feel it hard to breathe and will begin to hyperventilate and eventually will enter a panic state as the pressure keeps building on his body. If he doesn't dispel the Genjutsu he'll faint from hyperventilation in the second turn.

Note: Can only be used twice
Note2: Has to be taught by Scorps
Note3: Can't use Genjutsu in the same turn or the next

(Genjutsu: Ekitai no shintō) Illusionary Arts: Liquid Penetration
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: (60 mental stress)
Description: Liquid Penetration is a high skilled illusion that can only be triggered once the opponent is submerged in a liquid preferably, but not limited to, water. Triggered by waving 4 hand seals as the opponent is moving within the water, they will notice their own movements becoming increasingly laggish as the water pressure around them seemingly increases ultimately prohibiting their movement as well as making them surcumb to the sensation of an immensely growing pressure pressing against their body also holding them in place. The rising pressure can be compared to the feeling of being buried by numerous rocks that continually pile on the target, but in the genjutsu the growing pain will be felt nonstop on all sides of the body until it is replaced by a greater sensation of pain caused by the next step of the illusion. The surrounding liquid will then forcefully and swiftly penetrate every hole within the target's body ranging from pores, mouth, nose, etc., filling their inner body cavity with water damaging skin, muscles, and organs within the genjutsu, the target feeling every aspect of internal damage in detail as the illusion makes them simulate near death pain. As this happens the target's body responds to the penetration by swelling up as if they were an Akimichi clan member growing to a very large boulder like size as the illusion simultaneously takes the target's eyesight replacing it with a white realm in which their most cherishable past memories flashes before them, and before they know it they reach the apex of their body enlargement where they then seemingly explode. Their consciousness drifting into a vast nothingness lost for all eternity. In reality the target is unable to move while they are submerged in the water which can lead to expiration of oxygen and ultimately drowning as they fall victim to the illusion's effects. Users who fall victim to the genjutsu will be broken out after a large amount of water has entered their bodies, they too being subjected to dazed and sluggish movements.
NOTES
►Can be used 2x per battle
►No genjutsu above A rank in the next turn
►This jutsu has a 2 turn cooldown afterwards
►Can only be taught by ZandaT

Genjutsu: Kuro Mizu | Illusion Technique: Dark Water
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: A genjutsu which, once the user has cast it lays dormant inside the target's chakra system until the user initiates a water technique which creates it's own water source. The water technique will appear to be of a pitch black color, however due to the water's transparency this results in the water appearing invisible to the naked eye thus the target will be unable to see it unless they have a dojutsu or a sensory ability. The illusion only changes the water's color, any other characteristics of the water still remain. The genjutsu has been derived from the Rain Release skill 'Dark Rain Technique' which turns raindrops black, making them invisible but in this case it's purely illusionary and only makes the first water technique used after casting the illusion pitch black.
Note: Can only be taught by Tybone.
Note: Dojutsu users and sensors will still be able to see/sense the water.
Note: The genjutsu remains dormant until a water technique is used by the user.
Note: Only applies to water techniques that materialize their own water.
Note: No Genjutsu in the next turn.
Note: Can only be used twice per battle.

(Genjutsu :Mattaku kyōfu)-Illusion Technique: Stark Fear
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The opponent is placed under a genjutsu where the person he fears most appears next to him and lifts him by the throat which cuts off his airways and prevents his jaw from opening. The target's body starts to become limp as he struggles and his vision fades to black, leading to unconsiousness.
-Usable 2 times per battle
-Target stays unconcious for one turn after
-Can only be taught by Shin-Akira

Genjutsu: Tabe ari|Illusionary Technique:Devouring Ants
Type: Offensive
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage points:60
Descriptions: This technique was previously used in the ancient times as a means of punishment to punish criminals or outlaws who hand committed treason or committed grievous offenses, its sole purpose was to kill its opponent in a slowly but painful manner, however such practices have long been abolished. The user of the jutsu performs the ox and tiger hand-seals in quick successions casting his opponent under a genjutsu where his limbs are being slowly and gradually devoured by termites and ants, the termites and ants start devouring the limbs and eventually progresses unto vital body organs until it reaches its heart, the ants and termites start by crawling up the opponents legs restraining it in the process, then further progressing upwards towards thier torso. However, in reality the opponent is unharmed, receiving only mental damage as the illusion progresses.

Note:Can only be taught by thunderbolt
Note:Can only be used three times

Learnt Here:
(Genjutsu: Dai Enkai) Illusion Art: Great Flame Commandment
Type: Supplementary
Rank:A
Range:Short-Mid
Chakra: 30
Damage:N/A
Description:The user will perform the bird and rat handseals and instill a Genjutsu upon the opponent that causes them to see raging flames emerging from the ground in a ring of fire. The flames are located long-distance from the user and opponent,appearing on the outskirts of the terrain and stretch up 20 meters in height. The complex Genjutsu affects the opponent's sense of touch, hearing and sight. Due to the opponent's brain believing the flames are real, he will hear the roaring crackling of the flames and feel intense heat as though the flames are real. This doesn't impede the opponent in any way and are simply meant to disguise the illusionary flames as real flames. The real usage of the Genjutsu lies in the effect in the opponent's sight. While seeing the flames as though they are real, the opponent will also see the distortion caused by the heat waves the flames give off, as real flames would. As the Genjutsu continues, the distortion will grow worse and worse, increasing and hindering the opponent's vision as the distortion from the heat waves increases causing what the opponent sees to be increasingly blurry as time goes on. Eventually, the opponent's sight will be hindered almost completely, with everything they see becoming completely blurry as though the heatwave distortion were real. The technique lasts a total of five turns if not interrupted. In the first turn used, everything long-ranged from the opponent becomes blurred to the point where they can barely make out shapes of objects and their distance while they are in long-range. The second turn, the distortion spreads to mid-ranged from the opponent with the same effect, and in the third turn, the distortion spreads to short-range of the opponent, blurring what they see completely for the remainder of the technique.

~Can only be taught by Riker Slade~
~Can only be used twice per battle~
Learnt Here:

(Genjutsu: Butsuri Haipā) Illusionary Arts: Physical Hyper
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will perform a pointing jesture at the opponent while in short range. This will induce a genjutsu on the opponent where the opponent will feel an illusion where their skin is hyper sensitive. Not for something subtle for example feeling the heat of the sun but for any physical attacks that the opponent might receive. This is a one time genjutsu where it will stay active unless broken by the opponent or the user when landing a physical attack. Soon as the user is able to land a physical attack anywhere on the body, the opponent will feel three times more pain than the original strike. For example, the opponent getting hit in the face with a punch will only feel a blunt force trauma for only a short period of time. However when under this genjutsu the opponent will feel broken cheek bones and broken blood vessels. In turn the pain that it is caused will knock the opponent out of the genjutsu after feeling the three times the pain. The feeling will then return to normal. The strain on the brain for one time use is not that destructive, however when hit a few times under this genjutsu the brain will take immense stress and strain from the extreme pain. Thus after three hits under this genjutsu the opponent’s physical capabilities will be slower, speed, reflex will all be reduced.

-Able to use thrice per battle.
-Have to induce the genjutsu each time for three hit bonus to take effect
-Last 3 turns if a physical attack hasn’t been landed
-Can only be taught by Solf J. Kimblee

(Genjutsu: Paresthesia no bodi ) - Illusion arts: Paresthesia
Type: supplementary
Rank: A-rank
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A
Description:
The user first performs 2 hand seals (Tiger--Boar) which is used as a medium to transfer chakra into the opponents nervous system and take control of their sense of touch. With that done the opponent will be trapped in the illusion and begin feeling the affects. The opponents arms, hands, legs and feet would instantly feel "paresthesia" and become numb to a degree, along with an extremely intensified tingling feeling of pins and needles throughout out those body parts. This would successfully slow down the opponents movements drastically (losing 10% speed) due to the lack of control people have over their body when a body part feels paresthesia, and would make it highly difficult to react to attacks, perform hand seals and to attack or defend physically. When it comes to hand seals, the lack of control on the limbs would make it impossible to do more than 3 seals while this is affecting the target.

- Only taught by Shady
- Can only be used twice per battle and lasts 3 turns per use
- Can be used on multiple opponents at once

(Genjutsu: Kohitsuji Shoutan Raikou) Illusion Arts: Lightning Tears of a Lamb
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: After 2 handseals, the user will cast a genjutsu on the opponent, making him feel 2 lightning threads surge from each eye across his/her face. The lightning threads will cause great pain as they go around the head, pulling the facial muscles into a wide eyed shocked expression and then shoot into the ground, pulling the head downwards to have the opponent face the heaven. At that point, the lightning strings that links the head to the ground pressure into an area of the brain not dealing with vision but the interpretation of vision (left occipital lobe and temporal lobes), signaling the user's chakra messing with those particular areas. At which point, the opponent becames mentally blind, able to see but enable to make sense of it, as the genjutsu mimics Visual Agnosia.
The user has to rely on senses other than vision to perceive through this genjutsu, including but exclusively Sharingan, Byakugan and other Rinnegan, as it does not create a cloak to their eyes but actually messes with the perception and interpretation of visual stimmuli.
*Can only be used thrice, requiring 1 turn break between usages (counting after the turn it ends)*
*Is basically a normal genjutsu with a visual twist, it is as weak to any other method of dispelling as any other genjutsu*
(Onchou Kyou Buru-su) - Rhythm and Blues
Rank: A
Type:Supplementary
Range: Short-Mid
Chakra Cost:30
Damage Points:N/A
Description: This Genjutsu will affect the sense of hearing of the opponent. The user first make 6 hand seals and then will hum in a low rhythmical beat and tap their feet to the beat which will bind the opponent who will hear it. The victim will feel their body moving to the beat and wont be able to move on their own free will. The victim will then be moving towards the source of the sound. This Genjutsu will only restrict the movement of the opponent. The opponent will still see and feel what is happening around him.
Note: Since its a sound base, a strong sound can cancel the humming and tapping of the user
Note: This jutsu only affect the legs of the opponent, leaving him fully capable of performing hand seals.
Note: Cant be seen by Dojutsu.
Note: Genjutsu last 2 turns.
Note: No other Genjutsu until the end of the battle.
Note: Can only be use/taught by WastedMonkey
Allowed before new rules
(Genjutsu: Undeinosa Gomakashi) - Illusionary Arts: World of Mirrors
Type: Supplementary
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After weaving the needed hand signals (Tiger → Horse), the user will have placed the opponent under an illusion. Once the target enters the genjutsu, they are thrown into a landscape of trees, grass, and rocks made of mirrors. The target hits the ground and is unable to move. After a few moments, the landscape, including the mirror sky, is broken into an innumerable mass of shards that cascade upon the target like an avalanche. Upon the shards crashing upon them, the shards become a raging ocean, tearing and cutting into the opponent relentlessly. Finally, once the target is rendered a bloody mess, the genjutsu ends and the target suffers immense mental fatigue.
Notes:
- Can only be used three times per-match.
- No genjutsu next turn.
- Can only be taught by Nathan

Magen: Rosuto Sorrisu no Garathorne - Demonic Illusion: Lost Souls of Galathorne
Rank: A
Type: Attack
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After making 6 handseals, the user casts a genjutsu upon an opponent while he immediately follows up with water manipulation. This is an advance genjutsu/water combination where the opponent immediately sees himself bound from behind(like pretta path holding sage-Naruto while sucking his chakra) by an earthy creature that looks like an elvish golem which becomes stiff immediately leaving the opponent bound and unable to move. At the same time he is bound, another elf would rise 5 meters infront of the opponent holding a katana. This Figure is fully erect split seconds after the oponent is bound, then it pushes forward stabbing the opponent with its earthy katana. The katana would pierce through the opponent and into the first earthy figure binding the opponent and it becomes stiff too leaving the katana hanging through the opponent. In real life as soon as the genjutsu is trigered, the user kneads his suiton chakra underground, making an elvish humanoid golem made of water to rise from beneath/behind the opponent restricting him just like in the genjutsu. Everything in the genjutsu happens in real life but the only difference now is that both figures are made of water meaning the opponent takes the full damage the katana stab which in real life would be a katana made of water.
++No A-rank Genjutsu and water in the next turn
++it takes the same time to perform this as it takes to perform 2 techniques and it counts as two techniques
++Useable only twice per match
++Does not require water source
++Must be taught by Priest

(Genjutsu: Spasticity) - Illusion Technique: Spasticity
Rank: A
Range: Short - Mid
Type: Supplementary
Chakra: 30
Damage: N/A
Description: The user performs a set of 4 hand seals and casts the target within an illusion, In said illusion the target would see it starting to rain across the entire battlefield, as the droplets of rain touches the targets body it undergoes a drastic change. The target would experience an altered skeletal muscle performance in his/her muscle tone, like an unusual "tightness", stiffness and/or "pull" of the muscles, making it hard for the target to grasp things like kunai's, swords etc, along with failure to perform hand seals and/or move around correctly. This change in body structure within the illusion would trick the opponents brain into believing that grasping things and performing handseals in reality is just as difficult, resulting in failure to perform hand seals and/or proper movement.
Note - Can only be used twice per battle.
- Effects of the illusion lasts for an entire turn.
- No genjutsu may be used in the following turn.

(Genjutsu: Karipuso no noroi) | Illusionary Arts: The Curse of Calypso
Type: Supplementary | Offensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A (60 if successful, stress on the mind)
Description: A Genjutsu induced through the formation of three hand seals. The technique starts off by the sound of a woman screaming and wailing, as she rises from the ground, bound by a large amounts of ropes all around her body. Her face, one of a beautiful woman, but her body, grotesque and bleeding. Once emerged (happens fast), the ropes tighten and squeeze her body causing it to suddenly bursts into several small demonic crabs which explode towards the opponent. These crabs are quite fast (same speed level as the opponent one is facing) and also have extremely sharp pincers and exo-skeletons. As they get closer, become even smaller and smaller, decreasing in size, but increasing in number. The crabs would easily flood the opponent, biting into their skin (or rather pinching with pincers) and creeping underneath their skin. Move into any openings like the eyes, ears, mouth, nose etc. All this causes extreme stress on the opponent's mind, however, does not hinder the opponent's movement in reality. After a single turn (if not countered), the opponent would feel the damage on his mind, and pass out.

Notes:

-Can only be taught by Detective L
-Can only be used twice per fight
-No S rank Genjustu in the same turn or one turn afterwards
Learnt Here:

(Genjutsu: Fuhenteki Youbai) Illusionary Technique: Universal Solvent
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user forms 2 seals and induces an illusion into his opponent where once their body touches water they will begin to break down, dissolving into the water over a short time. Once in the illusion their body has completely dissolved the opponent will lose consciousness in reality. While dissolving in the genjutsu their body is paralyzed in reality.
-Twice per battle.
-Takes two turns to render opponent unconscious, until then the victim may act freely within the scenario of the illusion.
-Opponent must be partly or fully submerged in water for illusion to trigger.
-Only taught by Professor Sarutobi.

Genjutsu: Bunkai | Illusionary Technique: Disassemble
Rank: A
Type: Supplementary
Range: Short - Medium
Chakra: 30
Damage: n/a
Description:
The user will snap their fingers and by doing this they disrupt the targets chakra flow to bring them under a unique genjutsu. once the fingers are snapped - the target will suddenly get bright lines all over their body like a grid. Then their body splits apart in each grid square and making about 40 little who whomever the target it - meaning the target's mind under the illusion is split between the little ones. This causes the target to be confused and feel as if their body has been split into little clones of themselves. The little ones in the illusion are just running around - spouting confusion and being angry that they're small. While under then illusion the little ones cannot use any techniques so the target can't use these little ones as legit clones. In reality, the target is running around due to the confusion.

Note: Only usable twice per conflict
Note: Unable to use Genjutsu in the next turn
Note: Only usable/trainable by Coyote


Genjutsu: Saisho No Tsumi | Illusion Technnique: First Sin
Type: Offensive
Rank: A/S
Range: Short
Chakra: 30-40
Damage: 60-80
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, this illusion will cause the victim to see a large tree growing from the earth between himself and the opponent, knocking them both backwards in his mind, this tree will seem to grow endlessly till it's the size is capable of engulfing mountains in height and it's branches will cover the whole area in shade. Once the tree has grown to it's full height, thousands of apples will begin to fall from the tree from such a height that they reach terminal velocity striking the ground and the opponent like fleshy meteors causing serious mental damage. Optionally while the tree is growing a single large snake with yellow eyes will wrap around the opponent restricting his movement, appearing from the ground beneath the target as though it's burrowed it's way out of the earth much like the tree. The snake will hold the victim stationary while the apples bombard them each turn until released.
Notes:
- Using this illusion without the snake will be considered an A rank usage, while with the snake is an S rank usage due to it's paralysis element.
-Can only be used 3 times per battle at A rank and twice at S rank. No Genjutsu above A-rank next turn after using S-rank variant.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the per battle limit, I.E two victims is two usages.

Genjutsu: Meiro No Shitsumon | Illusion Technnique: Maze Of Questions
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, this illusion will cause the victim to hear multiple questions posed by the user, these questions repeat constantly, over and over again in the victims head, becoming louder and faster as time progresses. This technique will cause the victim to be unable to hear anything on the battlefield due to the noise, they'll also be unable to perform certain advanced techniques, this includes fuuinjutsu due to the complexity of writing seals, medical ninjutsu due to the fine chakra control needed, or anything similar that states it requires fine or advanced chakra control. Should the victim not release this they will take damage from the constant noise.
Notes:
-The user can select the questions that will be repeated themselves should they wish, allowing for in character manipulation.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.

S-Rank

(Genjutsu|Sara's Songu)-Ilussionary Arts: Sara's Song
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: To those close to Ragna it is no secret that he has had a troubled life. This jutsu was dedicated to his lost sister, so that others might feel his pain. The enemy will suddenly see a young girl appear above the user holding a golden balance. She will begin singing a song in a strange language signifying the different parts of the genjutsu.

Verse One Confinement: Upon activation of the genjutsu this verse takes effect. Sara's hands become entrapped in shackles. The balance behind her rises on the left side and lowers on the right. The enemy's hands, in turn, began to twist and contort as they become misconfigured causing tremendous pain and rendering the enemy unable to use handseals as long as the genjutsu is active. The balance becomes even again.

Verse Two Fate: In the next turn Sara’s eyes are wrapped in bandages as she begins to cry. In the enemy’s view the world starts spinning uncontrollably causing everything around him to become blurred and thus give him a sense of vertigo/disorientation. This makes it nearly impossible to make any precise moves. The balance becomes even once again.

Verse Three Atonement: In the third and final turn the song gets louder again (just for effect you would still be able to hear the user.) As the song gets louder the world stops spinning and the next thing he will see is Sara cradling him as he views his own headless body collapsing to the ground. The enemy will then pass out from shock. Ending the genjutsu.

Restrictions:
-Can only be used once
-Each Verse takes effect after 1 turn.
-No genjutsu above B rank for 3 turns.
-No A rank or above genjutsu in the same turn
-Can only be taught by Omega
-Must be learned through RP with Ragna

Genjutsu: Akuma no Izumi | Illusionary Arts: The Demonic Fountain
Type: Offensive
Rank: S-Rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description:
The user does 2 hand seals (Ram+Dog) and inserts his chakra into his opponents brain. By doing this he triggers an illusion were the enemy will suddenly feel as if water is gushing inside his mouth, both bursting and flowing out of his mouth but also into his air ways, drowning him from the inside. The water gushes and flows with increased volume and speed as time passes, quickly overflowing his air ways, lungs, gastric tract, stomach and also his ears, leaving the enemy in a state of desperation as he struggles to breathe and gain balance within this demonic overflow of water. As the human reflex in a drowning situation is to gasp for air, the enemy will eventually start, in reality, to hyperventilate (without noticing) which will lead progressively to him fainting. Of course, all of what the enemy experiences is but an illusion and his lost of conscience is due to his own hyperventilating panic.

Note: Enemy has to release the gen in his immediate counter or he'll lose conscience the beginning of the users following turn
Note2: User can only use Ninjutsu (elemental or not) up to S-Rank in the same turn
Note3: User can't use other Genjutsu in the same turn
Note4: Can only be used twice per battle
Note5: Can only be taught by Scorps

(Genjutsu:Yon-Saido Fuu Shiyou)-Illusion Technique: Four Sided Sealing Method
Type:Attack
Rank:S
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description:The user creates 3 shadow clones. Each of the stands as of they were in a perfect square meaning they stand at three corners of the square and the user stands and the last corner. The Opponent is trapped inside of the square.the user and the clones send out a steady flow of chakra through the ground towards the opponent. Once the users chakra makes contact with the opponent, he/she is trapped in a very high level genjutsu.The user and the clones have to stay in a sqaure formation for the it to work properly.The opponent is trapped under a genjutsu that makes the user believe that he or she is severely getting sliced by a sword. Though the physical damage doesn't happen the opponent feels the pain causing torture.
Restrictions:
-Can only Be used once per battle
-May only be used by ~Minato~
-This jutsu lasts 1 turn

Learnt Here:

(Genjutsu: Setsuwa no Ichi Ni Kumo) Illusion Technique: The Tale of the Itsy Bitsy Spider
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: This jutsu acts both as a form of Kai and an actual genjutsu. Itsy Bitsy Spider allows the user to manipulate the jutsu and make it work towards her own purposes, while trapping the opponent. This jutsu comes in 2 phases.
In the first phase, the user will suddenly start to turn into tiny hideous spiders, until she disintegrates completely, while manipulating the Genjutsu she's on. For example, if an opponent genjutsu creates a tree that envelops the user, it will constrict her so much that she explodes into multiple spiders, while the tree starts to decay. (The user can have any creativity she wants). This marks the release of the opponent jutsu.
In the second phase, the opponent will start to feel uncontrollable itch, and the genjutsu will force him/her to scratch him/herself frantically. The skin will start to breach and create gashes, from where small spiders will start to come out, as the skin will expose the muscles and the bones, until the person is just mutilating itself, with spiders appearing from every inch of his body. The fear and pain will grow on the person quickly and steadily, until all turns black and a huge hideous spiders suddenly appears in front of the user, with multiple horrible eyeballs, which will knock the opponent out, convulsing in his sleep.
*Knocks the opponent out for 2 turns*
*Can only be used against techniques of the same rank or lower*
*The user will not be able to use genjutsus for 3 turns*
*Can only be used 3 times per battle
*Genjutsu especialist or doujutsu specialist will be able to counter techniques one rank above*
Learnt Here:
(Genjutsu: Mikkoku Kurouido) Illusion Technique: The Betrayal of the Black Widow
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user performs 3 handseals and creates a genjutsu that latches onto the opponent's brain, gaining control of the user's chakra. It will suddenly and powerfully make the opponent fear his own jutsu, which will translate in seeing the jutsu transform into something menacing or deadly to the user. For example, turns a dragon fireball around and has it attack the opponent, turns an earth armor into a spiked one, where the spikes grow inwards instead of outwards, etc etc. This only works on jutsus of the same rank as the technique. Genjutsu specialists will be able to affect 1 rank above. As the genjutsu kicks in, the target will hear a loud church bell ringing on their ears, and they'll see their jutsus stop. Then, a few seconds later, a second ring will be heard, and the jutsu will turn on them.
In case of the Kurama, the effects actually become real. By latching itself on the part of the brain that controls the chakra, shortly after preforming the technique, the genjutsu will have the opponent resume the contact with the jutsu and have it's own chakra reshape, re-manipulate the jutsu into what the genjutsu is creating.
*Affects 1 person per usage*
*In case of the Kurama, the genjutsu is short-ranged*
*Can only be used once every 2 turns*
*Can only be used 3 times*
*Kurama's restrictions only apply when the Inner Demon is activated

Learnt here:
Illusion Technique: Distorted Reality (Genjutsu: Ibitsu Riariti)
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user would cast an illusion immediately and unknowingly when the opponent have suffer any kind of pain, cut, wound etc. (it can be minor or life threatening). The illusion causes the opponent's pain, wound, cut etc. to becoming extremely painful and have the opponent severely afraid of their wounds which causes them into a state of complete horror-struck
Note: Can only be used twice
Note: Only Anbu K, Axle & Eddy allow to use
Note: This genjutsu is done by sound of a clap

(Genjutsu: Mahou no Kei Chikin ) Illusion Technique: The Voodoo of the Headless Chicken
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: Requires 5 handseals. This jutsu acts as the opposite of False Surrounding (Kokohin). Instead of manipulating the opponent's perception of his/her surroundings, it changes the perception of his/her body by removing or adding organs/objects. This allows the user to remove limbs/organs, to prevent certain actions to be taken, such as ripping one's eyes to make the opponent blind, removing one's lungs to make the user pass out from lack of air, removing one's legs to prevent the target from running etc, or add certain objects/organs, such as blades to one's stomach, or adding stitches to one's mouth, silencing them.
*Can only be used 3 times per battle*
*Opponent needs to find a way to counter or release the genjutsu in his countering turn when the illusion pertains to "removal" of organs or he'll lose conscience from the pain and mental strain

Learnt here:
(Genjutsu: Hinan Ribingu Mokusei Sōru) Illusionary Arts: Condemned Living Wooden Soul
Type: Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user signs a Rat-Boar-Ram handseal which will create an illusion within the opponent's mind that suddenly his skin turns very rough and rigid then wooden like texture starts violently sprouting through his skin, creating ridges. His skin is turning literary into a solid wooden like texture while increasing in size, immobilizing his body as his skin turned into wood, acting like an armor that he can't move in. As the wooden texture is taking over his body, the targets skin on his face scales up which will eventually cover the sight of the opponent. The target's hearing will also eventually be lost because of the growth of the wood patching his ear canals and covering his ears with wood. Since his skin turned literally into wood from his point of view, in reality, his body is immobilized after the illusion takes full effect. Encased in an illusionary wood armor made from his own skin, the target is rendered unable to move or perceive the outside world.
Notes:
- Can only be taught by House.
- Can only be used twice per-match.
- No genjutsu for the next two turns.
- Can only target one opponent.
- The effects of the genjutsu aren't immediate and progress through time, leaving a small window of opportunity for the opponent to counter.

(Genjutsu: Hyoumenka Seken) - Illusionary Arts: Shattering World
Rank: A
Type: Supplementary/Defense
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user performs a quick sequence of two handseals (Horse -> Inverted Bird) and traps the target in an illusion where they think that the sky has shattered into millions of pieces of glass which rain down upon them, piercing/skewing their body. This technique is primarily used to serve as a diversion allowing the user to escape or attack.
*Note: Can only be used twice
*Note: No genjutsu in the same turn.
*Can only be taught by McKnockout

(Jinsei no Saigo no Konseki) | Life's Last Vestige
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 (mental stress + actual damage)
Description: An unlikely and rare combination, the user puts use of his ability to use one of the five elements as a means of inducing genjutsu. The jutsu begins with an upward gust of Wind consisting of quite some strength, allowing it to raise the people/persons it is used against with ease, whilst the air is simultaneously forced through the nostrils causing both distress and discomfort. The Wind which has now entered the opponent is used to disrupt the opponents normal chakra flow and induce a genjutsu in which the opponent suddenly feels the very air from their lungs being sucked out of them as the Wind which had raised them upwards continued to spin around them, the pressure holding them in place and preventing movement of all limbs. As they remain suspended, the spinning wind which had been just holding them in place suddenly feels sharper, and more concentrated. The spinning would increase in speed around the opponent, the rate at which the air is being sucked out of their lungs increasing with it. This is coupled with sudden sharp pains in random parts of the opponent's body as the Wind begins to hack and slice deeply into their skin, causing extreme pain which is almost impossible to register with all the suffering that's going on. The spinning wind which had been obscuring the opponents eyesight due to the nuisance of the spinning cloud-like Wind is now bloody red in colour, creating quite a disturbing view. The wind component of this technique is A-Ranked and so is the illusion. If the opponent does not manage to release within two turns of the genjutsu's activation, they would fall unconscious due to the belief that all the air is sucked out of them, leaving them unable to breath.

~ Can only be taught by Erzo. Can be used twice, with a two turn wait after each usage.

(Kusaru Genjutsu: Shinigami no Yousei) Carrion Illusion Arts: The Necrotic Touch of the Black Larvae
Rank: S
Type: Offensive
Range: Contact
Chakra Cost: 40 (+5 per turn)
Damage Points: 80 (+20 per turn)
Description: The user charges an elemental chakra through a part of the body, generally the fingers or the mouth, and then proceeds to touch the head of the opponent (Or through a kiss). This will infuse the opponent with a globule of the element, which will appear as a larvae running bellow the surface of the skin, heading towards the brain. Once there, they begin "eating" the brain, producing illusions as they go along. Their trail is characteristic of the element used (Ex: Sticky Resin, Ashen Burn, Petrified Residue, for basic element's Water, Fire, Earth, or even Rotting, Freezing Trail or Small Intricate Wooden Net (for advanced element's Mushroom, Wood, Ice) and so is the illusions they produce (Fire burning the terrain (Fire), Numbness of the touch (Lightning), alcoholic taste on the mouth (Perfume), etc). The larvae will eat across the brain, starting on one Sense, and progressively adding the others, a new Sense every turn. Once all 5 senses have been targeted, death follows in the next turn, thus raging 6 turns between the beginning of the technique and the end. After one Sense as been targeted, it is numbed in reality, making it so it is unusable by anyone with a rank lower than the user, or severely cut down by anyone of the same or higher rank, this stands mainly for the aftereffects of this genjutsu after it has been released, since while its in effect, the illusionary pain, numbness, etc is what the enemy feels. It can be released as normal by any means of releasing an elemental genjutsu, except through Pain, as it needs an actual chakra purge to obliterate the larvae. Pain only temporarily slows the illusionary effect but doesn't get rid of its source. The larvae does physical damage to the brain besides the illusionary damage. This damage is produced by the larvae's movement inside the brain. However, its residual and not significant during the first 3 turns. After that, even if the illusion is dispelled, the damages produce a sluggish mind, hindered reactions, etc. with its effects worsen by each turn accumulated. Medical ninjas can use healing techniques or other techniques that can target and destroy harmful pathogens to counter and disable the larvae but these need to be same rank or above.
*If the user touches a limb or the torso (Through pieces of clothing top, not armour or hardened leather), the larvae will travel to the brain, but will instead require 1 addition turn before the illusions are felt*
*An advanced element requires an extra +5 chakra upon activation, but experiences no bonus in strength, just a different array of trails and illusions*
*After charging the genjutsu, it can be infected to up to 5 people, during the turn it's used as long as the user manages to achieve the 5 successful physical contacts.*
*Can only be used with one element per usage*
*Follows the Elemental weakness and strength*
*Can only be used twice per battle*
*Counts as a jutsu for every turn active*
*Can be released at will by the user*

(Genjutsu: Kanchi O-ba-ro-do) - Illusionary Arts: Perception Overload
Rank: S
Type: Supplementary/Defense/Attack
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user performs two handseals (Horse -> Monkey) to use Kanchi O-ba-ro-do.
Kanchi O-ba-ro-do is a powerful and surprisingly simple technique which allows the user to alter the target's ability to sense external stimuli in quite a unique manner. Under normal circumstances a person is unable to detect a stimuli until it has reached a certain intensity referred to as the absolute threshold. It is the body's natural mechanism to allow a person to block out unnecessary stimuli that would otherwise be distracting and preventative to accomplishing a focused goal. As such the body constantly sends a multitude of sensory signals that aren't registered by the brain. That is, the absolute threshold is the lowest intensity at which a stimulus can be detected; stimuli with intensities lower than this threshold are not registered by the brain. This technique effectively removes the mind's ability to block out these sensations i.e. removes the absolute threshold. This means that target(s) under its effect has all of their senses magnified/sensitized to all stimuli in and around him to the point that it clouds/completely engulfs their mind's ability to focus on anything but what they are sensing. In short, the target's five senses becomes extremely sensitive (i.e. hypersensitive) under this technique. In most cases this will immediately cause a target to fall into a near unconscious-like state due to the mass of information that is being channeled from every single one of their nerves. However, these effects are only temporary as the target's mind will eventually reestablish the sensory limitations after 1 turn.
*Note: Can only be used twice.
*Note: No genjutsu in the same turn.
*Note: Must wait two turns to use again.
*Note: No technique above S-Rank in the same turn.
*Note: The affected target is unable to perform complex jutsus (i.e. S-rank and above) and have their reaction times severely limited due to the excessive pain and mental strain, unless countered/dispelled appropriately.
*Can only be taught by McKnockout

(Genjutsu: Shi no shokubutsu no shushi) - Illusionary Arts: Seed of the Death Plant
Type: Supplementary/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The User performs a sequence of three hand seals and focuses their chakra into the opponent's chakra network. Once the illusion has been cast, It begins the affects on a subtle scale at first before escalating into one gruesome illusion yet beautiful at the same time. During the turn the illusion has been cast, the target would experience a tingling sensation within their bodies, almost as if a seed had begun sprouting it's roots through the body. The target would also have his sense of smell disrupted by the smell of flowers and pollen, compelling the target to sneeze constantly, which in fact would also disrupt the targets sense of sight as with each sneeze the eyes automatically close. Following in the next turn, the roots begin sprouting into flower buds which escalates the affects of the illusion, now the sneezing becomes uncontrollable as the smell becomes even stronger. The target would even begin tasting the flowers overwhelming even the targets sense of taste. The taste of the flowers or roses depends on the user, for example, a tropicana rose for instance tastes like a blade of grass, the pale lavender colored roses have a distinct taste of Black Pepper where as the dark red ones have a faint soapy taste etc. the tastes depends on flower or rose being used for the illusion. During the following and final turn, the roots and flowers would have spread throughout the target's body, leaving no space for further development, the flowers/roses would then burst forth from the target's body, forcing it's way out and inevitably destroying the target's body from the inside out. Ripping apart every fiber of their being and delivering overwhelming and excruciating pain as the target nears death. In reality, during the final turn whilst the target feels as though he is dying, he only drops to the ground unconscious and completely at the mercy of the user.

Note - Can only be used once per battle.
Note - No genjutsu in the following turn.
Note - The illusion remains in affect for three turns, following the loss of consciousness in the third turn and the end of the illusion.
Note - Can only be taught by Yashiro

Genjutsu: Jankīpengin - Illusionary Arts: The Junkie Penguin
Type: Supplementary
Rank: S
Range: Short-Medium
Chakra: 40
Damage: N/A
Description: The user forms a single hand seal and inserts their chakra into their opponent's brain, disrupting their chakra flow, inflicting upon them a dormant yet powerful genjutsu. When an opposing ninja uses one of the basic five elements, this genjutsu would activate. During the process of channeling that specific elemental chakra, the opponent would begin to feel more energetic than usual, hyper, and upbeat. Their breathing would begin to become faster, their heart pounding from the excitement of using that element. It would mimic a high, satisfying the victim beyond their wildest dreams. Wanting to continue to feel the excitement of the high, the victim would find themselves using element they just used more and more throughout the match to get the rush from the genjutsu, otherwise they would begin to come down from their high, crashing relatively hard. If the victim goes without two turns of using that element, their base speed would be halved, as well as being unable to use S-ranks and above for two turns from the lack of energy and crashing.

Note: Lasts for five turns
Note: Can only be taught by Penguin
Note: Can only be used twice per conflict
Note: No Genjutsu in the turn before
Note: No Genjutsu in the same turn above A-rank

Genjutsu: Kami No Nozumo Zai | Illusion Technnique: Divine Presence
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, rather than altering the enviroment at all this illusion will instead alter how the victim perceives things using extrasensory methods, working exclusively against those who can sense chakra and see chakra, such as dojutsu users or sage mode users. When afflicted by this illusion the victims sensory ability will start to go haywire, causing them to sense enemy chakra in everything around them, or seeing it in everything around them in the case of Dojutsu. This illusion will cause no paralysis effects however it will completely overpower the sensory of opponents, rendering it useless as they can sense the users chakra everywhere like a blanket of fog, making it impossible to pinpoint actual sources of the enemy chakra. Should the illusion not be broken the opponent will begin to take spiritual damage, feeling as though they are being crushed beneath the sheer force of the chakra.
Notes:
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.

(Genjutsu: Douzen Ada ) Illusionary Technique: Natural Enemy
Type: Defence
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: n/a
Description: User does 5 hand seals and places his opponent's summoning in a genjutsu that makes them see the user summon their natural predator four times the size of them (the opponent's summon), paralyzing them with fear and causing them to reverse summon away to safety.
-Doesn't work on boss summons
-Twice per battle.
-Can't use A-rank and above Genjutsu for the next two turns after this jutsu
-Only taught by Professor Sarutobi.

(Kōan Genjutsu: Jōmyō Inin)- Koan Illusion: Mortal Dictata
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage: N/A
Description: The Jōmyō Inin or "Mortal Dictata" is a Genjutsu developed by a skilled Uchiha during one of his episodes of meditation. The nature of the illusion was a paradox placed on his mind that tampered with how he perceived opportunity and misfortune. He later recorded these feelings and became able to replicate them in the minds of others through chakra, making it a Genjutsu. The technique begins with a Ram hand seal and placing the chakra on the opponent(s)' mind. The illusion has two parts; fortune or misfortune, and will be highlighted below.

Fortune | Kōun: This side of the illusion tampers with the opponent's visual cortex where it completely changes the appearance of the user and his techniques. The user will appear gravely injured and weak in the opponent's eyes. This can be anything from missing limbs to profuse bleeding. Again, this is a visual illusion is does not actually tamper with the opponent's cognitive perception of the user, it only provides visual stimuli that would lead him/her to believe the opponent is actually injured. The second use to this side of the technique is how it affects the visual information of the user's jutsu as well. In other words, a grand fireball from the user may appear like a measly fireball to the opponent.

Misfortune | Fukō: This the second side of the illusion changes the opponent(s)' visual perception of the user and his techniques so that they appear much more superior to theirs. The user may appear godlike (as in vastly superior in strength and not looking all shiny and golden), in their peak condition and appear very capable of combat. This also applies to the techniques where a simple wave of water may appear even more devastating, like tsunami level. Of course the illusion doesn't actually change the rank and damage of the user's techniques, it only changes the appearance and will go as meticulous enough to alter the terrain to compliment the false powered jutsu. Such as the trees being flung about from the water waves to houses being decimated.

Both sides, Kōun & Fukō, when used individually are S ranked in strength. However, they can be used simultaneously, but only on different minds. Meaning, the user may place Fukō on one opponent and Kōun on another at the same time they activate this technique. This can lead to incoherence between allies and further aid the user. However, it is impossible to cast both sides of the illusion on one person at the same. However, if this double use is used both the techniques Kōun & Fukō become A ranked in strength while the overall technique itself is immediately spent twice and hence can't be used again. But if the user applies one at a time he may wait a while before using it again.

Note(s):
- Can only be used 2x.
- Kōun & Fukō lasts 2 turns each on the opponent(s), with a three turn countdown between each individual use.

(Genjutsu: Moeru Pesuto) Illusion Art: Burning Plague
Type: Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( + 10 per turn )
Damage: N/A
Description: This is a unique genjutsu in the way that it's placed on the chosen target/targets, as well as the user. The user will perform a single handseal or release a wave of chakra over their body, visible like the rasengan, but not offensive, purely a medium for inducing the genjutsu. In doing this, the user will bind themselves and any other's they wish in an illusion, where they will see thick, green smoke pouring from the users body. The area around would gain a green hue to it as the illusion takes control of their senses to bend the world around them. With this the target(s) would smell a horrid smell like rotting flesh, and feel a chill go through their bones. With the introduction to the illusion, they will hear a demonic voice in their head "Welcome to my Domain". They will see the user's eyes glow green as their skin begins to show what look like cracks of pure green energy flowing through their body. It will be as though the world around them has warped into a demonic realm under the users control. As this all happens, within the illusion, bolts of green lightning will shoot up from the ground, stabbing into the targets arms and legs, like spears of solid lightning to pierce them and hold them in place. From these spears, green smoke spreads over their body as the user bends their senses to feel searing pain as though the smoke is acidic as their see their flesh burn and mutate, taking on a mutated demonic look. After one turn if the target hasn't broken the illusion, they will see their limbs start to change, one by one, in the turn after being bound, they will see their arm become one giant mutated claw and lose their sense of touch from that arm as the demonic arm shoots up grabbing them around the throat beginning to choke them. On the second turn after being bound, if the target(s) are still within the illusion they will pass out due to their body reacting to not being able to breathe within the illusion. All this is done through bending their sense of touch and sight so they see the mutation and feel the burning pain and then the user removes their sense of touch in their arm while creating the illusion of them being choked. All the while the user will be looking on, laughing at them. Due to this being cast on the user too, following the layering genjutsu rules, it will free the user from any weaker genjutsu, though the user will have to have logical reasoning or notice the genjutsu in the first place that they are in through methods of sensory or deduction. Within the illusion the user can bend and control the smoke around them for addition effects.

Note: Useable twice with two turns between uses.
Note: No genjutsu in the following turn
Note: Can only bind up to 3 targets
Note: No genjutsu above A rank in the second turn after this is used
Note: Lasts 4 turns. Each turn, the chakra renewal will flush out every previous gen one rank bellow ( B rank, then C rank, then D rank ).
 
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Alyx

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N4. (Bukijutsu/Kenjutsu: Ryūsenka ) Weapon Technique/Kenjutsu: Dragon Flash
Type: Offensive
Rank: B - S Rank
Range: Short - Mid
Chakra: 20 - 40
Damage: 40 - 80
Description: The user holding their sword/bladed weapon in their hand will take on the a simple stance ,where they will gather their chakra into their blade till it begins to glow a light green color, as they reach a peach of chakra then user will then run at full speed, so fast it is difficult to keep track of the user when he/she moves in a zigzag pattern , with the opponent losing focus then user will then channel chakra into their feet and jump into the air taking a full 360 turn and as they return around the user will unleash barrage powerful thrusts with there sword that will create several chakra thrusts similar to the Samurai Sabre Technique to strike the opponent .These thrusts are not sharp on the sides that it will only bruise the target but the center of the thrusts(the point) is very sharp and can stab into the target leaving gashes in the targets skin and severely bleeding. This can also be performed while on the ground without having to jump into the air as well. This technique can be used four time per battle, however the S Ranked variant can only be used twice per battle, and A Rank Thrice Per Battle. Regardless of rank used, it goes on a cooldown of two turns after its use.
Air Based Strike
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Land Based
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N10.(Hoshizora no Namida)Starry Tear
Type: Offensive
Rank: B-Rank
Range:Short
Chakra:20
Damage:40
Description:
Starry Tear is a quick eight combo kenjutsu attack. It begins with 3 short thrusts at the targets chest, provoking the target to raise its guard up. Although the first 3 thrusts do not deal much damage, the number of hits and their speed is overwhelming. Afterwards, the 3 thrusts are followed by 2 slashes at the target’s now undefended legs. The user then performs 2 strong jabs high and low, followed by a final strong stab at the target’s chest.

-Can be used 4 times per battle
-Normally requires a rapier but can also be used a katana
Approved:

Given Customs
(Bukijutsu/Kenjutsu: Yamato Takeru) - Weapon Art/Sword Art: Gathering Clouds
Type: Defensive/Supplementary
Rank: C - S
Range: Short
Chakra: N/A
Damage: N/A
Description: The user of this technique will begin by priming their weapon against an oncoming attack, before swinging it with such violent force that the sheer air pressure created by the weapon will split incoming attacks, causing them to harmlessly bypass the user. Due to this technique being not reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to kenjutsu will apply to the technique, so for example if the A rank is used, the technique splits A rank damage (60), but with a +20 to Kenjutsu or Bukijutsu, it becomes capable of splitting (80) damage. This technique contains no intrinsic damage value but will push enemies out of short range should they be too close to the attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra-based technique. It can be used to slice anything within reason, akin to Moses parting a sea, the technique will not fully disperse oncoming attacks instead it will simply remove the portion aimed at the user.

Notes:
- The B rank and below version of this technique has unlimited usage, while A rank can be used four times and S rank two times.
- If used by a Samurai with Samurai Sabre Skill, the effective range of the technique will be increased.
- This technique can be used not only through swords, but other weapons as well.

(Kenjutsu: Kakou Kagidume) -Sword Technique: Descending Claw
Rank: C
Type: Attack
Range: Short
Chakra cost: 10
Damage points: 20
Description: This technique combines the forces of momentum and speed in order to increase the cutting strength of a weapon strike. The faster the user's speed is, the deadlier the cutting attack will do.

(Kage☆Boshi)-Shadow☆Star
Type:Supplementary
Rank:A
Range:Short
Chakra Cost:30(+15 for every turn after activation)
Damage Points:N/A (+10 to Kenjutsu)
Description: The user begins by altering their stance, placing the left foot slightly forward, and holding their sword upright with the hilt in front of the right shoulder. The blade should also slope slightly to the rear (The Hasso Kendo stance for those who don't know). Upon taking this stance, the user performs a "Soul Resonance" with themselves, and with their weapon. By focusing chakra all throughout the body, the user establishes an equilibrium between themselves and their weapon where the chakra resonates within , much like what is done with the Samurai Sabre Technique. However, whereas usually the chakra would envelop the blade, this chakra forms a shell within the blade itself, where the chakra can rebound infinitely and effectively resonate with itself; As it forms a shell of resonating chakra within the blade, it allows it to cut through near anything. The constant stream of chakra throughout the body serves to forcefully augment the muscles of the body, bringing the user into a peak condition increasing their speed and strength up to 20%.
~Can only be used once
~Lasts for a total 5 turns maximum
~Must be wielding the sword or have it on his possession to keep active.

(Shisso Suta no Jutsu)- Hurtling Star Technique
Type: A
Rank: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This technique is similar to the Slicing Crimson Wave technique, where the user channels chakra into their sword, and then releases it in a crescent shape. However, in the Hurtling Star Technique, the user will rapidly pump their arm(s) back and forth, performing multiple forward thrusts with their sword. This action releases a maximum of four, five foot long beams of chakra at any desired location. This technique can also be used with two swords.
Note: Can only be taught/used by Selendrile
Note: Usable three times per battle

Sword art; Twilight Slash (Kenjutsu; Koukon Kirashuu)
Rank; A
Range; Short-Very Long
Type; Attack
Chakra Cost; 30
Damage points; 60
Description: The user transfers chakra into his sword and uses shape manipulation to extend its reach, theblade starts to emit glowing energy. It extends till 15 meter’s up to the users will, its sharpness also increases, and regardless of the size of the sword it remains easy to handle. The technique ends right after used.

*Can only be used 4 times per battle

Kenjutsu: Kendō | Sword Arts: Way of the Sword
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Kendo is one of the most basic styles of kenjutsu. Even those not trained in kendo unknowingly use it. It is basically fighting with a sword while having both hands gripped on the handle. As said, very basic. This is only special, when in use by a kenjutsu master and specialist. Those with specialties in kenjutsu would normally only grip their sword with one hand when using their sword, as one hand is more than enough to overwhelm a normal opponent. However, when using Kendo, they will not only grip their sword with both hands, but will also flow an excessive amount of chakra into the blade of the sword. The chakra flowed through the sword is thin concentrated, translating into destructive and cutting power. With one slice, they can easily slice an opponents body straight through the middle with ease. It posseses enough power to shatter Earth Jutsu of the same rank, and will easy slice through a defence.
~Only usable by bio's that have a specialty in kenjutsu.
~Can only be used 4 times per conflict

(Nousatsu Kenjutsu|Vorutekkusu)- Enchanted Sword Technique|Vortex
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description: The user focuses chakra into the tip of their blade(s). The user the begins to spin in a counterclockwise direction and they hold their sword(s) outward. The user then releases the chakra sending a burst from the tip of the sword capable of slicing clean through a boulder.
(Can only be used three times per battle)
(Can only be taught by Daemon)

(Kyōgiri) - Cross Slash
Rank: B
Type: Attack
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user unsheathes his sword from his scabbard, channels a strong yet precise amount of crimson-like chakra throughout his blade, and performs a series of slashes in the form of a cross. He first begins upwards vertically, downwards vertically, to the left horizontally, to the right horizontally, and then proceeds to re-sheath his sword back to his scabbard in a quick, clean motion cancelling the chakra and ending the technique.
Note: Can only be taught by Deviation

(Futsunushi no giman) - Sword God's Deception
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels a strong, yet precise amount of chakra to their blade while gripping the handle and while still in the scabbard. The user then quickly unsheathes his sword which is imbued with a red-like glow. He then points forward with it and dashes towards his opponent's stomach area. The user intentionally misses his mark and instead, as his sword passes behind his opponent, he slashes back and releases the chakra from the sword, causing a powerful slash to the back. While the sword is still embedded into the enemies back, the user lifts the opponent up and off the floor, then slams them back on the floor again, face down. This is all done in a quick, clean motion and with his sword. The user then steps on the opponent's back and swings his sword rapidly and returns his sword back to his scabbard, ending the technique.
Note: Can only be used 3 times per battle
Note: Can only be taught by Deviation

(Erementaru Samurai Guntou no Jutsu) Elemental Samurai Sabre Technique
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: When Samurai learned how to imbue their swords with elemental chakras, it allowed them to more readily combat the diverse arsenal of Shinobi more easily. Employing the same concept of chakra flow as the Samurai Sabre Technique, this technique envelopes the user's blade in an elemental shroud of a single element, to which shape transformation can be applied, as in the parent technique. This jutsu could be considered equivalent in every aspect to its predeccessor other than it allows for elemental usage. This technique can clash with Ninjutsu of an equal or lower strength, applying for elemental strengths and weaknesses.
*Note: Only useable by Samurai bios.
*Not: Unlike the parent technique where multiple instances of the technique can be sustained at one time (one on each sword), multiple instances of this technique can only be sustained if they are of the same elemental nature.
Note: Can only be used 5 times.

(Kaminokaze no danmaku) - Divine Wind Barrage
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels a strong, yet precise amount of chakra to the blades of two swords while gripping the handles and while still in their respective scabbards. The user then quickly unsheathes the swords which are imbued with a red-like glow. The user then bends his dominant right leg slightly and towards the back, allowing the left leg to move forward slightly. The user then points the swords in an eastward position, his right arm holding the sword parallel to his stomach and the left hand holding the sword above and parallel to his head. The user then motions his right hand back, using it as a momentum builder so that once it comes back to its eastward position it propels the user into a spinning motion, slashing the opponent about four times. While spinning, the user places the weight of the body onto the left leg, spinning on it as he continues slashing and tilting slightly as well at a sort of sideways angle. After the fourth slash, instead of another slash, the user kicks the opponent in the face in a sideways motion similar to one of the sword slashes just performed, dropping the opponent into the floor and ending the technique.
Note: Can only be used 3 times per battle
Note: Can only be taught by Deviation

(Kenjutsu: Sōdo Yajirushi) Sword Art: Sword Arrow
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will channel raw chakra into their sword and perform a simple thrust to trick an enemy into thinking that the thrust was the extent of the attack. However, as the user fully extends his arm he will use shape manipulation to release the stored chakra in the form of a green arrow that measures about three feet in length, that travels at a considerable speed. The arrow would be incredibly sharp, so much so that it's able to split apart techniques of the same rank and below. Once the chakra is released the user can will it to split into four parts in order to attack multiple opponents, or a single opponent from different sides.

-Can only be used twice per battle

Learnt Here:
(Shuuren Kiwa) Training Edge
Rank: E
Range: Short
Type: Supplementary
Chakra Cost: 5
Damage: 0
Description: This is a technique generally taught to aspiring swordsman and could be considered the opposite of using wind chakra to lengthen and sharpen a blade. Usually, a Swordmaster or other instructor would use their own chakra to create a small “U” shape around the edges or point of a weapon. The chakra acts as an invisible scabbard on the blade, allowing the students to spar without killing each other or wounding each other past minor bruises and aches caused by the blunt force of the “scabbard” blade making contact. The user activates this technique by extending their hand along a ridge and just letting a small amount of chakra out. This technique is very simple and quick.

(Kenjutsu to Taijutsu: Baito Doragon) - Sword & Body Arts: Bite of the Dragon
Type: Offensive, Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60 (-10 per finger used)
Description: Bite of the Dragon is both a defensive and offensive type technique that falls under both sword, and body arts. To pull off this move the user must have a good amount of strength, chakra, and precision as this technique is rather a quite complex move. Observing the target the user will match the exact breathing pattern of the foe and channel chakra to one of their dominant hand's fingers. Then as the foe strikes the user is able to catch and absorb the impact of the strike with the mid section of their finger (the users hand is largely reinforced with chakra to be able to catch the damage, with minimal amount of damage). The user will then bring down the top half of their finger onto the target's weapon, causing the absorbed strike to semi-instantly be redirected as slashing damage back at the foe, the way that the user can redirect said blow is created by applying friction to the sides of the finger and the blade/hand. This technique can be used with all fingers on one hand at the same time thus drastically boosting the power that is redirected at the foe. It can also use this technique to block powerful taijutsu strikes.
Notes:
- Can only be used four times per-match.
- Cool down period of one turn before usage again.
- Can only redirect sword/hand damage up to A-rank (60 DMG)
- Raw chakra kenjutsu, taijutsu and samurai attacks work, as long as they are either from a bladed weapon, or from a fist of that of an A-rank and below.
- Can only be taught by Nathan
Learnt here:

(Bukijutsu/Kenjutsu: Senbu) Weapon Art/Sword Art: Whirling Dervish
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is a powerful utilization of the user's weapon and their quick movement speed. By channeling chakra into their weapon(s) and spinning rapidly in a circular motion, the user is capable of covering a 360-degree area around himself due to their spinning motion and the constant slashing of their weapon(s). If used in close range against an opponent, it would be difficult for those without a form of enhanced perception to follow the wild swings of the weapon, and would likely end with them being cut down before they understood the direction an attack was coming from. When used in a defensive capacity this technique is capable of slicing through tangible techniques up to its own rank, leaving the user completely unharmed. However, it won’t block energy-based techniques such as lightning and fire. The speed of the whirling blades is such that it can cause violent aftershocks of wind pressure as the user moves, effectively creating something akin to a razor-wire shell of air pressure around their body. Recognizable by what appear to be afterimages of the weapon's strikes.

Notes:
- This technique can only be used twice per battle and needs a two-turn cooldown between uses.

Blaze Luminous (Bureizuruminasu)
Rank: S
Type: Defense/Offensive
Range: Short-Mid
Chakra cost: 40(+15 for electric storm)
Damage Points: 60
Description: The technique is a principle guided defensive and counter-offensive method. Using the users multiple swords, he levitates them forwards and makes them spin. By applying chakra the user creates a energy shield to defend against incoming threats. Aside from the durability of the shield itself the rotation redirects the attacks towards the sides. By adding lightning chakra, user could create an electric storm infront that extends till mid-range. The storm is capable of completely repelling metallic objects and paralyzing human targets.
Note: Can defend against up to S rank techniques thrice per battle.
-The swords are heated by the rotations and thus cannot be held the following turn. Requires a minimum of 3 swords.

Moonlight tempest(gekkou arashi)
Rank; A
Range; Short-Long
Type; Attack
Chakra Cost; 30
Damage; 60
Description; A sword art in which the user collects energy or transfers energy into the sword and slashes which gives an highly amplified swing that creates a shock wave which moves forward.
Note; The shock wave can cut almost anything in its way but moves straight forwards, which makes it difficult to hit the target, best used in short range.

Speed rave (Issanniushi)
Rank; A
Type; Supplementary
Range; Short-Long
Chakra cost; 30
Damage points; N/a
Description; A sword fighting style that puts a large emphasis on overwhelming enemies with wide-ranged, speed-based combos. The user releases large amounts ki from his body and utilizes it all to mainly increase his speed, the magnitude of the ki slightly levitates the user above ground. The mode is wideranged andspeed is particularly raised upto these basis, the user will require a wide area to move at, attacking from different directions.

(Shigure Souen Ryu)
Rank: B
Type: supplementary
Range: short
Chakra: none
Damage: N/A
Description: an ancient Japenese sword style in which some say is the most unbeatable style in the world the user picks up thier sword and holds it close to their eyes with one hand as this technique the user needs to be able to use only 1 hand to control the swords movements, the users feet are spread shoulder length apart, this sword style has 7 totally different forms
Note: while in this form the user can use no Gen or Ninjutsu unless used before the technique
Note: can only be taught by Axle
Note: only lasts 3 turns

(Ya ra zy no ame) - Last Minute Rain
Rank: A
Type : Offense
Range: short-mid
Chakra: 30
Damage: 60
Description: The user drops their sword with the blade facing toward the enemy, then the user focuses their chakra in their foot, and kicks the sword with incredible power in speed, and as soon as the sword hits the mark, the user is there holding the sword again (the sword causes a distraction giving the user time to rush in toward the opponent)
Note: the user can only use this technique while in Shigure Souen Ryu
Note: can only be taught by Axle
Note: can only be used once per battle

(Same do re) - Early Summer Rain
Rank: A
Type: Offense
Range: short
Chakra: 30
Damage: 60
Description: The user rushes in toward the opponent holding the blade with one hand, in the middle a sideways swipe towards the opponents face, the user drops the blade with excellent timing, causing the blade to fall in the user's other hand, for a clean sweep at the opponents mid-section
Note: can only be used while in Shigure Souen Ryu
Note: can only be taught by Axle

(Shino tsu ku ame) - Pelting Rain
Rank: A
Type: Offense
Range: short
Chakra: 30
Damage: 60
Description: The user rushes in as if to clash with the opponent, but almost instantly slides down as if playing baseball, and slices the opponents, and leaving the opponent vulnerable to another attack
Note: can only be used while in Shigure Sousen Ryu
Note: can only be taught by Axle

(Shi bu ki ame) - Spraying Rain
Rank: A
Type: Defense
Range: short
Chakra: 30
Damage: N/A
Description: The user puts all their chakra in their sword, then strikes the water, causing a giant water splash, this splash causes the opponent not to see the user
Note: can only be used while in Shigure Sousen Ryu
Note: can only be taught by Axle
Note: Needs a Water source

(Shajiku no Ame) - Axle of Rain
Rank: B
Type: Offense
Range: short
Chakra: 25
Damage: 40
Description: the user focuses their chakra in their feet,then releases in an instant causing the user to charge towards the opponent like the user was shot out of a cannon,and while charging the user is holding the blade with 2 hands in a thrusting motion, this attacks power is equivalent to one of Tsunade's punches.
Note: the user can only use this technique while in Shigure Souen Ryu
Note: can only be taught by Axle
Note: can only be used 3 times per battle

Kenjutsu/Katon: Kingu no ikari)-King's wrath

Type: Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:
In this jutsu the user concentrates his Katon chakra into his sword and in a split second in which the user touches his sword hilt and draws it a little from its sheath the area all around the user erupts into voluptuous quantities of flames upto short range. The heat emanated by these flames is so hot that it chars away anything upto short range and melts all ice(below A rank) and evaporates all water (Below B rank) to short range from the user. The user of this jutsu is not affected by flames in a similar way as raikiri does not affect the person who creates it.
-Can be used thrice in a battle.
-Requires mastery of katon and kenjutsu.
-No effects beyond short range

(Kenjutsu: Ichimonji) - Sword Technique: Straight-line
Type: Offensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80
Description: A simple blow delivered with one's sword in a straight line, usually an overhead strike. Capable of shattering stone and severing trees with one strike, mastery of this simple technique is necessary on the path of becoming a master swordsman, and variations of it exist in almost any school of swordsmanship.
Note: S Rank version is usable three times; A rank version is usable 6 times.

Kenjutsu: Amakakeru Ryū ga Gotoku ) - Sword Technique: Like a Soaring Dragon
Type: Offensive/Defensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80
Description: A powerful mulit-hit Kenjutsu technique that emulates a dragon's coiling body soaring throug the skies. Starting from a low stance, the user will sweep their blade upward in a concentric arc before cutting back down in the opposite arc. Following this, the user will do a low sweeping slash, and end with a spiraling thrust forward, able to adjust course during these movements to attempt to keep the enemy under pressure. The rapid movements of this technique make it an excellent way to weave attack and defense together, allowing one to avoid incoming blows and provide pressure at the same moment, emulating the fluidity of a dragon's coil.
Note: S Rank version is usable three times; A rank version is usable 6 times.

(Kenjutsu: Kage no Ōi Isogu) - Sword Technique: Shadowrush
Type: Offensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80
Description: A powerful Kenjutsu technique where the blade is held in a stance parallel to the ground, either above the wielder's head or at eye level, with their off hand reaching towards the tip of their blade. Leaping forward the user will deliver a thrust, driven by their own power and movement, effectively turning their sword into a piercing spear capable of shattering stone. At the end of the thrust the user can vault off of their landing point, allowing them to quickly reposition to a more favorable position either via retreating in the direction they came from, or to better position for a follow up, within short-range of their vaulting point.
Note: S Rank version is usable three times; A rank version is usable 4 times.

(Mizutori no Odori) - Waterfowl Dance
Type: Offensive
Rank: S
Range: Short (Short-Mid)
Chakra Cost: N/A
Damage: 80
Description: An offensive Kenjutsu technique executable only by those with immaculate footwork and unparalleled bladework, the user will perform a series of one footed leaps during which they release a rapid flurry of fluid strikes, able to strike enemies in any direction from the user and overwhelm inferior combatants with the deluge of rapid, well placed strikes. The leap from the technique is enough to carry the user forward one range tier while performing the attack.
Note: Usable three times per battle with a turn cool down in between usages.
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Training Link:

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Taijutsu

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Taijutsu (体術, Literally meaning: Body Techniques) is a basic form of techniques and refers to any techniques involving the martial arts or the optimisation of natural human abilities. Taijutsu is executed by directly accessing the user's physical and mental energies, relying on the stamina and strength gained through training. It typically does not require chakra, though chakra may be used to enhance its techniques. Taijutsu generally requires no hand seals to perform, occasionally making use of certain stances or poses, and are far quicker to use than ninjutsu or genjutsu. Taijutsu is simply put: hand-to-hand combat.

Approved/Learnt Techniques

(Kemono no Michi: Fōmu 1 Saru no Ashi)- Way of the Beast: Form 1 The Monkey's Paw
Type: Attack
Rank: C Rank
Range: Short
Chakra: 15
Damage: 30
Description: Way of the Beast is small branch of cannon taijutsu which focuses applies chakra to all strikes and movements to deal extra damage on what could be considered free form combos. By studying animals the style was created to mimic the fluidity of there motions as well as the power. This is the first form of the style the Monkey's paw, the monkey is a mammal which closely resembles humans having palms and fingers alike. Monkeys are flexible and swift creatures, there dexterity is proven by the chaining of movements through the trees in the jungle. This first form applies the first two concepts of monkeys the fact that they have palms and fingers similar to humans and the chaining of motions when moving through the trees. The user does this by channeling chakra to the arms and hands, with this focused chakra the user will deliver to the opponent once in range would seem to be an endless combo. Striking the opponent with 5 open palm strikes focused on the chest. Followed by two swift palm strikes aimed outward to move the arms away from the core. Then to end this first form the user would quickly rotate on the back heel spinning around while bringing the two palms together vertically. The user will step forward with the lead foot and thrust both palms into the stomach of the opponent, knocking him to the ground.
Note: Can only be taught by Gecko

(Taijutsu: Hakushu Shōten) Body Art: Hand Clap Focal Point
Type: Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80
Description: Inspired by his Gathering Clouds sword technique’s ability to create shockwaves of air pressure, Hakushu Shōten is a taijutsu attack created by Kōtetsu Inuzuka that allows the user to slam his hands together with tremendous strength to produce a radial shockwave of air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. In addition to dealing concussive damage to an enemy and being capable of shattering or dispersing techniques of equal strength, this technique is able to push whatever it comes into contact with into mid-range. Due to this technique not being reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to taijutsu will apply to the technique.

Notes:
- The A-ranked version of this technique can be used four times per battle.
- The S ranked can only be used twice and requires a single turn cooldown between uses.

Storm Leg (Rankyaku)
Rank; B
Type; Attack
Range; Short-long
Chakra cost; 20
Damage points; 40
Description; A taijutsu technique where the user kicks towards the opponent, which makes a a sharp air blade moving towards the opponent that can cut through objects and can severely damage a human flesh.

(Bokusā no Kobushi: Ichi Rei-Ni Panchi)-Boxer's Fist: One Hundred-Two Punch
Type: Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses wind chakra into his fists and throws a quick, continuous flurry of whipping jabs at the opponent with one hand, pushing away and bruising his arms and face and preventing him from making seals. Then the user hits him with a powerful cross that knocks him back. This could also be used to deflect projectiles thrown at the user.
-Can be used 3 times per battle
-Can only be taught by Katonpwnz
Training Link:

(Chakura no Monshō) — Chakra Coat of Arms
Type: Offensive/Defensive/Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description: This technique is not considered Ninjutsu, but is more closely categorized under Taijutsu/Bukijutsu as it is an advanced application of chakra control which coats a layer of chakra from the user's tenketsu to enhance the capabilities of purely physical martial arts. Typically, shinobi are unable to use their Taijutsu/Bukijutsu prowess effectively against opponents that utilize Ninjutsu. Given that the foundation of Ninjutsu is through chakra manipulation though, martial arts can be utilized to combat against these chakra based attacks by coating the user's strikes in chakra, thereby allowing them to reflect or even hold Ninjutsu attacks without the need to defend with their own Ninjutsu. [SUP][ ][ ][ ][/SUP] Obviously, the same effect can occur when dealing with non-chakra based physical interaction. It is also important to note that the user is not physically making contact with the opposing chakra/non-chakra based attack. There is a small gap, which helps to prevent damage from burns or electrocution. [SUP][ ][ ][/SUP] As it is regular chakra control, like one a shinobi would use normally to walk on walls or water, this coating is still weak against Elemental Ninjutsu. Also, as this a mere application of charka manipulation that all shinobi are capable of and not Ninjutsu, this is an especially effective tool for Taijutsu Specialists and Samurai. The applications of this form of chakra control both start the same way by balancing the opposing force with fixed chakra control to "hold" it in place. This stage is referred to as (Kyoka) Permission. This "hold" can last an instant or longer depending on the user, where the user will reject or accept the opposing force.

(Kyozetsu) Rejection — After the initial hold, the user will "deny" the opposing force and send it away from himself. Using the momentum of their body in conjunction with Taijutsu/Bukijutsu, the user can effectively deflect an incoming attack with their body. Since this technique does not neutralize or weaken opposing forces in any way, it can not actually destroy an opposing technique. This would mean that aside from it's direction, the technique will remain the same, but aimed somewhere else. [SUP][ ][/SUP] The degree to which a user can deflect is dependent on their output of chakra. In order to accurately reflect an attack back at an opponent or in the user's desired direction, the user must overpower the incoming strike. Merely matching the same strength/rank will only allow the user to deflect the attack harmlessly away from.
(Ukeire) Acceptance — After the initial hold, the user will "allow" the opposing force and bring it towards himself. This essentially causes a super-tight grip with chakra control. The user can then forcefully tear away whatever they are in contact with from it's foundation. This can be used to dismantle armor in quick succession, tear away flesh to the bone, prevent an opponent from pulling back their weapon, pull away specific objects hidden in a pile, etc. Against chakra based Ninjutsu, the user can use this to mold the shape of the Ninjutsu like clay. For example, the user can hold the chakra in an earth wall and mold it to create an opening, make shapes out of it small projectiles, or split a head-on projectile or stream to break apart around them. [SUP][ ][ ][ ][/SUP] The degree to which a user can mold Ninjutsu is dependent on their output of chakra. In order to have the molded ninjutsu retain it's shape even after the user is out of range, the user must overpower it. Merely matching the same strength/rank will only allow the user to mold the technique while in range, and have it's shape revert back to normal once out of range.

Only ninja with access to the Chakra Transfer Technique (Hyuga, Canon Bios, etc.) are able to take each of these two maneuvers further by literally expelling out the chakra from the target. This means they can use "Rejection" and "Acceptance" to dissipate or weaken an attack by respectively pushing or pulling out the chakra inside of it and use. For example, the user can pull the chakra from an earth wall, causing it to crumble. The amount of chakra expelled from the target is equal to the chakra used in this technique following S/W.

Despite being an application of chakra control, the user can not mould or otherwise focus their chakra for other techniques whilst doing so. This technique is also different from Gentle Fist as that style of fighting focuses on quick release of chakra to internally damage something, but this technique is more akin to streaming chakra to hold, extract, or rebound opposing chakra. This is somewhat mitigated by the fact that the technique can be applied very quickly and as simply as it takes shinobi to walk on walls/water. Elemental affinities can also be incorporated to increase the strength, coating their strikes with said element, which still follows standard strengths and weaknesses. The level by which a user can use this technique is dependent on their rank. Jounin can use C-Rank, S-Class can use B-Rank, Sannin can use A-Rank, and Kage can use S-Rank.

Note: Can only be taught by Kai
Note: Can only be used by Taijutsu/Kenjutsu Specialist
Note: Bios with standard chakra control can only use this technique from their hands, feet, and weapons
Note: Bios with advanced chakra control (Hyuga, Med Nin, CES, etc.) can use this technique from any of their tenketsu


Satsui no Hado| Surge of Murderous Intent
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+50 to taijutsu based attacks)
Description: To tap into Satsui no Hado, a fighter must be so consumed with the desire to win that they are willing to kill. As a result, only people who push themselves to be the best at all costs can take advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves. Using this the user also develops a new fighting style called; Ansatsuken or the "assassination fist" this allows any of the user taijutsu based attacks to have more destructive power as the user now has amplified his intent to kill ten-fold. During the time this is in use the a kanji with the symbol of destruction which appears on the user's back. Also during this mode, the user focuses on three major principles:
Hadō (Surge)
It is the founding principle behind Ansatsuken. Through Hadō, a martial artist utilizes his/her will (or intent) to draw in chakra and project it out at an opponent as a concussive force upto Short Range.
Shōryū (Rising Dragon)
This is a set of techniques where a martial artist uses chakra to propel himself/herself upward at the airborne opponent. During the ascent, he/she is invincible to most attacks. However, his/her descent renders him/her vulnerable.
Tatsumakisenpū (Tornado Kick)
The martial artist's body is supported and spun above the ground on a column of spiralling chakra for a limited time of one turn. With this the user is able to "float in the air" for a certain amount of time.
With these priniciples the user is able to deliver powerful blows to the opponent at the cost losing himself in the process.
(Usable Once Per Battle)
(Users Chakra Manipulation is ceased for 2 turns afterwards)
( Once in the grip of this bloodlust, no Nin or Gen jutsu can be used. }
(Last 3 Turns)

(Burakku Doragon no Gōon hiji ) - Black Dragon's Roaring Elbow
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This strike was honed and refined by incorporating the same principles learned by studying NB Taijutsu. The user strikes toward the opponent in close range and shifts his foot slightly forwards turning his body in that same direction spinning themselves 360 degrees, continuing this motion quickly to add tremendous momentum to the final blow. As they do this, the user taps into the most basic of whichever elemental release which can be used to aid in taijutsu strikes, and coats his arm from the elbow down in either elemental chakra or raw chakra following similar principles as Five Animal Five Element Fist, however instead of using each of the 5 basic elemental releases in the attack one after the other, the user applies only the one nature they wish, using chakra control to focus the chakra to striking area for the purpose of this one brutal blow. Raising their arm and elbow up as they release the chakra, they complete the spin to smash elbow/forearm first into the target, as the circle motion of the attack is completed driving the blow forwards by pushing off their back foot, using this with centrifugal motion to aid in powering the elbow strike, making it much more powerful and potentially lethal than just a simple elbow strike. This delivers not only the blunt force trauma from the blow but also different effects from whichever chakra nature was used. If Fire is used burns will occur blistering the skin, if Water is used along with the blow it will leave water covering the area struck, if Earth is used the blow could cause the area to collapse in upon being struck, if Lightning is used the opponent will experience a shocking electrical explosion, if Wind is used they will experience slicing winds and the blow will send them flying back 10 meters, and if Raw chakra is used it will cause the blow to be blunt and traumatic similar to Earth's just not quite on the same scale. This is a devastating blow if performed properly and landed square, and could easily render someone unconscious or worse from the blunt force combined with the elemental nature imbued with the strike.

~Notes~
- Must have trained in basic NB Taijutsu to use
- Usable 2x per battle
- Must be taught by -Vegeta

Yumita Geijutsu: Magarimichi Dageki: (Bow and Arrow arts: Curving strike)
Rank: S
Type: Offensive
Range: Short-long
chakra: N/A
Damage: 80
Description: The user uses an arrow which has its arrow head shaped in a way which enables it to curve and attack the enemy from the side.(Moves in an arc) Although its power is not as strong as an arrow which has a sharpened head, its fletching allows it to move in a certain direction with the air resistance giving it the ability to turn, which means it can hit the opponent from the side of his leg or body restricting his movement. The Arrows are faster than regular thrown projectiles and therefore can be more trickier to counter.
Note: Can only be used 2 times.
Note: Can only be taught by Erzo

Learned:
 
Last edited:

Alyx

Supreme
Joined
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Ninjutsu

Ninjutsu
Original Customs
D Rank
(Fūdoāto: ! Batānaifuasaruto!)Food Arts!:Butter Knife Assault!
Type: Offensive
Rank:D-Rank
Range:Short
Chakra:10(if chakra is used)
Damage:20(+5 if chakra boost is used)
Description:This is a rather simple technique where the user will grab a butter knife and tosses it at full speed towards there targets head causing minor head injuries towards them.The user can also use a sample amount of chakra to increase the power of the attack.Since a butter knife is rather dull bladed the target cant be cut by the knife
Approved Here:

B Ranked
N/A

[/spoiler]


Given Customs
C-rank
(Hanabi Taikai) Firework Festival
Rank: C
Type: Offensive
Range: Throw: Short-Long | Explosion: Short-Mid
Chakra Cost: 15
Damage: 10 each (x3)
Description: The user will throw three balls of rolled up explosive notes that are the size of regular marbles (exploding balls hereafter referred to as marbles), after infusing them with chakra; this chakra coats the marbles and allows them to be thrown a greater distance than the marbles would otherwise be capable of reaching, due to their extremely low mass and weight. Due to their small size, and the lack of a kunai to give away their position, these become a viable option in battle, as they are harder to see. Not only that, but each marble can be detonated individually at the user’s command, like regular exploding tags, allowing the marbles to be used for strategic purposes, due to their explosive radius. The damage is caused solely by the explosive tags; the chakra does not amplify the damage in anyway, and is simply used to throw them greater distances.

Learnt Here:
(Kamunagara) – Manifestation of Law
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Kamunagara is not itself an ability that is consciously activated or utilised like one would a jutsu. Rather, it is a product of one’s intent, or emotions, influencing their chakra in such a way that it visibly manifests as a pattern or object that hovers behind or around the user. One such example of this is extreme bloodlust or rage, which has been seen before by Naruto and Zabuza, under the influence of the Kyūbi and sheer force of will respectively. The object, pattern or symbol produced is unique to every ninja, and thus it can be considered as a physical manifestation of their will and being. The color produced is dependent on the type of emotion, e.g. anger will produce red, sadness will produce blue, happiness will produce yellow, etc. While the behaviour of chakra in this technique is able to give off specific auras and incite particular sensations in other people, it cannot paralyse or frighten others on the level of something such as Killing Intent. It also cannot physically interact with or cause any kind of injury to an opponent. This ability, functionally, is passive in nature, as it doesn’t require activation or any form of active input from the user, and is entirely cosmetic.

(Kagami Genkaku No Jutsu) - Illusion Mirror Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: N/A
Description: This is a simple ninjutsu technique based on the principle of the clone technique that are used to project an illusionary image of the user and also based on projecting the sound to different areas using chakra, but instead of cloning the user's own image as illusions and the voice of the user, the user projects the voice and the image of a technique that's used by him or his opponent, meaning that if the user shots a fire technique for example the user can project the image and sound of the fire technique somewhere else, cloning the technique's shape and sound causing after images to form of the technique that's replicated anywhere on the battlefield heading for the opponent's direction or stationary depending on the cloned technique, this distracts the opponent due to him not knowing which technique is real and which isn't, this can be used to replicate nearly all techniques that the user uses or the opponent's according to the situation at hand, providing that it's a projected technique that can be shot [lightning/wind/fire/water] or just stationary techniques [Earth, Ninjutsu], due to the images being only illusions it won't cause harm to the opponent, only confuses him.
Note: Can only be used 5 times per battle.
Note: Can only be taught by ~Crow~

(Hakke Eien no) - 8 Trigrams Eternal
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: This technique will enable the user to release a series of large amounts of chakras from his chakra points on the tips of toes or exerting from his palms (incase he is standing on his hands) enabling the user to move at fast speeds when he kicks/pushes off the ground or kicks/pushes onto a direction within mid-air in order to evade an incoming jutsu, or to move into hand-to-hand combat.
Note:
-This jutsu won't deal any damage.
-Can be taught by Dr. House

B-Rank
(Dōbutsu Geijutsu: Koyōte o Nogaremasu) - Animal Arts: Escape the Coyote
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: N/A (+5 per animal the summoning technique contains)
Damage: N/A
Description: It is not uncommon to summon an animal in order to ride them to evade an incoming enemy technique, but sometimes, it is of such large scale that it becomes nearly impossible to escape. This technique serves the purpose of enhancing this specific manner of escaping attacks when performing a summoning technique. This is done by allowing the animal(s) in said summoning technique to possess greater speed for a brief moment upon being summoned. When under the process of performing an animal summoning technique, the user simply invests an additional amount of chakra depending on the amount of animals contained in said summoning technique alongside the chakra spent to perform the summoning technique itself. This extra chakra serves as helpful fuel aswell as a signal for the animal(s) that are being summoned, informing them that they would have to move at exceedingly fast speed for the first few moments when appearing at the battlefield. The user's additional chakra, aswell as the chakra the animal(s) from the summoning technique spend on themselves would be specifically focused on the animal(s)' body parts that helps their movement, allowing them to achieve this sudden high speed upon entering the battlefield. With this sudden speed, the animal(s) would be able to move away or arc around and even behind the enemy aswell as evading the harmful technique at a speed slightly above the speed of a crossbow bolt. A delayed trail of dust/water would be left behind if the animal(s) ran on ground/water surface. This being purely supplementary, the summoned animal(s) would have to maintain a mid-range distance away from the enemy shinobi once behind them or once they've simply evaded the incoming attack. If the summoning technique contains more than one animal, then both can move independently from one another. Alongside their animal summons, the user is capable of escaping the likes of "Fire release: Great Fire Majestic Annihilation", "Earth Release: Mountain Smash" and other large scaled attacks at great speed. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an animal summoning technique. This technique only serves the purpose of improving the evasion ability that is already existent without the use of "Escape the Coyote".
Note: Cannot be used on summoning techniques containing 3 or more animals
Note: Cannot be used on summoning techniques that are, by themselves, initially extremely slow or immobile.
Note: Although extremely fast, most shinobi of kage rank or above can easily track the animal.

(Kingusugureivu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (Portal Creation/ Orbit) Short - Long (Projectile)
Chakra: 20 (Activation) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channeling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves, the user creates small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, making their general shape identical to that of the weapon the user wishes to Summon. This is done due to the sheer scope of the available arsenal, requiring the user to shape the portal to take the same shape as the visualized weapon, with only that weapon capable of "fitting" through that portal, like cutting a key for a lock. Since these portals are composed entirely of the user's Chakra, they are practically weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their "arsenal" in this state. The number of Portals the user can maintain at any given time is limited to a max of 8, with the user able to freely manipulate the number of portals active at no additional cost. Because of it's massive scope, the user can draw from a virtually infinite arsenal, summoning different styles of weapons from the same type of weapon (For example, in regards to summoning a sword, one has options such as a long-sword, broadsword, rapier, falchion, katana, ninjato, etc, for this one type of weapon, with this example applying to all forms of weapon types). Once the user has selected and summoned their weapons, and have their "arsenal" orbiting their person, they can start to utilize these weapons in combat. Once the portals are directly interacted with, the corresponding weapon is automatically pulled through whether that's into the user's hand, or to deflect incoming projectiles, etc. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, reverts the weapon to it's previous state, and returns to orbiting the user with the rest of their arsenal. The only exceptions to this rule are projectiles utilized by ranged weaponry, for example arrows fired from a bow, which are naturally unaffected by this limited range. Finally the user can change the weapons they have with this technique by "visualizing" a different weapon and moulding the portal to fit that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with.

Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

(Ninpou: Shinshi Koin)- Ninja Arts: The Gentleman's Coin
Ninjutsu
Given Customs
Type: Supplementary/Attack
Rank: B rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user performs 2 brief hand seals then molds a large amount of chakra into the compacted form of a singular coin. The coin glows a bright light blue color and is about the size of the average currency coin in Naruto (Quarter). From long range the coin is near impossible to see from mid range the coin just appears as a light blue blob and at short range it can be distinctly seen. The coin materializes along the top of the user's thumb while the rest of the fingers wrap around in a fist almost. The user then flicks his thumb upward flicking the coin forward towards the opponent. The coin flickers through the air rotating and gathering force, about half way the user clicks his teeth and via shape manipulation the coin can do one of two things. The coin can expand into a massive coin (roughly twice the size of the opponent) which falls down onto the opponent from above crushing him. Or the coin multiplies into 10 smaller coins which attack the opponent head on and pelt like bullets or needles in Naruto context. The coin is buoyant in nature meaning it can travel across water, land or through the air the same effect occurs in the end. Before the coin's effect the coin flashes red then the actual attack happens. *The coin can be used for supplementary purposes, meaning only occurring for role play. The user says something cool like "Oh I forgot to tip you" In the dawn tavern and flicks the coin behind him. When it hits the ground it causes a small fire or explosion. *
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko
Note: Can be stopped by techniques of the same rank or higher.
Note: sentence with asterisk is meant only for rp
( Ninjutsu: Ryousei Kanshou ) Ninja Arts: Amphibian Intervention
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Based on the principle of friction and microscopic texture. While some materials may seem smooth to the naked eye, in the nano-scale, they're comprised of multiple irregularities and rough textures. When two materials drag on eachother, the inherited friction increases exponentially, superior than it would happen case the materials were virtually smooth. Applying the teachings of the basic Tree/Water Walking techniques, the user is able to create a thin layer of chakra across any surface of his/her own body. The chakra is thus able to cover or enhance the microscopic irregularities, thus increasing or decreasing the friction to extremes.

( Kato Enten ) Smooth Tadpole- The thin layer will get rid of the irregularities in one's body surface, allowing a nearly zero-friction surface. Given the natural flexibility and curvature of the user's own body, and allying it with well-timed motions, the user is able to become impervious to any physical attack, allowing it to slip off the side. The selective aspect of the jutsu allows one to retain some un-covered areas, permitting usages such as whole-body "armor" with naked soles for walking, left covered-sole and right naked sole for fast gliding, covered arm for evasion and naked fist for attack, etc.

( Gama Ranbou ) Rough Toad - The thin layer will accentuate the irregularities in one's body surface, increasing the friction. It allows one to have a much better grip on objects, almost sticking to them in a microscopic scale. Likewise, it allows one to mimic the Lotus Effect, becoming a superhydrophobic surface. This, among other things, would turn the user impervious to pathogenic agents like bacteria, fungi or algae growth, reducing or eliminating the area of contact with the water particles in which these pathogens dwell and proliferate.

Effective against Earth and Water based elements, to a certain extend, as one can be affected through the sheer size of the tangible object. There is a protection against physical blades, but not intangible blades, such as those created with Wind or Energy based elements. While it does cover oneself with chakra, the low ammount of chakra deployed is minimal, and thus, outside the described effects, it is useless as a chakra armor, when in direct confrontation with chakra-based attacks. It does not protect against Genjutsu or Yamanaka techniques.
The user is able to passively change between the Smooth, Rough and Normal aspect as long as the technique is active, though, except in the turn of usage, swapping between the Rough and Smooth will count once towards the jutsu count. The user is able to selectively cover oneself with chakra, allowing the rest of the surface to be normal, and alter the degree of irregularity, but the whole affected surface must have the same degree, thus preventing part of the body to have the Rough variation and other part the Smooth.
Lasts 5 turns, max, per usage.
Requires 1 turn cool down.
Can only be used 5 times.
Allows the cover to spread through body/clothes and any surface in contact with the user up to 1 meter all around (thus allowing other people to suffer the same effects).
Doesn't negate usage rank and strength and thus can only be used against physical Jutsu A-Rank and bellow and is completely useless against energy based elements while neutral to wind based ones.
(Ninpo: Kire-site ijou)- Ninja Art: Chop and change
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A(+20 to 2nd jutsu)
Description:
This is a unique technique initiated by forming an additional two hand seals during the performance of another jutsu. This creates a cloud of semi-transparent chakra around the user that serves no direct offensive or defensive purpose, while due to the insubstantial nature of the cloud of chakra it cannot interact with or negatively effect the opponent or their techniques, and vice versa. This techniques singular function is to draw out a single trait of the initial technique that the user wishes to utilise, unique or not and to then copy this trait into the cloud of chakra, in which it will be held in an inactive state until it is used(Meaning that although the cloud can draw out a trait, it does not exhibit the trait itself, it simply ‘holds’ it.)

This ‘drawing out’ process weakens the initial jutsu slightly(falls by one rank or -20 damage) and the cloud will change colour to indicate it is active and will display a colour based on the element of the technique it was used upon(eg. Red for fire, blue for water, etc) After drawing out a trait it can be used by the caster to alter a second jutsu that the user creates, imbuing it with the active cloud of chakra after forming an additional hand seal during the second jutsu’s performance. This fundamentally changes the second jutsu’s attributes by adding the copied trait and ends this technique. This would essentially transfer the held trait to the new jutsu while reinforcing it overall.(eg. Using this jutsu on the Dragon Flame Release Song Technique would allow the user to copy the heat from the fire or even the almost solid nature of the flames and imbue them into a following technique, etc.)

Note:
~Cannot use basic Ninjutsu techniques S-Rank or above in the user's next turn
~Can only be applied to one technique per usage and can only be used 3 times
~Lasts for 3 turns if not used, after which it will disperse harmlessly
~Can only be taught by Houdinii

(Soriddo Sukuriputo) Solid Script
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 25
Damage Points: N/A
Description: The user makes words in solid form out of their own elemental chakra that changes to take on the form of what the word was (i.e. writing “fire” would create fire, writing “Mud” would create Mud, etc.) For an expansion on the explanation, by creating the words out of chakra and infusing them with one type of elemental chakra, the word can actually take on the form of what it spelled out. So by writing out “hole” on the ground, and infusing one’s earth chakra into it, one could create a pitfall trap in order to confine an opponent. By writing out “wind” in the air, and infusing one’s wind element chakra into the word, a protective barrier of wind could be formed capable of defending against Ninja Tools, and other weaker attacks. By writing out “Fire” in the air or on the ground, and infusing one’s fire element chakra into the word, one could create a protective wall of fire to defend against taijutsu, and so on like this. The words can take form either as English words or as Kanji, either way it is the same result.
Note: This technique cannot be used to materialize offensive techniques, but only serves for supplementary or defensive use.
Note: This technique can only be used to materialize one type of defensive or supplementary medium per use.
Note: Can only be used in the basic 5 elements.


Learnt Here:
(Houmen Za Kinpaku)Release The Tension
Rank:B
Range:Short
Chakra:25
Type:Supplementary
Description:At the start of a battle the user calms his mind to make the chakra in his system flow faster through his body to release the tension from the users body.This allows the user to become faster and stronger due to the faster flow of chakra in his body.The user gains better reflexes and can also react faster to attacks.
Note:Can only be taught by SilverMoon1996
Note:Must be activated at the start of the battle.
Note::Lasts for 8 turns when activated.

(Ninpou: Kunai Giman)- Ninja Arts: Kunai Deception
Type: Supplementary/Offensive
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user first performs a single hand seal before removing 2 kunai. Next the user reveals both to the opponent to taunt him, the kunai wedged between the finger, the user focuses chakra into one kunai then he launches the kunai straight at the opponent. As the kunai travels one hides within the shadow of the other, the kunai which is hidden is enhanced with chakra so when the next part of the attack comes it appear as an after image of the lead kunai. The user claps his hands together then the lead kunai suddenly drops to the ground, as it falls to the ground the main kunai shoots up and out of its shadow where it appears as a blur of the previous kunai before traveling on almost invisible to the naked eye.
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko

A-Rank
(Kuchiyose: Kurasshu Rashōmon) - Summoning Technique: Crashing Rashōmon
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This summoning is an upgrade of the standard Rashomon in which the user summons up to 3 of these demonic forms of the main gate of old Kyoto. After slamming their hands on the floor the summoning will begin with the gate or gates being summoned at least ten meters above the opponent and falling horizontally covering a large 15 meter diameter. Should they fall upon the opponent or opponents the gates will cause incredible crushing damage.
Note: Can only be used thrice per battle.
Note: Each gate dropped is B ranked.
Note: Can only be taught by Jhin.

(Kuchiyose: Gē No Gehenna) - Summoning Technique: Gate of Gehenna
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: This summoning is an upgrade of the standard Rashomon in which the user summons a single one of these demonic forms of the main gate of old Kyoto. After slamming their hands on the floor the summoning will begin with the gate being summoned at least ten meters above the field in up to long range. Once reaching the floor the gates true ability will be revealed as the large doors open revealing a puff of smoke as the gate acts as a medium for the summoning technique allowing the user to summon any of his contracts summoning animals to the field using the gate as a medium.*
Note: Can only be used thrice per battle.
Note: The animal the user summons must be posted for reference with this technique but the total summoning process only costs one move with this behaving as a medium.*
Note: Can only be taught by Jhin.
Note: It cannot summon animals that were already dispersed, or require highly specific circumstances to summon (i.e if a summon requires a water source to be present before being summoned, it will be unable to be called with this jutsu)

Tekken | Iron Fist
Rank: A
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: +10 to Taijutsu that involves using ones hands
Description: After spending years training in Taijutsu, the user has developed a way to push his fists to their maximum capability. By continuously having exposed his hands to extreme environments, (like training punches in hot coals and practicing hand movement in ice water) the users has made his hands incredibly strong. The user focuses chakra into his fists and uses it to amplify the effects of his training, with this the users hands will be close to indestructible, no amount of force or temperature will affect the user’s hands, only extreme amounts of continuously applied incredible damage will damage them. This technique doesn’t make the user stronger in general; it just allows him to deal with attacks more freely since he won’t have to think about his hands.

Learnt here:

(Chiripeppā no bakudan danmaku) – Chili Pepper Bomb Barrage
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Here the user will take out 5 kunai where a single Chili Pepper Bomb is attached to each of them. The user will then follow up by throwing the kunai at different angles towards the opponent, and while they are traveling, the user will at the precise moment perform the shadow clone hand seal, resulting in the kunai and the Chili Pepper Bombs attached to multiply into 50 kunai which will come down upon the opponent like a barrage cutting them, while the Chili Pepper Bombs will explode on contact and make the opponents eyes drowsy while the cuts they had received from the kunai will begin to have a burning sensation due to the chili pepper entering the wound.
Note: Can only be performed thrice per battle
Note: Must be taught by Gutsy Jiraiya
Learnt Here:
(Ninpo : Hane mawaru eafurōkabā) - Ninja Art : Gambol Shroud
Type : Offensive / Defensive / Supplementary
Rank : A
Range : Short
Chakra Cost : 30
Damage Points : 60
Description :
The User releases a burst of chakra from around there body and moves in a certain direction, whether it be forward, upwards, backwards or to the side the chakra will remain where they once stood manifesting into an element to carry different effects. The Shroud of Chakra basically stays there and takes the hit whilst the user moves out the way, though the effects could be different and be advantageous especially in close range.
Raw Shadow
A Supplementary / Defensive use, the user will release a burst of chakra and move away from it. The Chakra will notmanifest into the elemental affinity and will retain the shape of the user's body producing a sort of copy like the shadow clone but it has a tiny amount of chakra to carry some sort of form. The Body can be used to take a hit or as a temporary platform as it can also be formed whilst airborne
Burning Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Fire whilst retaining the shape of the user's body, though it would explode at the user's will causing the opponent (and the user if not careful) to be blown away. The explosion as a 2 meter radius and isn't fatal, it will cause minor cuts and burns over the victim if they are caught by it.
Petrified Shadow
Good to use when the opponent is attacking you in close combat, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Earth whilst retaining the shape of the user's body a stone statue will be left behind as a defence. However it can also be used when the opponent tries to attack with a weapon or with their limbs, the earth manifesting around said weapon or limb to trap them as you make your next attack.
Liquid Shadow
Good to use when the opponent is moving towards you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of water whilst retaining the shape of the user's body, the water can either be sticky or not leaving behind a small water source or trapping a target if they manage to walk into the liquid.
Shocking Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Lightning whilst retaining the shape of the user's body, the lightning will branch off from the left behind body to any target within short range and will shock them with lightning damage.

Restrictions
- Can't be use another ability in the same turn as a different one
- Usable 4 times a battle
- Requires a turn cool down after each use.

(Yokoshimana Kibaku Fuda no Jutsu) – Devious Explosive Tags Technique
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Based on the principle of the Hidden Explosive Tags Technique the user slams their hand against a surface and using his or her chakra is able to stream a multitude of paper tags through the applied surface. Unlike the Hidden Explosive Tags Technique these tags will emerge from the surface at any point desired by the user and will form any solid shape within reason that the user desires. These forms created by this technique can range from generic pillars of tags, a carpet of tags to cover a surface, or even simple spheres and solid formations which rest on the surface they are produced from. While merged and streamed through the ground the tags, with the user’s chakra, are hidden from sight and are essentially merged with it protecting their presence. When the tags come in contact with solid matter or an opposing force these tags will automatically detonate producing an explosion proportional to the number of tags used. Alternatively the user can detonate the tags according to their will voiding the need for contact with an opposing force or solid matter. The explosions produced by the tags can be manipulated by the user controlling their directionality. Devious Explosive Tags Technique can be used four times per battle and cannot be used in consecutive turns.
Notes:
Can only be taught by Osmon

(Ninpō: Orihime) - Ninja Art: Weaving Princess
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 per turn
Damage: N/A (+60 if used with Lightning)
Description: Utilizing normal, durable ninja wire, the user channels chakra to it and utilizes it to bind his opponents. The user can elect to increase the friction the strings, making the wire hotter and able to case burns, making it a good technique to use for torture and information gathering. The strings can take on whatever form the user wishes making it quite a versatile technique to use with ninja wire. By channeling lightning-type chakra to the wires the user can increase their cutting power to cut through solid earth of A-Rank and lower. The user can also elect to not channel chakra to the wires and instead use a more suitable lightning technique to fit his situation. The strength of the binding is A-Rank. The technique itself does no damage until combined with lightning.
Note: Can only be taught by Deviation

S-rank
(Gurandofināre) Grand Finale
Rank: S
Type: Offensive
Range: Short-Long (Throw) | Short-Mid (Explosion)
Chakra Cost: 40
Damage: 80
Description: Every great display of fireworks must come with a grand finale. The “ending sequence” to the show created by the “Fireworks Festival” technique. This orb of explosive notes is roughly the size of a billiard ball, compared to the marble-sized orbs of its parent technique. This technique functions in the same manner in that the chakra is not used to cause damage, but rather to allow the rather low-mass ball of paper to be thrown large distances; the damage comes about solely from the explosive yield of the paper bombs.Like a fire-works star, the color of the explosion can actually be controlled while making the orb, though this is purely aesthetic.
*Only useable three-times per battle, as the balls are pre-formed.The three balls are kept in a special container attached to the user's belt, on their back, where many people usually carry large scrolls.
*Due to the nature of the technique, due to the explosive yield of the tags, the user can be stuck by this technique if they are in the blast radius.
*Can be detonated by chakra, much like a normal explosive note. Otherwise, it functions like a grenade with a four second fuse.

Learnt Here:
Jūjika āto: Nokori no Basho - Crucifix Art: Place of Rest
Type: Offensive/Supplementary
Rank: S
Range: Mid
Chakra: 40(-10 per turn)
Damage: N/A(80 when used offensively)
Description:
The user stomp his leg on the ground and summons into the terrain hundreds of headstones. This is a special summoning similar to the rashomon gates. The headstones are all cross shaped and made up of different constituents, mostly made of stones while some are metallic and some are wooden. The headstones are a part of tombstones which is buried shallow in the ground and not revealed safe for only the headstone which is the only part shown. The sizes of the headstones varies, from the smallest which is 2m long and 1 meter length for the cross section. The largest would be upto to 10meter in length and 5 meter cross section. The headstones would react to user's chakra and the opponents chakra. The chakra is recorded and responded to when they move above the ground and they are at aleast 2 meters away from a headstone.
When the opponent is within sensing proximity of the headstones, the headstone would immediately do one of two things. They can eject while launching like a rocket towards the opponent with a blunt force equivalent to A rank Ninjutsu attack. Should more than one headstone launches at the same time towards the opponent, then their combine power would be equivalent to S-rank. Secondly, instead of launching, the headstone could shift beneath the opponent and let him fall into a deep coffin which would quickly explode while the explosion is confined to the coffin and underground. The explosion is equivalent to A-rank. The reason behind this is because each coffin is laced with several explosive tags that only react to the opponent's chakra thus for the second variation which would be mentioned below, while the user is able to enter the coffin unharmed, if the opponent tries to seek refuge in the coffins, he would meet a fatal resistance.
When the user moves close to the headstone, it reacts by shifting backwards, revealing a confined space like a coffin within the earth. As a headstone responds to the user's chakra, so would other headstones as they would also reveal a confined space of theirs. he could conceal himself within the coffin without moving away from the same spot.
The entire graveyard can only be summoned on solid ground.

NOTES
-Usable 2x per battle
-Last 3 turns on the field of play
-No A-rank and above Ninjutsu in the same turn and next turn this is used.
-2 turns in-between usage.


[/spoiler]
Ninjutsu
Given Customs
 
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Maned Wolf CSC



Summoning Animal: Maned Wolf
Scroll Owner: Iᴍᴘᴇяғᴇᴄᴛ
Other Users who have signed contract:


1st Generation: , , , , , .


2nd Generation: Hokusai, 2 Open Slots

Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
General Description of the Animal in Real Life:


Despite it's name the Maned Wolf is not directly related to any other Canid, proof of this is that it has it's own Genus, Chrysocyon Brachyurus which means "Golden Dog". It is the largest known species of canine in South America which can reach up to 4ft tall on all fours and generally weighs between 50-75 pounds.


Physically the Maned Wolf looks like a large, long legged fox with it's fur's main colors being red or orange, while it has black and white features. It has a long, pointed muzzle and large, erect ears as well as a full set of sharp fangs and claws. The Maned Wolf gets it's name from its distinctive long, shaggy mane on it's back, which it has a tendency to raise when it feels threatened or if it is trying to raise it's profile to appear more intimidating. The Maned Wolf is also known for it's signature odor which has granted it the unfavorable nickname "Skunk Wolf". Another nickname for the species, due to it's slim, long legs and fox-like appearance, is "A Fox on Stilts". The Maned Wolf also has a unique vocalization known as a "Roar-Bark", but it's rarely heard due to Maned Wolves being very shy by nature.


The Maned Wolf's main habitats are flat grasslands or light forests in South America where they have evolved with their long legs to look over tall grass for their prey. Unlike other Canids they never hunt in a pack, preferring to hunt solo. They share vast and expansive territories with their partners, whom they rarely hunt or live with. They are omnivorous, and their favorite food is the Wolf Apple, which is ironically named for the animals love of it.

Background and General Information in the RP:

Deep in the South West of the Land of Fire, bordering with the Land of Wind, is a massive Forest Region, locally known as "Darkroot". This name comes from the Forests seemingly endless murky and humid swamps, and foul smell from the endlessly rotting plant matter, making it completely uninhabitable by humans. But those brave, or stupid, enough to brave into the further reaches of Darkroot will find a vibrant paradise, and the Ancestral Home of the Maned Wolf Summoning Animals. Deep within the swamp-like forest lies the vibrant fields of the Darkroot Basin, and even deeper within lies the secrets of the Maned Wolves in the Darkroot Garden, protected by the strongest warriors amongst the Summoning Contract.


The general habits of these Summoning Animals are as best described as "Lone Wolves" who hunt on their own. While not a lot is known about these animals as individuals, they have their own society with it's own rules and rituals, just like any other society, and one of the most common rituals performed by the Summoning Contracts Animals involves them leaving the safety of Darkroot. They are not allowed to return until they either proove themselves worthy in battle, or to bring back knowledge the pack would benefit from and other such feats. This ritual is only performed by animals that wish to be associated with the actual Contract though, so it is rarely seen by those not associated with the Summoning Contract. Most animals are content to live in peace within the safety provided by the Forest, but those who undertake this Ritual, and return, are held in high regard by the others in the pack, and are allowed to be called upon by their human friends in battle, or general times of need. This ritual not only provides a way for the animals of the Contract to test themselves, it easily allows diversity amongst the ranks of the Maned Wolf Summoning Contract, as every Wolf will go to different lands from another, or experience different things in those lands.

The Maned Wolves of Darkroot are classified by their general power or skill in combat and size or appearance. While they tend to have their own unique abilities and capabilities, as Canids they naturally have a great sense of smell and hearing for detecting prey or enemies, while in battle Maned Wolves can rely on their sharp fangs and claws. They also possess great agility due to their extended leg length, but this also makes their legs a weak point. Their most useful, and definitely noticable, ability is the smell they naturally produce. The odor Maned Wolves produce is very powerful, rendering Olfactory Sensory Types (Sensors who rely on their sense of smell) like the Inuzuka, Ninja Hounds and other Canine Summons, useless. This is because the Maned Wolves scent overpowers all other smells in the general area, making any kind detection by smell impossible. The Maned Wolves naturally are used to their own smells, and the Signers will be accustomed to the smell during their training with the Summons through the natural process of Sensory Adaption. The overwhelming scent is only present as long as the Summons are, and fade when the Summoning Jutsu ends.

Those who sign the Maned Wolf Summoning Contract must receive either a tattoo or a scroll, through which they Summon the animals from the contract, like almost all other Summoning Contracts. Either one of these will be provided during training, and an image of each are provided in the spoiler below.

Maned Wolf Tattoo
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Summoning Scroll
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#1: (Tategami Ōkami Kuchiyose no Jutsu: Durian) M. Wolf Summoning Technique: Durian
(Tategami Ōkami Kuchiyose no Jutsu: Durian) M. Wolf Summoning Technique: Durian
Type:
Summoning
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Durian. His nickname among the Maned Wolves is the Nioijū, which means "Smelly Beast". He is a 4ft Maned Wolf who relies on deception, debilitation and distraction tactics, rather than a straight forward fight. His brownish-orange, black and white fur is covered in scars, all from his failures in battle. He's shy by nature, but does try and converse with people he is familiar with, even though the mask he wears gets in the way and he can't be understood anyway. While he doesn't have any skill or affinity for Jutsu, Durian always carries several canisters of weaponized Maned Wolf scent combined with various natural agents that have a wide array of effects, while also providing cover for him to hide. To ensure he doesn't feel the effects of his own gasses, or those of his opponent for that matter, Durain wears a mask with a built in filtration system, similar to those found in Samurai helmets. He also carries a spare for his Summoner. The different canisters of gas Durian carries on the holster on his back are colour coded, and are as follows.


Yellow Mixture: The Yellow Mix is a heavily concentrated canister of the basic Maned Wolf odour. Once opened it provides a large, thick screen of yellowish smoke that affects a 10m radius from where it is activated, and renders sight and smell almost null as the smoke is too thick too see through, and the concentrated scent overpowers any other smells. Doujutsu and Sensory types who detect through other means are otherwise unaffected by the smoke. Because the smoke is so dense and covers such a wide area, it requires an A-Rank or higher Wind technique to be blown away completely, otherwise it dissipates naturally over the course of 3 turns.

Red Mixture: The Red Mix is a combination of the usual Maned Wolf odour and flammable agents that violently ignite when lit. When the canister is opened it releases a steady stream of reddish-brown gas, that can be used in a variety of ways. While it is still a gas, it can be blown away by a C-Rank or higher Wind Jutsu, otherwise it dissipates over the course of the turn it's used. Once ignited, it follows basic Elemental guidelines and interactions, being considered a B-Rank Fire Jutsu.

Green Mixture: The Green Mix is one of the more close-combat orientated canisters in Durian's arsenal, as it uses the regular Maned Wolf odour combined with a mild Aesthetic. The gas affects any target('s) in Short Range of the canister when it's activated, who don't have the proper protection against it (gas mask or any other misc method of protection). Once inhaled, it relaxes the muscles, making any who inhale it move erratically, as though they were drunk. The target('s) will be perfectly lucid, but they will be unable to move their limbs properly for a short duration, making their Taijutsu and general physical movements dulled, delayed, and generally ineffective. The gas released from the Green Canister dissipates over the course of the turn it's used in, while the effects of the Green Mixture, once inhaled, take 2 turns to be flushed from the target's system.

Note: Remains on the field for up to 4 turns.
Note: Using a mixture counts as a move towards the users 3 per turn.
Note: Only one mixture, or effects thereof, may be in use at any given time.
Note: Requires Maned Wolf Summoning Contract.


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#2: (Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) M. Wolf Summoning Technique: Law of the Jungle

(Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) M. Wolf Summoning Technique: Law of the Jungle
Type:
Summoning
Rank: B-Rank
Range: Short
Chakra: 20 (5 for Direct Elemental Influence)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon the Pack. Unlike most Summoning Animals from any Contract, the Pack is not a single animal or a group of pre-designated animals that are Summoned in a traditional sense. Instead, the M. Wolves of the Pack are the embodiment of the sheer strength in numbers of the M. Wolf Summoning Contract itself. The Summoning Jutsu for the Pack itself encompasses an almost unfathomable number of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc, making describing them in any in-depth manner practically impossible, as there are simply too many Summons to describe, however, they generally share similar characteristics of other animals from the Contract. The Packs theme of "ambiguity" is continued when a M. Wolf from this Summon activates their ability, as their bodies undergo a visible change in appearance, for example, the colour of the M. Wolf's fur may change, or mould into a different shape, or even physically embody the element, such as the M. Wolf being wreathed in Fire, or they may release a steady arc of Lightning around their body, etc. The M. Wolves from the Pack don't have a level of skill or proficiency with any form of Jutsu or affinity for a Chakra Nature, instead these M. Wolves evolved with one single ability, which is the ability to adapt to other Elemental Natures. They developed this ability by studying the characteristics of the paper Shinobi use to assess one's Chakra Nature, a.k.a Litmus Paper.


Elemental Darwinism: As briefly stated above, the M. Wolves of the Pack have replicated the ability of Litmus Paper, allowing themselves to naturally "adapt" to Chakra Natures. This makes the Summons from the Pack "Jacks of all Trades" in a sense, as they can adapt to just about every Chakra Nature, including the Basic 5 and certain KG Elements (Those that don't include basic Elements in their "creation", meaning KG like the Kaguya's Shikotsumyaku are not applicable). This is achieved through a special form of Chakra "absorption" that the M. Wolves naturally undergo when they come into contact with a Chakra Nature. In other words, it's an involuntary reaction that occurs when one of these Summons comes into Contact with a Chakra Nature, and not the ability to "steal" Chakra, meaning that the Summons have no real control over the Chakra they "absorb".

This ability can be used to adapt to Chakra Natures in one of two ways, each with their own advantages and disadvantages to their usage. The first is for the M. Wolf to be directly influenced by the users own Chakra. By simply gathering Elemental Chakra, and channelling/ kneading it into the designated Summon without giving it shape or form, the user directly influences the nature the M. Wolf will adapt to. This method costs 5 Chakra to perform per M. Wolf, but doesn't cost one of the users 3 moves per turn. The second, and more difficult method of the two, is the "absorption" of external Chakra sources, such as the kind provided by an opponent's incoming Jutsu. The M. Wolves of this Summoning can act like "shields" of sorts, taking an incoming Jutsu and using the Chakra that Jutsu is composed of (thus effectively countering/ absorbing the Jutsu) to initiate their ability. This method can only be used on Jutsu B-Rank and below, otherwise the M. Wolf is overpowered, and the Summoning Jutsu is undone. With both of these methods at their disposal, the users control over the Nature the M. Wolves of this Summoning Jutsu adapt to is highly customizable, granting an unprecedented level of control over multiple Elements in battle.

Note: Remains on the field for up to 4 turns.
Note: The user can Summon a max of 4 M. Wolves via this Jutsu.
Note: Due to their Rank, these M. Wolves can only use Jutsu B-Rank and below for the Elemental Nature's they adapt to.
Note: If a M. Wolf summoned by this technique doesn't adapt to another Nature, they can perform either basic Ninjutsu up to A-Rank, or Kenjutsu up to B-Rank should they possess an appropriate weapon.
Note: Each M. Wolf summoned by this technique can only change their Chakra Nature once per battle.
Note: Any M. Wolf summoned by this technique doesn't retain the Chakra Nature they adapt to, and return to normal when their Summoning time runs out.
Note: Any M. Wolf summoned by this technique cannot be used to copy Elements or Chakra Nature's that fall outside the canon Narutoverse, such as CE's, CC Jutsu, etc.
Note: If a M. Wolf summoned by this technique adapts to an Elemental KG, they lose 1 turn from their max turns left on the field, due to the strain caused by controlling multiple Elements simultaneously.
Note: Summons who adapt to a KG Nature cannot use the Basic Elements that KG Nature is composed of as well, only the Nature the M. Wolf adapts to.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC can use this Summon one additional time per battle.


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#3: (Tategami Ōkami Kuchiyose no Jutsu: Vivienne) M. Wolf Summoning Technique: Vivienne

(Tategami Ōkami Kuchiyose no Jutsu: Vivienne) M. Wolf Summoning Technique: Vivienne
Type:
Summoning
Rank: A-Rank
Range: Short (Short - Mid for Vivienne's Genjutsu)
Chakra: 30
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Vivienne, whose nickname amongst the Maned Wolves is Kaheijū, the Floral Beast, for her unique type of illusionary combat and love of visual flair. Her fur is both delicate and beautiful, the colours of which dance in different shades of red, creating dazzling patterns throughout, almost telling a story as the pattern shifts from one tale to the next. Her eyes are a deep, vibrant green, much like the forests she and her fellow Maned Wolves tend to inhabit. Vivienne has a naturally high level of skill in Genjutsu, which allows her to use her own unique brand of Genjutsu in her own way. Through combining her skill in Genjutsu with her own scent, Vivienne can use the opponents sense of smell as a means of inducing Genjutsu, similar to how Sound Genjutsu uses the target's hearing, or the Sharingan uses mutual eye contact to establish Genjutsu. There are several steps to such a unique Summoning Animal, which are as follows.


Fleur Pourrie (Rotten Bloom): The first, and most crucial step in Vivi's summoning, upon summoning her, in addition to the usual cloud of smoke that is usually accompanied by the Summoning Jutsu, Vivienne releases a large amount of her own scent into the air, affecting Short - Mid Range (roughly a 15m diameter around herself) with her scent, which is somewhat visible to Doujutsu users and easily detected by Sensor-Types, but is otherwise invisible and unnoticed, apart from the blatantly obvious stench. Anyone or anything within this area of effect that has a working olfactory system (such exceptions would include the Aburame Clan's insects) would be susceptible to Vivienne's Genjutsu. Vivienne's "Fluer Pourrie" can be removed by the displacement of the air, but only by Jutsu, tools, etc that create large gusts or blasts. For example, if one were to use a Wind Jutsu with a large area of effect and range, it would blow away all particles of Vivienne's scent, but if a Wind Release Jutsu with a smaller area of effect is used, it would only "move" the particles of scent around, as Wind Release Jutsu work in a similar manner to a vacuum, pulling in just many particles as it pushes out. If Vivienne's "Fluer Pourrie" is negated or dispelled through any means, Vivienne can release another burst of her scent, covering the same area of effect, at the cost of one of the user's 3 moves per turn.

Using "Fluer Pourrie" as the method of induction, Vivienne can establish unique Smell-Based Genjutsu, all of which involve a unique brand of Illusory Combat which uses the olfactory system to her advantage. It is known in neuroscience that all smells have no personal significance until they are connected to something that has meaning. With the initial counter, one begins forming nerve connections that intertwine the smell with emotions. The capacities for both smell and emotion are rooted in the same network of brain structures, the Limbic System. The olfactory centre also interacts directly with the hippocampus, an area of the brain involved in the formation of new memories, giving smells the power to invoke powerful emotions and memories. No other sense is known to have this level of access to personal connections within the brain. Vivienne is able to use her scent, and the various reactions that occur within the brain upon smelling it, to create vivid and powerful Illusions through her control over Genjutsu. There are 2 unique Illusions Vivi can create, both of which must be activated within the range of "Fluer Pourrie", and are as follows.

Amour Toxiques (Toxic Love): By solely concentrating on a single target within the area of her "Fluer Pourrie", Vivienne uses her skill for Genjutsu to increase the target's perception of Vivi's scent, making it even more overbearing than it usually is. At the same time, Vivienne creates a visual illusion of a demonic entity that completely surrounds the target that carefully and affectionately caresses and engulfs them. The entity is composed purely out of all manners of filth, dirt, pollution, etc, with it's very presence causing extreme discomfort to the target, overwhelming them with a vile cocktail of toxic smells and sensations. As the illusionary entity surrounds the target inside the illusion, in reality they are left completely immobile, unable to move, as the entity completely engulfs them. The target, if not able to break free of the illusion, will begin to feel nauseous, and may perhaps even vomit. This is due to the effects of the Illusion being interpreted by the body in reality, thus triggering the natural response to one's encounter with foul, overbearing smells and sensations.
Note: Can only be used once per battle.
Note: Counts as one of the users 3 moves per turn.
Note: Amour Toxiques is a A-Rank technique.

Note: While concentrating on "Amour Toxiques", Vivienne cannot perform any other actions, failing to remain concentrated would automatically break the Illusion, rendering it's effects void practically instantly. This is because it's effects are very taxing to maintain through the medium Vivi employs, as the targets body will always fight to override the effects of the Genjutsu, attempting to replace it with reality, which is significantly less foul.

Muse de Mémoire (Memory's Muse): Using the Olfactory systems direct access to the hippocampus, Vivienne uses her scent as a gateway into the target's memories. Through this Genjutsu Vivi is able to create a Visual Illusion that displays any memory or event the opponent has experienced, however, there are 2 important factors to this Genjutsu. First of all, the target must remain within the confines of Vivi's "Fluer Pourrie" and vice versa (Fluer Pourrie must be active for this Genjutsu to remain active), as the scent from Fluer Pourrie is the "fuel" that powers the technique's persistent visual illusion. The second factor that must be considered while using Muse de Mémoire is the context of the illusion which the target experiences.

For example, if the illusion displays a memory from the target's infancy, it should be immediately recognizable as an illusion. However, this is also, arguably, the Genjutsu's strongest point, forcing the target to relive painful or traumatic memories they know aren't real, but will have no real control over, creating moments of weakness in their defence. Another point worthy of note is that Vivienne is not in full control over the Genjutsu once it's activated, she or her summoner can only select generic or ambiguous situations, as she is neither a mind-reader nor a time traveller. As everyone's past is as unknown as their actions, Vivi can only specify either a time, a location or another ambiguous term in the hopes they have a memory relating to the specified term. On the other hand, not everyone Vivienne encounters will be an enigma that requires lucid guessing, for example, if Vivi or her summoner have background knowledge or personal experience with the target, they may share this information with each other through conversation upon her Summoning (In a properly worded, and perfectly legitimate discussion in the context of the RP scenario the user and Vivi are in, of course), thus increasing the Genjutsu's overall rate of succession.

Note: Can only be used once every 2 turns.
Note: Can only be used twice per battle.
Note: Counts as one of the users 3 moves per turn.
Note: Muse de Mémoire is a C-Rank technique.
Note: Muse de Mémoire cannot be broken through traditional means, such as Kai, pain or full body surges, because so long as the target remains within the range of Fluer Pourrie, even if they "break" the Genjutsu, they are still inhaling the source of the technique, instantly causing the technique to reactivate. This makes Muse de Mémoire almost identical to the 2nd Mizukage's Clam Summon's persistent Genjutsu, the main difference being Muse de Mémoire has more freedom in terms of what is displayed to the target.


Note: Remains on the field for up to 4 turns.
Note: Requires Maned Wolf Summoning Contract.


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#4: (Tategami Ōkami Kuchiyose no Jutsu: Pakku no Ryōshu) M. Wolf Summoning Technique: Lords of the Pack

(Tategami Ōkami Kuchiyose no Jutsu: Pakku no Ryōshu) M. Wolf Summoning Technique: Lords of the Pack
Type:
Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (10 for Direct Elemental Influence)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon one of the Lords of the Pack. Just like with the Maned Wolf Summoning Technique, "Law of the Jungle", the Summons known as the Lords of the Pack are not composed of pre-designated animals like traditional Summoning Jutsu. Instead the Summoning Jutsu for the Lords of the Pack encompasses a large quantity of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc. This makes describing the Summons that fall under this Jutsu practically impossible, as there are simply too many Summons to describe, however, they generally share similar physical characteristics of other animals from the Contract. Unlike the Law of the Jungle technique however, the Lords of the Pack do not allow, or require, the Summoning of multiple animals under the same technique. To put it in perspective, if the Law of the Jungle Summoning Technique is representative of the "Strength of the Pack", then the Lords of the Pack would be considered the embodiment of the "Strength of the Wolf" that each individual Maned Wolf of the Pack may one day possess. Another factor that deviates this technique from it's sibling technique is that the Lords of the Pack are considerably larger than the generic Summons of the Contract, ranging from several meters higher than a human being, to sizes that rival a colossal summon, like Gamabunta.

Just like with the Pack, the Lords of the Pack don't have a level of skill or proficiency with any form of Jutsu or affinity for a Chakra Nature, instead these M. Wolves evolved with one single ability, which is the ability to adapt to other Elemental Natures. They developed this ability by studying the characteristics of the paper Shinobi use to assess one's Chakra Nature, a.k.a Litmus Paper.


Survival of the Fittest: As briefly stated above, the Lords of the Pack have a similar ability to the Summons in the "Law of the Jungle" Summoning Technique, allowing themselves to naturally "adapt" to Chakra Natures. This makes them "Jacks of all Trades" in a sense, as they can adapt to just about every Elemental Chakra Nature, including the Basic 5 and KG Elements (Obviously this excludes KG that don't include the 5 Basic Elements in their creation, meaning KG like the Kaguya's Shikotsumyaku are not applicable). This is achieved through a special form of Chakra "absorption" that the M. Wolves naturally undergo when they come into contact with a Chakra Nature. In other words, it's an involuntary reaction that occurs when the Summon comes into Contact with a Chakra Nature, and not the ability to "steal" Chakra, meaning that the Summons have no real control over the Chakra they "absorb".

This ability can be used to adapt to Chakra Natures in one of two ways, each with their own advantages and disadvantages to their usage. The first is for the M. Wolf to be directly influenced by the users own Chakra. By simply gathering Elemental Chakra, and channelling/ kneading it into the designated Summon without giving it shape or form, the user directly influences the nature the M. Wolf will adapt to. This method costs 10 Chakra to perform, due to their larger size than the Summons from "Law of the Jungle", but doesn't cost one of the users 3 moves per turn. The second, and more difficult method of the two, is the "absorption" of external Chakra sources, such as the kind provided by an opponent's incoming Jutsu. The M. Wolves of this Summoning can act like "shields" of sorts, taking an incoming Jutsu and using the Chakra that Jutsu is composed of (thus effectively countering/ absorbing the Jutsu) to initiate their ability. This method can only be used on Jutsu A-Rank and below, otherwise the M. Wolf is overpowered, and the Summoning Jutsu is undone.

With all of these methods at their disposal, the users control over the Nature the M. Wolves of this Summoning Jutsu adapt to is highly customizable, granting an unprecedented level of control over multiple Elements in battle.

Note: Remains on the field for up to 4 turns.
Note: The user can only Summon one M. Wolf via this Jutsu.
Note: Due to their Rank, these M. Wolves can use Jutsu S-Rank and below for the Elemental Nature's they adapt to.
Note: If a M. Wolf summoned by this technique doesn't adapt to another Nature, they can perform either basic Ninjutsu or Kenjutsu of any Rank, should they possess an appropriate weapon.
Note: Any M. Wolf summoned by this technique can change their Chakra Nature a max of twice per battle.
Note: Any M. Wolf summoned by this technique doesn't retain the Chakra Nature they adapt to, and return to normal when their Summoning time runs out.
Note: Any M. Wolf summoned by this technique cannot be used to copy Elements or Chakra Nature's that fall outside the canon Narutoverse, such as CE's, CC Jutsu, etc.
Note: Summons who adapt to a KG Nature cannot use the Basic Elements that KG Nature is composed of as well, only the Nature the M. Wolf adapts to.
Note: User cannot perform any other Summoning for the duration of this Summoning Jutsu, an an additional 2 turns after this Summoning's timer runs out.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC can use this Summon one additional time per battle.


Approved Here [ ]

#5: (Tategami Ōkami Kuchiyose no Jutsu: Bāsākā) Maned Wolf Summoning Technique: Berserkers

(Tategami Ōkami Kuchiyose no Jutsu: Bāsākā) Maned Wolf Summoning Technique: Berserkers
Type:
Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (+5 Chakra per each Wolf)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon the Berserkers. Unlike most Summoning Animals from any Contract, the Berserkers are not a single animal or a group of pre-designated animals that are Summoned in a traditional sense. Instead, the M. Wolves of the Berserkers are the Summons primary defenders of their Home Land. The Summoning Jutsu for the Berserkers itself encompasses an almost unfathomable number of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc, making describing them in any in-depth manner practically impossible, as there are simply too many Summons to describe, however, they generally share similar characteristics of other animals from the Contract. While each individual Berserker is unique, they can either be quadrupedal or bipedal, and can perform techniques from one of the hand-to-hand combat styles, such as Taijutsu, Kenjutsu, Bukijutsu etc, but are limited to the forms of physical techniques that their summoner can perform. This explicitly excludes techniques that require Kekkei Genkai, Modes, HA, AE, AN, etc. The Berserkers can however perform canon techniques for their chosen area of hand-to-hand combat, in addition to the user's personal Custom Jutsu, as well as Customs they have learned from others, provided they do not require any of the aforementioned examples to achieve. They can perform all Raw Chakra techniques, and in the case of techniques that require any of the Basic 5 Elements, and other "universal" fields, the Berserkers took inspiration from their more Ninjutsu-centric counterparts, adopting the same ability of absorbing Chakra and utilizing it themselves, allowing them to select one Element or basic field by siphoning a small portion of that Chakra directly from the user upon Summoning. With Chakra from the user, this allows the Berserkers a potentially wide pool of techniques that they can perform, depending on the Summoner's own personal arsenal of techniques. Finally, each individual Wolf's usage of a technique naturally counts towards the user's 3 Jutsu per turn, and each are equivalent to a base Jōnin ranked Ninja in regards to their stats and capabilities.

Note: Remains on the field for up to 4 turns.
Note: The user can Summon a max of 2 M. Wolves via this Jutsu.
Note: Requires Maned Wolf Summoning Contract.
Note: The Summons can only use Tai, NinTai, Kenjutsu, Bukijutsu, and elemental versions thereof.
Approved: Here.
 
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Giant Tortoise Style (Ogame Ryu)

Type: Kenjutsu/Nin-kenjutsu
Background: The Giant Tortoise Style was created in the Land of Iron by a swordsman who had observed a large shinobi battle. During the battle he made note of the different elements the ninja used and how those elements acted. After returning to the land of iron he began experimenting with both movements in order to recreate the nature of the elements he saw. Over the next decade he developed the Giant Tortoise Style as well as the Ogame Dojo, where it would be taught.

Description on the Abilities and Inner Workings of the Style: This style revolved around five main forms, each representing a different element. The different forms have their own strengths and weaknesses and usually a person trained in this school will have certain styles which fit their persona. After several samurai in the Land of Iron learned to unlock their elemental chakra for short periods of time, some of these techniques were combined with their actual elements to increase their strength.

Ikazuchi Kata: The first form is Ikazuchi Kata (Form of the Thunder and Lightning God) in which the user relies on fast and direct movements to attack the opponent.

Kagatsuchi Kata: The second form is Kagutsuchi Kata (Form of the Fire God) in which the swordsman utilizes their entire bodies to produce powerful attacks capable of breaking through steel.

Oboro Kata: The third form is Oboro Kata (Form of the Moon God; Form of the Void) where the swordsman uses specific body movements to simultaneously dodge an attack while also closing distance.

Mizuchi Kata: The fourth form is Mizuchi Kata (Form of the Water God) where the user performs fluid movements by changing their grip mid attack. This causes the attacks to suddenly and fluidly change their course allowing them to slip past the defense of an enemy.

Dokou Kata: The fifth form is the Dokou Kata (Form of the Earth God) where the user focuses on stout and powerful defenses to deflect, disarm or destroy an opponent's weapon while opening their defenses to attack.

Additional effects and Restrictions: This style involves an incredible knowledge and control over one's own body movements. Mastery of different forms give the swordsman advantages over others. A practitioner in this style is capable of mastering up to two of the five forms and gain the bonuses from those, the two forms they master must be stated in their biography (though they're still capable of using all five). This style is also usable by both Samurai and Shinobi, though Samurai are only able to take advantage of the elemental additions to the techniques if they possess the means to use elemental chakra (Zen's Harmony technique) They cannot receive bonuses from any other custom fighting style.


  • Fire: Kenjutsu techniques gain +10 damage
  • Lightning: Increases base speed by one rank
  • Void: Increases base reaction time by one rank
  • Water: Opponent's ability to track kenjutsu techniques is reduced by one rank (i.e. when calculating, use a base speed of one rank lower).
  • Earth: Immunity to D-rank and below physical damage.
(Kagatsuchi Kata: Hibashira) - Form of the Fire God: Pillar of Fire
Type: Attack
Rank: B/A
Range: Short
Chakra Cost: 20/30
Damage: 40/60
Description: The form of the fire god is a stance of the Ogame school in which the swordsman focuses on raw power for their attacks. In this technique the swordsman holds the sword over their head in their right hand with the tip pointed down so the blade is vertical and splitting their face. Their left hand is held horizonatally over their head with the fist bisecting the right elbow. They then flick the sword up while at the same time flicking their left hand up so both the sword and their left hand are now pointing up, and then they will bring the sword down in a whipping motion putting the full force of the attack in the tip of the blade. They use their entire body by dropping to the ground and bringing the left arm down as well to create as much power as possible. This makes their attacks capable of breaking through standard weapons such as kunai, shuriken, and even other standard swords. This technique can be upgraded through the addition of fire chakra causing the blade to glow red and sear through its target.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can only be used twice per battle.
-Can be seen here if the description isn't clear enough:

(Kagatsuchi Kata: Gurensen) - Form of the Fire God: Spinning Crimson Lotus
Type: Attack
Rank: B/A
Range: Short-Mid
Chakra Cost: 20/30
Damage: 40/60
Description: The form of the fire god is a style of the Ogame school in which the swordsman focuses on raw power for their attacks. In this technique the user stands with their right arm across their body bent at the elbow so their form is vertical and the wrist is in front of the left eye. The left arm is held perpendicular to the base of the right forearm across the chest and sword in the left hand with the blade extending back behind the swordsman. They will then drive their right elbow back and up while swiping the sword in the left hand horizontally across their body. This creates a circular attack that can strike multiple enemies with tremendous power capable of slicing through standard weapons within short range. This can be upgraded by adding fire chakra causing the blade to release a wave of fire to mid-range when swung.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can be seen here if the description isn't clear enough:

(Mizuchi Kata: Tanryuu Hibaku) - Form of the Water Dragon: Rushing Rapids, Cascading Waterfall
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman holds the sword with both hands, one hand holding just under the hand guard and the other one gripping the bottom of the hilt. They then preform a vertical downward slash. As they swing down they release the sword with their forward hand and push forward with their hand holding the bottom of the hilt. This turns the downward slash into a forward thrust that extends the range of the attack. They then twist their arm holding the sword and continue the slash downward. This sudden alteration in the path of the attack makes it difficult for the target to parry or follow. The ability for an opponent to track the movements of this attack is reduced by a quarter.
-Can only be used three times per battle.
~Can be seen here if the description isn't clear enough:

(Mizuchi Kata: Gekirin) - Form of the Water Dragon: Imperial Wrath
Type: Attack
Rank: B
Range: Short
Chakra Cost: N/A
Damage: 40
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman stands with their left foot forward and knees slightly bent. They hold their sword over their right shoulder with their left forearm horizontal across their chest and their right forearm vertical at their side and their hands gripped on the sword just at their shoulder. The swordsman then steps forward and begins to swing the sword in a straight vertical motion. The obvious defense to this is to meet the sword high as it comes down. But as the swordsman swings down they quickly switch their hand position so the blade deviates to the left before continuing downward, creating an S-shaped attack. The quick movement allows the swordsman to move their blade around the target's defense and hit them.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used four times per battle.
~Can be seen here if the description isn't clear enough:

(Dokou Kata: Igari) | Form of the Earth God: Boulder Eater
Type: Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 for earth chakra)
Damage: N/A
Description: This technique is used to both block an incoming attack and open an enemy's defenses. When faced with an incoming attack the user will position their blade to completely stop the attack. Rather than deflecting it, its positioned so the blades/weapons reach a stalemate and become locked. At this point the user takes a step forward while twisting their blade, pushing their opponent off balance and to the ground while also disarming them of their weapon. This leaves them wide open to a follow up attack. The user, if capable, can channel earth chakra through their blade to increase its defensive capabilities. This technique is only useful against other physical attacks such as kenjutsu or taijutsu. Elemental techniques such as fire, lightning or wind would be un-blockable through this method, though earth and water techniques can be split in half.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can be used three times per battle.
-Can defend against B-rank and below attacks physical attacks (A-rank if used with earth chakra).
(Can be seen here: )

(Dokou Kata: Ganjoubachi) - Form of the Earth God: Stout Retribution
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30 (+5)
Damage: 60
Description: The User will hold the hilt of their sheathed sword in one hand and the opposite end of their sheath in the other. When an opponent moves to attack with kenjutsu or taijutsu the user will block the incoming attack by holding their sheathed sword perpendicular to the incoming attack. With the attack blocked they will unsheathe their sword while pushing the blocked item out of the way with the sheath, creating an opening. In the same motion they will slash the opponent with their sword. Someone capable of using elemental chakra can increase the defensive strength of this technique by channeling earth chakra through the sheath. This doesn't do much, but it helps resist A-rank or below attacks designed for breaking through weapons.
-Can defend against A rank and below attacks physical attacks.
-Can only be used three time per battle.
Approved:

(Oboro Kata: Kagenui) - Form of the Void: Shadow Stitch
Type: Defense/Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage: N/A
Description: The form of the void is a style of the Ogame school in which the swordsman makes quick movements to simultaneously dodge an attack and close the distance on their target. With this technique the swordsman rotates their body to narrowly avoid an incoming attack while simultaneously stepping forward to close the distance to their opponent. By doing this they move into extremely close range while the opponent over extends themselves, creating an opening for attack while the opponent is incapable of defending themselves. This can only be used to avoid certain techniques such as other kenjutsu or taijutsu, or even narrow elemental techniques. Larger techniques such as large fireballs would be too large to avoid.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can be seen here if the description isn't clear enough: 26591...chapter-6.html

(Ikazuchi Kata: Shidensen) - Form of Thunder and Lightning God: Purple Lightning Flash
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+10)
Damage: 60 (+20)
Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body towards the ground, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration. This sudden burst of speed catches the opponent off guard as they're not expecting a lazy fall to turn into an extremely fast movement. The swordsman then finishes with and upward slash across the target's torso. If the swordsman is capable, they can add a lightning aspect to this attack by imbuing their blade with lightning, increasing its cutting ability slightly.
-Can only be used thrice per battle.
-Movement is twice the user's base speed.
~Can be seen here if the description isn't clear enough:
Approved:

(Ikazuchi Kata: Narukami)Form of Thunder and Lightning God | Rumbling God
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (+5)
Damage: 80 (+5)
Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body to the down, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration that sends them diagonally towards the opponent. As they approach the enemy they cross their legs creating an unbalance stance causing them to fall sideways. As they fall sideways they then push off their outside foot creating an instantaneous movement across the front of the target which is almost impossible to follow. Once across the front of the target the swordsman finishes with a diagonal slash across their torso. If the swordsman is capable, they can add a lightning aspect to this attack by imbuing their blade with lightning, increasing its cutting ability slightly.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can only be tracked by three tomoe sharingan and above.

(Kosen) - Iori's Teachings: Tiger Drill
Type: Attack
Rank: S
Range: Short
Chakra Cost: N/A
Damage: 80
Description: The tiger drill is an Ogame school technique in which the swordsman amplifies the piercing power of their thrust through body movement. They will hold the sword at the very end of the hilt in one hand and step forward while thrusting the tip of the blade forward. As they do this they twist the arm holding the sword while simultaneously twisting their body and back leg in unison, creating incredible piercing power similar to a drill. The strength generated from this is capable of piercing through armor such as chain mail or even another sword. This can also be preformed using the the hand in a claw position creating a rasengan-like blow that sends the opponent rotating through the air backwards.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice times per battle.
~Can be seen here if the description isn't clear enough:

Training Link :
]
 
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Hyuga Clan

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Gentle Fist/Hyuga Clan
Original Customs

20.Zekkendō: Mazāzu Rozario | Way of the Absolute Sword: «Mother's Rosario»
Type: Offensive
Rank: A -ranked
Range: Short
Chakra: 30
Damage: 60
Description: A sword technique which is based on the concepts of the Hyuga Clan’s main style of fighting, Gentle Fist. This while it was developed by said members of the clan, it can be used by anyone but not towards the extent of which a Hyuga can. The user will channel chakra into their blades, where they manipulate the chakra mostly towards the tip of the blade. The user will then make five consecutive stabs towards the target’s tenketu’s using ones Byakugan , forcing them to be closed and sealed. The user will then unleash another five strikes perpendicular striking five more chakra points and sealing them away. The impact will create an X shaped pattern on the chest of impact in which the user dealt. Once down, the user will deal one last strike towards the chest directly in the center of the X and cause a burst of chakra to push the enemy back a few feet away. This sword technique emulates the Gentle Fist by using the chakra in the sword to insert and forcefully close the tenketsu’s. In the case of non Hyuga users(Samurai and Kenjutsu Specialists), they will simply stab into the chest of the target normally without sealing away the chakra points of the enemy.

*Blocked chakra points will be sealed after attack for one turn, restricting the opponent of techniques A-rank and above*
*Can be used twice per battle*
*Can be used by non Hyuga bios, however don’t gain the chakra sealing due to lacking knowledge of Gentle Fist and the Byakugan.*

21. (Jūho: Tamashii no Hairetsu) Gentle Step: Soul Array
Type: Defensive
Rank: S -ranked
Range: Short
Chakra: 40 (-10 chakra per turn)
Damage: N/A
Description: A technique that was inspired by the Hyuga’s Eight Trigrams Absolute Heavenly Spin which was created to deal/handle with faster moving opponents. The user will channel there chakra from all tentektsu’s in an emergency and release the chakra instantly as a layer of chakra over the user’s body. This layer of chakra manifests as an extension of the clan’s “absolute” defense technique. The layer of chakra leaves a light blue hue of chakra resonating around them. This actual nature behind this technique is that much like the rotation this chakra is constantly spinning around the user’s body and limbs rapidly to the point that it’s hard to notice. The spinning layer of chakra acts like a constant shield which the user can use to defend against techniques that directly target the body. This adds some protection to the natural blind spot of the user’s Byakugan. When clash against an enemy in close rnage combat, the revolving chakra will “push” off the enemies back and allows some distance to be cleared for the user(5m). The revolving chakra can play on equal terms with elemental chakra up to S-rank. Can be used once per battle, lasting four turns; which while active the user is unable to utilize any Gentle Fist techniques above A rank or any above S rank in the turn it ends.

25. (Jūho: Tamashii no Honshitsu ) Gentle Step: Soul Essence
Type: Supplementary
Rank: B- Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: A simple technique using the concept of Gentle Step Twin Lion Fist or Eight Trigrams Stream Palm Wave's chakra absorbtion. While this technique alone has not purpose, when combined with other techniques its fast enough to be used in the same time frame pretty much being instantly activated. While using a Hyuga Rotation Based or Air Palm/Projectile Based Techniques, the user is able to apply chakra absorbing properties like its parent technique, draining chakra from techniques that come into contact with it. Enemy techniques lose 1 rank points of damage, allowing for techniques like the Air Palm which is weaker to elemental techniques play on equal terms.

*Can only be applied to Gentle Fist Techniques revolving projectiles or rotation based Techniques.*
*Can be used four times per battle, only being able to applied to one technique per use*
*Cant be used be used again in next turn, requiring a cooldown*

26.(Jūho: Hokyou) Gentle Step: Reinforcement
Type: Supplementary
Rank: A-ranked
Range: Short
Chakra: 30 (-5 chakra each turn)
Damage: N/A
Description: A technique among the Hyuga based on the Gentle Fist Style: One Blow Body where a Hyuga would normally use their ability to expel chakra from all their chakra points at once. This technique is a reinforcement or augmentation of the Gentle Fist; releasing chakra constantly from one’s limbs. This technique focuses on the reinforcement of one's limbs dependent on locations which are aimed mostly at the arms which include the elbows and hands to augment the fighters strikes or in the legs including the knees all the down to the feet; in which the technique takes the form of a sharp shroud of chakra though it is harder to see at a distance to the naked eye but more visible up close . This techniques design is when impact is normally made by a gentle fist strike, chakra is pushed into the enemy's’ body forcefully by the Hyuga from the chakra points at the same time however with this one due the constant chakra already flowing outwards. The impact is much stronger as the chakra already being pushed out combined with further chakra being released from same chakra points , chakra shroud and many other locations increasing the techniques overall impact. This however comes at the cost of not being able to use it in multiple limbs at once due the excessive amounts of chakra being used at once. It's limited to only two limbs but those limbs must also be the same meaning one arm and one leg can’t be augmented at the same time but rather two arms or two legs at once. Based on the limbs used the following effects take place on the user:

Leg Refinement – Through this variant it increases the kick based techniques by the user by one rank. This also increases the user’s speed slightly due to using the released chakra from the soles of the feet to “push” against the surface allowing them further their running speed and jumping distance. This speed increase is x1.5 there base speed. Also due to the sharp nature of the shroud, it leaves minor cuts on the targets skin when impact is made.

Arm Refinement – Through this variant it increases the hand/punch/arm based techniques of the user by one rank. The user’s punching impacts have a “push” effect behind them similar to its parent technique which solid impact from the user will send the target back several meters (5m). Also due to the sharp nature of the shroud, it leaves minor cuts on the targets skin when impact is made.

While active a cosmetic hue of chakra lines appear around the selected augmented limb as a sign of the techniques activation as well as when impacts are made; more "burst" like impacts of sharp chakra appears.

*Can only be used four times per battle, once per turn lasting two turns each.*
*Can’t be used at the same time as other modes or body enhancing techniques that correspond to each other(i.e can’t use Leg Refinement and Leg Weights at the same time as this technique would cancel it out)*
*Can only be used again after two turn cooldown *
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Given Customs

B-Rank
(Jūkenpō: Chou)- Gentle Fist Style: Block

Type: Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+10 if the opponent makes direct contact)
Description: The user exerts chakra from several tenketsu from a single part of their body, this chakra is gathered roughly ten centimeters away from the user's skin and forms a small shield of chakra, no bigger than twice the size of an average palm conveniently useable as a way to block tai/kenjutsu attacks(upto B-Rank) but is weak to elemental techniques as it's merely raw chakra which does not require advanced chakra manipulation. If the opponent makes physical contact with the shield they will suffer slight damage across the part of their skin which connected with it.

Note:
- Can only be used five times.
- No Jyuuken above B-Rank in the same turn.
- The shield is no bigger than twice the size of an average palm.
- Can block Tai/Kenjutsu attacks upto B-Rank, within reason.
- Can block Elemental attacks upto C-Rank, within reason.
- Can only be taught by Tybone.

(Jūho : Shinpan no Tsūka) 8 Trigrams: Passage of Judgement
Type: Supplementary
Rank: B
Range: Himself
Chakra: 20
Damage: N/A
Description: Hyuugas are well known for their instant release of raw chakra. Though activating this state, if the user wishes, the user manipulates his raw chakra for the intended Gentle Fist technique which enables his techniques to pass through mere solid objects. Hyuugas are excellent at chakra control and hence they're able to perfectly release the right amount and density of chakra. Just like how any raw chakra release will pass through a human body, the user will thin his chakra enough to pass through objects that are only liquid and solid in form. Just like how Neji was able to push his Mountain Crusher through his own self image and through the ground to kill all the White Zetsus underground. For example, if an A-ranked ranked air palm meets with an A-ranked earth golem or a water wave, it'll paralyze its chakra pathway (hence that's what it's really attacking and doesn't attack it physically) disturbing the chakra flow within it and continue while losing a rank in power, becoming a B-ranked.
Note:
-Lasts 3 turns
-Can be activated 2x
-Must wait a two turn cooldown before use
-it can't be used on A ranks and above techniques
-Taught by House

(Jūho : Chijō no Tamashī) — 8 Trigrams: Dance of the Ground
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Descriptions: The user will gather their chakra and release massive chakra bursts into the ground. As soon as the bursts are let into the ground, the released raw chakra burst will come out of the ground, reaching the skies and flinging the enemy into the air instantly. The user may adjust the way the enemy has been launched, such as either towards the user to move the opponent into hand-to-hand range or elsewhere across the battlefield. Once the enemy has been launched into the skies, disoriented and turning aimlessly, the user may make a swift attempt to finish the enemy with following it up with an offensive technique. The user may also use this technique to launch himself great heights or across a battlefield at immense speeds. If the user wishes, he may fling enemies as big as Gamabunta or as small as a person into the air.

Note: Requires one turn cool down between each use
Note: Usebale 4 times


A-Rank
(Hakke Kinkyū) - 8 Trigrams Emergency
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: As the opponent is about to make a physical contact with a hyuuga member, he'll channel his chakra to those particular chakra points, where the contact/s is about to happen. As the opponent has touched the user, or the opposite, the user's chakra will run through in the opponent's limb, what he had made the physical contact with, damaging most of the nerves and the tendons around that area. If the opponent had touched with his hand, the chakra will damage his nerves, tendons, making him unable to sign with that hand.
Note:
-The opponent will be immobolized for 1 turns.
-Can be taught by Dr. House
-Only weak nerves, tendons will be immobolized by this technique. Other tendons like on the hamstring will only be damaged, leaving the opponent with an inability to walk right.
-Can be used 3x
-Must be Sannin
-Byakugan must be activated, as only hyuuga blood line will be able to do this.
-The user won't be able to create KG hyuuga barriers in the same turn.

(Jūho : Sonzai Suru Koto o Yamemasu) Gentle Step: Cease to Exist
Type: Defensive/Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: Using one of the unique traits of Hyuugas, the basic principal of disturbing chakra flow, the user charges massive amounts of raw chakra into their palm or the sole of their feet. Once done, they'll make contact with the ground and flow their raw chakra towards the intended target. As raw chakra flows through a medium instantly, the hyuuga using their scope of excellent and accurate vision, collects their chakra into one point of the target. Using a universal advantage of a technique where having a spread out effect instead of a very concentrated one, the hyuuga is able to mass their manipulated chakra into one concentrated main chakra pathway thus paralyzing it or shutting it down like destroying a pillar and the bridge falling in a domino effect. As the chakra starts disturbing the flow of the intended target and either make it immobile and introducing immense amounts of chakra at one point thus creating a shock in the target.
Notes:
-2 times per battle
-paralyzed for one turn if not disabled
-No gentle fist techniques above A-ranks in the same turn
-It can be only used in matters such solids and liquids and it cannot be used on humans.
-Taught by House

(Jūho : Akusei Pāmutoraiaru) Gentle Step: Malignant Palm Trial
Type: Offensive/Supplementary/Defensive
Rank: A - Rank
Range: Short
Chakra: 30
Damage: 60
Description: Based on the principle of closing and opening chakra points, the user starts letting out raw chakra from all of his points around himself having an invisible cloud of raw chakra within mid range of him. The raw chakra that's been released constantly by the user being manipulated to have attributes of shutting down or opening chakra points of whatever is within their space. Soon as their target enters within short range, the target will feel massive pressure being placed on their chakra points, having great difficulty to channel their chakra due to the massive effect of the raw chakra cloud they're in on short range. The nature of the chakra will either close or open their chakra points forcefully, leaving their target with the feeling of weakness and having an abnormal control over their chakra due to having an immense pressure on their chakra points. For example, if they try to perform a simple chidori it will disipate in a burst of light or if they try to create an armor it'l just fall apart due to the inability over chakra control. Once the target manages to get away from the user's range, it'll take a turn to return to their full chakra control.
Note:
-Only affects A-ranked and above.
-Can only be used 2x
-Last for 2 turns and must wait two turns to use again
-No s-ranked or higher Gentle Fist the next turn after this technique deactivated.
-Taught by House
-Has to be Kage or higher to use this due to the expertise needed

(Hakke Surudoi) 8 Trigrams Sharp
Rank: A
Type: Defensive/Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Hyuuga member will concentrate on his chakra control, and once he has done that, fine, razor sharp constant stream of chakra will be emited from his palms, enabling the user to be able to cut things in his path.
-Can be used 3x
-Since it needs great chakra control, only sannin and masters of jyuuken will be able to perform it, who has battle experience with gentle fist.
-Can be taught by Dr. House

S-rank
(Ten no sora no hakke chēn) Eight Trigrams Chains of The Heavenly Sky
Rank: S
Type: Offense/Defense
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user pushes chakra out of all there tenketsu and spin creating a sharp dome shield, then dense/spiked chain/s made of chakra errupts from the dome all around with the same speed as the dome rotates, with the properties of having the first link on the chain being a long spike which may pierce through an obstacle, in order to keep on going. The chain will grab onto anything that the user desires to, and as it ensnares the desired subject/s, the spiked chain/s will pull the subject/s onto the razor sharp dome, ripping the subject into pieces, or if the user wishes, the spike on the first link on the chain will pierce through the enemy, and ensnares the subject.
Note:
-Must master Jyuuken
-Can be used 3x
-The dome leaves a crater in the ground
-After this, the user won't be able to use S-ranked or higher Jyuuken in the same turn and the next one.
-Only Dr. House can teach it.
-Due to the difficulty of this jutsu, Byakugan must be active and you must be at least Sannin.
Learnt Here:

(Jūho : Shinpan no Tsūka) — 8 Trigrams: Opening Chakra Phase
Type: Supplementary
Rank: S
Range: Self
Chakra Cost: 40
Damage Points: N/A (+10 Gentle Fist)
Description: Hyūgas all around the world are looking for ways to get stronger to protect their clan. This technique is based on the fact that a person has 361 chakra points that can either be closed or opened. Masters had practiced this and by using their Gentle Fist to open a chakra point forcefully, the creation of jutsu by a non-Hyūga would lead to failure, based on the particular area that was struck. Because Hyūgas are the masters of chakra control, they're able to not only control their chakra so that their jutsu won't fail, but also push more chakra out by forcefully opening their chakra pathways. By having a higher flow of chakra within themselves along the opened chakra pathway, one may assume a higher damage output. One may do so by opening chakra points either all over their body or one particular area in an instant. For example, if a Hyūga chooses to open their chakra points along their arms, only techniques that run along their arms will be enhanced like the A-Ranked Twin Lion Fists.

Note: Only lasts 3 turns
Note: Can be activated once
Note: Can't use Gentle Fist higher than A-Rank next turn


(Juho Tsuin Raino no Ashi) Gentle Step Twin Rhino Feet
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: Similar to (Jūho Sōshiken) – Gentle Step Twin Lion Fists, the user forms two large rhino head-shaped shrouds of chakra around their leg, and as the user strikes his feet onto the opponent, crushing him into the ground. As where the user kicks, it causes great internal bleeding/damage to the opponent.
Note:
~Can be used 4x
~Must be taught by Dr. House
~Must master and have a great control over Jyuuken
~Only may sannin use this.

(Hakke Shatā tamashī) 10 Quadgrams - The Sage of all Generation
Rank: S
Type: Supplementary
Range: Himself
Chakra Cost: 40 (-10 in each turn)
Damage Points: N/A (+20 Gentle Fist / +10 Taijutsu) (-10 damage to user)
Description: The Sage of Gentle Fist had traveled through many mountains and sections where he looked for ways to uncover more secrets about what chakra points really are, their limits and if they are expendable. Expendable in a way to push them beyond any shinobis' imagination. When a chakra point is being closed by hitting tenketsu points, it'll shut off a targets chakra pathway. When a chakra point is opened forcefully, the targets jutsus would naturally fail. Dante with his vast knowledge and beyond capability of Gentle Fist and precise chakra control to open his own chakra points to the point of letting his chakra pathway system surround him and conjure with his own flesh. While the user still somewhat remains his own physical form, the raw chakra fused with his body allows him to not only speed up and expand his execution of Gentle Fist but a unique feature of executing his Gentle Fist techniques in a more advanced shape manipulated and concentrated manner. This unique feature that the state provides enables the user to use Gentle Fist on par with more advanced techniques like elemental techniques. In this state, he is able to be one with Gentle Fist techniques like the Twin Lion Fist or any rotations and is able to resists physical damage up to a certain degree. His opening of chakra points and letting his raw chakra fuse with his own flesh offers a very concentrated shroud of chakra protecting him from techniques S-ranked and below. While active, the user's appearance expands significantly along with their jutsus and looks dark blue raw chakra which suppose to make up the user's body.
Note:
~The user won't be able to mold any of the 5 elements above B-ranked while this is active
~The user won't be able to do jutsus above B-ranked that require handseals while this active.
~While this is active, it counts as one of the 3 jutsus per turn
~Can be taught by Dr. House
~Useable once per battle
~Lasts 4 turns
~User won't be able to use taijutsu or gentle fist above b-rank for two turns if the mode has lasted for 4 full turns.
~When this ends, user may only use elemental chakra up to A-rank for the next turn.
~The jutsu puts so much strain to the users body, it'll put -10 damage per turn to the user
 
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Alyx

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Samurai Techniques

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Land of Iron/Village Customs

Bushidō: Mugetsu | Way of the Samurai : Moonless Sky
Rank: D
Type: Attack/Supplementary
Range: Short
Chakra Cost: 10
Damage: N/A
Description: This is one of the most basic techniques taught to Samurai of the land of iron but also one of the most useful. The user moulds their chakra within their hand(s) (Up to two blades per use), and fashions a chakra blade (looks like a normal katana) that looks real (dojutsu will see the chakra but won't know its effects) but infact it is intangible and would do no damage when used in an attack. These blades are used mostly for feint attacks but when added with the Samurai Sabre Skill they can become quite deadly. Because of the amount of chakra used they can be made quite fast (about a second) and thus can be used in the spur of the moment.

Bushidō : Senka | Way of the Samurai : Flash Blossom
Rank: A
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 80
Description: This is an attack that uses the art of Iai (instant sword-draw-and-resheath) to decimate ones opponent. The user will unsheathe their blade and walk or run past their opponent and will slash his front and back at such a speed that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. This attack is mainly to end a match without lethal force.
-Once per Battle
-Can only be used by a Samurai
-Must be Aonisaibushi or higher to use.

(Mamori Gatana) - The Warriors Soul
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: It is said that the katana is the samurai's soul and an extension of their body. Throughout their lifetime of its use and synchronization with the warrior they bless it with their chakra and it becomes spiritually stored within their sword. A samurai may call upon this power in desperate measures returning to the wielders body as an external energy. This power is capable of pushing out any intruding chakra into their body and render it useless. such as a genjutsu technique. Technique is capable of breaking S rank and below genjutsu(but not Tsukuyomi)

Note: Can only be used 1 time by a samurai biography.

Bushido Hijutsu : Hamoni | Way of the Samurai Secret Technique: Harmony
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra cost: 50
Damage points: N/A
Description: On his travels the First Shogun of the Land of Iron Samurai's faced many shinobi in combat and accumulated a wealth of knowledge over his long life. He met the fire temple monks who he eventually became friends with, they taught him the basics of elemental chakra and through heavy meditation and reaching a state of spiritual zen he learnt to unlock his elemental chakra for a moment which he eventually came to master. Not knowing handseals he still could not use ninjutsu but he could channel the elemental chakra like he normally would with normal chakra [Samurai Sabre Skill]. This allowed him to use elemental taijutsu/kenjutsu (e.g. NB taijutsu).
-Once per battle
-Once finished the user can only use techniques A rank and under.
-Can only be taught by the Current Shogun and Second in Command (as long as they have the Shogun's permission) to people he deems worthy.
-Can only be used by a Samurai
-The amount of turns the user can unblock their chakra and reach a state of spiritual zen depends on their rank:

Chukanbushi - 3 turns
Seieibushi - 4 turns
Kodenbushi - 5 turns
Current Shogun and Second in Command - Activated for the rest of the match

Allowed CJ from Group/Zenryoku
(Iai no Kaimetsu Tekina) - Quick Draw Cripling Method
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
Note: Can only be used by a samurai biography.

(Mayoko giri) - Side cut | X Slash.
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage Points: 60
Description: Using the art of Mayoko giri, the will first take a quick step forward, once the user get's close enough to the target, he/she will slash with massive speed and power horizontaly twice at the target's torso, in an X formation.

(Mugen-dai) - Infinate sword style, endless river of blood.
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will first channel a massive amount of chakra in their dominate arm, and hold their sword in the dominate hand, pointing the blade at the ground. Next he/she will point the sword's blade to face in the same direction as the user, and pull it back behind them. Then the user will rush toward the opponent and once the target is close enough the user will slash them upward diagonally. If the target is caught by the first slash, the user will begin to release their chakra from their dominate arm, and start slashing. The end result will be a total of 70 slashes, and depending on the target they will by this time be dead or in critical condition. If survived the target will bleed to death, hence the name river of blood.
*Can only be used once per battle.
*No chakra related techniques may be used in the next turn, including jutsu.

Samurai Sword Arts: Magnum Step
(Samurai Kenjutsu: Magunamu Sochi)
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: After activating the Harmony technique the samurai focuses lightning chakra into his sword and into his feet. He then uses the lightning chakra to burst himself forward at tremendous speeds while thrusting his sword forward. The movements of this attack are incredibly fast making them hard to track without the aid of doujutsu.
~Can only be used while using Harmony.
~Can only be used twice per battle.
~Reduces the duration of Harmony by one turn.

Samurai Sword Arts: Swift Retribution
(Samurai Kenjutsu: Hayaibachi)
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The Samurai will hold the hilt of their sheathed sword in one hand and the opposite end of their sheath in the other. When an opponent moves to attack with kenjutsu or taijutsu the user will block the incoming attack by holding their sheathed sword perpendicular to the incoming attack. With the attack blocked they will unsheathe their sword while pushing the blocked item out of the way with the sheath, creating an opening. In the same motion they will slash the opponent with their sword.
~Can defend against A rank and below attacks physical attacks.
~Can only be used three time per battle and only by Samurai.

(Ken Ki Oshi Bentsu) - Sword Ki Pressure vent
Rank: B
Type: Supplementary
Range: short
Chakra cost: 20
Damage points: N/A
Description: The user will concentrate their chakra into their sword and by using their Ki which is basically to shout when performing an attack they release the energy from the sword creating a pressurized vent that can aide in changing ones course or moving out the way of incoming attacks. It can also be used to either shoot at the opponent to unbalance them or even used to counter projectile based weapon techniques.
Note: must have a samurai biography to use.

(Sainan Ken) - Calamity Sword
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user will concentrate chakra into their sword and jump above the target slashing downwards and expelling the concentrated chakra in the form of a large square sword that strikes the target through the chest and stomach. This technique does not cause physical damage like cutting but rather internal damage to the tenketsu within the struck area also targeting the gates and destroying them.
Note: Can only be used 3 times per battle and must have a samurai biography to use.

(Ki Seishou no Nami ) - Ki Energy Wave
Rank: S
Type: Offensive, Supplementary, Defense
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user focuses their chakra and uses Ki which is basically a shout performed by a samurai when using an attack as a way of releasing the energy in a energy wave that can repel incoming attacks. This can be used to repel a enemy even if they arent performing a technique and are within close vicinity. The surge of chakra is also a way of releasing or breaking the bonds of genjutsu over the user.
Note: Can only be used 3 times and must have a samurai biography

(Iai no San Dankai) - Quick Draw Three Step
Rank: S
Type: Offensive, supplementary
Range: Short
Chakra cost: 40
Damage points: 80
Description: This technique is an adaption to half step where the user will make a simple three stepping method when a target attacks them. The user will move to the side the target when they attack and then taking a short step backwards quickly drawing their katana whilst stepping forwards again to slash the target using the momentum of the step forwards aswell as the quick draw. This technique is done in a matter of seconds.
Note: Depends upon the rank of the user in how fast this technique is performed , and may only be used twice per battle.
Note: Requires a samurai biography.
Note: can only be used three times per battle

Iaijutsu: Zen no Idō) - Art of Drawing The Sword: Moving Zen
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: N/A
Description: This type of Iaijutsu has been passed down from generations of samurai and has become an advanced skill known to few samurai in the Land of Iron. After practicing Iaijutsu for extensively long periods of times and building muscle memory of the Iaido motions, the user calms their muscles down with chakra and releases the muscles in their body to a more natural state. The reason they do this is to add a more natural movement to their attacks due to being tensed in a battle. This allows for the forms of Iai they use to become quicker and stronger due to the tension being withdrawn. The ability to relax their muscles and speed up their movements was named after a state of enlightenment and was called the "Moving Zen" because it enlightened the body into a faster speed. While using this jutsu, the speed of the user is vastly increased but will only affect the samurai's Iai techniques. This is because of the muscles being relaxed from being tensed and allows them to perform trained Iaido motions faster.
Restrictions:
-This jutsu can only be used once in a battle.
-This jutsu is only usable by Samurai.
-This jutsu requires a quick moment to enter.
-This jutsu only lasts 3 turns, anymore and the Samurai's body will be damaged

(Bushidō: Saisho no Seijū: Yi no Shuiro Fenikkusu) - Way of the Warrior: First Holy Beast: Vermilion Phoenix of Yi

Spoiler
Rank: S
Type: Supplementary, Defensive
Range: Short
Chakra: 40
Damage: N/A
Description: The Vermilion Phoenix is the first and supreme Holy Beast, said to manifest itself to worthy Samurai who have learned to harness the power of the three lesser beasts beforehand. Despite its alleged superiority, the type of role the Phoenix plays is that of a support-based one; additionally, unlike the other series of techniques, this is not initiated through any form of Iaidō or Samurai Saber technique. It is activated by exuding one's chakra along the entirety of the body, causing the Phoenix (wings, upper torso and head) to manifest itself from the back of the Samurai. Its total wingspan stretches up to three meters, granting the Samurai the ability of flight, along with increasing the damage of all other Holy Beast techniques by twenty during the turns in which this is active; it can additionally fortify the strength of all defensive-based Holy Beast techniques by one rank. The Samurai can further manipulate the Phoenix at will to shield them from simple projectile-based weapons or techniques; though it should be noted that because this technique is not created through the Samurai Saber, the Phoenix does not interact neutrally with the five basic elements, instead, it is weak to any of them similar to normal raw chakra. Staying true to the legends of the Phoenix being reborn from its "ashes", if it is prematurely destroyed, it can be reactivated on the following turn for half the initial chakra cost, although if this is done, it only remains active for that same turn before disappearing. Activation of the Phoenix costs a move slot but occurs instantaneously for time-frame purposes.
Restrictions:
Note: Can only be used once per battle.
Note: Can only be used by Samurai biographies.
Note: Lasts for three turns, after which the Samurai will be unable to use any A-rank and above Samurai-Saber based techniques for the following turn. If the Phoenix is reborn after being destroyed and ends on the same turn, this same restriction applies.

(Bushidō: Daini no Seijū: Echigo no Konpeki Tsuin Ryū) - Way of the Warrior: Second Holy Beast: Azure Twin Dragon of Echigo

Spoiler
Rank: S
Type: Defensive, Offensive
Range: Short - Mid
Chakra: 40
Damage: 80
Description: A maneuver which employs the concept of Zettai Tōroku, or Absolute Inscription, along with the Samurai Saber technique using short-swords. The Samurai will begin by activating the Samurai Saber technique within both weapons (if not already activated prior), before they unsheathe both of the blades using the Art of Iaidō, utilizing shape manipulation to form the chakra coursing through the blades into the shape of semi-tangible dragons, one dragon head stemming from each of the two individual blades. From here, there are two ways in which this technique can be applied; in a defensive manner, using the concept of Absolute Inscription to slash all around oneself, as the dragons violently circle the immediate vicinity all around in an effort to protect its master. Not only is this capable of defending against physical based attacks, but energy based ones as well. This is possible due to the speed in which the Samurai has unsheathed and slashed around them self with Iaidō, creating compressed waves of wind that push away at all forms of attacks (this is not wind release -- an example of the concept of using speed and strength to achieve this particular affect can be seen in the Leaf Dragon God technique). In an offensive manner, the Samurai can control the dragons completely with blade movements in order to make them bite into their target(s) or defend from attacks that aren't in their immediate short range. The dragons are individually equivalent to A-rank in strength, combining as an S rank technique only when used together to defend from attacks or when attacking simultaneously with both dragon constructs.
Restrictions:
Note: Can only be used by Samurai biographies.
Note: Can only be used twice per battle.
Note: As with all forms of Iaidō, this requires that both short-swords be sheathed prior to initiating the technique.
Note: Because the dragon constructs are formed from the Samurai Saber technique, the user is capable of sustaining its form continuously for only one turn following the initial activation of this technique as long as they fuel chakra into the blades (20 chakra for the following turn), or until the dragons have been destroyed.

(Bushidō: Dai San Seijū: Kai no Byakko) - Way of the Warrior: Third Holy Beast: White Tiger of Kai

Spoiler
Rank: S
Type: Offensive
Range: Mid-Long
Chakra: 40
Damage: 80
Description: Kai no Byakko combines the concept of Iai Beheading with the Samurai Saber; it is part of a series of fabled samurai techniques based on the Four Holy Beasts. The user will activate the Samurai Saber technique (if not already activated prior) while simultaneously unsheathing it using Iaidō, gripping the sword with both hands as they swing it downward, releasing a torrent of chakra that takes the form of a massive tiger (slightly smaller than the Greater Stone Golem); the speed of the release is such that the tiger travels forward in the direction of the slash at the rate of a destructive sound release technique/slightly quicker than a wind release technique. The tiger crashes down onto the ground as it reaches the target, swiping its paw in a downward motion to cleave the opponent's head open and crush them. An alternate movement involves drawing the blade with Iaidō and pointing it directly in front with both hands in a forward thrusting motion, causing the tiger to materialize on the ground and sprint forward. The former maneuver is essentially used to contest against attacks that come from the sky or to drop down on the opponent, while the latter is used against incoming attacks that travel at ground level. From here, the Samurai can control the tiger's movements through their blade; these movements consist of moving the tiger to chase after its prey or swiping and biting into them. This technique is unique in that it cannot be used if the target is short range from the Samurai due to the sheer size of the tiger construct.
Restrictions:
Note: Can only be used by Samurai biographies.
Note: Can only be used twice per battle.
Note: Because the tiger is formed from the Samurai Saber, the user is capable of sustaining its form continuously for one turn following the initial activation of this technique as long as they fuel chakra into their blade (20 chakra for the following turn), or until the tiger has been destroyed.
Note: For the alternate movement that creates the tiger at ground level; the same restriction of distance applies, meaning that it doesn't materialize into the construct until the torrent of chakra reaches five or more meters away from the Samurai.

(Bushidō: Dai Shi Seijū: Genbu no Kurogame) - Way of the Warrior: Fourth Holy Beast: Black Tortoise of Genbu

Spoiler
Rank: S
Type: Defensive
Range: Short
Chakra: 40
Damage: N/A
Description: The Kurogame of Genbu is another renown Samurai technique, and the fourth Holy Beast. Similar to its counterpart techniques, this utilizes the concept of the Samurai Saber and Iaidō to create a construct that provides a near absolute defense. After evoking the Samurai Saber technique (if not activated prior) the user will unsheathe their blade using Iaidō, performing a 360 degree horizontal slash while simultaneously releasing chakra, which in turn forms a construct that takes the form of a tortoise encompassing the immediate vicinity of the Samurai. The size of the tortoise doesn't exceed past short range, and varies in height such that its user can stand within it comfortably regardless of their own height. Immediately following the rotational slash, the Samurai pierces the earth below them with their blade, completing the technique. The result is a defense that completely encases the Samurai in a "dome" of chakra; the earth below is also covered by the tortoise, protecting them from attacks that may come from directly underneath. Additionally, the density of the chakra in which the tortoise is formed from causes the opponent to completely lose sight of the Samurai from within the dome, preventing any genjutsu that requires visual contact from going through; this is a double-edged sword however, since the Samurai will also be unable to see their opponent while inside. Due to the speed in which this technique is released through Iaidō, the entire construct forms at a moment's notice.
Restrictions:
Note: Can only be used twice per battle.
Note: Can only be used by Samurai biographies.
Note: The amount of damage this technique can take is equivalent to its rank.

(Iaidō: Zen no Idō) - Art of Quick Draw and Re-sheathing the Sword: Moving Zen
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A (-10 for each iaijutsu performed)
Damage: N/A
Description: Over the years, Samurai had often practiced Iaidō based on the understanding that it is an almost ritualistic form of combat, born from practices that strive to impart the morals of a classical warrior such as building a spiritually harmonious being possessed of high intellect, sensitivity, and resolute will. While this is correct, the root teachings of the art were lost over time; in truth, the purpose of Iai is founded on the principle of being in the psychological state of the present and responding to an attack before striking with speed. Thus, Zen no Idō reintroduces this concept into modern day Iaidoka. This is a skill that is taught to masters of the art who have completed all forms of Iai training and who have maximized their reflexes in regards to drawing and re-sheathing the sword. In essence, after training to increase their proficiency in applying rapid and sudden movements while performing iaijutsu, it allows the Iaidoka to inherently evade incoming techniques within reason while simultaneously executing any Iaidō techniques they use. By fueling more chakra into their movements during the ritual of Iaidō, they can move in any direction at a slightly increased speed (x2, equal to that of Leg Weight speed) prior to or during the use of Iaidō. The limitations are that they may only use this speed to travel in any direction within five meters of their original position, and once the Iaidō technique is complete or stopped, Zen no Idō immediately ceases.
Restrictions:
Note: Must be posted in the samurai's biography.
Note: No other techniques besides those revolving around Iai can be used while Zen no Idō is active.
Note: This is a passive trait that automatically activates prior to or during the execution of any Iaidō based technique; reserved only for those who hold true mastery over the art (must state Iaidō as a specialization in one's biography), once learned, Zen no Idō comes naturally and without thought, in a manner akin to the Shinobi's Water Walking skill.
 
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Alyx

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±± Command Arts ±±

(Kamei Gigei: Saisho no Inori: Hikaru Aki Hasira) Command Art: First Prayer: Shining Autumn Pillar
Rank: A
Type: Offense/Supplementary/Defense
Range: Self
Chakra: 30 ( - 10 per turn )
Damage: N/A
Description: The first of the “Prayer” series of the Command Arts, Hikaru Aki Hashira, often called “Aki-gamae (autumn stance)” by its users, is a Kenjutsu stance instead of an actual attack. It is a variation of the Waki-gamae in that the user holds their blade at waist level, parallel to the ground, whether in its scabbard or not, a position best suited for quick-draw strikes. The user focuses their chakra throughout their entire body in a steady stream while in this stance, increasing their physical strength by 20 damage as well as their speed by double. This increase in ability comes about from the chakra augmenting the muscles naturally, instead of forcefully, essentially putting the body in a natural “peak” condition. This chakra also coats the user’s blade and allows the counter-offensive nature of Aki come through. Whether sheathed or not, the user can swing their blade and dispel an incoming attack by disrupting it. This allows the user to negate techniques of equal chakra and lower. The method of blocking attacks is based upon the concept of an immovable pillar.

*The First Prayer can only shield the user from attacks of equal or lower chakra cost.
*This Jutsu lasts 3 turns each use and can only be used 3 times each, requiring a break of equal time.
*Blocking an attack counts against one of the three allotted moves in a turn.

(Kamei Gigei: Fukutsu no Inori: Gokumonken) Command Art: Prayer of Fortitude: Prison Gate Sword
Rank: A
Type: Supplementary/Defense
Range: Self
Chakra: 30
Damage: N/A
Description: A refinement of the First Prayer: Hikaru Aki Hasira, this technique expands the ability of the First Prayer. Where as Shinning Autumn Pillar is locked only to the user’s weapon, and forces them to stand in a specific stance, this technique covers the entirety of the user’s body and transfers the defensive ability of it. This allows the user to fight unhindered by having to remain in one stance, while also allowing the effects of the First Prayer to extend to their entire body. Besides this saturation, Gokumonken provides one extra effect: techniques that would be destroyed by the First Prayer’s effect can instead be reflected back at the opponent, taking the place of the First Prayer’s defensive ability, but still counting as an additional move per turn.

*Cannot be used unless the First Prayer is active.
*This technique does not last as long as the First Prayer; However, this technique when triggered can be used once per turn on techniques of equal chakra and lower.
*Can only be used twice in a battle.
*Reflecting attacks back counts as a move per turn, and is bound by the limitations of the First Prayer's abilities of defense.

(Kamei Gigei: Dai ni no Inori: Zekkyōdan) Command Art: Second Prayer: Broken Mirror Severing
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The second in the “Prayer” series of Command Arts, Zekkyōdan differs in its working depending on if the user’s blade is being resheathed or drawn, though in both cases the move is a strange type of Battōjutsu, meaning that it involves multiple cuts. In the event that the sword is being sheathed, there is a quick flash as the blade’s guard meets the top of the scabbard, during which a chakra burst creates a countless number of cuts in a 360 degree short-range dome around the user; this being the defensive variant of the move. When unsheathing the blade, however, the affect is “launched”; that is, when the blade is unsheathed, a cyclone of chakra is shot forward, with the chakra inside the cone-like structure acting as tiny knives, shredding that which they come into contact with; this is the offensive variant of the move.

*Cannot be used unless the first “Prayer” has been activated.
*Can only be used once per turn.
*Due to needing to reset their stance, this move cannot be used back-to-back, even between turns, meaning another technique must be used in between uses.
*Due to how this technique operates, this is not purely a Kenjutsu technique, being a Ninkenjutsu.

(Kamei Gigei: Dai san no Inori: Sōgenmu) Command Art: Third Prayer: Twin Phantasms
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage: N/A
Description: The Third in the “Prayer” series of Command Arts, Sōgenmu is a type of Shadow Bunshin developed specifically for sword users. The user will coat their body in a layer of chakra, creating a rainbow colored doppelganger. This doppelganger mimics every attack the user makes, down to even the launching of shockwaves and the amount of force behind an attack. At first, the doppelganger fluctuates only slightly around the user, making it appear as if the user is surrounded by some sort of haze. As time progresses, and the phantasm becomes more unstable, the user can “slide” and “rotate” the doppelganger away from them; though it will still mimic the user’s moves exactly, it will remain a set distance from the user. This changing in orientation allows the user to use the doppelganger to maximum effect.

*Cannot be used unless the first “Prayer” has been activated.
*Follows all rules for Shadow Clones and variations.
*Every jutsu that the clone uses counts as an additional move per-turn. This technique also counts as a Ninjutsu.
*The distance the clone can move is as follows: T1: Short; T2: Between Mid-Short; T3: Mid; T4: Between Mid-Long; T5: Long.

(Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra: 50
Damage: 90 ( -15 to user )
Description: The final “Prayer” of the Command Arts, Tenshōha is also the only offensive Prayer to not directly attack with the user’s sword. Breaking the semi-crouching stance attained by the first Prayer, the user will stand and focus their chakra into their blade. By sheathing their blade, the user activates the technique. Their chakra will be unleashed in a powerful burst, calling forth a massive pillar of energy from the Heavens that descends upon the battlefield. Falling with incredible strength, the pillar has enough force to level the terrain completely and leave nothing but dust in its wake, though the after-effects of the jutsu seem to encourage the growth of life in the area. The user, at the epicenter of the blast, takes 15 damage.

*Can only be used if the first “Prayer” was used and ends the effects of the first “Prayer” end.
*Can only be used once.
*No other Prayer can be used in the same and next turn.
*This is a Non-elemental blast.

(Kamei Gigei: Suiretsusen) Command Art: Water Fury Flash
Rank: S
Type: Supplementary/Attack
Range: Long(for rain) - Short- Medium (for attack)
Chakra Cost: 40
Damage Cost: 80
Description: Holding their blade sideways, the user will run Suiton chakra through their blade, activating the technique. A great downpour will come over the terrain, providing water for this technique, as well as dropping all Fire Justu down one rank, and reducing their damage by 10. A ring of water will form around the user with a radius equal to that of the complete wingspan of the user (meaning it would be roughly 10-11 feet [roughly 3.2 meters] in diameter). This ring has a single tentacle for each of the eight points of the Compass Rose: North, South, West, East, Northeast, Northwest, Southeast, and Southwest. The tentacles will strike at anything within range as the user commands them, but they do not attack on their own; they are approximately 5 feet [1.5 meters] long, and the user must know the general vicinity of the opponent(s) to strike them if they are behind him/her.

*As long as the rain continues to fall, or if there is an ample water source nearby, this technique remains in effect. The maximum, however, is four turns.
*Only once per battle

(Kamei Gigei: Raikōsen) Command Art: Lightning Ray Flash
Rank: S
Type: Offensive/Supplementary
Range: Short – Mid
Chakra Cost: 40
Damage: 80
Description: The user will run Raiton chakra through their blade while holding it skyward, to activate this technique. This technique fills the air with energy – so much so, that Doton jutsu fall one rank (due to the charges in the air disrupting the formation as the energy disperses into the earth), and that a lightning bolt continuously streaks from the user’s sword, enveloping it in electricity, to the sky. Though meant as a Support technique, using the lightning to augment physical and water element attacks or by creative means, this technique is not without its own offensive measure. Once per turn, the user can swing their blade, and send a bolt of lightning flying in the direction of their swing – the energy is discharged from the constantly streaking bolt that originates from the blade, though this can only be done twice, and not on consecutive turns, due for the need for the electricity to replenish.

*The lightning can only be fired once per turn, every other turn.
*This jutsu last for four turns before the electricity dissipates, and all modifiers are returned to normal.
*Only once per battle.
*Raiton cannot be used for two turns after this jutsu ends, due to the air being unable to hold a charge after being supersaturated with energy.

(Kamei Gigei: Kougenjin) Command Art: Mirage Blade
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: Unlike other Kenjutsu shockwaves which are generally large, Kougenjin is a relatively small shockwave that’s size is the same as the blade length of the sword used to launch it. Sacrificing power for speed and quantity, Mirage Blade travels at speeds comparable to same ranked Fire jutsu. A large amount of chakra is focused inside the user’s blade in the form of a constant flow – though normally the chakra could envelope the sword, here the chakra creates a shell on the inside of the blade, allowing the chakra to rebound infinitely and resonate with itself. When the user slashes their sword, it releases a portion of this chakra in the form of a white, rippling shockwave; thus the name Mirage Blade.
*Three shockwaves can be fired per use.
*This jutsu may be only be used 3 times per match.
*Useable and taught by Keotsu only.


(Kamei Gigei: Shippūga) Command Art: Hurricane Fang
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user will run Fuuton chakra through their blade while slashing it downwards to activate this technique. Completing a philosophical trio with Suiretsuen (which is "radial") and Raikosen (which is "linear"), Shippūga creates two "fields" of wind, that spiral around the user; though the wind currents themselves are invisible to the eye, the wind currents are wild where they meet the ground, creating a visible cue at the user's feet that looks like they are standing in a hurricane. The powerful vortex of wind whips up currents that empower Fuuton techniques so that they can neutralize Raiton techniques a rank higher than normal, and once per turn the user can swing their blade and release a massive arcing current of slicing or vacuum wind that reaches up to a mid-range distance, and is capable of forcing back even large summons - the vacuum current is capable of pulling even a large summon forward a mid-range distance; however, doing so diminishes the wind vortex, allowing it to only be used twice, and not on consecutive turns, since the wind must replenish before it can be launched. When one current is used, its "pair" is sent out behind the user, similar to the arms of a hurricane.
*This technique lasts for four turns once activated.
*The wind current can be deployed once per turn, every other turn.
*The modifier to Fuuton techniques is removed once the technique ends.
*Usable once per battle.

(Kamei Gigei: Rekkyōdan) Command Art: Violent Mirror Severing
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: A technique based upon the premises of two of Keotsu's other Command Arts - his signature shockwave Kougenjin, and a Prayer technique known as Zekkyōdan, Rekkyōdan aims to push the principles of these attacks to their absolute limits. The user will gather chakra around their blade, coating in it a glass like layer; swinging the blade breaks the high tension layer of chakra and projects it forward, like the fragments of a broken mirror. The user can control the spread over the shattered attack, allowing it to cover either wide area to affect multiple opponents, or focus it into a tight cone to strike an individual adversary. No matter the scope of the area covered by the attack, though, the technique always launches 80 individual shockwaves.
*Note: Can be used up to three times per turn, with a cooldown of turns equal to the number of times it was used.
*Note: Launches 80 shockwaves with a single use. These shockwaves are not enhanced individually with boosts or augmentations; instead, the boost is applied to the entirety of the technique.

(Densetsu-no Kamei Gigei: Ame-no-Murakumo-no-Tsurugi) Legendary Command Art: Sword of the Gathering Clouds in Heaven
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Ame-no-Murakumo-no-Tsurugi", or the Sword of the Gathering Clouds in Heaven. In this form, Mythos transforms into a pale blue nagamaki (essentially a katana with a hilt as long as its blade), the blue color of the sky at dawn. The nagamaki's blade is longer than a standard katana's, but not quite of the lengths of a nodachi. While in this form, all Kenjutsu techniques have their range extended by one level; this is achieved by the sheer length of the blade itself extending the range of physical attacks, and by reinforcing energies that move across the blade, to augment energy based attacks; that is, physical attacks are extended in range due to the blade being nearly twice as long as a normal sword, and energy attacks are increased in range because the nature of Mythos in this form allows their energies to be further refined so that they can be stretched to further ranges without a loss in effectiveness.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle. However, taking the form does not consume a moveslot/is done passively.

(Densetsu-no Kamei Gigei: Dyurandaru) Legendary Command Art: Durendal
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Durendal", from the French "to endure". This is Keotsu's preferred form for Mythos, and in this form Mythos takes on the form of a remarkable straight sword with black colored metal, though the edges gleam a mirror-like silver. True to its name, the Durendal form is meant for long bouts, and helps augment the energies that move across Mythos so that Keotsu's energies go further, making it so that all Kenjutsu techniques of any type have their chakra cost halved, and Kenjutsu techniques that have a per-turn upkeep cost have that cost reduced by half. Likewise, when energies are drawn into Mythos that would normally be negated or neutralized due to the blade's composition, the chakra cost of that technique is instead fed back into Keotsu's reserves.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.However, taking the form does not consume a moveslot/is done passively.

(Densetsu-no Kamei Gigei: Karadoborugu) Legendary Command Art: Caladbolg
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: +25 Boost to Kenjutsu and Command Arts
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Caladbolg", a Welsh word for "Great Sword". In this form, Mythos takes on the form of a jet black straight sword of little detail, but of incredible size. Using it's incredible size and cutting edge to augment physical attacks, and by refining energies for energy attacks, the blade draws more power from Keotsu to augment his damage, granting +25 for offensive techniques and a similar increase in efficacy for defensive/supplemental techniques (an A rank technique would be treated as an empowered S Rank, etc, as analogous to Mythos’s boost); Caladbolg allows non-elemental Kenjutsu to be treated as elementally equal to all elements.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle. However, taking the form does not consume a moveslot/is done passively.

(Densetsu-no Kamei Gigei: Ekusukaribā) Legendary Command Art: Excalibur
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: 50 Activation | -50 per turn
Damage: -20 to user upon initial activation
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This is the greatest of its forms and is known as "Excalibur", a sword who's legend needs no introduction. In this form, Mythos takes on the form of a brilliant, golden longsword with ornate decoration, the fuller of the blade being a deep navy. Excalibur is unique in that, like its legend, its powers are never really consistent; instead, Excalibur takes on the combined powers of the last three Legendary Command Art forms to have been used. Additionally, Kenjutsu techniques that are used through Excalibur that are elementally neutral (example: Samurai Sabre Skill) instead are treated as having elemental superiority to techniques they were previously neutral to, befitting the "Blade of Promised Victory." Such power comes at a price, though, and Excalibur quickly drains the wielder's strength; so much so that it actually taps into Mythos's primordial form of "Mikomi" and calls upon the ancient shape-shifting ability the blade once had that required a portion of Keotsu's life-force to function. Oddly, the blade glows with a constant, gentle light, and cloaks the wielder in a faint golden aura, which flares with an incredible magnificence whenever a Kenjutsu technique is used, giving them a blinding property and coloring them brilliantly.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle. However, taking the form does not consume a moveslot/is done passively.
*Note: Can only be used once three other Legendary Command Arts have been used and have been individually active for at least two turns.
*Note: Once activated, Excalibur requires a 50 chakra upkeep cost at the end of every turn its used, including the activation turn.
*Note: If Mythos leaves the Excalibur form, no other Legendary Command Art form can be taken for the remainder of the battle.

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Infinite One Sword Style
(Mugen Ittōryū) Infinite One-Sword Style
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: N/A (40)
Damage: N/A
Description: The user will throw into the air a large container of katana that are wrapped in some sort of cloth or wire in order to bind them for easy travel – while in the air, a seemingly endless number of katana will slide from their casing and scatter all across the battlefield to supply the user with swords to fight with no matter where they are; conversely, the swords can be summoned from scrolls in the same manner as Tenten’s weapons. This technique was created with the belief that a swordsman didn’t need a perfect sword, but rather, the ability to wield any sword with great skill. Each sword has a mechanism built into their hilt that allows only those who know how to use this technique to wield the swords. If someone with no knowledge of how to use this technique attempts to wield one of these blades, needles will extended from the hilt, much like how Samehada does. Due to this, the Infinite One-Sword Style not only assists the swordsman and his allies in battle, but also puts an extreme amount of psychological pressure on the opponent, due to the sheer number of blades.
*Can only be used once per battle.
*If the swords are carried into battle with a case, the chakra cost for this technique is zero however the user is limited to only 10 swords. If the scroll summoning variant is used, the chakra cost applies as normal.
*Only users of this technique may wield the swords.
(Mugen Ittōryū: Bekutā) Infinite One-Sword Style: Vector
Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra: 30
Damage: 60
Description: One of the largest dangers of using the Infinite One-Sword style is the opening created when the user scatter’s their katana. To keep the enemy from using the katana, there is a special needle mechanism built inside the hilt. Using this knowledge, this logic was applied to the very case that the katana rested in, and a powerful mechanism was installed. By focusing their chakra into the case, the user triggers a powerful compressed air mechanism that launches the katana out the case at extremely high speeds, allowing the user to use the scattering of the katana itself as an attack. However, it is different from the actual IO set-up in that where as the initial set up scatters katana everywhere, allowing the user a blade no matter where they go, this variant only launches the katana in front of them. This move is possible, due to the fact that while focusing chakra into the casing, a small amount of chakra is focused onto the tip of each blade, so that when they are fired from the casing the chakra forces the blade to flip around, and fire tip first. Using this move exhausts an entire case of IO katana.
Show
*Useable no more than twice a battle, and it can only be used twice if the user is carrying two cases of IO katana.
*Only teachable by Musashibou, Akiza, and KeotsuEclipse.
(Mugen Ittōryū: Tōga) Infinite One-Sword Style: Sword Fang
Rank: S
Type: Offensive
Range: Short
Chakra: 45
Damage: 90 total (30 for each sword)
Description: The user throws 3 swords in front of the opponent with the blades piercing the ground and the edge of the blades facing the target. The user then quickly rushes in front of the opponent and uses a surprising maneuver by striking all three swords at their base so that they fling upwards and slash the opponent vertically, like a rising fang. While the opponent is stunned and injured by the three upwards slashes, the user will strike each sword individually at the opponent, firing them off for multiple strikes. This can either pin down the opponent with the blade, or the blades can be aimed at vital areas. This attack is best suited for when the user and his opponent are in close range of each other.
*Only Musasibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used three times per battle.
*This technique can only be done once the Infinite One-Sword Style has been set up.
(Kendou: Mugen Ichi-Katana kata - Yosezan) - Kendo: Infinite One-Sword Style - Addition
Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description: This technique utilizes the numerous swords involved in the use of the Infinite One-Sword Style and both the user's skill and speed as a ninja. The user attacks the opponent a total of eleven times in rapid succession, each at different angles and positions. With each strike the sword is left behind attached to the opponent. He then lands the final blow, making a total of twelve devastating blows. This technique pins and hurts the opponent. The reason why the swords can be powerful and stay on the opponent is because the blunt of the blade is used. The attack itself relies upon the high speeds of the individual attacks and the momentary stun inflicted by the previous blows, allowing the user to grab one of the surrounding swords and continue with the technique. This attack when used and if added with multiplication will put a great strain on the user making him or her dizzy and very exhausted. This is a finishing combo and is to knock out the opponent.
Note: Only musasibou can teach this.
Note: Can only use twice per battle.
Note: The user cannot use this technique again for 3 turns.
Note: The user can only perform two attacks this turn, this is included to that tally.
Note: User can only use 2 moves next turn.
Note: User can not use genjutsu or taijutsu for 1 turn.
Note: This can be blocked to minimize damage. (-10)
(Kendou: Mugen Ichi-Katana kata - Jouzan) - Kendo: Infinite One-Sword Style - Multiplication
Type: Attack
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 100 (50 to the user)
Description: This is a stronger version of the "Addition" technique of the Infinite One-Sword Style. The user attacks the opponent with another 12 strikes with a weaker damage slash to keep them stunned. While the opponent is still impaled by the previous twelve strikes, the user attacks once again, striking these remaining swords so as to repeat the succession of movements preformed previously. This results in doubling the attack damage that was already done, as it cuts his opponent with the twelve swords all over again. This totals up to twenty-four strikes being received by the enemy within an incredibly short period, leaving little to no chance for a counter attack. This attack causes damage to both the user and the opponent since this uses chakra and body speed/power to repeat the action it puts a immense strain on the users body. The user will be sluggish and be unable to do anything next turn.
Note: Only musasibou can teach this.
Note: Can only use once per battle.
Note: This technique can only be done if Kendo: Infinite One-Sword Style is set up.
Note: The damage from this can not be blocked.
(Mugen Ittōryū: Wake) Infinite One-Sword Style: Division
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage: 80
Description: The user will grab two katana and then rush at the opponent at high speeds. Using their chakra, as the user slashes at the opponent, they will cast a Genjutsu which makes it appear as if the user’s sword split into two blades as it approaches, confusing the opponent, and leaving them open for the real attack, which is the other blade. Using the other sword, the user very quickly strikes them across the chest with a horizontal strike, and then proceeds to stab them in the chest with their sword in a finishing blow. Done with Genjutsu, this technique allows the user to trick the opponent at critical times in order to gain the upper hand. This technique requires both high level Genjutsu and Kenjutsu skills to perform, and can be performed from either the left-hand or right-hand side.
*Only Musashibou, Akiza, and KeotsuEclipse can teach this.
*Does not require the Infinite One-Sword Style set-up to have been used.
*Requires two swords to use.
*Can be used three times per battle.
*The user cannot use Genjutsu in the next turn.
(Mugen Ittōryū: Ranritsu no Narabi) Infinite One-Sword Style: Disorderly Line
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage: N/A
Description: A powerful Infinite One-Sword Style technique, this technique involves the user focusing chakra into their blade and striking the surrounding blades, transferring some chakra to the surrounding blades, causing them to be launched up into the air, allowing the user to manipulate the blades as they wish. This allows the user to control the blades as needed, though they form a spinning dome around the user when idle, creating a powerful offense and defense. This move is similar to the move Soushuuha, but is in itself quite different and can be used by Samurai.
*Must have the Infinite One-Sword Style already set up.
*Only useable/teachable by Musashibou, Akiza, and KeotsuEclipse.
*Only usable twice per battle.
*Up to fifteen swords can be put into the air.
*May not be used again for three turns after first activation.
*The swords in this technique can be used in other Infinite One-Sword Style techniques, which may result in the move being slightly different due to variants.
(Mugen Ittōryū: Kyōfū Kōgu) Infinite One-Sword Style: Gale Slash
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-50 to user)
Description: The user will use only one katana from this technique, and thus it does not require the Infinite One-Sword Style set-up to have been used. The user will tightly grip their sword and focus chakra into the soles of their feet, gathering up a tremendous force for a burst of speed, using their Fuuton chakra. Taking the necessary stance, the user will release the wind chakra as they bolt forward, gaining a tremendous bolt of speed, as well as creating a sort of “over shield” of wind around them that can protect them from B-rank and above attacks. As they are moving, the user will swing their sword forward as the Fuuton chakra coats their body, creating a large movement of slicing wind due to the sheer speed that the air is being displaced by the user’s body and sword. While moving towards the opponent, this trail of wind created is the second part of the attack – the user will slice the opponent and the gale following will blow the opponent away from short to mid range. The strike from the sword does the majority of the damage, with the gale doing relatively little, being mainly for protection. The gale is a sort of countermeasure for anomalies, due to the abrupt nature of this attack. Due to the heavy force of the attack, from the tremendous output from the user’s muscles and the tailwind boosting their speed, the user suffers a sort of backlash and their body is damaged from the use of this technique. After using this technique, the user’s Fuuton jutsu will be weakened in power by an equivalent of one rank, for three turns.
*Only Musashibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used once per battle.
*All the effects from the Fuuton chakra vanish after this technique is completed - the boost of speed is not kept, and neither can this attack be used to launch yourself vertically into the air, as it requires the user to form the stance on the ground to launch themselves forward.
*No Infinite One-Sword Style techniques can be used in the next turn.
*This technique cannot be used to out-right avoid an attack.
*After using this technique, the user’s muscles will be so heavily damaged that they will not be able to move any faster than a regular walk.
 
Last edited:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,755
Kin
799💸
Kumi
988💴
Trait Points
80⚔️
Custom Weapons/Bio Bound Tools

Custom Weapon
CW.1
(Mayonaka ) Midnight
Type: Weapon
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Mayonaka is a powerful bow that was handcrafted by Mirabelle Nariyuki. Her desire to create a weapon that suites her combat prowess as an archer allowed her to create this weapon. Through the assistance of her mentor, Paradox, a very cryptic weapons master – she was able to finally establish and create a bow that surpassed any of her previous weaponry. The bow itself is rather basic in design – being a sleek black coloration, having a somewhat glass like finish to it . The quiver associated with the bow rests on her hip usually but can be used in any fashion she desired such as on her back. The bow’s design is strong enough to resist one S rank attack or two A ranks before shattering to another technique afterwards. The bow itself is highly focused with its design of combining fuinjutsu and archery into one. These can be found below, with some of it revolving the bow itself and the quiver tied in.

Against the Fleeing Light (N/A) – Considered the most basic ability of the bow, is passive in nature and doesn’t require a move slot. Located on the bow and within the quiver are two seals, modified version of the “Lightning Blade Creation Seal”. Upon the user taking an arrow out from the quiver, it is immediately replaced with another in order to keep the user’s arsenal of arrows continuously filled. This allows the user to summon forth any kind of arrow she has access towards, though the quiver itself utilizes unique arrows as well. These unique arrows are adaptive by nature – meaning that they are capable of transforming into any kind of arrow the user might need in combat. This includes special arrows for custom fighting styles etc those allowing for the user to complete have access to their arsenal to the fullest capacity. This also extends to techniques that create chakra based arrows, causing adaptive arrows to absorb the chakra nature of the user and transforming into the needed arrow while the bow itself acts as the chakra bow or even turning into other types of bows for other styles if any is needed to be formed. The other seal is located on the bow itself, allowing the user to seal and unseal the bow into the palm if needed or to put away when not in use or to avoid someone trying to steal it. This doesn’t cost a move as well, though most at least be within ten meters of the weapon to do so.

Stellar Predator (N/A) – The secondary and final passive of the bow, located on the golden accents of the bow. This is an empowerment, with a seal that is passively activated each time the user utilizes a technique or skill from the bow. The seal passively siphons an additional amount of chakra from the user (+10) in order to enhance the strength of the bow and arrow. This acts as a means to increase the damage of these techniques by +1 rank or +20 DMG for techniques S rank and above in power.

Bolts of Downfall (D – S) – The first active ability of the bow, in which utilizes a seal marked “energize”. Upon preparing to fire an arrow, the user can activate this seal – which causes an elemental nature or other nature transformation the user has access towards to be released. The seal then infuses the bow with said elemental nature, creating a coating around it. Once the arrow is released it soars through the skies at the intended target. The coating causes the arrow to gain the elemental properties of the chosen nature, that when striking them will react in a way the element normally does (such as fire burning the opponent, lightning shocking the opponent) etc. This can also be applied to Custom Elements or Advanced Elements. D to B rank can be used any amount of times per battle, while A rank can only be used thrice and S rank twice. A rank causes this technique to go on cooldown for two turns before utilizing it again while S rank causes this same cooldown but for three turns instead. Stellar Predator's damage increase doesn’t apply to this ability. These arrows are fired up to long range, with the coatings being applied at a short range.

Gaze of the Deep (A) - The second active ability of the bow, the user is capable of activating a seal marked as “protection ” on the bow . By activating the seal, a spherical barrier of chakra will immediately form around the user (up to short range). This barrier is laced with sealing scrip all around it, that once foreign chakra comes into contact with it – the barrier forcefully seals the technique into the seal. Once this is done, the barrier collapses afterwards. This ability can only seal chakra/techniques up to A rank (30 Chakra) but cannot be used on living creatures unless it’s a chakra made familiar. Can only be used thrice per battle, with a cool down of three turns.
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Approved Here: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22062025
CW. 2
(Fugaku Sanjūroku-kei) Thirty-six Views of Mount Fuji
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sanjūroku-kei is a rather uniquely designed weapon, specifically for that of the artist named Foreigner in order to enhance her art in the heat of a battle. It takes the form primarily as giant paint brush - but it has the passive ability of being able to shift it's form into a vastly smaller brush when needed. Depsite this, the shaft and bristles of the brush are light weight - allowing her to wield her weapon with ease while also being made of indestructible material but lacks the means of being able defend against ranked jutsu. It can however deflect freeform bases techniques such as freeform taijutsu, kenjutsu etc.

All Things in Nature - The true nature of the brush comes in when Inoūi attempts to draw a work of art utilizing the brush, through the use of ink tattoos, ink in general or even when using them from the scroll. The brush will siphon a minor amount of chakra from her through physical contact and take that, pushing the extra chakra into the user's ink based techniques increasing the offensive power of jutsu - passively increasing the rank by one or +20 to S ranks and above. Techniques that have no damage value will then instead gain +20 defensive power instead thus allowing her works of art to be sturdier in clashes. This is a passive ability and requires no input from the user but does require the brush to be in physical contact or within one meter of the owner in order to be utilized.

Territory Creation - Is another passive skill that works in tandem with the ink brush as it acts as a sort of beacon. This allows it to leak out chakra into the area up to long range, allowing the user a unique form of sensory as it allows them to detect any sort of ink source (or any sort of ink) within the area as well as anything that is near the ink (within close range proximity). While this is passively activated - it drains the user of - 5 per turn to sustain.

Divinity – Is the final but active ability of the brush, as located on the handle is a seal. This seal exists on the user’s palm as well with the kanji for “Divinity” written. By activating this seal, the user is able to in the event of getting the brush stolen from them would immediately seal the brush back into the seal located on the user. The seals are intertwined with one another – thus no matter the distance, the brush will always come back into the user’s possession unless it is sealed somewhere else and thus remains unreachable. It can also passively be activated to unseal the brush instantly as well into the user’s hand once again. The active ability can be used once per turn with a cool down of two turns. Both applications requires 30 Chakra to activate.
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(Drishti go-guru) l Goggle's of Drishti
Type: Supplementary/ Defensive/Weapon
Rank: S
Range: Short - Long
Chakra: 10/ turn
Damage: N/a
Description: The goggles were created by the combined effort of the Third Mizukage and his council. In an effort to control and mimic the power of Bijuu, they created weapons and accessories. These goggles were one of those items, they were crafted from a strange dense yet light metal found in a mine near Kirigakure and from the denses most strongest glass in the village. The Third Mizukage and some of his chakra and a councilmen's aswell sealed within the glasses. The glasses however were a failure they did nothing to help control a jinchuriki, however the glasses gained a strange new power due to the what was sealed within them. The third mizukage decided to keep them as they would aid him in battle and they covered his eyes from being blinded by debris or dust and sand, etc.

They emit a chakra field mid range all around the user, the air and underground as well. An object that is within the field is known to the goggles. The Goggle's can know where the object or chakra signature is, how big it is and it's speed, if moving, but only if the user is able to perceive and track the speed of said object himself. This information is sent right to the user as the goggles are connected.

Note: Do not aid vision in anyway
Note: Goggles are very durable and can take one S ranked technique before disabling, but remain unbroken on the user, any further attack D rank and above will break them.
Note: Will not sync with opponent chakra
Note: Must be taught usage by Strawberry

(Ani) Brother
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, including access to the Legendary Command Arts.
(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description: "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.
*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it to heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.

Learnt Here:

(Jūhō Kibaku Fuda) Heavy Artillery Exploding Tag
Rank: N/A
Type: Offensive
Range: N/A
Chakra: N/A
Damage: +20 to Explosive Tags
Description: A heavy-duty version of the standard issue paper bomb, this exploding tag has substantially more power than a regular exploding tag, and is generally used in heavy demolition. Other than being .5 inches longer than a regular exploding tag and with the kanji for “erupt” instead of “explode” in the middle, they cannot be discerned from their weaker counterparts at a glance. These exploding tags can be used in place of weaker ones in jutsu involving them.
Show
*In order to use these, it must be mentioned in the user’s bio that they carry this version of the exploding tag – otherwise, the user cannot use these.

Learnt Here:

( Hagakure Kikigaki ) - Hidden Leaves
Type: Weapon
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: Deep within the Dark Tower lies many secrets of Oisha and his former master Asano, secrets the pupil wished to take to the grave with him. Prior to acquiring the first of the Zōka Sanshin, Oisha learned the secrets of Hagakure and expanded upon these before ultimately passing his knowledge onto his most skilled and trusted samurai, Ishijo of the Riverlands. However, following Oisha’s betrayal and the ensuing battle that occurred between him and the Ronin, the blade was lost and never recovered by Ishijo.

The Hagakure has three unique skills attributed to it, allowing for it’s varied and powerful usages. The first of the three abilities is a passive ability known as Gunki Monogatari. Gunki Monogatari refers to the state of the blade and it’s dual natured composition. Hagakure is both a physical blade as well as a spiritual one, coexisting at the same time, appearing as a blackened blade with wispy air-like wisps emanating from it. This dual existence grants the blade the ability to deal both physical and spiritual damage at one time, splitting the damage done to target’s spiritual health as well as body as evenly as possible, dealing both physical and spiritual damage. These techniques will combat techniques as normal though. This ability is passive in nature and enhances all non elemental Kenjutsu as well as non-Yin or non-Yang based Kenjutsu.

The first active ability is a special attack called Kashoki. The user releases several crescent blades of energy, designed to combat intangible techniques as well as injure the target. These crescents are capable of interacting with spiritual techniques that are normally intangible as well as other techniques that are intangible. These blades also deal a double effect on targets; should an attack land, then the target’s overall health points lower by 10. This 10 health reduces the damage from the technique originally used, dealing 10 less damage as an S ranked attack to living targets. What this means is should the S ranked technique land, 70 damage will be dealt while their max health drops by 10 as well. Against other Jutsu, full damage will apply. The user can make these crescents to combat other techniques once every 2 turns.

The last and perhaps most notable ability of the Hagakure is known as Bushi Katagi, or Warrior Spirit. Activating this spirit, this warrior spirit is reflected in the form of a faint blue hue over the user’s body, enhancing his blade’s spiritual abilities. This aura extends some of the Hagakure’s mystical abilities to it’s wielder, allowing them to be able to enhance their forms to mitigate the effects of damage, spending spiritual health to block physical damage. Being able to spend up to 100 health, the user is able to negate up to the same amount of damage. Anything higher than this and the user will take full damage as well as force the Health System drawbacks to trigger which, through usage of Bushi Katagi, normally do not trigger. This aura also augments the user’s Kashoki ability and allows him to target spiritual entities regardless of state, form, or realm. Should the user be capable of detecting a spiritual target, this blade will allow him to target them with Kashoki. Bushi Katagi allows Kashoki to not only target spiritual entities but also suppress them into the sword, augmenting his next Kashoki attack with the effects of the previously targeted spiritual entity.

Note: Gunki Monogatari is a passive ability always in effect, augmenting their effects. These effects cannot be mitigated unless by Yin or Yang based abilities.
Note: Should Bushi Katagi be used, then the cooldown rate for Kashoki is reduced to once per turn. However after Bushi Katagi ends, this can only be used once every 3 turns for the remainder of the battle. Should a second use of Bushi Katagi occur and end, Kashoki will only be usable once every 4 turns.
Note: Bushi Katagi requires the user to have at least 50 health before he can trigger it. It can only be used twice a battle, lasting 3 turns each use. Should the user’s sacrificed health leave him with less than 25, then this technique will automatically end regardless of how much has been blocked. The user is capable of using this as a blue barrier that blocks the same amount of damage for multiple allies, covering up to 6 meters. This can only be done with allies and not solo fights. Barrier use prevents further use of Bushi Katagi and lasts a single turn.
Note: Health spent to defend cannot be regenerated nor restored by the user or his Creation/Summonings or Tools. Another Ninja must heal the user in order for the health to return. However, he will not experience Fatigue or Health System drawbacks until his health is lowered by outside methods.
Note: Counts as the user’s CW. Cannot be paired with other CW.

Won as tournament prize: https://animebase.me/threads/2022-grand-rp-tournament-prize-collection-thread.782269/post-22114937
 
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Re: ༺Nanzai's Lab༻

Genkotsu Namakemono | Lazy Fist
Type: Gentaijutsu
Background:
Panda's aversion to physical effort and activity (mostly fueled by their dizzy-like movement and mostly drunken and playful behavior) lead them to become below average taijutsu fighters, relying more on their strong affinity to Genjutsu and Fire and Earth Ninjutsu. However, Panda Warriors soon saw that Taijutsu was the core ability to master by every fighter.
So, by taking advantage of their inherent affinity with Genjutsu and unique form of movement they developed a new type of Taijutsu unique to them: Lazy Fist.

Description on the Abilities and Inner Workings of the Style:
This special type of Taijutsu relies on shallow, dull, soft and rapid movements to hit specific places in the opponents body, using their chakra and the impact to disturb the enemy's chakra flow. The disturbance of the chakra flow makes the enemy experience illusions, effectively putting the enemy under Genjutsus. This gives birth to a new technique all together: Gentaijutsu. The damage of a Lazy Fist move is a mixture of both physical damage (from impact) and the strain produced in the enemy's body by the Genjutsu placed upon impact. The impact serves as a medium to trigger the disturbance in the chakra flow through the chakra charged in that move.
Lazy Fist moves are generally fast but a bit flamboyant, relying on soft rapid touches that inflict below average physical damage (if they did high physical damage, they would auto-release the enemy from the Genjutsu) but, by charging chakra into them, they disturb the enemy's chakra flow. The speed of the moves is slightly higher than that of normal taijutsu and the fighting stances are very soft and fluid instead of firm and strong. Agility and not strength is the core of Lazy Fist but, unlike most agility type taijutsu, the Lazy Fist user moves in a rather apparently uncoordinated manner, almost appearing drunk or dizzy.
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Lazy Fist stances (bigger drawing on the left is the basic stance). Credits of the drawing go to Deviantart's ~weremagnus

Additional effects and Restrictions:
-Masters of Lazy Fist have increased Agility, Reflexes and Movement Speed when compared to a normal Strong Fist Master
-Lazy Fist users have generally great chakra control.
-Lazy Fist moves envolve less physical strength that Strong Fist, thus why a Lazy Fist master without additional training in other forms, will always have less physical strength than a normal Strong Fist Master.

Approved Techniques
Genkotsu Namakemono: Sono Odori no Namakemono Wan | Lazy Fist: The Dance of The Lazy One
Type: Attack/Defense
Rank: C-Rank
Range: Short
Chakra: 15
Damage: 30
Description:
The basic stance of Lazy Fist were the user takes a deep breathe and relaxes his muscles and articulations, acquiring a lose, light stance, concentrating his weight on his right leg (or left) and having his left leg (or right) slightly bent and retracted. His arms close to his torso, flexed and with his knuckles facing inwards (middle fingers slightly protruding). By assuming this stance the user immediately becomes slightly faster, more agile and flexible. This basic stance enables the user to throw up to 2 hits (fist jabs or kicks) in quick succession. Each hit gives the enemy the sensation of being hit with sharp, thin, deep needles in the place of impact as a result of the D-Rank genjutsu that each hit produces. This is, like any other Lazy Fist technique, caused by the disturbance produced in the chakra flow upon impact in that specific place.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Requires Genjutsu mastery

Genkotsu Namakemono: Yakedo Bachi no Okashii Chilli | Lazy Fist: The Burning Punishment of The Trickster Chilli
Type: Attack/Defense
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description:
The user will assume the initial Lazy Fist stance, then, upon charging chakra into his index fingers (while using the reverse fist form, with the fists turned inside and the index fingers slightly protruding from the fist) will jab the enemy with a quick impact (or up to 3) in the shifoid appendix (the end of the sternum), disturbing the enemy's chakra flow and making him feel as if he's being burnt from inside, falling into a C-Rank Genjutsu.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Requires Genjutsu mastery

Genkotsu Namakemono: Souhou Hebereke no Panda | Lazy Fist: The Touch of The Drunken Panda
Type: Attack/Defense
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description:
Assuming the initial Lazy Fist stance but with his palms open, the user uses his Left hand to grab the enemy's right arm and pull him. As he charges chakra into his right palm, he does an open palm hit on the enemy's upper left chest (near the heart), disturbing the chakra flow in that area and sending the enemy back. This makes the enemy fall into a B-Rank painful genjutsu were he feels his chest tightening with severe pain, making him feel as if he's under a heart attack.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: If it connects it can only be used 4 times
Note4: Requires Genjutsu mastery

Genkotsu Namakemono: Sono Odori No Hebereke Moya | Lazy Fist: The Dance of the Drunken Haze
Type: Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The masters of Lazy Fist developed this technique as an ability to defend against stronger taijutsu enemies and long range weapons. This technique uses the basic Chu Gar (Southern Praying Manthis) open stance, with arms close to the torso but slightly extended forwarded and either their fists directed down or with their open hands (fingers upwards and palms directed to himself), while having the legs in a strong, wide and grounded stance, mimicking the Praying Mantis. By using this stance the user is able to use his hands in wide, fluid movements to deflect incoming projectiles or taijutsu attacks directed at him. He must keep his hands coated in a layer of chakra that protects them while he deflects the projectiles or attacks. When used to defend against taijutsu attacks, each time the user deflects a punch or kick, upon contact with the enemy, he induces a B-Rank Genjutsu that produces a drunken haze-like effect. This numbs the enemies' senses and slows his movements at each blow deflected. Because of Lazy Fists inherent speed, this defensive stance is slightly faster than regular Taijutsu, enabling the user to counter multiple projectiles thrown at him. However, this is a purely defensive stance as it doesn't do damage to the enemy, only deflects his attacks.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Can deflect any same or lower ranked Taijutsu attack (except gates)
Note4: Can be used to deflect or block Kenjutsu moves of the same or lower rank
Note5: Can be used to defend against C-Rank or lower elemental projectiles
Note6: Can be used to defend against basic weapons even if infused with chakra or poisoned (chakra coated hands protect the user)
Note7: Requires Genjutsu Mastery

Genkotsu Namakemono: Sono Bukotsu Zou No Sochi | Lazy Fist: The Clumsy Stomp of The Elephant
Type: Attack
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description:
One of the most dangerous moves in Lazy Fist but also one of the simplest. The user focus a big amount of chakra on his palms, fingers, fists, feet, elbows or knees and hits the opponent up to 6 times. This disturbs the enemy's chakra flow and produces a deep, strong S-Rank illusion. This painful illusion makes the enemy feel an intense pain, as if the hit area was completly crushed. The enemy may even faint from the agonizing pain if he doesn't release the genjutsu. If the enemy looks or tries to feel the affected area he'll see/feel as if it was indeed completely crushed, making it hard to decipher/see through the illusion.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Impact stance can be used without limit but, if connected, illusion only works twice
Note4: Requires Genjutsu Mastery

Genkotsu Namakemono: Sono Tonsou No Ranningu Panda | Lazy Fist: The Escape of the Running Panda
Type: Defensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
Perhaps the strongest of all of the Lazy Fist stances, this technique is a more advanced form of The Dance of The Drunken Haze, using the same Chu Gar (Southern Praying Manthis) stance with the same basic abilities but used to a much higher caliber. By using this stance the user is able to use his hands in wide, fluid movements to deflect incoming projectiles or taijutsu attacks directed at him. He must keep his hands coated in a layer of chakra that protects them while he deflects the projectiles or attacks. Upon contact with the enemy, the user induces a powerful S-Rank Genjutsu. This Genjutsu affects all of the enemy's senses, making him see the user disappear into a burst of bamboo leafs and even hear him run away. The enemy will even see and hear small signs of movement in the ground around him, further fueling the illusion that the user has ran with a full burst of speed away from him. This technique serves as the ultimate defense/escape for Lazy Fist Masters.

Note: Requires Lazy Fist training
Note2: The illusion effect only connects twice but the stance can be used without limit
Note3: Can only be taught by Scorps
Note4: Requires Genjutsu Mastery
Note5: Can deflect any S-Rank or lower Taijutsu attack (except gates)
Note6: Can be used to deflect or block Kenjutsu moves of the A-Rank or lower.
Note7: Can be used to defend against C-Rank or lower elemental projectiles within reason
Note8: Can be used to defend against basic weapons even if infused with chakra or poisoned (chakra coated hands protect the user)
Note9: The illusion only works in the turn its used (meaning that it ends the moment the following turn of the user begins), until its released or until the user makes a direct attack on the enemy, at which time he'll become visible again.

Genkotsu Namakemono: Sono Odori no Suisei Niku | Lazy Fist: The Dance of Decaying Flesh
Type: Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description:
A stance that can be used in both defensive/counter attack and in attack moves. Using either the basic stance of Lazy Fist: The Dance of the Lazy One or the defensive stance of Lazy Fist: The Dance of the Drunken Haze, the user will hit the opponent with a maximum of 10 quick punches, jabs or kicks (or block up to 10 Taijutsu hits from the opponent) with enormous speed. Each place the user hits will make the enemy feel as if its decaying and rotting away into a putrid liquid, giving off a horrible smell. Each affected area will begin to spread slowly and engulf the surrounding tissue, making the enemy suffer excruciating pain. Off course, as all Lazy Fist moves, these effects are nothing more than illusions produced by the S-Rank Genjutsu that results from the blows.

Note: Requires Lazy Fist Training
Note2: Can only be taught by Scorps
Note3: Illusions will only work twice
Note4: Requires Genjutsu Mastery

In training here:
 
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✣ (Rinyūaru Tekondō) Renewal Taekwondo ✣

Type: Nin-Taijutsu

Background: Taekwondo, an ancient Martial Art, created in a far off Land during a great war between rival countries. Tales of it’s power and unrivaled skill spread far and wide, and it’s practice soon spread to every corner of the world. But as the world grew smaller, and more advanced Taijutsu Styles were developed, with specialized capabilities in more diverse fields, soon Taekwondo’s practice was dying out, all of it’s practitioners moving on to newer horizons, leaving only a few loyal members to carry the Style into the future. No matter how many times the devoted practitioners of Taekwondo tried to improve upon it’s formula, their efforts never uncovered any success, until only a single person was courageous enough to call themselves a practitioner of Taekwondo. That man was Jin Tae-Jin, and this is his story. His… Renewal.

From the moment he began practicing in the art of Taekwondo, he knew it was a Style destined for greatness, despite his fellow practitioners eventual abandonment of the Style, claiming it was a dead art. From a very young age, he fought many battles, even outright challenging his master, suffering many swift and brutal losses in rapid succession. Being the strongest Taekwondo practitioner, Jin’s Master saw him as nothing more than a child with his head into the clouds, but eventually Jin Tae-Jin defeated his master in a brutal display of Taekwondo’s true strength. However not even that stopped his fellow Taekwondo Practitioners from abandoning the art.

Jin Tae-Jin’s devotion didn’t stop at Taekwondo though, he was also a very skilled Shinobi, well trained in the Art of Nature Manipulation, specifically Earth Release. He was a master of the art of weight manipulation through Earth Release, and one day it struck him that by training while weighed down by the effects of Earth Release, he could increase his physical strength in relation to the amount of times he multiplied his weight. Jin immediately went into the mountains to train, multiplying his body’s weight ten fold. This proved to be a mistake, as the mountains immediately crumbled under his now overwhelming weight, and Jin fell to what he presumed to be his death. But Jin survived this fall, and what’s more, realized that by falling with his weight multiplied by the tremendous force of Earth Release, the earth produced a shockwave just as powerful. Witnessing this reaction to his fall firsthand, Jin Tae-Jin realized that he had discovered the answer to his dilemma. The key to Taekwondo’s revival. Jin Tae-Jin created a new branch of Taekwondo, even stronger and more powerful than it’s predecessor. Renewal Taekwondo. Immediately rumors spread far and wide of this new Fighting Style, honed by the one true master of Taekwondo. People begged him to teach them it, even his former Taekwondo practitioners, but all of them were turned down. Jin Tae-Jin only ever passed the Fighting Style on to his grandson, Jin Mo-Ri, who set about revealing the true strength of Renewal Taekwondo to the world.

Description on the Abilities and Inner Workings of the Style:

Renewal Taekwondo, at its roots, is based on a fundamental scientific reaction that can be observed both in real life and the Narutoverse. Any force which is extruded on a solid surface/ object will be returned in equal amount, but in the opposite direction. In other words, every action has an equal and opposite reaction. This can be seen in almost any theoretical scenario conceivable that involves one solid directly making impact and exuding force onto another object or surface. For example, if a person were to punch a wall, the amount of force generated by that punch would also be generated by the wall, in the opposite direction. One final core concept that this Fighting Style utilizes is how energy moves through matter in the form of a wave, pushing particles from one end of the matter to the other until it reaches the opposite end, where the force from the energy is released. An example of this is the sound a whip makes when cracked. As the wielder of the whip applies force to the whip in a certain direction, energy travels down the length of the whip to the end, before the wielder violently snaps it, and the energy is released in the form of a loud and savage sound. In summary, by combining the aforementioned scientific reaction with the concept of how energy moves through matter, the user is able to perform a new Fighting Style.

This Fighting Style incorporates the usage of (Doton: Kajūgan no Jutsu): Earth Style: Added Weight Rock Technique and the advanced variation of the aforementioned technique to increase the user’s weight for a brief instant. In this moment, the user will generate a massive amount of force against the surface they are standing on. This increase to the users weight will only remain for a brief instant, as any longer, and it will have detrimental effects on the user’s body. This is because gravity is affecting the user more than normal due to the increase in weight, resulting in effects such as extreme strain on the user’s muscles and bones, to complete and total shattering of the bones if the user’s weight is multiplied enough. Due to the aforementioned mechanics, the Earth will respond accordingly, producing an equal amount of force in the opposite direction. The user then returns their weight to normal and absorbs the force generated by the surface, using their Chakra to redirect it through, or store it temporarily inside, their own body. This process is performed at the start of every Renewal Taekwondo Technique, and the force generated by this process is used up in the proceeding technique. The technique’s of Renewal Taekwondo are all categorized by the level of weight manipulation required in, and approximate subsequent force generated by, this process. The rankings are as follows:

☷ D-Rank: 2x Body’s Natural Weight.
☷ C-Rank: 5x Body’s Natural Weight.
☷ B-Rank: 10x Body’s Natural Weight.
☷ A-Rank: 15x Body’s Natural Weight.
☷ S-Rank: 25x Body’s Natural Weight.
☷ Forbidden Rank: 50x Body’s Natural Weight.​

We have seen in the series that Chakra has the power to direct and control both matter and energy. A perfect example of this would be any Ninjutsu Technique (Elemental or not) that is controlled via the user’s Chakra, but does not directly interact with the user through physical contact or general interaction. Apt examples related to this Fighting Style would be any Earth technique which can move rock without direct contact to designated medium, such as in the case of (Doton: Yama Eikyō) - Earth Release: Mountain Smash, where the user, through basic Elemental manipulation, raises two mountainous rock formations, only using their Chakra, which is channeled through the ground. This level of control displayed by such a technique proves it would be relatively simple for the user to control and direct the energy/ force created through the process of this Fighting Style.

The user directs this energy into one of their legs, therefore increasing the force that leg will be able to generate in any single motion, through which, all the energy generated is used up. The user can expend this energy in any means they see fit, allowing a wide variety of usages to the fighting style, including but not limited to increasing the force of a basic attack, extremely fast but linear evasive motions and even defensive actions made possible by using the force of an incoming solid attack against itself. Though, as a side effect, the user will not be able to keep this energy stored for long, 1 Turn Max, as the energy will start to become unstable, and may cause similar effects to those generated in the first step of the Fighting Style (the increase to the user’s weight).

The user combines the force generated by the sudden increase in mass with a very distinctive Fighting Style known as Taekwondo, a Fighting Style that focuses on strong, fast kicks. Taekwondo also incorporated a great many number of high-kicks, spinning kicks and even jumping kicks, most of which focused on attacking the targets head in an attempt to knock them out, in fact, in martial arts tournaments, it is encouraged to perform such attacks, netting the participant more points in the process. To facilitate these high-targeting centric kicks, the user takes a more narrower stance than in other traditional Fighting Styles, such as Karate, where the user’s feet are usually shoulder length apart. While this stance made practitioners of Taekwondo much more agile, it also made them far more likely to lose their stability or balance during combat, thus making Taekwondo less effective against Fighting Styles that put powerful defensive stances above offensive stances, however practitioners of Taekwondo agreed that this was a fair price to pay.

After he created RE Taekwondo, Jin Tae-Jin discovered that by adding the effects of his revelation to Taekwondo, they would not just increase the Offensive Capabilities of this Fighting Style, but also the agility of the practitioners as well as supporting the weakest part of Taekwondo, the lack of balance created by the narrower stance. The weight added during the moment the user prepares to strike using Renewal Taekwondo grants them a wider center of gravity, thus requiring more force to throw off balance. In addition to this, using more power in their offensive movements, the body naturally moulds itself into a more balanced state, while the defensive purposes provide the user with the means to throw their opponent off balance, harnessing the force exuded by the opponent’s attacks and returning it back to them.

Example Techniques:

(Rinyūaru Tekondō: Jeonmyeon Geod-Eocha) | Renewal Taekwondo: Renewal Front Kick
Type: Offensive/ Defensive
Rank: D-Rank - B-Rank
Range: Short
Chakra: 10 - 20
Damage: 20 - 40
Description: The user starts by manipulating their weight to generate the desired amount of force, between x2 & x10. Alternatively, the user may gather the force generated by an incoming physical attack, effectively using it’s own force against itself, making it an equal counter. The user stores this energy in the desired leg, and releases it in any single kick from a number of kicks in Taekwondo. This include, but are not limited to, high-kicks, jumping-kicks, low-sweeping-kicks, ground-kicks, round-kicks, etc. This allows any Renewal Taekwondo user to user their art in a freeform manner.

(Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
Type: Supplementary/ Defensive
Rank: D-Rank/ B-Rank/ A-Rank
Range: Short - Long
Chakra: 10 - 30
Damage: N/A
Description: The user begins this technique as they would any technique from RE Taekwondo, by increasing their weight by a certain amount, in relation to the amount of energy they wish to generate. They then use the energy produced by the ground, to “kick” off the ground with a tremendous amount of force, propelling the user at extremely fast speeds in a linear direction. This technique has 3 stages, each with their own Rank and distance it allows the user to traverse.

D-Rank: Weight Manipulation costs 10 Chakra, and allows the user to move up to 5m.
B-Rank: Weight Manipulation costs 20 Chakra, and allows the user to move up to 15m.
A-Rank: Weight Manipulation costs 30 Chakra, and allows the user to travel up to 30m.

Note: If the A-Rank variant is used, this technique cannot be used for 2 turns.

(Rinyūaru Tekondō: Hoe Hook) | Renewal Taekwondo: Guard Breaker
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user starts by multiplying their body’s natural weight by 10x. The user then stores the energy provided by the opposite force generated by the earth and uses a particularly effective stance in Taekwondo known as Hoe Hook (or Guard Breaker). This stance is used to either grab the opponent using the muscle strength of the user’s legs, thereby holding the target in a grappled formation, allowing the user to push or pull them in a variety of ways, or to use this grab in more Offensive situations, such as breaking a targets guard. The user, once they have “hooked” the opponent in the desired manner, will release the stored energy from prior which they use to create large openings in the opponent’s defenses, or to throw them in a desired direction, such as slamming them against the ground, with great speed and force.

Note: This technique can only be performed once every 2 turns.

(Rinyūaru Tekondō: Sutēkusu o Agemasu) | Renewal Taekwondo: Raising the Stakes
Type: Offensive/ Defensive/ Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user begins as they do with any other RE Taekwondo technique, by increasing their weight and using the force generated by the surface they are standing on in retaliation. The user then gathers the force generated by the previous step in one of their legs, before channeling it, and redirecting it into the other leg. Then, by driving the receiving leg back into the ground, and releasing the energy in the form of a pushing motion, the user raises a massive chunk of the earth in one swift and elegant motion. This seemingly simple maneuver has a variety of uses, from defending oneself from large scale attacks, to throwing the target off-balance, to attacking massive or flying Summoning Animals.

Note: Can only be used 3 times per match.
Note: Must wait 2 turns between each usage
Note: No RE Taekwondo techniques above B-Rank in the same turn.

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(Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 100 (-20 to the user)
Description: The user begins by initiating the first step in any Renewal Taekwondo technique, increasing their mass in direct relation to the force they wish to generate by the technique. Jin Hoechook is one of the most powerful Renewal Taekwondo techniques even invented, requiring the user to push their body to the absolute furthest limit possible, multiplying their body’s natural weight by 100x. The user will then gather the force generated by the opposing surface, and perform one of Taekwondo’s signature high-kicks. The kick is performed by leaping off the ground while simultaneously rotating one’s body, releasing the force generated by the earth in the form of a massive blast of compressed air that rotates with a great deal of force and ferocity.The direction of the rotation is dependant on which direction the user rotated their body (clockwise or counter-clockwise).The blast from Jin Hoechook was able to completely decimate an entire mountain in an instant, but left it’s user extremely weakened, due to the increased effect gravity has on the user’s body.

Note: This technique can only be performed once, due to the strain it places on the user’s body.
Note: Masters of Renewal Taekwondo may use this technique a 2nd time, after which, they collapse, due to the force exuded on their body’s.
Note: Upon it’s use, the user cannot perform Taijutsu above C-Rank for 3 turns.

Additional effects and Restrictions:

☷ Must be taught by Six Pāths.

☷ Must have completed Earth Release and Basic Taijutsu.

☷ Due to Renewal Taekwondo's emphasis on quick, powerful kicks, users who specialize in this Fighting Style gain a permanent +20 to their leg-based Taijutsu.​

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

Six Pāths, our loyal member, gave on the 2nd of January 2016, a request for a Patent on the Custom Fighting Style (Rinyūaru Tekondō) Renewal Taekwondo . 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;


Rinyūaru Tekondō | Renewal Taekwondo
Powered by Lord of Kaos
Copyright 2016, Six Pāths, NarutoBase.net

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Reapproval: Here.




#1: (Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package

(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package
Type: Offensive/ Defensive
Rank: C-Rank - A-Rank
Range: Short
Chakra: 15 - 30
Damage: 30 - 60
Description: The user starts by manipulating their weight to generate the desired amount of force, between x5 & x15, or alternatively, the user may gather the force generated by an incoming physical attack, effectively using their opponent's own force against them, resulting in a counter of up to A rank strength. The user then directs and stores this energy in the desired leg, and releases it in any single kick from a number of kicks in Taekwondo. These include, but are not limited to, high-kicks, jumping-kicks, low-sweeping-kicks, ground-kicks, round-kicks, etc, essentially allowing any practitioner of Renewal Taekwondo to user their art in a freeform manner.

Note: The A-Rank usage of this Jutsu can be used a max of 4 times per battle. Additionally, if the A-Rank usage of this Jutsu is performed, no A-Rank or higher Renewal Taekwondo Jutsu can be used in the same turn.

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#2: (Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking

(Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
Type: Supplementary
Rank: D-Rank/ B-Rank/ A-Rank
Range: Short - Mid
Chakra: 10/ 20/ 30
Damage: N/A
Description: The user begins this technique as they would any technique from RE Taekwondo, by increasing their weight by a certain amount for a brief instant, in relation to the amount of energy they wish to generate, using the basic principles of the Fighting Style. The user then directs this energy, using one of their legs, into the other leg, and expends it in order to “kick” or "push" off the ground with a tremendous amount of force, propelling the user at high speeds in a single, linear direction. It would require the Tracking Capabilities of a 2 Tomoe Sharingan or Higher to track this movement. This technique has 3 stages, each with their own Rank and distance it allows the user to traverse.

D-Rank: Weight Manipulation costs 10 Chakra, and allows the user to move up to 5m.
B-Rank: Weight Manipulation costs 20 Chakra, and allows the user to move up to 10m.
A-Rank: Weight Manipulation costs 30 Chakra, and allows the user to travel up to 15m.​

Note: This technique cannot be performed consecutively within the same turn.
Note: The A-Rank usage of this technique can be used a max of 4 times per battle. Additionally after the A-Rank version of this Jutsu is used, this technique cannot be used for 2 turns.

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#3: (Rinyūaru Tekondō: Hoe Hook) | Renewal Taekwondo: Guard Breaker

(Rinyūaru Tekondō: Hoe Hook) | Renewal Taekwondo: Guard Breaker
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user starts by multiplying their body’s natural weight by 10x. The user then stores the energy provided by the opposite force generated by the earth and uses a particularly effective stance in Taekwondo known as Hoe Hook (or Guard Breaker). This stance is used to grab the opponent using the muscle strength of the user’s legs, thereby holding the target in a grappled formation, allowing the user to push or pull them in a variety of ways, or to use this grab in more Offensive situations, such as breaking a targets guard. The user, once they have “hooked” the opponent in the desired manner, will release the stored energy from prior which they use to create large openings in the opponent’s defenses, or to throw them in a desired direction, such as slamming them against the ground, with great speed and force.

Note: This technique can only be performed once every 2 turns.

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#4: (Rinyūaru Tekondō: Jechundesung no Jishin) | Renewal Taekwondo: Quake of the Monkey King

(Rinyūaru Tekondō: Jechundesung no Jishin) | Renewal Taekwondo: Quake of the Monkey King
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user begins as they do with any other RE Taekwondo technique, by increasing their weight and using the force generated by the surface they are standing on in retaliation. The user then gathers this force, channels it into one of their legs, then redirects this force into the other leg. Then, by driving the receiving leg back into the ground, and releasing the energy in the form of a pushing motion, the user becomes able to alter the very shape of the terrain in a single swift, elegant manoeuvre. This seemingly simple technique has a variety of uses, for example, the user could raise a large section of the ground directly in front of themselves in order to defend themselves from all manner of attacks, both big and small. Another potential application is altering the ground over a wider area in general, although not on the same scale as the previous example, allowing the user to potentially throw their target off-balance due to the wider area of effect, or to otherwise affect the terrain in a manner that is beneficial to the user. The user can even perform more specific actions, such as raising more specific fragments of the earth in order to attack colossal or flying Summoning Animals, albeit within a reasonable range and/ or area of effect.

Note: Can be used a max of 3 times per match.
Note: User must wait at least 3 turns between each usage, and no Renewal Taekwondo Jutsu above B-Rank can be used in the same turn.

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#5: (Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon

(Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon
Type: Offensive
Rank: S-Rank
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user starts by multiplying their own weight by a tremendous amount, roughly 25x. By doing this they generate a massive amount of force, due to the effects standard in any Renewal Taekwondo technique. From there, the user channels this force from the bottom of one of their feet and up their leg. As they do so, they add a change in the shape of the force generated by the initial step of the Jutsu, altering the nature of this massive force, and adding an extremely powerful rotation to it. And as the force of this technique reaches their pelvis, the user then redirects this force down to opposite leg. Finally, as this rotating mass of force reaches the foot of the receiving leg, they perform a standard high kick, common in Taekwondo, releasing the force from the sole of their foot. This force is then released in the form of a violently rotating mass of energy that shapes itself into the form of a traditional Eastern Dragon, with a blue long, slender body, and a large horned head. As the Dragon travels in the direction the user kicks, the user must maintain their stance, as lowering the leg that is performing the Jutsu or changing it in any large or significant way can cause the Dragon’s trajectory to change drastically, usually resulting in the Dragon crashing into the ground, and the technique ending in failure. The Dragon is composed of highly compressed air, caused by the rotating force coming into contact with the air, and upon hitting either the user’s target, or anything else, including the ground, other surfaces or objects, the Dragon’ body will continuously buffer against these things, wearing them down and causing damage through intense friction. The Dragon continues to buffer anything and everything that comes into contact with it until either the user changes their stances, and ends the technique, or the Dragon is overcome by a technique of equal or greater strength. Upon ending their usage of the technique, the leg the user performed the Kick of the Blue Dragon with will be detrimentally affected by its usage, due to the change in the force’s shape (Aka, the rotation added to the technique). This results in the user being unable to perform any Renewal Taekwondo Jutsu that requires the user to channel the force from the initial step through one leg to another for 2 turns, until their leg recovers from the backlash from the technique, as it is almost impossible to perform most Renewal Taekwondo Jutsu with only one properly functioning leg nor any Taijutsu of A rank and higher with that leg.

Note: This technique can only be used 3 times per battle/ event.
Note: This technique can only be used once every 4 turns. (2 Turns for the leg using the Jutsu to recover, then a 2 turn cool down on top of that.)
Note: No B-Rank or higher Taijutsu within the same turn this Jutsu is used.

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#6: (Rinyūaru Tekondō: Dai Shisei - Hwechook) | Renewal Taekwondo: 3rd Stance - Hwechook

(Rinyūaru Tekondō: Dai Shisei Hwechook) | Renewal Taekwondo: 3rd Stance Hwechook
Type: Offensive/ Supplementary
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user starts by following the basic requirement for all Renewal Taekwondo techniques, multiplying their weight, this time by x15 for an instant, generating opposing force in the ground as a result. From there, they gather, and channel this force from one foot to the other, adding a rotational change in shape as they do so. What sets this technique apart from similar techniques where a rotation is added to the generated force, like with the "(Rinyūaru Tekondō: Palang Deulaegon Geod-Eocha) | Renewal Taekwondo: Kick of the Blue Dragon" is that this technique doesn't utilize the change in the force's shape as a projectile, rather, it is utilized in a physical sense, to assist and influence the user's physical motions. The force gathered in the user's leg is split into three portions, each released on a separate strike on the target's head in a specific sequence created to inflict as much damage as possible upon the target. The first strike is typically performed on either of the target's temples with the corresponding leg, eg: left temple with left leg. As soon as the strike connects, the user expends the first portion of the gathered force, releasing it upon the side of the target's head in the form of a shockwave. As a result, the shockwave propels the user's leg in the opposing direction. Instead of fighting against this, the user follows through, pivoting in place with their other leg as they deliver a second strike to the opposing temple. They then repeat the previous step, releasing the second portion of the energy into the side of the target's head, and once more pivots, this time spinning around the back of the target, performing a full 360° turn and delivers a final strike to the back of the target's head, where the spine meets the skull. [SUP][ ][/SUP] While the individual strikes themselves aren't particularly strong, the placement of the strikes on the target's body carry powerful negative side-effects for the target. As the user transitions from the first strike to the second, in the brief interval between the two, the targets brain is knocked to the opposite side of their head, and with the second strike, they cause it to come to an abrupt halt. Even if the final strike to the back of the head is defended against, avoided, countered, etc, the combined force these two strikes alone exert upon the opponent causes them to experience extreme disorientation in the form of loss of balance, hampered movements, etc. For two turns the target's movement, tracking and reaction speed are halved, while any seals they attempt to weave fail, as factors such as their hand-eye coordination are also affected. Finally, if the any two strikes fail to hit a solid target, so long as they are consecutive, thanks to the rotation of the user's body, combined with the power of their kicks, they instead affect the air surrounding the target. Through the powerful rotational energy released in their kicks, the user is able to manipulate the flow of air surrounding the target, creating a brief, but powerful turbulent force which keep the target trapped as they buffer them, similar to the effects of the aforementioned "Kick of the Blue Dragon". While this miniature vortex carries no damage in itself, as it is the unintentional after-effect of a failed physical assault, it does have the aforementioned effect of locking the target in place, preventing them from moving for several seconds, before returning to normal, releasing the target with a miniature implosion as the air rushes to fill the space where it had been pushed and manipulated by the user's kicks. This is classified as an A-Rank elementally neutral 1m radius vortex, with the target at it's center, similar to "(Konoha Ryūjin) Leaf Dragon God".

Note: Can only be used 3 times per battle/event.
Note: This technique can only be used once every 2 turns
Note: No Taijutsu above A-Rank, including Renewal Taekwondo, can be used in the same turn after this technique is used.

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#7: (Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado

(Rinyūaru Tekondō: Jin Hoechook) | Renewal Taekwondo: Truth Tornado
Type: Offensive
Rank: Forbidden
Range: Short - Long ( Mid range in width )
Chakra: 50
Damage: 90 (-25 to the user)
Description: The user begins by initiating the first step in any Renewal Taekwondo technique, increasing their mass in direct relation to the force they wish to generate by the technique. Jin Hoechook is one of the most powerful Renewal Taekwondo techniques ever invented, requiring the user to push their body to the absolute furthest limit possible, multiplying their body’s natural weight by 50x. The user will then gather the force generated by the opposing surface, and perform one of Taekwondo’s signature high-kicks. The kick is performed by leaping off the ground while simultaneously rotating one’s body, releasing the force generated by the earth in the form of a massive blast of compressed air that rotates with a great deal of force and ferocity. The direction of the rotation is dependant on which direction the user rotated their body (clockwise or counter-clockwise).

Note: This technique can only be performed once, due to the strain it places on the user’s body. That is unless they are a master of Renewal Taekwondo, then they may use this technique a 2nd time, after which, they completely collapse, due to the force exuded on their body and the general strain of such a powerful technique.
Note: No Renewal Taekwondo techniques can be performed within the same turn the user performs this Jutsu.
Note: After it’s use, the user cannot perform Taijutsu of any Rank for 3 turns, and cannot gather Chakra, for that turn.

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#8: (Rinyūaru Tekondō: Mubandong Chagi) | Renewal Taekwondo: Recoilless Kick

(Rinyūaru Tekondō: Mubandong Chagi) | Renewal Taekwondo: Recoilless Kick
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: Considered to be one of the most powerful techniques known to practitioners of Renewal Taekwondo, the "Recoilless Kick" has similar attributes to the "(Jin Hoechook) Truth Tornado" technique, but with a wildly divergent release and effect. The user starts by multiplying their own weight with Earth Release Chakra, which for the purposes of this technique nears the pinnacle of the Fighting Style's limitations, multiplying the user's own weight 25x over. The user then absorbs the resulting force generated by the ground in opposition, directing it from one leg to the other. As they do, they initiate the most basic of motions required to perform a roundhouse kick, opening Renewal Taekwondo's typically narrow, side-facing stance by positioning the leg that absorbed the force from the ground in the same direction they are about to pivot to while standing on the balls of their feet, before raising the leg with the generated force channelling it, as they start to twist their body. Upon reaching the optimal angle, the user releases the kick itself, along with the force held within, which is fired off at an incredibly accelerated pace, benefitting from the centrifugal force generated by the arc of the user's kick. Unlike the aforementioned technique, which utilized extreme rotational power for tremendous levels of force, this technique has no such accoutrements, resulting the user in releasing, in simple terms, an incredibly narrow, arced stream of condensed force, akin to a pressurized jet of air, slicing through almost anything within the path of the stream. The resulting attack from the kick, while incredibly thin, and relatively contained, is strong enough to affect both an area as low as several meters beneath ground level, as well as targets as high as cloud-level, making it's effective area very fine and attenuated, yet tall enough to affect a large number of target types, including as aerial and subterranean, as well as those behind cover.

Note: This technique can only be used 3 times per battle/ event.
Note: This technique can only be used once every 3 turns.
Note: No A-Rank or higher Taijutsu or Renewal Taekwondo within the same turn this Jutsu is used.

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#9: (Rinyūaru Tekondō: Jaecheondaesong) | Renewal Taekwondo: King of the Heavens

(Rinyūaru Tekondō: Jaecheondaesong) | Renewal Taekwondo: King of the Heavens
Type: Supplementary/ Defensive/ Offensive
Rank: A-Rank
Range: Self - Short
Chakra: N/A or 20
Damage: +20 or Equivalent Damage (-10 to user (Modern Application)
Description: An extremely unique technique known to practitioners of Renewal Taekwondo, the King of the Heavens, or as it is known in some circles "Jeahbongchim", is a technique that uses Renewal Taekwondo's most basic mechanic, the direction, or redirection of force, but in a more universal way. The user either starts with the staple action of multiplying their own weight, in this case 15x their normal weight, or they utilize a less common method, one found within the "(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package", which utilizes the concept of taking the force of an incoming attack, redirecting it, and utilizing that for the initial step of Renewal Taekwondo instead. In the latter case, as this process is purely physical, it takes no Chakra from the user to perform, unlike the former case which requires Chakra to utilize Earth Release Chakra in order to increase their own body's weight. In the former, or "traditional", application of multiplying one's own weight, the user takes the force gathered from this application, and evenly channels it throughout their body, giving them a very refined, controlled distribution of energy. This results in a damage boost of +20 boost to any one of the user's Taijutsu or Kenjutsu techniques, due to the presence of additional force in every part of their body, and thus every kind of strike. In the latter, or "modern" application of redirecting force from an existing attack or technique, while this method does not cost Chakra to perform, due to the erratic nature of it being a foreign force, this results in a self-harming, single burst equivalent to the strength of the source which can be directly applied to the user's own physical attacks, within the same timeframe. Finally, thanks to the differing results of each application, how they can affect the user also differ. In the traditional application, due to the force being directly generated, manipulated, and distributed by the user themselves, the user attains a modest boost to their physical attacks, without the danger of self-inflicted recoil as it's controlled in the same manner as other Renewal Taekwondo techniques. In the modern application, due to it being reliant on an external source, one the user was not in charge of creating, this results in a potentially more powerful, single use application, but at the cost of self-inflicted recoil from redirecting a source of power the user themselves did not create.

Note: Can only be used 3 times per battle/ event, and after it's used, neither application this technique cannot be used for 2 turns.

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Custom element Name: Seraphic Water | Seraphic Water Release
Japanese Name: Serafumizuton (???)
Element is based on: Earth + Water + Chakra control
Proof of existence:
The proposed element is actually more pragmatic than whimsical, despite its chosen name. Brine, a highly concentrated solution formed between the mixture of water and a salt, is natural occurrence in some parts of the world. Brine is defined as when the concentration of salt to water passes five percent per cubic foot of water.



Fresh Water: <0.05% | Brackish Water: 0.05-3% | Saline Water: 3-5% | Brine: >5%

Whenever the salt to water concentration passes that of living conditions the water becomes dense, and salty to the point where it can damage internal organs if ingested. Such examples of extra salty water can be seen in the real world Dead Sea. In terms of the Naruto Verse there is a confirmed sea stretching along the south and south eastern areas of the continent, hugging the ''Uzushiogakure'' islands and various other smalls archipelagos. Sea water is a very minor form of brine, consisting mostly of the basic salt (Sodium Chloride, NaCL). However, there exist different forms of brine as by technical terms the word refers to water heavily impregnated with a salt compound. Seraphic Water employs a completely different salt all together, Magnesium Sulphate.

Magnesium Sulphate is an inorganic salt containing sulphur, oxygen, and magnesium (MgSO4), called Epsom salt. It gets such name from a place known as Epsom Spring where these salts are deposited from the rich soil. This is not that much of an extraordinary occurrence either as natural phenomenon such as springs have been seen in the Naruto Verse (even an Hidden Village which takes pride in them). Each components of MgSO4 are to be present in the Naruto Verse considering these are very essentially elements, namely oxygen. Because of this proof that the salt can be found in nature, as is, without having to be formed in a lab or under ultra specific conditions, it should be accessible to the user by employing his Doton chakra.

With the use of the Doton chakra to evoke the mineral salt the user will then combine it with his Suiton chakra to form a concentrate of Epsom salt and water: a brine solution. This in itself should be a rapid process as MgSO4 is highly soluble in water.

How it Works:
Seraphic Water, as the name suggests, is a water based element, consisting of a highly concentrated Epsom salt solution formed when the user combines his Doton and Suiton chakra. Doton for the Magnesium Sulphate salts and Suiton for the water component. The proposed CE will have an unbearable concentration of Epsom salt of over 50% per cubic foot of solution. This means, Seraphic Water is not only extremely dense--with the crushing force of hard rock--but very dangerous. Despite this, the proposed CE is very much capable of moving and shaping like Suiton. As per norm for magnesium sulphate solutions, Seraphic Water is clear with no noticeable impediments to be seen in the mixture, appearing very deceptively as regular water.

Seraphic Water, being an Epsom salt brine is just as effective on the outside as it is in the inside. Magnesium sulphate in itself packs a variety of effects on living and non-living things. If ingested in copious amounts, Epsom salt can induce nausea, vomiting and diarrhea with near instant effects and if caught in the eyes Seraphic Water can dehydrate moist areas of the body with its MgSO4 salt compound. It can also be used to sooth sore muscles as well as hyperactive ones, like a seizure, by decreasing certain nerve impulses to muscles. In the same way, an acceptable concentration of Epsom salt solution (usually about 0.5%) is used to draw out toxins in the body, including the presence of heavy metals like lead. This concentration level is also suitable for; regulating blood pressure, managing the metabolic rate, keeping the heart's rhythm constant, and even being a reliable stress relief. However, Seraphic Water, with a much higher concentration than the acceptable amount, can reverse these positive effects for devastating damage in all of the aforementioned fields with the most drastic outcomes leading to comatose. However, without the finesse of Medical Ninjutsu, Seraphic Water is only able to cause vomiting and dehydration at the most when inside opponents/organisms. The same applies to the user as well: only basic applications of Seraphic Water's medical advantages can be used such as soothing the muscles and general, non-specific detoxification. Even then, the process is very lengthy and requires too much concentration to be effective during conflicts.

In addition to this, as a brine solution foremost, Seraphic Water is also incapable of being frozen completely. Most brine solutions, including magnesium sulphate ones, have a nigh non-existent freezing point. In fact, the late Daniel G Fahrenheit achieved his zero point in the Fahrenheit temperature scale of 0 degrees (-17.78 C) by attempting to freeze brine. The lowest freezing point obtainable for NaCl brine was -21.1 degrees Celcius, for MgSO4 brine this number is more or less the same, meaning, Seraphic Water takes a titanic effort to freeze. The solution is also used as a de-icing agent on roads to prevent ice from forming.

Magnesium Sulphate solutions are also used in flotation therapy, where high concentrations raise the bath water's specific gravity, effectively making the body more buoyant. This can make travelling through Seraphic Water difficult as its too dense to waddle about in, for humans or aquatic creatures. For the user this is no big deal as he can simply will the concentration of his own element to increase or decrease; promoting or preventing movement within it. Seraphic Water can also be made from existing water by having the user inject his chakra into said source.

Example Techniques:
(??)Seraphic Water Release: Sea of Voices
Type: Offensive/Defensive
Rank: B
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: By extending an arm (or arms) the user will release a wave of golden water in any direction he so chooses. This wave is heavy enough to stay on the ground or any surface he stands on and will plow through most obstacles. As it travels the salt can almost be heard churning over and over within it, sounding like whispers, this makes the wave very noticeable (like sea water rolling in on a shore, if the gold didn't catch your eye) and as such can be acknowledged from a distance. However, these voices can also drown out smaller sounds that may be occurring in the vicinity. Once it reaches its destination it simple settles as a small lake of Seraphic Water.

(??)Seraphic Water Release: Ominous Requiem
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: 60
Description: With a single hand seal the user will cause to burst from the ground, or any existing water sources, and wrap around him like huge bands of golden ribbon. These waves of brine will swim around him in a circular formation, encompassing his entire 5 meter position and affecting any of its 'strong to' elements found within this radius. Even as the user moves about the brine will stay with him for a maximum of three turns. During this time it can be used as source for other Holy Water techniques or just defense and offense.

(??)Seraphic Water Release: Purgatorial Mist
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: Similar to Suiton release, brine may also adopt a misty form with a beautifully golden hue. This travels along the terrain like any other mist would. However, should an opponent inhale any of this mist he will suffer near immediate destruction with some of Seraphic Water's characteristics mentioned above. Prolonged exposure to the mist will leave them extremely relaxed, (a weird but confirmed side effect of Epsom salt baths) making escape seem too tedious and they die a painful and slow death. The mist also obscures view and chakra perception as it is composed entirely of the user's chakra.

Conditions to be able to use it:
Master over Doton and Water, as well as Kage level chakra control

Is weak to:
Lightning and based elements: Even though it doesn't conduct electricity, lightning and similar elements have the ability to electrolise brine, splitting the hydrogen from oxygen molecules and reverting them to gaseous form. This leaves Magnesium residue behind as a harmless dust of particles looking like sand. Needless to say the element is useless after this. However, the electrolysis process is a slow one and the element takes longer to fall to lightning, even though it is naturally weak to it.

Earth: Unlike other forms of brine solutions, Seraphic Water aka MgSO4 brine, lacks the corrosive effect to grind earth to dust. As such Doton is able to stand up to it.

Is strong to:
Fire and high temp based elements: Brine is still a water based compound, and a much more heavier contender than regular Suiton. In addition to this brine's boiling point is significantly higher due to its impurities with a staggering melting point of 1,124 degrees Celsius (magnesium sulphate salt compounds) and as such can not only tackle flames, but completely oust them with crushing force. It is also a very good refrigerating fluid, able to transport thermal energy from place to place.

Ice and low temp based elements: Brine is also used in the real world to coat roads in certain northern countries, where snow can make driving near impossible. The brine is an antifreeze which prevents ice from forming on said roads, and the higher the concentration, the harder the element is to be frozen.

Organic elements: Brine dehydrates living things--from both the inside and the outside--with its dehydrating factor highlighted in the 'How it works' tab. This includes, but isn't limited to, vines, trees, plants, animals, people, insects, etc.

Poison & toxins: Epsom salt baths are notorious for their detoxifying effects, drawing certain harmful toxins away from the body and depositing it in the surrounding solution.

Sound: Quite surprisingly, magnesium sulphate solutions have been the confirmed primary components that cause the absorption of sound in sea water (acoustic energy is converted to thermal energy). Absorption is strongly dependent on frequency: lower frequencies are less absorbed by the solution, making sound travel much farther in the ocean.

Co-creator: Nakiri

Students I pass this on to: Moofy & ??



from to have Sulphur as a mere component of Magnesium Sulphate.



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

I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:



Zaphkiel, our loyal member, gave on the date September 30th 2016 a request for a Patent on his custom element (Seraphic Water); 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;


Serafumizuton

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Copyright © 2016, Zaphkiel, NarutoBase.net



Approved Techniques
(Serafimu no Kyōgi-kai) Council of The Seraphim
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40 (-10 per turn)
Damage: 30-80
Description: The most basic technique of the special element. By focusing Seraphic Water chakra throughout the body and/or surrounding earth/water bodies, the user is able to create constructs of flowing Seraphic Water. These can range from simple waves, domes, walls, and pillars while the element can even be made dense enough to form traditional weaponry like kunai and swords, as well as other complex shapes. They can be formed from water sources as well as the ground within mid ranged of the user. The size of these creations are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Water Bullet Technique'. As per the properties of Seraphic Water, whenever the element comes in contact with any of if its strong to elements, namely organic matter like people or insects, the brine can suck away the moisture present within these things, leaving behind empty husks. With the seal of confrontation the user can manipulate/maintain control of said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 3× per match and requires the Ram hand seal to perform.
- No A-Rank or above Seraphic Water techniques on the next turn (if the S-Rank version is used)
- A rank usage requires the ram handseal

(Seraphumizuton: Eikō e Eistibus; Uranai)- Seraphic Water: Glory to Eistebus; Divination
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: Primarily a technique created to showcase the true might of Seraphic Water, Uranai is equally as pleasing to the eyes as its devastating to the body of the enemy. The technique begins by the user clapping his hands and summoning at least four spheres of the element around him up to short ranged. The spheres are exactly 2 meters (6.5 feet) in diameter and contain a staggering amount of the element in their confines while remaining by the user (short ranged) by default, even if he moves. From these spheres, at mental command or with hand gestures, the user can have bands of Seraphic Water spill out and travel around his position, like dragons in flight. These bands of water take circular paths and leave one orb to enter into another. Because of this, as soon as one orb has emptied, water from another fills it, and so no one orb would ever be empty while none would ever be full. This continuous raze of water flowing around the user can form a semi dome that covers his short ranged position from every conceivable angle excepting underground. The user can then command the spheres to move away from him and occupy the area up to mid ranged. At a such a distance from the user they become less spherical shaped and seem to sort of bubble as the chakra control isn't as strong. However, they will retain the ability to spill forth thick bands of Seraphic Water and connect to their fellow spheres to turn the entire area into a dome of chaotically interweaving streams. If an opponent(s) occupy the mid ranged space then the spheres cannot come within 5m of living people but the bands, in their travels, are more than capable of touching them, which becomes a horrid experience once it does. Instead of simply brushing on opponents and pushing them around in the chaos, Seraphic Water is dense enough to pick up a grown adult and even large creatures, and not only toss them around inside the many bands, drowning and sapping the moisture from their bodies, but also crush bones. The user can choose to align any of the four orbs in any orientation/fashion he wishes and can either have all four bands (each B ranked) come together for one crushing stream (S ranked) or have them attack multiple targets simultaneously (which is the default attack route). At the same time, if there are any open wounds or general points of entries on anything caught within the techniques AoE then the element is able to enter into and wreak havoc from the inside of its targets. This can include entering through the opponent's mouths, noses, ears, etc, as well as techniques weak to SW. While sustaining this technique at a rate of -10 per turn the user is unable to perform any other chakra needed techniques until it is ended or destroyed. One very important factor to note though, is that Earth techniques, despite being strong to SW can also be affected by this technique. Doton techs of A ranked and below, if this technique manages to get into any crevices present on the structure, are able to be put in "stasis". That means, Seraphic Water infiltrates any openings seen and seemingly cancel out the chakra present (S ranked SW is equal to A ranked Doton), and until the Seraphic Water is removed or a higher chakra amount is poured into said structure, it will remain unable to be controlled by both the user and his opponent, leaving the structure simple motionless. During such an effect, this technique also becomes inapplicable for manipulation or control by the user as well, this means neither the Doton structure or the Seraphic Water technique can be controlled by the prospective users, similar to a standard stalemate.
Note(s):
- Usable only twice (2x), with a turn (3) cool down between usages
- Lasts 3 turns with each use
- No elemental type techniques above A ranked following the turn it ends.

(Seraphumizuton: Tamieru no Shitsumei; Fumetsu Kiri)- Seraphic Water: Tamiel's Blindness; Undying Fog
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage: 60
Description: With a single hand seal the user will release either from his body or any existing Seraphic Water sources within mid ranged of his position an immensely thick variant of the release: mist. Although technically fog due to its density, the technique more or less behaves like mist where it greatly hampers the opponent's visuals. When active, the Undying Fog renders anyone (other than the user) within it unable to see past 4m of their position in any direction. Doujutsu is also ineffective as the fog is permeated with the user's chakra, acting like a screen both to natural and supernatural senses. What makes the technique noteworthy though are three things: true to its name, the Undying Fog is seemingly limitless in that so long as the user keeps the chakra upkeep it will keep spewing from its source (be it the user's body or a Seraphic Water source) and is able to last more than the turn it is created up to 5 turns at a time. The second is that the fog carries with it the regular properties of the Seraphic Water element, where if it comes in contact with living things it immediately gets to work desiccating the opponent(s) from the outside, with emphasis on moist tissue/areas such as the eyes, exposed flesh, etc. But on the inside... If the fog is breathed, ingested, or taken into the body by other means, it causes great nausea in the first turn, preventing opponent(s) from performing techniques above A ranked. On the second turn the nausea turns to uncontrollable vomiting, which needless to say prevents the opponent from doing most things such as standard rotary movement like walking or forming more than two hand seals at a time. On the third turn diarrhea kicks in. By this time the opponent(s) would lose almost half of their bodies' natural water and will begin to look mummified. By the third turn the aforementioned effects would have almost doubled along with the opponent having very blurry vision as the moisture is sucked from their eyes. If the opponent doesn't leave the mist or remove it by the end of the third turn they will perish unless immediate medical attention is had, at which point the technique would come to an end. If the opponent manages to leave the Fog the turn it is performed then they would escape before any of it harmful effects take hold. However, if the target fails to flee or dispel the Undying Fog after one turn, any of its effects (i.e the nausea, vomiting, etc) will linger for one turn after, even if they manage to leave. But not to be entirely linear, the Undying Fog can also be used as a source for other Seraphic Water techniques by having it condense back into mostly liquid. However, if used to fuel a Seraphic Water technique above A ranked, it is immediately terminated and will go on a three turn cool down. Regular usage places it on a two turn cool down.

Note(s):
- Can only be performed three (2) times, with a two (2) turn cool down between uses.
- If used as a source for other Seraphic Water techniques above A ranked it is ended and goes on a three (3) turn cool down instead.
- Lasts 3 turns.

(Seraphumizuton: Rahabu no Kodokuna Abisu; Sō Sensui)- Seraphic Water: Rahab's Lonely Abyss; Total Submergence
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: With two hand seals (Dog>Snake), the user will exhale a vast amount of Seraphic Water from his gullet appearing very much like the canon Water Bullet Technique. In fact, the two are virtually indistinguishable from each other due to Seraphic Water having the same texture and color as regular water. However, where the two techniques differ is that Rahab's Lonely Abyss, upon being spewed from the user, immediately spreads up to long ranged in all directions in the form of a great flood. As it spreads however, the outermost edges of the technique will begin to fold upward, creating a dome as it travels. This way, by the time the flood has reached long ranged, short and mid ranged distances would have been covered already. In the aftermath, the technique encapsulates the field in a bubble of Seraphic Water similar to Great Exploding Water Colliding Wave. However, where this technique retains its originality is that unlike regular water where the opponent has the privilege to move through, the user is able to either prevent or promote movement by any person/object while inside. Using the concentration shifting abilities the element is known for, the user can increase/decrease the concentration of Seraphic Water around any object or person inside the bubble. This can make swimming and moving completely impossible. Along with this the bubble carries the other effects of the element whereas if ingested it can cause nausea and vomiting as well as slowly sapping the moisture from living organisms. Although these effects aren't specifically outlined, if the opponent stays inside the bubble for the full three turns it is allowed to keep active, they will be killed as almost 80% of the moisture in their bodies would have been sucked from them. Increasing or decreasing concentration of Seraphic Water inside the orb will cost the user an extra move to perform but doesn't cost any additional chakra.

Note(s):
- Lasts three (3) turns with each use.
- Can only be used two (2) times, with a three (3) turn cool down between uses.
- Cannot perform any other Seraphic Water techniques above A ranked in the same turn this is performed.
- User will only be able to perform two moves per turn while this technique is active due to the chakra control needed.
- Once the technique has ended, the user is unable to perform SW techniques in the following turn.

(Seraphumizuton: Bōsei no Hasmed; Shizuka Shōkyo)- Seraphic Water: Tyranny of Hasmed; Silent Erasure
Type: Defensive/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: Drawing inspiration from the Angel of Annihilation, Hasmed, Shizuka Shōkyo could easily be mistaken as a simple technique at first glance. It begins by the user holding out his hands, either in front or by his sides and focusing chakra into the short ranged surrounding area to create a sudden wave of Seraphic Water that can either originate from one direction or all in an omnidirectional wave. This wave towers high above the average human at about 10 feet in height, and quickly begins to cascade in its intended direction. Due to the element being a dense one, and extremely heavy at times, the wave creates a very peculiar rumbling sound as it rolls across the ground (or even a water source. Despite brine being significantly denser, it doesn't readily meld with fresh water) similar to waves rolling in on a beach and packs enough punch to crush most in its way while causing the earth to tremble from its weight. Despite all this it still manages to travel at the speed of an Unofficial Sage and can be loud enough drown out most other minor sounds like speech, footsteps, etc. By taking into account two very unique properties of SW, the element is able to absorb certain frequencies of sound, with low frequency waves falling prey faster than the rest. Because of this the wave will rumble loudly during its nascence (while it is still within short ranged of the user), and then as the sound is absorbed it will gradually be reduced to a low shuffling sound as it passes short and reaches into mid ranged. By the time it reaches long ranged the wave is almost a whisper as its sounds are being absorbed almost as fast as its being produced. Then, calling upon the second unique property, the acoustic energy absorbed is readily converted to thermal energy which turns the wave extremely hot as it progresses. While it is short ranged it would be slightly warmer than regular water, at mid ranged it becomes even warmer, reaching nearly boiling point degrees for regular water (100o C) and then by the time it reaches long ranged that value would have near doubled, which allows it to become scalding hot--so much so that it can eradicate entire forests and peel flesh from bone in instants--all while being dead silent in its travel. The ground will still tremble though, which can serve as its warning sign. A true show of annihilation carried out by Hasmed himself.
Note(s):
- Usage limit of three times (3) and a two (2) turn cool down between uses


(Oto-Seraphumizuton: Eikō no Koe no Sandarufon) - Sound/Seraphic Water Release: Sandolphon's Voice of Glory
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: (+20 to technique)
Damage: N/A
Description: Using Seraphic Water's unique relationship with Sound, Voice of Glory is meant to supplement the element through a passive infusion. When performing a Seraphic Water technique the user may infuse a trace amount of their Sound chakra by paying extra chakra (+20) and have acoustic vibrations propagate throughout the affected jutsu. These are high energy, Destructive Sound Waves that are absorbed by the Seraphic Water and converted into heat energy. This allows the technique being performed up to A-ranked to gain a rank boost and +20 for S-ranked techniques. Vouce of Glory is incompatible with Forbidden ranked Seraphic Water techniques. The first perk that the affected jutsu gains with this infusion is an almost total lack of sound, similar to (Seraphumizuton: Bōsei no Hasmed; Shizuka Shōkyo)- Seraphic Water: Tyranny of Hasmed; Silent Erasure. This is because the sound waves are being absorbed and converted as quickly as they're produced, which leads to the second minor perk which is heat. Voice of Glory allows the affected Seraphic Water technique to be many times over the boiling point of regular water, thanks to its heat capacity of over a thousand degrees, able to burn and dessiccate opponents at the same time. The user will be unable to perform any other Sound techniques above A-ranked during the turn Voice of Glory is actiavted. Can be performed four times with a turn cool down in between uses.

(Seraphumizuton/Yoton: Rafaeru; Ten no Atatakasa ) Seraphic Water/Yang Release: Raphael; Warmth of Heaven
Type: Supplementary
Rank: S Range:
Short - Long
Chakra cost: 50 (+ 10 Infusion, -20 Sustain )
Damage: N/A
Description: Warmth of Heaven is the supreme healing technique among the Seraphic Water Release. Named after the angel of divine healing; the user begins the technique by forming three hand seals. This quickly allows the user to either utilize the earth, a water source or releasing it from their body in order to cause a burst of liquid to erupt. It will quickly envelop a target of choice in a bubble, be it the user themselves or an ally. Normally, the properties of the brine would have sapped away at the moisture in organic beings, but yang energy within the water turns it into healing salts instead (Healing Superficial to Mildly Damage Injuries such as broken bones, but cannot replace severed limbs) . This would regenerate a total of 60 HP in the initial contact but then heal an additional +30 HP per turn, even if leaving the bubble as the salts would essentially attach themselves to the recipient. This can also be applied to another water release or seraphic water release techniques (done in the same time frame as the applied technique) in order to imbued it these healing properties (though only healing +30 HP in this case). The bubble remains active for three turns before naturally fading away and is capable of targeting two allies at most while active. This can only be used thrice per battle, with a cool down of three turns between each use. It also renders the user unable to use Seraphic Water nor Yang Release of S Rank and above in the same and next turn. The salts are also directly in control of the user in order to make sure opponent's do not gain the healing benefits of the liquid.
 
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Medical Ninjutsu


Kindan Furuutsu | The Forbidden Fruit
Type: Medical (Supplementary)
Rank: Forbidden
Range: Short (Self)
Chakra: 50 (-40 per turn)
Damage: N/A (+20 to physical attacks) (-30 damage to the user once this technique is over)
Description: This is a highly advanced medical technique only gifted to the most talented medical practitioners.The technique provides the user, the ability to manipulate the functionality of the hormones in the body. Thanks to the keen understanding of the human anatomy, the user can, by infusing medical chakra with their nervous system, manipulate the working and properties of the nerves to a certain extent. By manipulating the signals sent to the central nervous system, the user can influence the endocrine glands to release certain hormones in excess, that will enhance both physical and spiritual abilities of a person, at a cost the main hormones the user creates are more of the main three which are Hypothalamus, Anterior pituitary & Thyroid gland. Users of this technique have shown to inherit heightened physical capabilities and senses that greatly outmatch the average human. The reception power increases greatly, as the user becomes capable of hearing very faint and distinct sound notes over a large distance. His sense of smell increases too, allowing him to distinguish between minor differences in scents, allowing him to track down any target over a great distances. Using this technique also, the user is able to create a type of artificial hormones that mainly make the following things stronger, as the normal hormones in the body are most likely unable to create this wanted effects, this artificial hormone allows the users eyes to see things much more clearer, at four times the usual distance. The user can also manually increase or decrease the flow of adrenaline and endorphins in their body. If they ever wish to, they can release these both in excess, effectively nullifying his feeling of pain, and increasing their physical attributes somewhat. The major downside to this is that they can become reckless when their adrenaline levels are too high, and the euphoria caused by a high level of endorphins can be a hindrance in combat.. This becomes quite useful when the user has to negate any pain from the body. By overcoming the pain, the user is able to completely dissolve any pain that they the user might be feeling. Although this doesn't mean that the wounds would be healed along with it. The users appearance doesn't change in the slightest, instead a large greenish-blue hue is released from their body as they are in this mode.

Notes:
- Usable once.
- Lasts four turns, cannot be turned off.
- No use of other medical techniques while this is active.
- Speed (both running and reaction) and strength of the user increases by 2.0x while this technique is active due to the excessive hormones affecting the body. While, smell, sight and hearing are all increased by 4.0x times a normal ninja. This means smell is better than that of an Inuzuka. Sight is better when it comes to distance being able to see things at a greater distance, and/or better detail than that of the Byakugan but doesn't give anything else that the Byakugan offers. And finally hearing is better than that of using the technique Sound Release: Inner Sonar Skill, the user is able to even hear their own heartbeat, and others around them.
- All taijutsu based, or more so all techniques that are physical based attacks (taijutsu, kenjutsu, custom fighting styles etcetera), are enhanced with a damage boost of +20 while this mode is active.
- User is not able to perform techniques above B-Rank in the next two turns after the technique runs out.
- Can only be taught by Nathan.

(Chuu Doragon) - Kiss of the Dragon
Type: Offensive
Rank: S
Range: Short - Long (thrown)
Chakra: 40
Damage: 80
Description: Kiss of the Dragon is an assassination technique created Kirigakure and is most frequently used by Hunter-nin. In order to use this technique effectively the user must have knowledge of the vital areas and must be precise and accurate. The user will come into close quarters of the target and pierce a specific vital point in the back of the neck (between the carotid artery & pulmonary plexus ) that if punctured causes the near immediate death of the target. The deadliness of this technique can be augmented by lacing the needle with poison. It has been shown in the manga, that Haku performed a somewhat similar technique, that create the illusion that she killed her comrade, which was actually untrue. To use this the user must have medical knowledge and have accute accuracy within close combat having mastered taijutsu to be able to hit the specific point while a target is still moving.

Notes:
- Can only be used once times per-match.
- Only one senbon can be used for this.
- User must have medical knowledge, or something similar.
- Can only be taught by Nathan.
- No jutsu above A rank in the following turn

Learnt Here:

(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.

(Iryō Suiton: Vu~arukirī no Yuri Kago) Medical Water Style: Valkyrie's Cradle
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 60 (-20 per turn)
Damage: N/A
Description: A combination of Water Release and Medical Ninjutsu, Valkyrie's Cradle combines the former’s ability as a medium to transmit medical chakra to create a healing solution. By performing four handseals the user releases vast quantities of medical chakra-infused water that can reach up to mid-range in any direction of their choosing. Reaching up to ankle length, this pool of water is able to accelerate the body’s healing of any within its confines by having medical chakra seep into the body. While it can’t heal above the maximum health capacity, this technique can heal up to 40 physical damage per turn. Once contact is lost with the water whether due to an enemy technique or simply stepping out of it, then the healing will stop. As an alternative release method, the user can focus this technique onto a singular target by encasing them in a cocoon-like shape of water, covering all but the target’s nose and mouth. Due to the precise chakra control of Medical Ninja, the water used for this technique is pure, without impurities or salt content, making it nonconductive. This acts as a defense against incoming heat or electricity-based elements as the water molecules dissipate the energy of attacks of equal strength, requiring it to be overpowered to be destroyed.

Notes:
- This technique can last for up to three turns and can only be used twice per battle, requiring a three-turn cool down between each use.
- This technique requires a mastery of Medical Ninjutsu and Water Release to use.

Iryo Fuinjutsu/Raiton: Ranshirai - Medical Sealing Technique/Lightning Release - Chaotic Mental Lightning
Rank: A
Type: Supplementary
Range: N/A
Chakra: 30 (+5 per Lightning Technique)
Damage: N/A
Description: The user performs threehandseals and creates a sealing formula that takes shape upon the body taking the appearance of a tribal war paint that extends from the face down the length of the user's upper body. Once the seal has taken effect next turn, this seaing technique grants a unique property to the user's Lightning Techniques. Through careful experimentation with the unique relationship between medical chakra and electricity, this sealing technique was created. The medical chakra that is within the seal is drawn upon as the user creates the Lightning Release. This causes the medical chakra to experience a quick nature transformation that generates a stronger electrical field based upon the Medical Technique: Chaotic Mental Collision technique. This electrical field then begins to influence the user's Lightning techniques and augments the electrical field they generate making it so they too interfere with an opponent's nervous system causing it to be near impossible to move due to the electrical signals in the body being completely swapped. The chakra that powers this body seal will cause it to glow upon the user's body generating the electrical field. Opponents that become affected by the user's Lightning techniques not only get electrocuted, but also have the effects of the Chaotic Mental Collision technique applied to them as well. These effects however are enhanced as the opponent not only has their ability to move reduced, but also their ability to track other objects as well. This is because the Lightning chakra coursing through the body also begins to interfere with the electrical signals used to interpret information which will cut the opponent's base tracking by half as well for the duration stated or until it is countered.
Note:
Users must have mastered Lightning Release, Medical Ninjutsu, and Adv. Fuuinjutsu to utilize this technique.
This seal will remain active for up to five turns and is capable of influencing a single Lightning Technique per turn.
The debuff applied by the seal will last on an opponent for two turns.
Usable twice per battle, with a four turn cooldown between uses.

Iryo Hijutsu: Herena no ibutsu - Hidden Medical Art: Relics of Helena † Arc of Abstinence
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20(X2 if used to augment the relics)
Damage: N/A
Description: To use the Relics of Helena, the user must have a unique sealing mark while each has its own duty. The sealing script is in the form of a small crucifix tattoo on the user's back. The relic's aim is to further advance passive medical jutsu, either by using them alternatively or by taking them to another level. However, some of this improved medical practices would now require some chakra to be spent if they don't require chakra before. Rudimentary medical practices which are passive in nature are the "Power of Resistance", "Diagnosis", "Extraction", "Blood Coagulation" and "Cleanse". however this particular relic only works for Power of Resistance.

Arc of Abstinence is a sealing script that is in the form of a small crucifix seal. It is represented by kanji for "resist" and thus it augments one's power of resistance. Basic power of resistance requires no chakra input but with the addition of chakra sealed within the seal of abstinence, power of resistance is taken to another level. The newly advanced power of resistance not only maintains its primary duties, it goes further to augmenting the user's anatomy from more factors that's affects him. It also goes beyond the anatomy and add power of resistance to the user's mind and body seals. The default "power of resistance" must be in use before the seal can be activated and like the default, the seal is passively activated albeit one would spend chakra this time but only to activate the seal.
Anatomy
In addition to getting a boost to one's natural resistance to disease, poison, toxins, acids, alkaline substances, etc and because this is done by an invisible warm barrier(shield) around one's body, the seal flushes sealed medical chakra into the user's chakra network, which is used solely to increase the density and power of the resistance aura around the user's anatomy. The user uses this premise and create a tougher and advanced form of non-physical shield, though now would not only shield the user's body as a whole but would shield every cells on his body. This makes it able to withstand higher level bio hazards more potent than those originally mentioned, even to some extent, stop the decay(natural) of tissues and cells(cosmetic). This would also make the cells resistance to radioactive decay. Elaborately, this means, one's resistance to the effects now are enhanced and would even shield the user if it were enemy techniques, though the only thing that won't affect the user is the effects(venom, disease, bioharzards, etc) within the technique, the user is still susceptible to anything else like heat, shock, force, sharpness, impact etc., that might come with the technique.
Mind
The arc of abstinence not only works for the anatomy which is the physical, but also works for the spiritual thus at the same time, it also creates a shield around ones mind. This also increases one's mind resistance to foreign intrusion. The mind would resist any form of mind reading, control, false emotion implant and emotional effect arising from infusion of foreign chakra. This however does not resist genjutsu but would resist residual effect from genjutsu which affects the mind, like pain, fear, perception of time, etc. This means it can resist residual effect from S-rank and below genjutsu only and cannot resist effects from MS level genjutsu in any form. The user's chakra also is influenced by the power of resistance, however, it only resist external phenomenon from siphoning away or sealing off the user's chakra, unless the user has something to do with it or with the user's consent. By spending "double" the chakra when activating arc of abstinence, the power of resistance would extend to the Relics of Helena. Spending double the chakra would make the relics be able to resist any form of seal corrupting technique(so far the techniques don't harm the medium on which the seals are placed), thus the reason why double chakra is spent, as half of the total chakra is focused on fortifying the relics.
NOTE
Though the seal is merely supplementary and cause no harm in any way, they have their drawbacks due to the user's advanced exertion of medical fuinjutsu, using normal fuinjutsu while the relics are in use costs +10 more chakra if they are A-rank and above.

Iryō Ninjutsu: Kasui-tai shūsa | Medical Arts: Pituitary Aberration
Type:
Medical
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: Pituitary Aberration is a technique that, as its name suggests, disrupts the normal workings of the Pituitary gland. The Pituitary gland is an endocrine gland about the size of a pea and weighing 0.5 grams in humans. It is a protrusion off the bottom of the hypothalamus at the base of the brain. The Pituitary, although insignificant in size, has a very significant part in the bodily processes. The Pituitary is an important gland in the body, so much that it's often referred to as the master gland. It controls several of the other hormone glands (e.g. adrenals, thyroid). It is often considered the most important part of the endocrine system because it produces hormones that control many functions of other endocrine glands. Some of the relevant hormones for this technique, that are secreted from the Pituitary help control blood pressure and metabolism as well as some aspects of water and salt balance of the kidneys, temperature regulation and pain relief. When the Pituitary is thrown out of its normal routine, a lot of the aforementioned body processes can go haywire. Depending on the effects that the user wants to achieve, he can disrupt the Pituitary and how it controls the aforementioned aspects of the body. If the user decides to influence the Pituitary and its control over the opponents blood pressure, he could raise it or lower it, causing the opponent to feel lightheaded in both cases. If the user pushes the opponent to the extreme, by either lowering or raising his blood pressure, after 3 turns of irregular blood pressure, the opponent would faint. If the user decides to influence the Pituitary and its control over the opponents metabolism, he could stop the opponents body from properly metabolizing. This means that he could stop the life-sustaining chemical transformations within the cells of his body, which prevents conversion of food/fuel to energy to run cellular processes. This in turn, makes the opponent fatigued and drowsy, with blurry vision, tingling or numbness in his hands or feet and dry, itchy skin. If the opponents metabolism is disrupted for 3 turns, he will be unable to move because the cells that make up his body, won't have the required energy/fuel to run their cellular processes. If the user decides to mess with the salt and water balance within the opponents kidneys, he can prevent the cells of the opponents body to remove the toxic waste that they produce. Each cell in our body is effectively a bag of chemicals contained in a partially permeable membrane. Water and small particles such as some mineral ions can pass in and out of the membrane freely down concentration gradients. However many chemicals such as glucose, amino acids and proteins cannot pass through the membrane at all because they are too big. By controlling the Pituitary to tell the kidneys that there is too much water in the opponents body, which will, in fact, remove the water, dehydrating the body and forcing the cells in the body to slowly die off due to the lack of water to remove the toxic waste from the cells. Due to the accumulation of the toxic waste and the dead cells for 3 turns, the opponent would develop myopathy which is a form of tissue death also known as necrosis. One of the most important, and certainly most potent abilities of this technique is to control the temperature of the opponents body by affecting his Pituitary. With this application, the user can make the opponent feel, either, hypothermia or hyperthermia. Hypothermia is defined as a body core temperature below 35.0 °C. In mild hypothermia there is shivering and mental confusion. In moderate hypothermia shivering becomes more violent. Muscle mis-coordination becomes apparent. Movements are slow and labored, accompanied by a stumbling pace and mild confusion, although the person may appear alert. Surface blood vessels contract further as the body focuses its remaining resources on keeping the vital organs warm. The subject becomes pale. Lips, ears, fingers, and toes may become blue. In severe hypothermia there is difficulty speaking, sluggish thinking, and amnesia. Inability to use hands and stumbling are also usually present. Cellular metabolic processes shut down. Muscle coordination becomes very poor, and walking almost impossible, and the person exhibits incoherent/irrational behavior. Hyperthermia, on the other hand, is elevated body temperature due to failed thermoregulation that occurs when a body produces or absorbs more heat than it dissipates. Hyperthermia is very dangerous and in extreme cases it results in death. An early stage of hyperthermia can be apparent as heat exhaustion, whose symptoms include heavy sweating, rapid breathing and a fast, weak pulse. If the condition progresses to the stage of a heat stroke, then hot, dry, skin is typical as blood vessels dilate in an attempt to increase heat loss. An inability to cool the body through perspiration may cause the skin to feel dry. Accompanying dehydration can produce nausea, vomiting, headaches, and low blood pressure and the latter can lead to fainting or dizziness. In the stage of severe heat stroke, there may be confused, hostile, or seemingly intoxicated behavior. Heart rate and respiration rate will increase, as blood pressure drops and the heart attempts to maintain adequate circulation. Eventually, organ failure, unconsciousness and death will result. It takes 3 turns to achieve these effects, 1 turn per each stage of severity. If the user decides to mess with the pain relief aspect within the control of the Pituitary, the user can force the opponent to feel pain for very prolonged times at an increased rate. Even small injuries would be felt more intensely and longer than usual, spanning over a course of 3 turns. Due to that fact, the pain can be stacked through a period of time (eg. if the user is rapidly being hit), thus making the opponent feel immeasurable amounts of pain. While under this effect, the opponent would feel the double damage of a hit for the whole period of 3 turns. For example, if the opponent is hit with a C rank taijutsu technique, he would feel as if he was hit with a B rank taijutsu technique. Furthermore, he would feel that damage for 3 turns. Due to the intricate effects of the technique and the immense and precise control they excrete over the Pituitary, the technique can only performed through physical contact. Once the contact is made, the user will release great amounts of medical chakra into the opponents body and will it to nest itself within the opponents Pituitary. From there on, the user has control over the opponents Pituitary for 5 turns and no further contact is required. If the user decides to perform techniques that require chakra, he has to drop focus of this technique, but he can easily assume control afterwards, although at a cost of a move per turn. Once the control of the opponents Pituitary is completely lost, the opponents body turns normal within the next 2 turns.
Note: Can only be used once per battle
Note: Only McRazor can teach this
Note: Takes a full turn before Necrosis fully sets in on an area of the body

(Iryō Katon: Jōka no Honō) Medical Fire Style Technique: Flames of Purification
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: A combination of Fire Release and Medical Ninjutsu, Flames of Purification utilizes the purifying power of fire to damage parts of the body to achieve varying effects and then regenerate the damage done to the afflicted area. By performing four handseals the user can coat their palms in flames that also possess medical chakra. By placing their palms on a targeted location the user is capable of damaging themselves, their allies, or the opponent to burn away afflictions such as the Scarlet Rot, corrupt Fuuinjutsu seals by damaging the medium it is placed on (the skin or clothes), and even deal damage to break illusions. Due to the medical chakra present in the technique, the user will immediately regain health equal to the amount of damage done (80).

Notes:
- This technique requires mastery of Medical ninjutsu and Fire Release to use.
- This technique can be used three times per battle and requires a two-turn cooldown between each use.
- After use, the user is unable to use Fire Release of Medical Ninjutsu techniques above A-rank for a single turn.
 
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