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<p>[QUOTE="Geezus, post: 11091047, member: 8611"]</p><p style="text-align: center"><strong>Plasma - <a href="https://animebase.me/goto/post?id=22116170">Creator</a></strong></p> <p style="text-align: center"></p><p><strong>C-Rank </strong></p><p>[spoiler]</p><p><strong>Purton ☆ Shishou no Jutsu - [Plasma Release ☆ Master of Heaven Technique]</strong></p><p><strong>Type</strong>: Supplementary/Offensive/Defensive</p><p><strong>Rank</strong>: C - S</p><p><strong>Range</strong>: Short-Long</p><p><strong>Chakra</strong>: 25 - 50</p><p><strong>Damage</strong>: 30 - 80</p><p><strong>Description</strong>: The most basic application of the Plasma Release, this technique will focus the user's chakra into plasma while using shape manipulation to form Plasma for a multitude of uses. These can range from blasts, waves, spikes, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies depending on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. The plasma is created within short-range or released from the body of the user but may reach up to long-range if applicable. Because of the nature of Plasma, this technique can be created in either of Plasma's forms as a superheated viscous substance that can melt objects or as translucent ionized superfluid gas that can cause severe electrical explosions. Constructs created through this technique can be sustained, but other Plasma techniques may not be used for the duration.</p><p>Note:</p><ul> <li data-xf-list-type="ul">Can only use S-ranked three times per battle.</li> <li data-xf-list-type="ul">No S-Rank Plasma on the turn following the use of the S-Rank variant</li> <li data-xf-list-type="ul">Sustained constructs last up to three turns per use and requires one turn cool down between uses.</li> </ul><p><a href="https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119410">¤ Approved ¤</a> [/spoiler]</p><p style="text-align: center"></p><p>B-rank</p><p></p><p>[SPOILER]</p><p></p><p>Purton| Choarashi - [Plasma Release| Hyperstorm]</p><p>Rank: B</p><p>Type: Supplementary</p><p>Range: Short-Mid</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: The user extends their arm outward then releasing a large spiraling gust of purple-lightning. While the lightning fires forth like branching arcs it stays within an invisible cone that extends outwards, predicted by the size of the user's palm. If the target is caught within the cone-of-lightning they will be continually electrocuted keeping them in place as the electrons bond with the electrons in the opponent's body. An outside force, or the technique ending, is required for a caught target to escape.</p><p></p><p><strong>Purton ☆ Tentai no Souzou - [Plasma Release ☆ Creation of the Heavenly Bodies]</strong></p><p><strong>Rank</strong>: B</p><p><strong>Type</strong>: Supplementary / Defensive</p><p><strong>Range</strong>: Short-Long</p><p><strong>Chakra</strong>: 30 (+10 per turn)</p><p><strong>Damage</strong>: N/A</p><p><strong>Description</strong>: The user performs this technique by clapping their hands together and releasing their chakra into the terrain. This technique is unique in the fact that as long as the user keeps their hands clasped the range of this technique is capable of spreading further into the surrounding area. While the user's hands are clasped, the effective range of this technique steadily increases, reaching up long range after two turns. However regardless of the range of the technique, this technique creates a source of Plasma that may be utilized to perform additional Plasma techniques that need a source to be performed. By constantly feeding this source additional chakra, this technique will last up to three turns after being performed. Plasma techniques utilized from this source that don't originally require a source to be performed will be granted +20 damage due to less chakra system strain upon the user. Throughout the duration of the technique, Plasma arcs from the ground and reconnects giving opponent's a visual of just how far an area this technique's influence reaches however this technique by itself doesn't inherently pose a threat to the opponent.</p><p><strong>Note</strong>:</p><ul> <li data-xf-list-type="ul">This technique's range grows as long the user keeps their hands clasped. The technique upon use creates a source of Plasma large enough it can be used to perform or boost one technique. This value increases by one for each turn the user's hands remain clasped or the technique reaches long-range meaning a maximum of three techniques may be boosted or performed.</li> <li data-xf-list-type="ul">While the user's hands are clasped, they may perform techniques released from the mouth that comprise the Plasma element, however they cannot perform other Plasma techniques until they unclasp their hands.</li> </ul><p><a href="https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119410">Approved</a></p><p></p><p>[/SPOILER]</p><p></p><p>A-Rank</p><p></p><p>[SPOILER]</p><p>Purton| Kitsune-Bi no Jutsu - (Plasma Release| Fox Fire Technique)</p><p>Rank: A</p><p>Type: Attack/Supplementary</p><p>Range: Short-Mid</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user concentrates a dense amount of plasma around that surrounds and revolves around the user. These orbiting wads of matter are super-heated and can burn through nearly anything when they touch (strengths and weaknesses of this element still withstanding). When the user activates the chakra in one or multiple wads, the energy inside that ball is released and attacks any nearby targets. When the target(s) become hit, the heat and intensity of the fire burn right through the clothing and cause severe burns on the area of skin that the fire comes in contact with before proceeding to spread and engulf the target(s) in bright flames.</p><p>(Only 3 Wads of Plasma form at a time)</p><p>(Last Two turns; Usable Twice)</p><p></p><p>Purton| Kanetsu Tosō - [Plasma Release| Superheated Coating]</p><p>Rank: A</p><p>Type: Supplementary/Attack</p><p>Range: Short-Mid</p><p>Chakra: 30 (+5 each turn)</p><p>Damage: 60 (+15 to weapons attacks)</p><p>Description: The user spews forth a fine coating of Plasma over a weapon or object of their choice. The Plasma will glue itself to the target and make them much stronger offensive weapons with superheated attacks. The coating can also be used to melt a target instead of enhancing it, making it both a supplemental and offensive technique, because of this the user has to use precise chakra control a to not melt their own weapons and as such must constantly control the plasma on thier weapons thereby meaning no plasma techniques during the usage of this technique. After three turns the plasma will be cooled by the user and allow for regular weapon techniques with no visible damage to the weapon.</p><p>(last 3 turns if used for weapons)</p><p>(no plasma techniques while in use.)</p><p></p><p>[/SPOILER]</p><p></p><p>S-rank</p><p>[spoiler]</p><p><strong>Purton | Kurūeru San - Plasma Release| Cruel Sun</strong></p><p><strong>Rank: </strong>A - Forbidden</p><p><strong>Type:</strong> Attack</p><p><strong>Range: </strong>Short-Long</p><p><strong>Chakra:</strong> 50-70</p><p><strong>Damage:</strong> 60-90 (-10 per turn)</p><p><strong>Description: </strong>The strongest attack among the Plasma Release, this technique's power is dependent on the number of turns the user spends channeling chakra into the technique. The technique can be channeled for a maximum of three turns, growing in rank as the user gathers Plasma chakra. The technique begins with the user raising a finger towards the sky, gathering plasma into a orb above the finger. The orb starts small about the size of a basketball (A-rank), but as the user channels chakra into the technique it grows substantially in size and power, its final size being roughly half the size of a Tailed Beast Bomb (Forbidden Rank). As the technique grows, it radiates so much heat that it resembles a miniature sun and can begin to melt non-chakra infused metals within mid-range. Once released, the technique can be controlled by hand gestures.</p><p>Note:</p><ul> <li data-xf-list-type="ul">A-rank usable three times per battle with a one-turn cooldown. A-rank use weakens water techniques by -10 damage for the next turn. S-rank usable twice per battle with a two-turn cooldown. S-rank reduces the rank of all water techniques by one for the next turn. Forbidden-rank usable once prevents use of water based techniques for the next turn. However, user sustains damage for each turn charged, meanwhile the user may not perform any additional techniques that require chakra while performing this jutsu.</li> </ul><p><a href="https://animebase.me/threads/custom-element-jutsu-submission.764501/post-21899199">Approval</a></p><p></p><p><strong>Purton ☆ Tengoku Samidare - [Plasma Release ☆ Heavenly Rain]</strong></p><p><strong>Rank</strong>: S</p><p><strong>Type</strong>: Attack/Defense/Supplementary</p><p><strong>Range</strong>: Mid - Long</p><p><strong>Chakra</strong>: 50</p><p><strong>Damage</strong>: 80</p><p><strong>Description</strong>: A technique whose usage relies on the prior use of <em>Plasma Release| Creation of the Heavenly Bodies </em>to complete, the user starts by creating four handseals while collecting chakra within the superfluid plasma spread onto battlefield. After the seals have been completed the technique activates causing plasma to split off from the source and attack the opponent in the form of a single, 2, 4, or 8 orbs splitting damage between them evenly. Plasma from the source can be made to rise into the air (at least five meters away from the intended target) to attack the target or act as a trap, becoming a floating mine field for opponents. This technique results in one or multiple explosions that capable of melting large areas of rock due to the superheated nature of the Plasma and while this technique is present on the battlefield, the user can freely manipulate the orbs to attack or defend against targets however, no additional Plasma techniques may be used while this technique is in use.</p><p><strong>Note</strong>:</p><ul> <li data-xf-list-type="ul">Usable twice per battle.</li> <li data-xf-list-type="ul">No Plasma above A-rank for one turn after technique is used to attack or defend.</li> </ul><p><a href="https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119410">Approval</a></p><p>[/spoiler]</p><p>[HR][/HR]</p><p style="text-align: center"><strong>Plasmoid - </strong><a href="https://animebase.me/threads/custom-element-bureau.764498/post-21915933"><strong>Creator</strong></a></p> <p style="text-align: center"></p> <p style="text-align: center"></p><p>C-rank</p><p>[SPOILER]</p><p><strong>(Purasumoidoton: Shishou no Jutsu) Plasmoid Release: Master Technique</strong></p><p>Type: Supplementary/Offensive/Defensive</p><p>Rank: C - S</p><p>Range: Short-long</p><p>Chakra: 15 - 40 (+5 per turn to maintain C & B rank, +10 per turn to maintain A to S rank)</p><p>Damage: 30 - 80</p><p>Description: The user will perform a number of handseals (B-rank = 2, A-rank= 3, S-rank = 4) depending on the amount of chakra they wish to use in order to create various three dimensional objects out of their Plasmoid chakra. These forms are limited to the user's imagination and the Plasmoid appears to be transparent shape with small sphere located at its center that glows and radiates arcing streams of energy along the confines of the shape. Once a target encounters the Plasmoid, the center sphere grows bright and explodes outwards with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius and/or allows the blast to extend outward upon the targeted area up to 5 meters, the energy drains the object of its thermal energy if its weak to Plasmoid which can force organic objects to be flash frozen in place. The size and shape of these objects are also determined by the amount of chakra the user plans to use. C-rank usage can create simple objects such as basic 3-d shapes, swords, shields, platforms, etc. These may be no larger then the user's own size. B-rank usage allows the user to create objects no larger then double the user's own size. A-rank use allows the user to create objects that can cover a 5 meter area. S rank would allow the user to create objects up to a mid-ranged area. They can however be used like a projectiles that reach out to long range and can be maintained at the expense of chakra per turn during which no additional Plasmoid techniques can be used.</p><p></p><p>Note: Can only use S-ranked technique twice per battle, A-Rank can be used three times per battle.</p><p>Note: Requires a two turn cool down following the use of the S-Rank variant</p><p>Note: Constructs may be sustained with C and B ranks draining 5 additional chakra per turn while A and S ranks will drain 10 extra chakra per turn.</p><p>[/SPOILER]</p><p>B-Rank</p><p></p><p>[SPOILER]Purasumoidoton: Ginga no Noroi) Plasmoid Release: Galactic Cursing</p><p>Type: Supplementary/Offensive/Defensive</p><p>Rank: B</p><p>Range: Short-long</p><p>Chakra Cost: 20</p><p>Damage points: N/A</p><p>Description: The Galactic Curse Technique is a technique that infuses chakra into various techniques employed by the user. It's first variation is performed by creating an extra Tiger hand seal in the same time frame as one of their Plasmoid techniques which will allow the user to infuse the Plasmoid Jutsu with fire chakra. By taking advantage of Plasmoid Release's innate ability to siphon thermal energy from objects, the user will be able to increase the power of their Plasmoid jutsu. This is caused by the fire chakra's thermal energy being absorbed and converted into additional energy for the Plasmoid, and as a result the Plasmoid technique will have its strength increased due to the extra energy in it. This will translate into the technique to gaining +1 rank or +20 defensive or offensive properties depending on the technique.The alternate variation of this technique allows the user in the same time frame as one of their Ninjutsu based or Elemental techniques to passively activate a thin illuminated barrier of Plasmoid surrounding it(original technique retains its original S/Wes). This will allow the technique to draw in more thermal energy from the environment due to Plasmoid’s innate nature to siphon thermal energy. Techniques that have this coating of Plasmoid will have the excess energy inputted into them and gain +20 damage or +1 rank depending on the technique.</p><p></p><p>Note: Only one variation can be used at a time.</p><p>Note: Can only be used four times.</p><p></p><p>[/SPOILER]</p><p>A-rank</p><p style="text-align: center"></p><p>[SPOILER]</p><p><strong>(Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly Blessing</strong></p><p>Type: <strong>Supplementary/Defense</strong></p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: <strong>30 (+10 per turn to maintain barrier)</strong></p><p>Damage points: N/A</p><p>Description: A body seal that activates at the start of battle that will passively infuse the user's clothing/armor with Plasmoid chakra. The Plasmoid forms the kanji for heaven (天) on the user's clothing/armor appearing as a bright white symbol. As a result of this seal, arcs of energy will be seen flowing off of the user’s clothing up to a meter from the user. The purpose of this seal is to increase the power of techniques utilized by the user by constantly absorbing nearby thermal energy. To achieve this effect, the user will utilize the signature property of Plasmoid. This involves siphoning thermal energy off of energy based objects once in range or the opponent if they get within range <strong>(5m)</strong>. As an energy based object <strong>weak to Plasmoid</strong> nears the user, the seal will passively draw in the thermal energy and convert it to chakra for the user. By doing this the user will be able to passively enhance one of their techniques by twenty damage points or one rank depending on the situation by using the chakra to empower the techniques even more<strong>. At the cost of a move when an opponent gets within range, the user can preform the seal of confrontation to activate the seal. This will cause a short range spherical barrier to expand with the user at the center. In this barrier, the user effectively becomes the core of the Plasmoid and the barrier will move along with the user. Opponents who are within this barrier will begin to feel sluggish and cold as their thermal energy drains, this results in their speed being reduced by 2 levels and taijutsu and weapon techniques to be weakened by 10 damage. This effect increases by 1 speed levels and 5 damage for each turn the opponent remains in range. Eventually on the 4th turn, the target will be rendered completely frozen due to losing all their thermal energy. To maintain the barrier will however drain the user of 10 additional chakra per turn during which no other chakra based techniques can be used. </strong></p><p>Note:</p><ul> <li data-xf-list-type="ul">Must be stated in the user’s biography or at the start of a battle.</li> <li data-xf-list-type="ul">After empowering an attack or<strong> activating the barrier</strong>, this technique goes into a<strong> three </strong>turn cool down.</li> </ul><p><strong>(Purasumoidoton/Fuinjutsu: Ōji no Chi) Plasmoid Sealing Arts: Blood of the Prince</strong></p><p>Type: Supplementary</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: 30</p><p>Damage points: N/A</p><p>Description: The user will at the cost of a move perform two hand seals during battle to releases their plasmoid chakra up five meters of where they are in every direction. This will cause the user’s plasmoid chakra to affect the area up to five meters around by absorbing and sealing the thermal energy out of everything nearby them. This simply means that the air around the user will drain of its thermal energy and in return the air surrounding the user will drop in temperature and become noticeably colder. Also, the ground the user is standing on will also be affected. In terms of a grassy field the energy will be drained out of the grass causing it to wilt and die. This effect will be emulated depending on the field the user is on but in some cases the ground would only become noticeably colder. The main purpose of doing so comes into place when the unique properties of the Fuinjutsu unseal the energy from the environment back into the user’s body which would flood their body with a foreign energy allowing them to rejuvenate their chakra and relieve themselves of mental/spiritual ailments of things like genjutsu or Yin Release up to S-rank, barring Mangekyou Sharingan level genjutsu . If desired the user can activate this technique and drain their surroundings of energy but they can choose to not use the sealed energy right away. The user can choose to wait and passively flood their body with chakra if used later in the fight.</p><p></p><p>Note: Can only be used three times with a two turn cool down</p><p>Note: Has no effect on opponents</p><p></p><p>[/SPOILER]</p><p></p><p>S-Rank</p><p>[SPOILER]</p><p><strong>(Fuinjutsu/Purasumoidoton: Ken tōshi no Yobidashi) - Plasmoid Release/Sealing: Gladiator Invoked</strong></p><p>Type: Supplementary/Offensive/Defensive</p><p>Rank: S</p><p>Range:</p><p>Chakra Cost: 40 <strong>(+10 per turn)</strong></p><p>Damage points: N/A or 80</p><p>Description: The user will perform three hand seals and coat their body in a thick layer of Plasmoid chakra. The user’s Plasmoid chakra will take the form of an <strong>aura</strong> over the user’s body in which is also combined with sealing properties. Due to the massive amount of Plasmoid chakra active the user’s body will hard to see within the <strong>aura</strong>. The main ability of this aura is to passively absorb thermal energy near the user. This feat is accomplished because the Plasmoid aura will be radiating arcs of energy off of the user’s body up to five meters from it, and because it has the innate ability to draw thermal energy towards it. As a result of this, energy based techniques that enter five meters from the user will be reduced by one rank if weak to Plasmoid. Next, the user is capable of spending a move to create weapons crafted out of Plasmoid chakra from their body which can be no larger than five meters in width and length, and up to S-rank strength. These weapons/tools can serve as an extension of the user’s body if wanted or thrown as a projectile up to long range. Lastly, the armor has the ability to draw in thermal energy at a faster rate than normal. By spending a move the user can expand the arcs of energy radiating off of the user’s body up to mid range, and quickly drain a targeted energy source of its thermal energy. This ability can be done in the same time frame as this technique’s activation, so that it only requires one move. If the user targets the opponent, the target will begin to freeze over and be unable to move and would susceptible to additional damage. This in turn would cause the next technique to be deal 20 additional damage to the opponent. If an energy-based target or technique has been affected by this ability it is possible for the user to choose to apply the sealing properties of this technique. Once absorbed, the user can choose to unseal the energy back into their body and as a result empower one of their future techniques by one rank or twenty damage points depending on the technique. Due to the nature of this technique, it is possible for the user to affect energy sources up to S-rank once per turn.</p><p><strong>Note: </strong></p><p>Last 3 turns, usable twice per battle.</p><p>No Plasmoid Techniques for above A-rank next turn .</p><p></p><p><strong>(Fuinjutsu/Purasumoidoton: Fuma Shuriken) Sealing Arts/Plasmoid Release: Demon Windmill Shuriken</strong></p><p>Type: Supplementary/Offensive/Defensive</p><p>Rank: S</p><p>Range: Short-long</p><p>Chakra Cost: 40 (80 for two)</p><p>Damage points: 80 (100 for two)</p><p>Description: The user will focus their chakra as they place their hand to the side them creating a three dimensional Windmill Shuriken shaped construct of Plasmoid above the palm of their hand that is also embedded with a fuinjutsu script. The Plasmoid appears to be transparent with a small sphere located at its center that glows with a soft light as arcing streams of energy that radiate from it. What's unique about this technique is the fuinjutsu applied to the shuriken give it the ability to track the chakra source of a target, making it almost impossible to evade. This means that one must stop or block the Shuriken as simply moving out of it's path would be ineffective as the Shuriken will quickly correct course. The Shuriken is dense and extremely sharp able to slice a target as the arcing energy would be drawn to the target, absorbing heat from the target weakening it. The center sphere then seems to explode with a tremendous amount of force creating a short-ranged blast radius. The user is able to use double the chakra cost to effectually create two Shuriken, with one hiding within the shadow of the other, requiring some form of enhanced perception like Sensing or Doujutsu to notice the second Shuriken. The technique isn't limited to just affecting physical matter; it can also affect chakra-based defenses and intangible elements as well; But the resulting damage that this technique can produce varies considerably, being more effective against heat based elements.</p><p><strong>Note</strong>:</p><ul> <li data-xf-list-type="ul">Requires a two turn cool down and can only be used<strong> two times per battle</strong></li> <li data-xf-list-type="ul">Can only use Double Shuriken once per battle</li> <li data-xf-list-type="ul">Can only be taught by LGeezy</li> </ul><p><strong>(Deddozōn) | Dead Zone</strong></p><p><strong>Type:</strong> Offensive/Defensive/Supplementary</p><p><strong>Rank</strong>: S</p><p><strong>Range:</strong> Short-Mid</p><p><strong>Chakra:</strong> 70 (-10 each turn)</p><p><strong>Damage:</strong> N/A</p><p><strong>Description: </strong>The user will perform <strong>four</strong> hand seals creating a barrier sealing jutsu that expands the user's Plasmoid chakra into any three-dimensional shape with a variety of sealing scripts which can be seen rotating around the barrier. This barrier extends up to mid-range with their body being the epicenter and will move along with the user. Arcs of energy can be seen spreading throughout this barrier awaiting its moment to activate. The main purpose of this technique is to affect targets with thermal energy who remain or enter inside the "Dead Zone". Passively, due to the sealing script present along the barrier, the plasmoid arcs remove thermal energy of jutsus within range while the sealing nature of this technique facilitates the absorbing of chakra. This reduces the chakra of the opposing jutsu by ten and thus reduces its rank or alternatively removes an abundance of additional chakra which may be boosting the technique causing it to lose a single boost. Most techniques will be affected by this ability since they contain some amount of thermal energy but there are some cases where a technique could be devoid of thermal energy or resistant to having this energy affected. For this very reason, jutsu that are strong to Plasmoid will not be affected by the weakening portion of this jutsu; however, techniques that are strong to Plasmoid can still be affected by the sealing ability which allows the user to remove a boost to the applicable technique<strong>. </strong>If desired, it is possible for the user to spend a move while this jutsu is active to have adverse effect on opponents. If a living organism comes into contact with a Plasmoid arc, the organism then will begin to feel extremely cold as their body begins to freeze preventing movement for one turn. During this time, the freezing cause subsequent techniques to deal an additionally twenty damage points to the opponent’s body if they make contact.</p><ul> <li data-xf-list-type="ul">Can only be used twice per battle</li> <li data-xf-list-type="ul">No Plasmoid above A-rank next turn after deactivation</li> <li data-xf-list-type="ul">Lasts four turns</li> <li data-xf-list-type="ul">Requires Advanced Fuin</li> </ul><p><a href="https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119410">Approval</a></p><p>[/SPOILER]</p><p style="text-align: center"></p><p>[hr][/hr]</p><p></p><p style="text-align: center"><strong>Moondust</strong> - <a href="https://animebase.me/threads/custom-element-bureau.764498/post-21923818"><strong>Co-Creator</strong></a></p><p>[spoiler]</p><p><strong>( Mūndasuton: Runaāsenaru ) | Moondust: Lunar Arsenal</strong></p><p><strong>Type:</strong> Attack / Defense / Supplementary</p><p><strong>Rank:</strong> C - S</p><p><strong>Range:</strong> Short - Long</p><p><strong>Chakra:</strong> 15 - 40</p><p><strong>Damage:</strong> 30 - 80</p><p><strong>Description:</strong> Using Mūndasuton chakra, the user will be able to create objects, tools and other creations composed of the unique dust with two handseals. These can be created directly from the user's body, from already existing Mūndasuton, created from a source of earth. The creations can be created in the form similar to a gaseous state, but in reality it is simply an abundance of Mūndasuton on a microscopic level gathered into a form. This can be shaped, being used as free flowing waves and such, or more compacted to become a solid to create swords, spears, shields or anything else, limited to the creator's imagination; While also being able to be shifted between the two states at the user's will (dust-like/solid) while also keeping the "grinding" effects of the element. Of course, numerous creations can be made with a single use, though the power of each creation will be split accordingly. These objects can differ in size according to rank, ranging from being small as a senbon (C) to being as big as an incomplete susanoo (S). A unique feature to this is, once in physical contact with a target/Technology) it will passively attract miniscule amounts of Mūndasuton to said objects and will disrupt the technology altogether and making it unusable. This works on anything 1 rank stronger than the Mūndasuton and lower. Should the Moondust be purged from the technology, the device will resume function after one turn.</p><p></p><p>Note: S-rank variants can only be used 3x maximum with a two turn cool down between uses</p><p>Note: A-rank can only be used 4x max with a one turn cooldown</p><p></p><p><strong>( Mūndasuton: Ekuripusu ) | Moondust: Eclipse</strong></p><p><strong>Type:</strong> Defense | Supplementary</p><p><strong>Rank:</strong> B - A</p><p><strong>Range:</strong> Short - Long</p><p><strong>Chakra:</strong> 20 - 30 (-5 per turn)</p><p><strong>Damage:</strong> N/A (20 per turn)</p><p><strong>Description:</strong> This is a simple technique used usually to disarm the use of technology. With the use of 2 hand seals the user has a light amount of Mūndasuton begin to rise from the ground. This causes a light mist like cloud to cover the terrain, but it doesn't effect the visuals of anyone nor damage anyone. The dust would instantly cling to any technology on the field bar the users (due to having control of it not sticking to our things) and render it useless if it is of 1 rank higher than this technique or lower. If the user chooses, he could use this technique with a higher chakra cost, becoming A-rank but becoming more of a violent technique. This variant causes more of a localized dust storm that does the same as the weaker version, but also eats away the technology and anything else the user chooses. On technology and other things weak to Mūndasuton, it would take direct A-rank damage from this technique, but on human/living flesh, it would eat away at them by 20 damage per turn, sticking to their bodies if not delt with. The A-rank variant can only be used 3x and only lasts 3 turns. It would also need a 2 turn cool down once used. In either variant, should the cloud be removed, technology will resume function after one turn.</p><p></p><p><strong>( Mūndasuton: Nīru āmusutorongu ) | Moondust: Neil Armstrong</strong></p><p><strong>Type:</strong> Supplementary</p><p><strong>Rank:</strong> B - A</p><p><strong>Range:</strong> Short - Long</p><p><strong>Chakra:</strong> N/A [+10]</p><p><strong>Damage:</strong> N/A [+20/Depends on Technique]</p><p><strong>Description:</strong> This technique is a simple infusion type ability in which the infusion of Mūndasuton would supplement and strength future earthen techniques. By simply adding an additional hand seal to earth style techniques being used, the user will add an extra portion of chakra into them in order to apply a "shroud" of Moon dust to them. The Moon Dust would shroud the earthen technique in a way that it wouldn't actually touch it, floating along with it about a centimeter or so. This rough shroud would give the technique additional damage due to the aggressive nature of Mūndasuton, but also give off the effects of Mūndasuton; This includes shutting down technologies and sticking to things that comes into contact with it. When activated this way, it would last 3 turns, applying the additional chakra to earth techniques as needed, though can only be used 3x max. A second variant of this is used on non damaging or defensive style earth techniques. By adding the shroud of Mūndasuton to these type of techniques, the user is able to make the technique damaging. The damage given to said technique would be directory proportional to their rank; I.e. S-ranks will carry 80 damage. A-ranks 60 damage. Etc. This variant is A-rank and can only be used 4x, on 1 Technique per use and can't be used while the B-rank variant is active. Affected Earth techniques retain the S/W of regular Earth Release.</p><p></p><p>[/spoiler]</p><p>[hr][/hr]</p><p style="text-align: center"></p> <p style="text-align: center"><strong>Hellfire - <a href="http://narutobase.net/forums/showthread.php?t=13564&page=12&p=3187542&viewfull=1#post3187542">Student</a> </strong></p><p></p><p>A-rank</p><p></p><p>[SPOILER]<strong>Jigokuton|Meiun - [Hellfire Release| Doom]</strong></p><p>Rank: A</p><p>Type: Attack/Defence/Supplementary</p><p>Range:Short-Mid</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user will create a large pillar of hellfire to surround the guarding them from all sides and damaging the landscape as well. This technique activates quickly without the use of handseals and causes the opponent's water based attacks to become useless for the turn after this is used due to an increase in temperature.</p><p></p><p><strong>(Jigokuton: Mojuru Daichi no Gou) - Hellfire Release: Karma of the Burning Fields -</strong></p><p>Rank: A</p><p>Type: Supplementary/Offense</p><p>Range: Short/Medium/Long</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: The user focuses his hellfire chakra into the palm of his hand which he then slams on the ground in front of him. A wave of hellfire is then released that rages forwards while at the same time flames burst upwards from below the surface as the fire is traveling. The further the fire travels, the higher the flames will go and the wider they will be, making the scope of the jutsu overall looking like a slice of cake or a stretched triangle. The momentum of the raging flames can be used in an offensive way, however they don't really travel at a tremendous pace and can be dodged reasonably simple. What this jutsu makes so useful is that it has a reasonably wide range and can set parts of the battlefield ablaze, transforming it into an inferno. This inferno causes the temperature to rise all around the battlefield, resulting in already existing water sources, that were on the path or near the attack, to be evaporated (whether it be natural or custom made). Hereby using common sense it isn't going to evaporate for example water sources that are ten times larger than the jutsu or that are of a high-ranked water jutsu (which goes against the basic battle rules).</p><p></p><p>✘ All the effects of the jutsu count for everyone.</p><p>✘ Can only be used twice. [/SPOILER]</p><p></p><p>S-rank</p><p></p><p>[SPOILER]<strong>Jigokuton: Kaki Kaishin - Hellfire Release: Fire Conversion </strong></p><p>Rank: S</p><p>Type: Supplementary</p><p>Range: -</p><p>Chakra: 40</p><p>Damage: N/A</p><p>Description: User concentrates hell fire chakra to convert all the fire based attack into hell fire thus enabling than to overpower other fire based attacks. If 2 b rank fire attacks are collided the one with hell fire will easily overpower the normal fire, It increases fire based attacks 40% damage.</p><p>Note: Lasts 2 turns excluding the one its used</p><p>Note: can be used twice</p><p></p><p><strong>(Jigokuton: Sentoerumo no Jujihouka) - Hellfire Release: St. Elmo's Crossfire </strong>-</p><p>Rank: S</p><p>Type: Offensive</p><p>Range: Mid-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: The user releases his Hellfire chakra into the ground, which he concentrates on 5 points around the target. First the chakra bursts out of four of these locations around the target (imagine a square with the opponent in the center, the chakra bursts out at each of the corners of the square) as four heavy scorching and blazing chains made out of Hellfire. These chains go straight for the opponent in the center, piercing right through him while crossing each other to finally anchor themselves into the ground a few steps of where the opposing chain was released, creating an X-shape that ties down the opponent in the center.</p><p>The piercing alone is enough to cause mortal damage, however just after the chains bursted out of the ground and all of them pierced the target, the Hellfire chakra that was concentrated on the fifth spot, namely the center of the square and thus right below the target, is blasted upwards in the form of a fiery crucifix entangled with chains, making it for an instant look like that the target got crucified before turning to ash as a result of the flames.</p><p></p><p>✘ Can only be used twice per battle</p><p>✘ No Hellfire -or any other kind of fire- jutsu's can be used in the same and next turn</p><p></p><p><strong>Jigokuton| Tenraikeigoku - [Hellfire Release| Divine Punishment]</strong></p><p>Rank: S</p><p>Type: Attack</p><p>Range: Short-Long</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: Utilizing the Sword of Hellfire, the user stabs it into the ground first creating six plumes of fire around the target one-by-one in rapid succesion preventing escape for unskilled opponents. While the opponent is looking for a way to escape a plume of fire is then created under the opponent sending them upwards, to which the user will be above the enemy hurtling the sword of hellfire directly into the enemy.</p><p>[Usable Once]</p><p>[Must have Sword of Hellfire Active]</p><p></p><p><strong>(Jigokuton/Fuuinjutsu ♱ Dainana no Jigoku - Nekkami) - Hellfire Release/Sealing Arts: Seventh Hell - Heat Wave</strong></p><p>Rank: S</p><p>Type: Supplementary</p><p>Range: Short-Long</p><p>Chakra: 40</p><p>Damage: N/A</p><p>Description: Inspired by the "Circles of Hell" where Hell is a realm that houses the wicked in various levels, the user combines this with their fuuinjutsu to create a unique sealing technique that utilizes Hellfire chakra. The Seventh Circle of Hell is said to be the level where those who have committed violence against others or themselves are condemned to a lake of fire. The user will perform a series of three handseals and places his palms on the ground injecting a large amount of Hellfire chakra into the battlefield. This chakra manifest itself as sealing circle that places a large barrier seal on the battlefield. Immense heat spreads throughout the entire battlefield causing all water based techniques to become unusable as they would simply evaporate into steam. The heat generated said to be the heat emanating directly from the Seventh Hell's Lake of Hellfire. However, the user will also be unable to preform water release techniques during this time.</p><p>Note:</p><ul> <li data-xf-list-type="ul">Last two turns.</li> <li data-xf-list-type="ul">Only usable once per battle.</li> <li data-xf-list-type="ul">No Hellfire techniques in same turn and none above A-rank in the next</li> </ul><p><a href="https://animebase.me/threads/custom-element-jutsu-submission.764501/post-21899199">Approval</a></p><p></p><p><strong>Fuinjutsu/Jigokuton ✟ Roku Jigoku - Daikyōkan Jigoku - (Sealing Arts/Hellfire Release: Sixth Hell - Hell of Great Wailing)</strong></p><p><strong>Rank:</strong> S</p><p><strong>Type</strong>: Attack/Supplementary/Defense</p><p><strong>Range:</strong> Short-Long</p><p><strong>Chakra:</strong> 40</p><p><strong>Damage:</strong> 80</p><p><strong>Description:</strong> Inspired by the "Circles of Hell" where Hell is a realm that houses the wicked in various levels, the user combines this with their fuuinjutsu to create a unique sealing technique that utilizes Hellfire chakra. In the 6th circle, heretics are said to be constantly pierced by giant iron nails through their tongue which is ripped out and regrown starting the process anew for all eternity. After performing the necessary hand seals <strong>Dragon->Horse->Ram->Tiger</strong>, up to 4 nails are formed out of the user's Hellfire Chakra proportionate to the size of the target. If multiple nails are summoned, this technique can be used to target multiple people, splitting the damage evenly. These must be formed at least 5 meters away from the target and will pierce into them to initiate the seal. The nails have been combined with the<em> <strong>Sealing Tag</strong>'</em>s formulae so that once the nails pierce the target, movement and the ability to mold chakra are almost impossible while affected by this technique. <strong>However, takes one full turn for the seal to take full effect.</strong></p><p><strong>Note:</strong></p><ul> <li data-xf-list-type="ul">Only usable twice per battle with a<strong> two-turn cooldown in between usage.</strong></li> <li data-xf-list-type="ul">Requires Adv. Fuuin</li> </ul><p>[/SPOILER]</p><p></p><p>F-rank</p><p></p><p>[SPOILER]</p><p></p><p><strong>Jigokuton ♰ Jigokurasengan - Hellfire Release: Hellfire Spiraling Sphere</strong></p><p><strong>Rank:</strong> Forbidden</p><p><strong>Type:</strong> Attack</p><p><strong>Range:</strong> Short</p><p><strong>Chakra:</strong> 50</p><p><strong>Damage:</strong> 90 (-30 to user)</p><p><strong>Description: </strong>Like all Rasengan techniques this jutsu activates quickly without the need for handseals. The user starts by creating a normal rasengan and infuses it with Hellfire Chakra. The swirling mass contained within the Rasengan appears as a deep crimson said to lead to the bowels of hell itself. When it collides with the target, the Rasengan explodes into a rapidly swirling tornado of the crimson flames that would be enough to completely melt the bones of a Susanoo. However, the draw back to this technique is the backlash from the intense amount of swirling hellfire within the user's hand. The arm that the user performs this technique with is covered with a mass of 3rd degree burns making it unusable without proper and immediate medical treatment.</p><p><strong>Note:</strong></p><ul> <li data-xf-list-type="ul">Usable Once.</li> <li data-xf-list-type="ul">No Hellfire techniques the next three turns and no Fire techniques in the same turn</li> </ul><p><a href="https://animebase.me/threads/custom-element-jutsu-submission.764501/post-21899199">Approval</a></p><p></p><p><strong>Jigukton Mo-do: Hell Fire Mode</strong></p><p>Rank: Forbidden</p><p>Type: Supplementary</p><p>Range: -</p><p>Chakra: 80</p><p>Damage: N/a ( 50 to user )</p><p>Description: User absorbs Hell Fire chakra from sword thus entering into Hell Fire Mode. User can manipulate any fire jutsu ( his opponents also{up to a rank} ). This mode Allows Me to sense fire AT ANY DISTANCE ( i hav heat sensing ability approved in my bio THIS ENHANCES IT TO EXTREME ). All fire based Jutsu's are done with minimum time. All this comes to great cost as user's body is burned badly as the mode wears off in 3 turns.</p><p>Note:</p><p>1. Must hav Sword of Hell fire In battle</p><p>2. Lasts 3 turns</p><p>3. User cant battle after the mode wears off.</p><p>( Can only be taught by alimujtaba786 )</p><p></p><p><strong>Name: Ken no Jigokuhi : Sword Of Hell Fire</strong></p><p>Rank:Forbidden</p><p>Type:Supplementary</p><p>Range: All</p><p>Chakra Cost: 60 ( +10 to keep active )</p><p>Damage Points: 40 to 100</p><p>Description: A sword of fire which is brought from the depths of hell. can use all fire based attacks. enhance fire atatcks and increase fire attacks damage by 40.</p><p>NOTE:</p><p>1) while this sword is in play no other summonings can be done .</p><p>2) Sword can remain in play for 3 turns</p><p>( only alimujtaba786 can teach this jutsu</p><p></p><p><strong>Name: Jigokuton: Za-ate: Hell Fire Release: The End</strong></p><p>Rank: Forbidden</p><p>Type: Extreme Attack</p><p>Chakra: 150</p><p>Damage: 300</p><p>Dscription: User when in Hell Fire mode , Holding The sword of Hell Fire concentrates all the Hell Fire chakra through the sword making an very small orb of Very condensed Hell fire chakra, Then then orb rises into the sky and for about 20 feet and explodes with tremendous force thus incinerating the area of 20 km. User is Exhausted as well. Big crater is formed after the attack and it takes almost 75% of the user's chakra.</p><p>Note:</p><p>1. Once per battle</p><p>2. Last resort</p><p>3. User is almost out of chakra No s rank or a rank jutsu of any element</p><p>4. User cant use Fire or Hell fire anymore</p><p>5. Hell Fire mode wears off immediately</p><p>6. Sword of fire is deactivated[/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Geezus, post: 11091047, member: 8611"] [CENTER][B]Plasma - [URL='https://animebase.me/goto/post?id=22116170']Creator[/URL][/B] [/CENTER] [B]C-Rank [/B] [spoiler] [B]Purton ☆ Shishou no Jutsu - [Plasma Release ☆ Master of Heaven Technique] Type[/B]: Supplementary/Offensive/Defensive [B]Rank[/B]: C - S [B]Range[/B]: Short-Long [B]Chakra[/B]: 25 - 50 [B]Damage[/B]: 30 - 80 [B]Description[/B]: The most basic application of the Plasma Release, this technique will focus the user's chakra into plasma while using shape manipulation to form Plasma for a multitude of uses. These can range from blasts, waves, spikes, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies depending on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. The plasma is created within short-range or released from the body of the user but may reach up to long-range if applicable. Because of the nature of Plasma, this technique can be created in either of Plasma's forms as a superheated viscous substance that can melt objects or as translucent ionized superfluid gas that can cause severe electrical explosions. Constructs created through this technique can be sustained, but other Plasma techniques may not be used for the duration. Note: [LIST] [*]Can only use S-ranked three times per battle. [*]No S-Rank Plasma on the turn following the use of the S-Rank variant [*]Sustained constructs last up to three turns per use and requires one turn cool down between uses. [/LIST] [URL='https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119410']¤ Approved ¤[/URL] [/spoiler] [CENTER][/CENTER] B-rank [SPOILER] Purton| Choarashi - [Plasma Release| Hyperstorm] Rank: B Type: Supplementary Range: Short-Mid Chakra: 20 Damage: 40 Description: The user extends their arm outward then releasing a large spiraling gust of purple-lightning. While the lightning fires forth like branching arcs it stays within an invisible cone that extends outwards, predicted by the size of the user's palm. If the target is caught within the cone-of-lightning they will be continually electrocuted keeping them in place as the electrons bond with the electrons in the opponent's body. An outside force, or the technique ending, is required for a caught target to escape. [B]Purton ☆ Tentai no Souzou - [Plasma Release ☆ Creation of the Heavenly Bodies] Rank[/B]: B [B]Type[/B]: Supplementary / Defensive [B]Range[/B]: Short-Long [B]Chakra[/B]: 30 (+10 per turn) [B]Damage[/B]: N/A [B]Description[/B]: The user performs this technique by clapping their hands together and releasing their chakra into the terrain. This technique is unique in the fact that as long as the user keeps their hands clasped the range of this technique is capable of spreading further into the surrounding area. While the user's hands are clasped, the effective range of this technique steadily increases, reaching up long range after two turns. However regardless of the range of the technique, this technique creates a source of Plasma that may be utilized to perform additional Plasma techniques that need a source to be performed. By constantly feeding this source additional chakra, this technique will last up to three turns after being performed. Plasma techniques utilized from this source that don't originally require a source to be performed will be granted +20 damage due to less chakra system strain upon the user. Throughout the duration of the technique, Plasma arcs from the ground and reconnects giving opponent's a visual of just how far an area this technique's influence reaches however this technique by itself doesn't inherently pose a threat to the opponent. [B]Note[/B]: [LIST] [*]This technique's range grows as long the user keeps their hands clasped. The technique upon use creates a source of Plasma large enough it can be used to perform or boost one technique. This value increases by one for each turn the user's hands remain clasped or the technique reaches long-range meaning a maximum of three techniques may be boosted or performed. [*]While the user's hands are clasped, they may perform techniques released from the mouth that comprise the Plasma element, however they cannot perform other Plasma techniques until they unclasp their hands. [/LIST] [URL='https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119410']Approved[/URL] [/SPOILER] A-Rank [SPOILER] Purton| Kitsune-Bi no Jutsu - (Plasma Release| Fox Fire Technique) Rank: A Type: Attack/Supplementary Range: Short-Mid Chakra: 30 Damage: 60 Description: The user concentrates a dense amount of plasma around that surrounds and revolves around the user. These orbiting wads of matter are super-heated and can burn through nearly anything when they touch (strengths and weaknesses of this element still withstanding). When the user activates the chakra in one or multiple wads, the energy inside that ball is released and attacks any nearby targets. When the target(s) become hit, the heat and intensity of the fire burn right through the clothing and cause severe burns on the area of skin that the fire comes in contact with before proceeding to spread and engulf the target(s) in bright flames. (Only 3 Wads of Plasma form at a time) (Last Two turns; Usable Twice) Purton| Kanetsu Tosō - [Plasma Release| Superheated Coating] Rank: A Type: Supplementary/Attack Range: Short-Mid Chakra: 30 (+5 each turn) Damage: 60 (+15 to weapons attacks) Description: The user spews forth a fine coating of Plasma over a weapon or object of their choice. The Plasma will glue itself to the target and make them much stronger offensive weapons with superheated attacks. The coating can also be used to melt a target instead of enhancing it, making it both a supplemental and offensive technique, because of this the user has to use precise chakra control a to not melt their own weapons and as such must constantly control the plasma on thier weapons thereby meaning no plasma techniques during the usage of this technique. After three turns the plasma will be cooled by the user and allow for regular weapon techniques with no visible damage to the weapon. (last 3 turns if used for weapons) (no plasma techniques while in use.) [/SPOILER] S-rank [spoiler] [B]Purton | Kurūeru San - Plasma Release| Cruel Sun Rank: [/B]A - Forbidden [B]Type:[/B] Attack [B]Range: [/B]Short-Long [B]Chakra:[/B] 50-70 [B]Damage:[/B] 60-90 (-10 per turn) [B]Description: [/B]The strongest attack among the Plasma Release, this technique's power is dependent on the number of turns the user spends channeling chakra into the technique. The technique can be channeled for a maximum of three turns, growing in rank as the user gathers Plasma chakra. The technique begins with the user raising a finger towards the sky, gathering plasma into a orb above the finger. The orb starts small about the size of a basketball (A-rank), but as the user channels chakra into the technique it grows substantially in size and power, its final size being roughly half the size of a Tailed Beast Bomb (Forbidden Rank). As the technique grows, it radiates so much heat that it resembles a miniature sun and can begin to melt non-chakra infused metals within mid-range. Once released, the technique can be controlled by hand gestures. Note: [LIST] [*]A-rank usable three times per battle with a one-turn cooldown. A-rank use weakens water techniques by -10 damage for the next turn. S-rank usable twice per battle with a two-turn cooldown. S-rank reduces the rank of all water techniques by one for the next turn. Forbidden-rank usable once prevents use of water based techniques for the next turn. However, user sustains damage for each turn charged, meanwhile the user may not perform any additional techniques that require chakra while performing this jutsu. [/LIST] [URL='https://animebase.me/threads/custom-element-jutsu-submission.764501/post-21899199']Approval[/URL] [B]Purton ☆ Tengoku Samidare - [Plasma Release ☆ Heavenly Rain] Rank[/B]: S [B]Type[/B]: Attack/Defense/Supplementary [B]Range[/B]: Mid - Long [B]Chakra[/B]: 50 [B]Damage[/B]: 80 [B]Description[/B]: A technique whose usage relies on the prior use of [I]Plasma Release| Creation of the Heavenly Bodies [/I]to complete, the user starts by creating four handseals while collecting chakra within the superfluid plasma spread onto battlefield. After the seals have been completed the technique activates causing plasma to split off from the source and attack the opponent in the form of a single, 2, 4, or 8 orbs splitting damage between them evenly. Plasma from the source can be made to rise into the air (at least five meters away from the intended target) to attack the target or act as a trap, becoming a floating mine field for opponents. This technique results in one or multiple explosions that capable of melting large areas of rock due to the superheated nature of the Plasma and while this technique is present on the battlefield, the user can freely manipulate the orbs to attack or defend against targets however, no additional Plasma techniques may be used while this technique is in use. [B]Note[/B]: [LIST] [*]Usable twice per battle. [*]No Plasma above A-rank for one turn after technique is used to attack or defend. [/LIST] [URL='https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119410']Approval[/URL] [/spoiler] [HR][/HR] [CENTER][B]Plasmoid - [/B][URL='https://animebase.me/threads/custom-element-bureau.764498/post-21915933'][B]Creator[/B][/URL] [/CENTER] C-rank [SPOILER] [B](Purasumoidoton: Shishou no Jutsu) Plasmoid Release: Master Technique[/B] Type: Supplementary/Offensive/Defensive Rank: C - S Range: Short-long Chakra: 15 - 40 (+5 per turn to maintain C & B rank, +10 per turn to maintain A to S rank) Damage: 30 - 80 Description: The user will perform a number of handseals (B-rank = 2, A-rank= 3, S-rank = 4) depending on the amount of chakra they wish to use in order to create various three dimensional objects out of their Plasmoid chakra. These forms are limited to the user's imagination and the Plasmoid appears to be transparent shape with small sphere located at its center that glows and radiates arcing streams of energy along the confines of the shape. Once a target encounters the Plasmoid, the center sphere grows bright and explodes outwards with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius and/or allows the blast to extend outward upon the targeted area up to 5 meters, the energy drains the object of its thermal energy if its weak to Plasmoid which can force organic objects to be flash frozen in place. The size and shape of these objects are also determined by the amount of chakra the user plans to use. C-rank usage can create simple objects such as basic 3-d shapes, swords, shields, platforms, etc. These may be no larger then the user's own size. B-rank usage allows the user to create objects no larger then double the user's own size. A-rank use allows the user to create objects that can cover a 5 meter area. S rank would allow the user to create objects up to a mid-ranged area. They can however be used like a projectiles that reach out to long range and can be maintained at the expense of chakra per turn during which no additional Plasmoid techniques can be used. Note: Can only use S-ranked technique twice per battle, A-Rank can be used three times per battle. Note: Requires a two turn cool down following the use of the S-Rank variant Note: Constructs may be sustained with C and B ranks draining 5 additional chakra per turn while A and S ranks will drain 10 extra chakra per turn. [/SPOILER] B-Rank [SPOILER]Purasumoidoton: Ginga no Noroi) Plasmoid Release: Galactic Cursing Type: Supplementary/Offensive/Defensive Rank: B Range: Short-long Chakra Cost: 20 Damage points: N/A Description: The Galactic Curse Technique is a technique that infuses chakra into various techniques employed by the user. It's first variation is performed by creating an extra Tiger hand seal in the same time frame as one of their Plasmoid techniques which will allow the user to infuse the Plasmoid Jutsu with fire chakra. By taking advantage of Plasmoid Release's innate ability to siphon thermal energy from objects, the user will be able to increase the power of their Plasmoid jutsu. This is caused by the fire chakra's thermal energy being absorbed and converted into additional energy for the Plasmoid, and as a result the Plasmoid technique will have its strength increased due to the extra energy in it. This will translate into the technique to gaining +1 rank or +20 defensive or offensive properties depending on the technique.The alternate variation of this technique allows the user in the same time frame as one of their Ninjutsu based or Elemental techniques to passively activate a thin illuminated barrier of Plasmoid surrounding it(original technique retains its original S/Wes). This will allow the technique to draw in more thermal energy from the environment due to Plasmoid’s innate nature to siphon thermal energy. Techniques that have this coating of Plasmoid will have the excess energy inputted into them and gain +20 damage or +1 rank depending on the technique. Note: Only one variation can be used at a time. Note: Can only be used four times. [/SPOILER] A-rank [CENTER][/CENTER] [SPOILER] [B](Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly Blessing[/B] Type: [B]Supplementary/Defense[/B] Rank: A Range: Short Chakra Cost: [B]30 (+10 per turn to maintain barrier)[/B] Damage points: N/A Description: A body seal that activates at the start of battle that will passively infuse the user's clothing/armor with Plasmoid chakra. The Plasmoid forms the kanji for heaven (天) on the user's clothing/armor appearing as a bright white symbol. As a result of this seal, arcs of energy will be seen flowing off of the user’s clothing up to a meter from the user. The purpose of this seal is to increase the power of techniques utilized by the user by constantly absorbing nearby thermal energy. To achieve this effect, the user will utilize the signature property of Plasmoid. This involves siphoning thermal energy off of energy based objects once in range or the opponent if they get within range [B](5m)[/B]. As an energy based object [B]weak to Plasmoid[/B] nears the user, the seal will passively draw in the thermal energy and convert it to chakra for the user. By doing this the user will be able to passively enhance one of their techniques by twenty damage points or one rank depending on the situation by using the chakra to empower the techniques even more[B]. At the cost of a move when an opponent gets within range, the user can preform the seal of confrontation to activate the seal. This will cause a short range spherical barrier to expand with the user at the center. In this barrier, the user effectively becomes the core of the Plasmoid and the barrier will move along with the user. Opponents who are within this barrier will begin to feel sluggish and cold as their thermal energy drains, this results in their speed being reduced by 2 levels and taijutsu and weapon techniques to be weakened by 10 damage. This effect increases by 1 speed levels and 5 damage for each turn the opponent remains in range. Eventually on the 4th turn, the target will be rendered completely frozen due to losing all their thermal energy. To maintain the barrier will however drain the user of 10 additional chakra per turn during which no other chakra based techniques can be used. [/B] Note: [LIST] [*]Must be stated in the user’s biography or at the start of a battle. [*]After empowering an attack or[B] activating the barrier[/B], this technique goes into a[B] three [/B]turn cool down. [/LIST] [B](Purasumoidoton/Fuinjutsu: Ōji no Chi) Plasmoid Sealing Arts: Blood of the Prince[/B] Type: Supplementary Rank: A Range: Short Chakra Cost: 30 Damage points: N/A Description: The user will at the cost of a move perform two hand seals during battle to releases their plasmoid chakra up five meters of where they are in every direction. This will cause the user’s plasmoid chakra to affect the area up to five meters around by absorbing and sealing the thermal energy out of everything nearby them. This simply means that the air around the user will drain of its thermal energy and in return the air surrounding the user will drop in temperature and become noticeably colder. Also, the ground the user is standing on will also be affected. In terms of a grassy field the energy will be drained out of the grass causing it to wilt and die. This effect will be emulated depending on the field the user is on but in some cases the ground would only become noticeably colder. The main purpose of doing so comes into place when the unique properties of the Fuinjutsu unseal the energy from the environment back into the user’s body which would flood their body with a foreign energy allowing them to rejuvenate their chakra and relieve themselves of mental/spiritual ailments of things like genjutsu or Yin Release up to S-rank, barring Mangekyou Sharingan level genjutsu . If desired the user can activate this technique and drain their surroundings of energy but they can choose to not use the sealed energy right away. The user can choose to wait and passively flood their body with chakra if used later in the fight. Note: Can only be used three times with a two turn cool down Note: Has no effect on opponents [/SPOILER] S-Rank [SPOILER] [B](Fuinjutsu/Purasumoidoton: Ken tōshi no Yobidashi) - Plasmoid Release/Sealing: Gladiator Invoked[/B] Type: Supplementary/Offensive/Defensive Rank: S Range: Chakra Cost: 40 [B](+10 per turn)[/B] Damage points: N/A or 80 Description: The user will perform three hand seals and coat their body in a thick layer of Plasmoid chakra. The user’s Plasmoid chakra will take the form of an [B]aura[/B] over the user’s body in which is also combined with sealing properties. Due to the massive amount of Plasmoid chakra active the user’s body will hard to see within the [B]aura[/B]. The main ability of this aura is to passively absorb thermal energy near the user. This feat is accomplished because the Plasmoid aura will be radiating arcs of energy off of the user’s body up to five meters from it, and because it has the innate ability to draw thermal energy towards it. As a result of this, energy based techniques that enter five meters from the user will be reduced by one rank if weak to Plasmoid. Next, the user is capable of spending a move to create weapons crafted out of Plasmoid chakra from their body which can be no larger than five meters in width and length, and up to S-rank strength. These weapons/tools can serve as an extension of the user’s body if wanted or thrown as a projectile up to long range. Lastly, the armor has the ability to draw in thermal energy at a faster rate than normal. By spending a move the user can expand the arcs of energy radiating off of the user’s body up to mid range, and quickly drain a targeted energy source of its thermal energy. This ability can be done in the same time frame as this technique’s activation, so that it only requires one move. If the user targets the opponent, the target will begin to freeze over and be unable to move and would susceptible to additional damage. This in turn would cause the next technique to be deal 20 additional damage to the opponent. If an energy-based target or technique has been affected by this ability it is possible for the user to choose to apply the sealing properties of this technique. Once absorbed, the user can choose to unseal the energy back into their body and as a result empower one of their future techniques by one rank or twenty damage points depending on the technique. Due to the nature of this technique, it is possible for the user to affect energy sources up to S-rank once per turn. [B]Note: [/B] Last 3 turns, usable twice per battle. No Plasmoid Techniques for above A-rank next turn . [B](Fuinjutsu/Purasumoidoton: Fuma Shuriken) Sealing Arts/Plasmoid Release: Demon Windmill Shuriken[/B] Type: Supplementary/Offensive/Defensive Rank: S Range: Short-long Chakra Cost: 40 (80 for two) Damage points: 80 (100 for two) Description: The user will focus their chakra as they place their hand to the side them creating a three dimensional Windmill Shuriken shaped construct of Plasmoid above the palm of their hand that is also embedded with a fuinjutsu script. The Plasmoid appears to be transparent with a small sphere located at its center that glows with a soft light as arcing streams of energy that radiate from it. What's unique about this technique is the fuinjutsu applied to the shuriken give it the ability to track the chakra source of a target, making it almost impossible to evade. This means that one must stop or block the Shuriken as simply moving out of it's path would be ineffective as the Shuriken will quickly correct course. The Shuriken is dense and extremely sharp able to slice a target as the arcing energy would be drawn to the target, absorbing heat from the target weakening it. The center sphere then seems to explode with a tremendous amount of force creating a short-ranged blast radius. The user is able to use double the chakra cost to effectually create two Shuriken, with one hiding within the shadow of the other, requiring some form of enhanced perception like Sensing or Doujutsu to notice the second Shuriken. The technique isn't limited to just affecting physical matter; it can also affect chakra-based defenses and intangible elements as well; But the resulting damage that this technique can produce varies considerably, being more effective against heat based elements. [B]Note[/B]: [LIST] [*]Requires a two turn cool down and can only be used[B] two times per battle[/B] [*]Can only use Double Shuriken once per battle [*]Can only be taught by LGeezy [/LIST] [B](Deddozōn) | Dead Zone Type:[/B] Offensive/Defensive/Supplementary [B]Rank[/B]: S [B]Range:[/B] Short-Mid [B]Chakra:[/B] 70 (-10 each turn) [B]Damage:[/B] N/A [B]Description: [/B]The user will perform [B]four[/B] hand seals creating a barrier sealing jutsu that expands the user's Plasmoid chakra into any three-dimensional shape with a variety of sealing scripts which can be seen rotating around the barrier. This barrier extends up to mid-range with their body being the epicenter and will move along with the user. Arcs of energy can be seen spreading throughout this barrier awaiting its moment to activate. The main purpose of this technique is to affect targets with thermal energy who remain or enter inside the "Dead Zone". Passively, due to the sealing script present along the barrier, the plasmoid arcs remove thermal energy of jutsus within range while the sealing nature of this technique facilitates the absorbing of chakra. This reduces the chakra of the opposing jutsu by ten and thus reduces its rank or alternatively removes an abundance of additional chakra which may be boosting the technique causing it to lose a single boost. Most techniques will be affected by this ability since they contain some amount of thermal energy but there are some cases where a technique could be devoid of thermal energy or resistant to having this energy affected. For this very reason, jutsu that are strong to Plasmoid will not be affected by the weakening portion of this jutsu; however, techniques that are strong to Plasmoid can still be affected by the sealing ability which allows the user to remove a boost to the applicable technique[B]. [/B]If desired, it is possible for the user to spend a move while this jutsu is active to have adverse effect on opponents. If a living organism comes into contact with a Plasmoid arc, the organism then will begin to feel extremely cold as their body begins to freeze preventing movement for one turn. During this time, the freezing cause subsequent techniques to deal an additionally twenty damage points to the opponent’s body if they make contact. [LIST] [*]Can only be used twice per battle [*]No Plasmoid above A-rank next turn after deactivation [*]Lasts four turns [*]Requires Advanced Fuin [/LIST] [URL='https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119410']Approval[/URL] [/SPOILER] [CENTER][/CENTER] [hr][/hr] [CENTER][B]Moondust[/B] - [URL='https://animebase.me/threads/custom-element-bureau.764498/post-21923818'][B]Co-Creator[/B][/URL][/CENTER] [spoiler] [B]( Mūndasuton: Runaāsenaru ) | Moondust: Lunar Arsenal Type:[/B] Attack / Defense / Supplementary [B]Rank:[/B] C - S [B]Range:[/B] Short - Long [B]Chakra:[/B] 15 - 40 [B]Damage:[/B] 30 - 80 [B]Description:[/B] Using Mūndasuton chakra, the user will be able to create objects, tools and other creations composed of the unique dust with two handseals. These can be created directly from the user's body, from already existing Mūndasuton, created from a source of earth. The creations can be created in the form similar to a gaseous state, but in reality it is simply an abundance of Mūndasuton on a microscopic level gathered into a form. This can be shaped, being used as free flowing waves and such, or more compacted to become a solid to create swords, spears, shields or anything else, limited to the creator's imagination; While also being able to be shifted between the two states at the user's will (dust-like/solid) while also keeping the "grinding" effects of the element. Of course, numerous creations can be made with a single use, though the power of each creation will be split accordingly. These objects can differ in size according to rank, ranging from being small as a senbon (C) to being as big as an incomplete susanoo (S). A unique feature to this is, once in physical contact with a target/Technology) it will passively attract miniscule amounts of Mūndasuton to said objects and will disrupt the technology altogether and making it unusable. This works on anything 1 rank stronger than the Mūndasuton and lower. Should the Moondust be purged from the technology, the device will resume function after one turn. Note: S-rank variants can only be used 3x maximum with a two turn cool down between uses Note: A-rank can only be used 4x max with a one turn cooldown [B]( Mūndasuton: Ekuripusu ) | Moondust: Eclipse Type:[/B] Defense | Supplementary [B]Rank:[/B] B - A [B]Range:[/B] Short - Long [B]Chakra:[/B] 20 - 30 (-5 per turn) [B]Damage:[/B] N/A (20 per turn) [B]Description:[/B] This is a simple technique used usually to disarm the use of technology. With the use of 2 hand seals the user has a light amount of Mūndasuton begin to rise from the ground. This causes a light mist like cloud to cover the terrain, but it doesn't effect the visuals of anyone nor damage anyone. The dust would instantly cling to any technology on the field bar the users (due to having control of it not sticking to our things) and render it useless if it is of 1 rank higher than this technique or lower. If the user chooses, he could use this technique with a higher chakra cost, becoming A-rank but becoming more of a violent technique. This variant causes more of a localized dust storm that does the same as the weaker version, but also eats away the technology and anything else the user chooses. On technology and other things weak to Mūndasuton, it would take direct A-rank damage from this technique, but on human/living flesh, it would eat away at them by 20 damage per turn, sticking to their bodies if not delt with. The A-rank variant can only be used 3x and only lasts 3 turns. It would also need a 2 turn cool down once used. In either variant, should the cloud be removed, technology will resume function after one turn. [B]( Mūndasuton: Nīru āmusutorongu ) | Moondust: Neil Armstrong Type:[/B] Supplementary [B]Rank:[/B] B - A [B]Range:[/B] Short - Long [B]Chakra:[/B] N/A [+10] [B]Damage:[/B] N/A [+20/Depends on Technique] [B]Description:[/B] This technique is a simple infusion type ability in which the infusion of Mūndasuton would supplement and strength future earthen techniques. By simply adding an additional hand seal to earth style techniques being used, the user will add an extra portion of chakra into them in order to apply a "shroud" of Moon dust to them. The Moon Dust would shroud the earthen technique in a way that it wouldn't actually touch it, floating along with it about a centimeter or so. This rough shroud would give the technique additional damage due to the aggressive nature of Mūndasuton, but also give off the effects of Mūndasuton; This includes shutting down technologies and sticking to things that comes into contact with it. When activated this way, it would last 3 turns, applying the additional chakra to earth techniques as needed, though can only be used 3x max. A second variant of this is used on non damaging or defensive style earth techniques. By adding the shroud of Mūndasuton to these type of techniques, the user is able to make the technique damaging. The damage given to said technique would be directory proportional to their rank; I.e. S-ranks will carry 80 damage. A-ranks 60 damage. Etc. This variant is A-rank and can only be used 4x, on 1 Technique per use and can't be used while the B-rank variant is active. Affected Earth techniques retain the S/W of regular Earth Release. [/spoiler] [hr][/hr] [CENTER] [B]Hellfire - [URL='http://narutobase.net/forums/showthread.php?t=13564&page=12&p=3187542&viewfull=1#post3187542']Student[/URL] [/B][/CENTER] A-rank [SPOILER][B]Jigokuton|Meiun - [Hellfire Release| Doom][/B] Rank: A Type: Attack/Defence/Supplementary Range:Short-Mid Chakra: 30 Damage: 60 Description: The user will create a large pillar of hellfire to surround the guarding them from all sides and damaging the landscape as well. This technique activates quickly without the use of handseals and causes the opponent's water based attacks to become useless for the turn after this is used due to an increase in temperature. [B](Jigokuton: Mojuru Daichi no Gou) - Hellfire Release: Karma of the Burning Fields -[/B] Rank: A Type: Supplementary/Offense Range: Short/Medium/Long Chakra Cost: 30 Damage Points: 60 Description: The user focuses his hellfire chakra into the palm of his hand which he then slams on the ground in front of him. A wave of hellfire is then released that rages forwards while at the same time flames burst upwards from below the surface as the fire is traveling. The further the fire travels, the higher the flames will go and the wider they will be, making the scope of the jutsu overall looking like a slice of cake or a stretched triangle. The momentum of the raging flames can be used in an offensive way, however they don't really travel at a tremendous pace and can be dodged reasonably simple. What this jutsu makes so useful is that it has a reasonably wide range and can set parts of the battlefield ablaze, transforming it into an inferno. This inferno causes the temperature to rise all around the battlefield, resulting in already existing water sources, that were on the path or near the attack, to be evaporated (whether it be natural or custom made). Hereby using common sense it isn't going to evaporate for example water sources that are ten times larger than the jutsu or that are of a high-ranked water jutsu (which goes against the basic battle rules). ✘ All the effects of the jutsu count for everyone. ✘ Can only be used twice. [/SPOILER] S-rank [SPOILER][B]Jigokuton: Kaki Kaishin - Hellfire Release: Fire Conversion [/B] Rank: S Type: Supplementary Range: - Chakra: 40 Damage: N/A Description: User concentrates hell fire chakra to convert all the fire based attack into hell fire thus enabling than to overpower other fire based attacks. If 2 b rank fire attacks are collided the one with hell fire will easily overpower the normal fire, It increases fire based attacks 40% damage. Note: Lasts 2 turns excluding the one its used Note: can be used twice [B](Jigokuton: Sentoerumo no Jujihouka) - Hellfire Release: St. Elmo's Crossfire [/B]- Rank: S Type: Offensive Range: Mid-Long Chakra Cost: 40 Damage Points: 80 Description: The user releases his Hellfire chakra into the ground, which he concentrates on 5 points around the target. First the chakra bursts out of four of these locations around the target (imagine a square with the opponent in the center, the chakra bursts out at each of the corners of the square) as four heavy scorching and blazing chains made out of Hellfire. These chains go straight for the opponent in the center, piercing right through him while crossing each other to finally anchor themselves into the ground a few steps of where the opposing chain was released, creating an X-shape that ties down the opponent in the center. The piercing alone is enough to cause mortal damage, however just after the chains bursted out of the ground and all of them pierced the target, the Hellfire chakra that was concentrated on the fifth spot, namely the center of the square and thus right below the target, is blasted upwards in the form of a fiery crucifix entangled with chains, making it for an instant look like that the target got crucified before turning to ash as a result of the flames. ✘ Can only be used twice per battle ✘ No Hellfire -or any other kind of fire- jutsu's can be used in the same and next turn [B]Jigokuton| Tenraikeigoku - [Hellfire Release| Divine Punishment][/B] Rank: S Type: Attack Range: Short-Long Chakra: 40 Damage: 80 Description: Utilizing the Sword of Hellfire, the user stabs it into the ground first creating six plumes of fire around the target one-by-one in rapid succesion preventing escape for unskilled opponents. While the opponent is looking for a way to escape a plume of fire is then created under the opponent sending them upwards, to which the user will be above the enemy hurtling the sword of hellfire directly into the enemy. [Usable Once] [Must have Sword of Hellfire Active] [B](Jigokuton/Fuuinjutsu ♱ Dainana no Jigoku - Nekkami) - Hellfire Release/Sealing Arts: Seventh Hell - Heat Wave[/B] Rank: S Type: Supplementary Range: Short-Long Chakra: 40 Damage: N/A Description: Inspired by the "Circles of Hell" where Hell is a realm that houses the wicked in various levels, the user combines this with their fuuinjutsu to create a unique sealing technique that utilizes Hellfire chakra. The Seventh Circle of Hell is said to be the level where those who have committed violence against others or themselves are condemned to a lake of fire. The user will perform a series of three handseals and places his palms on the ground injecting a large amount of Hellfire chakra into the battlefield. This chakra manifest itself as sealing circle that places a large barrier seal on the battlefield. Immense heat spreads throughout the entire battlefield causing all water based techniques to become unusable as they would simply evaporate into steam. The heat generated said to be the heat emanating directly from the Seventh Hell's Lake of Hellfire. However, the user will also be unable to preform water release techniques during this time. Note: [LIST] [*]Last two turns. [*]Only usable once per battle. [*]No Hellfire techniques in same turn and none above A-rank in the next [/LIST] [URL='https://animebase.me/threads/custom-element-jutsu-submission.764501/post-21899199']Approval[/URL] [B]Fuinjutsu/Jigokuton ✟ Roku Jigoku - Daikyōkan Jigoku - (Sealing Arts/Hellfire Release: Sixth Hell - Hell of Great Wailing) Rank:[/B] S [B]Type[/B]: Attack/Supplementary/Defense [B]Range:[/B] Short-Long [B]Chakra:[/B] 40 [B]Damage:[/B] 80 [B]Description:[/B] Inspired by the "Circles of Hell" where Hell is a realm that houses the wicked in various levels, the user combines this with their fuuinjutsu to create a unique sealing technique that utilizes Hellfire chakra. In the 6th circle, heretics are said to be constantly pierced by giant iron nails through their tongue which is ripped out and regrown starting the process anew for all eternity. After performing the necessary hand seals [B]Dragon->Horse->Ram->Tiger[/B], up to 4 nails are formed out of the user's Hellfire Chakra proportionate to the size of the target. If multiple nails are summoned, this technique can be used to target multiple people, splitting the damage evenly. These must be formed at least 5 meters away from the target and will pierce into them to initiate the seal. The nails have been combined with the[I] [B]Sealing Tag[/B]'[/I]s formulae so that once the nails pierce the target, movement and the ability to mold chakra are almost impossible while affected by this technique. [B]However, takes one full turn for the seal to take full effect. Note:[/B] [LIST] [*]Only usable twice per battle with a[B] two-turn cooldown in between usage.[/B] [*]Requires Adv. Fuuin [/LIST] [/SPOILER] F-rank [SPOILER] [B]Jigokuton ♰ Jigokurasengan - Hellfire Release: Hellfire Spiraling Sphere Rank:[/B] Forbidden [B]Type:[/B] Attack [B]Range:[/B] Short [B]Chakra:[/B] 50 [B]Damage:[/B] 90 (-30 to user) [B]Description: [/B]Like all Rasengan techniques this jutsu activates quickly without the need for handseals. The user starts by creating a normal rasengan and infuses it with Hellfire Chakra. The swirling mass contained within the Rasengan appears as a deep crimson said to lead to the bowels of hell itself. When it collides with the target, the Rasengan explodes into a rapidly swirling tornado of the crimson flames that would be enough to completely melt the bones of a Susanoo. However, the draw back to this technique is the backlash from the intense amount of swirling hellfire within the user's hand. The arm that the user performs this technique with is covered with a mass of 3rd degree burns making it unusable without proper and immediate medical treatment. [B]Note:[/B] [LIST] [*]Usable Once. [*]No Hellfire techniques the next three turns and no Fire techniques in the same turn [/LIST] [URL='https://animebase.me/threads/custom-element-jutsu-submission.764501/post-21899199']Approval[/URL] [B]Jigukton Mo-do: Hell Fire Mode[/B] Rank: Forbidden Type: Supplementary Range: - Chakra: 80 Damage: N/a ( 50 to user ) Description: User absorbs Hell Fire chakra from sword thus entering into Hell Fire Mode. User can manipulate any fire jutsu ( his opponents also{up to a rank} ). This mode Allows Me to sense fire AT ANY DISTANCE ( i hav heat sensing ability approved in my bio THIS ENHANCES IT TO EXTREME ). All fire based Jutsu's are done with minimum time. All this comes to great cost as user's body is burned badly as the mode wears off in 3 turns. Note: 1. Must hav Sword of Hell fire In battle 2. Lasts 3 turns 3. User cant battle after the mode wears off. ( Can only be taught by alimujtaba786 ) [B]Name: Ken no Jigokuhi : Sword Of Hell Fire[/B] Rank:Forbidden Type:Supplementary Range: All Chakra Cost: 60 ( +10 to keep active ) Damage Points: 40 to 100 Description: A sword of fire which is brought from the depths of hell. can use all fire based attacks. enhance fire atatcks and increase fire attacks damage by 40. NOTE: 1) while this sword is in play no other summonings can be done . 2) Sword can remain in play for 3 turns ( only alimujtaba786 can teach this jutsu [B]Name: Jigokuton: Za-ate: Hell Fire Release: The End[/B] Rank: Forbidden Type: Extreme Attack Chakra: 150 Damage: 300 Dscription: User when in Hell Fire mode , Holding The sword of Hell Fire concentrates all the Hell Fire chakra through the sword making an very small orb of Very condensed Hell fire chakra, Then then orb rises into the sky and for about 20 feet and explodes with tremendous force thus incinerating the area of 20 km. User is Exhausted as well. Big crater is formed after the attack and it takes almost 75% of the user's chakra. Note: 1. Once per battle 2. Last resort 3. User is almost out of chakra No s rank or a rank jutsu of any element 4. User cant use Fire or Hell fire anymore 5. Hell Fire mode wears off immediately 6. Sword of fire is deactivated[/SPOILER] [/QUOTE]
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