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Doton

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



(Doton: Nyūsho) - Earth Release: Bondage
Rank: B at human size/A at larger sizes
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will manipulate the ground to make chains of rock either softly emerge and wrap around an opponent's legs discretely or launch them at high speed and force in order to catch an already moving target.
These chains use the ground as a source of material, thus can be made at any size. For example, they can be made at such a size that can restrict the movement of a summon the size of the chief toad.
Note:
-Cannot be made larger than one metre per ring's length.
-The chains become breakable by force capable of breaking rocks of the same size once the user uses a different chakra affinity or loses contact to the ground
-The user must remain in contact with the ground as the chains emerge.
-Only useable 4 times per battle

(Doton:Sakashima Ishi Shawa)Earth Style: Reverse Stone Shower
Rank: S
Type: Offensive
Range: Mid
Chakra Cost: 40
Damage: 80 (+15 if hit by the falling rocks)
Description: The user will make 2 hand seals and slam their hands to the ground channelling their Doton chakra into the ground and spreading it evenly all around the underneath of their opponent, the user will then make a further handseal and hundreds of sharp edged, torpedo shaped, pointed, chunks of rock will fly up from the ground underneath the opponent hitting the opponent with enough force to make deep lacerations and cuts in the opponents skin. The chunks of rocks that are saturated in the users doton chakra will then fall back to the ground due to earth's gravitational pull the speed at which the rocks fall can be increased slightly by the user making them fall faster. The rocks will hit the opponent as they fall and cause further damage.

Note: Can only be used twice per battle
Note: No other earth jutsu in the same turn
Note: No S ranks in the same turn
 
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Coiling Dragon Arts | Maki doragon - ātsu

Type: NinBukijutsu

Background: Coiling Dragon arts was crafted by a Shinobi named Shady during one of his journeys. At one point he had fought one of the great Sannin, Orochimaru witnessing his abilities first hand. Of course, Shady had taken notice of the man's unique body, and the way his limbs easily moved with great flexibility. He was impressed. Such nimble movements and little to no restrictions when the man moved. Shady loved the idea of using such a nimble body in close combat but knew it was near impossible to physical reenact what Orochimaru's body was doing. There was another way though. Being a master of Staves also, Shady took the 3-section style staves and used them to recreate the flexible movements of Orochimaru in close combat.

Description on the Abilities and Inner Workings of the Style: The Coiling Dragon arts revolves around using one to four 3-section Staves in place of the user's limbs, allowing greater range, flexibility with attacks, and less restrictions on how a limb would typically move. The basic concept of the style is using the 3-section staff in a nunchaku fashion, swinging wise. By using chakra (whether it's raw or elemental) the user will create artificial limbs of chakra around the two sections of the staff not being held. The limbs created are either an arm or leg, with chakra in between each section in the form of chains acting as joints for the limbs.



This let's the user swing the said limb around with the unpredictability of a nunchaku user, but with the limb of a human body, without the drawbacks of joints, bones and muscles stretching or breaking. This coupled with the user having full control of how the limbs move (since its their chakra) lets the user essentially strike from any position. The affects of the limbs vary depending on how the user creates them though. He could use lightning to create a leg, which would gain the unique properties of lightning, being able to pierce, numb and paralyze things that it hits. Other elements would gain their respective traits while raw chakra would cause blunt damage. Wind would be able to slice through things, or use wind's suction ability to suck things towards it or blow things away. Fire would burn things and catch things on fire of course. Another unique use of the sections is the extension of ranges. With the chakra in between the sections acting as links, the user can expand the gap in between each section to stretch how far the staves can get to while maintaining its flexibility, reaching even up to long range in some cases. With these things added to the 3-section staff, the user becomes a greater close combat practitioner, being able to deliver what would otherwise be impossible strikes from various angles and ranges.

Example Techniques:
Coiling Dragon arts | Nova Shenron's Jab
Type: Attack
Rank: A-rank
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
Using the basis of the style with katon chakra, the user will create an arm of katon on either one staff or two staffs held in opposite hands. The user would then swing the arm(s) in such a fashion that they swing forward doing a fast and powerful jab. The arms can very in size, ranging from as big as an average human arm to that of an arm with 20m length (when extending to long range) and 5m in width. If used with one staff the punch is A-rank in power, if used with two, the power is split into 2 B-Ranks.

- only usable 4x
- can not be used in consecutive turns

Coiling Dragon Arts | Omega Shenron's Final Kick
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
Using the basis of the style with raw chakra, the user will create a muscular leg around a single staff. Swinging the staff upwards untill the sole of the foot (top of the staff) is pointing at the sky, the user expands the leg into a massive size in a split second whilst extending the sections of the staff with the chakra joints in between. The leg is 25m long when swung upwards, while it's overall width is around 15m in total. Within the same motion of the upwards swing, the user goes straight into doing a downwards swing at the target, causing the leg to do a downwards heel drop on top of the said target. This causes massive destruction to the terrain and can fight on par with elements due to the shape manipulation. The destruction is so intense that it can destroy even the ground up to 10m away from where the kick actually lands, making it very difficult to simply evade.

- Usable once
- No Coiling Dragon Arts next turn

Maki doragon - ātsu: Shin ryū no kakuchō ) | Coiling Dragon Arts: Shenron's Extension
Show
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40 (-5 to maintain C-ranks, -10 to maintain B/A-ranks, -15 to maintain S-ranks)
Damage Points: 20-80
Description:
Shenron's Extension is the basic technique for the style, using simple raw chakra to create the limbs over the users Section-Staffs. The user can create arms or legs on one or more staffs, using them for purposes ranging from offensive attacks (Punches, kicks, elbowing etc.), to defending from incoming techniques (Catching a boulder, grabbing something and pulling the user etc.). The arms and legs can be used freely and skillfully to achieve not only feats the user can do with his own limbs, but he can take those feats even further with the range given and the flexibility of the jointless limbs. As stated in the details of the style, each limb would be able to extend to ranges up to even long, using Chakra chains as joints to allow control and extensions.


Note: S-rank variant only usable 2 times, while the technique can only be used 6 times in total.
Note: The Limbs are equal to that of Elements of the same rank due to the shape manipulation applied to the raw chakra.
Note: The limbs stay active for up to 2 turns.
Note: Can't perform hand seals while in use but can still use techniques that require no hand seals.


Additional effects and Restrictions:

- Needs to have Mastered Taijutsu
- Needs to have Completed Lightning, wind and fire
- Needs to have learned "Rasengan", showing testament of their ability to shape and control chakra

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

Naak Le Vaar, our loyal member, gave on the 2nd of December 2015, a request for a Patent on the Custom Fighting Style Coiling Dragon Arts | Maki doragon - ātsu. 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;


Coiling Dragon Arts | Maki doragon - ātsu
Powered by Mādara Uchiha
Copyright 2015, Naak Le Vaar, NarutoBase.net
 
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Genjutsu

(Genjutsu/Ototon: Futten) Illusionary Arts/ Sound Release: Boiling Point
Type: Offensive/Supplementary
Rank:A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Upon the release of a Fire Style jutsu, the user utilizes the sound of the crackling flames as a medium for a sound genjutsu. The effects will take place as soon as the jutsu is created, causing the opponent to feel their own body temperature severely rise as their skin appeared as if it were boiling and bubbling due to the sheer intensity of the flames.

Note: Last 2 turns

Note: Can only be used 3 times per battle

Genjutsu: Tekishutsu)- Illusion Technique: Extirpation
Show
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40
Description:
The user will perform two hand-seals and place the opponent in an Genjutsu onto the intended target. The user makes the opponent experience an "apocalypse" of sorts. The target experiences an abyss of sorts opening in the sky 50 meters, rather a hole to hell itself that returns all that enters its realm to the nothingness from which it originated. The wind pressure creates a vacuum that takes all things with form, the land, the atmosphere, the user and the sky into the whirling void. With the target experiencing this, should he be crushed in the void the target would take mental damage. No Genjutsu in the same turn and it lasts 2 turns Max.
 
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Fuuinjutsu

(Fuuinjutsu: Bodiāmā) Sealing Arts: Body Armor
Type: Defensive
Rank: A-rank
Range: Short
Chakra:30
Damage:N/A
Description:The user will form the dragon-tiger handseals, creating a powerful barrier that covers the user's body. The barrier takes the shape of the user and spans about three inches away from their skin. The barrier, initially invisible to the naked eye, serves to protect the user. When enemy attacks strike the user's body, the barrier becomes active, appearing as a translucent red color, and deflects the attack in respects to strengths and weaknesses. The technique was created as a means of allowing the user to engage in Taijutsu maneuvers without having to worry about techniques like Chidori Stream, allowing them to execute their maneuvers. The barrier does not cause any additional damage or enhancements to the user's body, even though it is tangible, and comes into effect when struck by a person or technique.
Notes:
-Can only be taught by Riker
-Must have mastered Basic Fuuinjutsu
-No Fuuinjutsu above A-rank in the next turn
-Lasts for four turns maximum and can be used twice per battle*
-Technique respects elemental strengths and weaknesses, meaning that higher ranked elemental Ninjutsu will break through, and elemental ninjutsu of the same rank cancel out with the barrier.
-Barrier is self-sustaining, meaning user is free to perform other techniques while it is active[/jutsu]


(Fuuinjutsu: Goshiki no Shōheki) - Sealing Arts: Five-Colored Barriers*

Type: Supplementary
Rank: A*
Range: Short-Long (depends on the range of the barrier)
Chakra: 30
Damage: 60
Description: The user will perform the Dragon handseal during the creation of a barrier technique, allowing them to induce a layer of Elemental Chakra to the barrier that amplifies it's effects, giving the barrier it's used on one additional rank. The user can choose one of the five Nature Elements at a time, with each Nature Element granting an additional property, either offensive or defensive, to the barrier depending on the Nature Element. Fire Releases increases the barrier's offensive capabilities through increasing its heat and allowing it to burn those who make contact with it. Earth Release increases the barrier's defensive capabilities through reinforcing it, due to the Earth's sturdy nature. Water Release increases the barrier's defensive capabilities by inducing malleability to it due to water's freeflowing nature; as an attack or object of inferior rank strikes the barrier, its shape and form distorts as though made of rubber, before snapping back into place and reversing the trajectory of the attack. Lightning Release grants the barrier electrical properties, allowing it to shock and paralyze those that come in contact with the barrier. Wind Release grants the only supplementary usage of the technique, allowing the user to move the barrier across the terrain after its initial creation due to Wind's nature to easily transverse. Though with this, the barrier takes on the elemental strengths and weaknesses of the chosen element. So if infused with wind, it will now be weak to fire and strong to lightning attacks.

Note: Can only be used three times per battle
Note: Technique lasts as long as the barrier it is induced into lasts
Note: Can only be used on A-Ranks and below and no Fuuin for two turns

(Fuuinjutsu: Umi no gurandoshīru ) Sealing Technique: Grand Seal Of The Sea
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique is a powerful fuuinjutsu ability employed by those who specialize in water techniques along with being skilled in the art of fuuinjutsu. Normally employed on larger scale techniques ideally those that flood or otherwise cover a battlefield. Upon releasing a water jutsu the user of this technique will apply one additional handseal to the technique. Causing a sealing script to blend in with the water. Once the jutsu is completed and at it's full size, one more handseal will cause the sealing script to activate forming a large invisible glass like barrier around the outside of the water jutsu or across it's surface. To those outside of the water it would appear akin to a giant fishbowl with no exits. To those inside the water the barrier would be almost undetectable without the aid of sensory techniques. The purpose of the jutsu is to essentially reinforce any prison of water used to trap someone in. The barrier will be symbiotic with the water in that it will take on twice the amount of damage points the water technique had. This will become the damage required to shatter the barrier. Also the barrier could be broken with an equally ranked fuuin displacement technique. So for example if this technique was to be used with an A ranked water technique, the barrier would require 120 damage total to be broken. To clarify, the barrier is treated as an A rank, and the jutsu itself would be an A rank meaning to break both at the same time would require 120 damage. If this jutsu was used with a B rank, it would require 40 damage to break the Brank barrier and 40 damage to break the B rank water binding jutsu used, as the barrier takes on the strength of the jutsu.

- Once this technique has been used, the user will not be able to use any fuuinjutsu for two turns.
- It should be noted that this technique can in no way increase the offensive damage of a technique it it simply used to create barriers to prevent entrance or exit.
- Can only be taught by ReXii. Usable four times per battle.
- Can only be used on A ranks and below
- No other jutsu while focusing on the barrier


(Fuuinjutsu: Sutandingu Obēshon) - Sealing Arts: Falling Ovation
Type: Offensive
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60
Description: Initiated by placing a kanji mark on the targeted object marking the words "Separation Barrier" either on an object or the limb/body part of the target through the user's hand by making direct contact. Alternatively, the user can place his hand on the surface and have the Kanji run through the ground/surface and reach it's target(s), if there is more than 1 target, the user can release more than 1 Kanji. The user then activates the seal by snapping his fingers with hands several times, the practitioner creates a blue, cuboid barrier around the head/limb of his opponent or around the object, it's size varying on the extremity it's been placed on. Bringing the palms of his/her hands together, the practitioner emits a signal of chakra into the barrier. When the chakra activates the barrier turns red before "falling away", virtually sliding off the main body and cutting off the limb of the victim in the process. This can only be used on limbs and body parts (hands, feet, legs, arms) but not the head. This technique can be used against multiple opponents at once so long ast he Kanji seal is placed on all of them. Further more, if the Kanji is placed on the Kunai, the user can stab something or someone with it, and achieve the same effect, covering the effected area and not only the kunai; such as the leg of an opponent. The technique works exceptionally well with all tangible matter, not restrained to regular objects or humans, but also Earth techniques.
- Can only be used x3 per battle, with 1 turns of interval between uses.
- The seal takes 1 turn of preparation. As such, the user has to wait 1 turn once placed, before activating the seal (can do so on the next turn). Addtionally, if not used in the next 2 turns, the seal breaks apart by itself. Not harming the target.




10) (Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival (1/6)
Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.

12) (Suition/Fuuinjutsu: Zeusu no Shison no Rōbai) Water/Seal Release: The Dismay of Zeus's Offspring (1/6)
Type: Supplementary/Defense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The property of this jutsu is simplistic in nature and only offers a use to defend against extremely advance lightning attacks. The user will place a seal on their body and release from this seal an advance form of water. The water has properties of fuuinjutsu and that of its regular counterpart. Essentially it works in two parts in an attempt to counter advance lightning. The seal portion of the technique's water will effectively absorb and seal off of the advance shape of various forms of electricity as well as the chakra of the opponent that has control of the lightning, be it focused lightning, or shaped lightning, the seal portion will act as a way to disrupt its shape and forcefully revert the lightning into regular, unfocused electricity. After this process is finished, the water portion takes over, as the water will conduct the now unfocused and chakra devoid electricity. From here, the user may now be able to have accessible usages to a momentarily active electrical source (only lasts 2 turns in the mist before both the water and electricity disperse). Even if the lightning has no shape or focus, example: Nagashi, the seal can still negate the chakra, with the water taking over its movement as well. Thus making the technique a good counter against any electrical mediums. This includes electricity that might coat other material like a lightning/earth variant.

Note: Can only be taught by Joker. After every two usages, the user can't use the seal again for two turns. In total can only be used three times.

13) (Fuuinjutsu: Kensaku) - Sealing Arts: Retrieval (1/6)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: N/A
Damage Points: N/A
Description: The user will place their seals on various material and jutsus through basic creation methods such as, placing the seal on earth techniques through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. This jutsu works by retrieving lost chakra when performing jutsus. Essentially, when the users techniques are no longer under control (such as streams or humanoids) or on the battlefield (terrain changing jutsus like the swamp or topography) after the jutsu is either released by the user, or destroyed, the dormant chakra that was sustaining the jutsu(s) will automatically be sent back at the user so no chakra is wasted. The mathematics of the retrieved chakra is basically the user will obtain three quarters a turn, and each turn a jutsu is active, another quarter is taken away. Example: 40 CP jutsu, first turn the jutsu is released, 30 CP is sent back at the user; second turn the jutsu is released, 20 CP is sent back at the user, and so on and so forth. The user will place a seal on their bio (can be mentioned in their bio) which acts as a destination for the chakra to be sent at. What the seal does is absorb lingering chakra after a jutsu has been deactivated or destroyed, this way their will be no weakening of the users jutsu. Chakra will only be sapped when deactivated or destroyed, not while the jutsu is active, that way the jutsu doesn't become weakened either, this is primarily why projectiles are relatively inapplicable (but not impossible) to this technique, it usually depends on the type of projectile, jutsus like water dragon bullet and thunder vortex dragon can work as a projectile, but fireballs, not as much.

Note: Can only be used five times. Every turn times used, two turn cool down is displayed. Can only be taught by Joker. When it comes to be using on streams, that includes everything that requires consistent control from the user.

14) (Fuuinjutsu: Goto) - Sealing Arts: Burglary (2/6)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20)
Description: The user will release an jutsu from their body or from away their body, while lacing the jutsu with a unique seal. The seal has a property of absorbing characteristics of an opponents jutsu when clashing against the users jutsu. This will weaken the opponent's jutsu by 20 CP and the 20 CP will be transferred to the users technique. However, this doesn't just simply improve in power, rather it steals byproducts that relate to the element and combines it with the users technique. E.g. if the seal absorbs properties of fire, specifically it will absorb either its heat, ash, or gas (this is for the user to decide) and whatever is chosen will coincide in aiding the users jutsu, so this can include heating up an earth or water jutsu, inflaming a fire jutsu to larger size, or make a lightning jutsu violently explode. This works logically with just about any elemental jutsu element, KG and CE included. Lastly, to reiterate, even when the users technique is up by 20 damage, this doesn't mean they will not still clash with the opponents technique, but the clash will be weakened (from the opponent's perspective) and this also follows elemental strength and weakness. In a lot of cases, this can also enhance the size of the jutsu, especially when two of the same elements clash. The process of attaching the seal is performing jutsus from the body through a seal (either on the tongue, or limbs) or slamming their hands on the ground and channeling seal simultaneously with the jutsu. Does not work with techniques that come out of thin air.

Note: Can only be taught by Joker. This does not work with water (unless absorbing the water jutsu of the opponent) mainly so it doesn't clash with Noni's Davy's Devilish Devouring technique. Can only work with S-Rank jutsus and can only absorb S-Rank and below jutsus. Can only be used three times. Can not be used in consecutive turns. Cannot be stacked with infusions.

16) (Fuuinjutsu: Enjo) - Sealing Arts: Aid (2/6)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: N/A (20 to activate, 10 every turn ; depends on jutsu)
Damage Points: N/A (depends on jutsu)
Description: This seal can either manually be placed on the user, or whenever the user is placed in a position where they are restricted in their elemental usage, it will "bleed" out and reveal itself. The seal is written in Kanji form (援) and is titled "Aid". The seal will act as a systematic tunnel within the depths of the users main chakra source, funneling out chakra to be used on behalf of the user, through the seal as its medium. This allows for the seal to act on its own accord, but also on behalf of the users will, as it is obviously controlled by him. The seal can than be used to release attacks, defenses, or supplementary techniques in other elemental forms, which in specialized cases, would not be allowed with the seal. E.g. Hardening technique armor is generally known in restricting the user to only using earth techniques. The seal plays a role in revealing itself on the surface of the armor, while still having a consistent connection to the users chakra reservoir (hence the +10 chakra points expense). With this seal, in connection with the users direct chakra, and not interacting with the interference of the earth armor, the user can perform jutsus of other elements, with the seal becoming its main medium. The main difference is, jutsus that originate from the body, will be released via the seal (projectiles and streaming) but jutsus that appear out of thin air, the ground, or sky, will be released normally. Moreover, the seal will act as a separate entity, but the chakra will still be of the users, so elemental combinations can still be complete, insofar as it is not a dangerous combination within close proximity of the user, that might logically jeopardize their life (e.g. performing a ash based technique, while wearing a lightning armor; risk being an explosion due to their reactive nature). But as long as it is performed and done within logical grounds, the user will relatively not have to worry about such predicaments.

Note: Can only be taught by Joker. Technique can be performed 2 times, and lasts as long as the restriction is placed on the user, via the other supposed technique. The user may be able to perform forbidden ranked techniques, but this will automatically destroy the seal upon using it. Cannot be used in consecutive turns, every two usages. This technique does not enable the user to perform two separate techniques at once.

17) (Fuuinjutsu: Akiresu Ihan)- Sealing Arts: Achilles' Breach (1/6)
Type: Defense/Offense
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (varies)
Description: The process of this jutsu is done through direct contact with the opponent if in short range, or weaving through two seals, then the slamming of the hands of the user if in middle, erecting a barrier around the opponent, in a very similar fashion to that of (Tajū Mugen Hōyō ) - Multiple Infinite Embraces. What makes this technique different, however, is the barrier works to "rip" apart any chakra based armors up to A rank on the opponent's body. The actual process is the barrier will act to absorb the chakra based armor, with the visual illusion looking like the armor is being torn from the body of the user. One may compare this visual to when the tool of the sage of six paths (Kohaku no Johei) traps somebody inside of itself. The process is similar, where the barrier acts to tear the chakra armor from the body of the opponent, with the armor traveling and attaching itself to the inner walls of the barrier, being no longer "connected" to the user in a physical stand point, and a chakra stand point, it will be weakened slightly (down to one rank) allowing for it to be torn off the body of the opponent with more ease, and as the armors chakra mixed with the users own chakra, it will become volatile, causing an explosion from the inside, with the explosion being composed of pure chakra with damage characteristics similar to that of the armor that was absorbed (so if the armor was heat based, it will be a burning explosion, if it was lightning based, a more shocking explosion). This barrier can also be used against material/matter based elements, by simply tearing the material from the body of the opponent, and the explosion being composed of the debris/material that was composed of the armor. This barrier can work against virtually any kind of element (up to A-Rank), and in some cases against jutsus that require the opponent to hold, or have the jutsu be on the opponent's body, so it isn't narrowed down to just armors, but it is simply a more practical usage due to the longevity of an armor. What the user will do in stripping away specific elemental jutsus that correlate with the purpose of this jutsu, the user will erect the barrier with a specific chakra nature infused into the barrier, the chakra nature infused will target those jutsus specifically. Example, the user can summon the fire version of this barrier, and in doing so, can strip away fire armors. This allows for the barrier to hone in on specifics and focus its strengths on these specific elemental jutsus.

Notes: Can only be taught by Joker. Can only be used three times with a 2 turn cool down period. No fuuinjutsu above A-Rank same turn this is used, and no fuuinjutsu above S-Rank next turn.
 
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Katon

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: 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
 
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Mellow

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Urumi arts

Fukusū Urumi Mojiretsu) Multiple Urumi stings
Type: Offensive
Rank: C Rank
Range: Short
Chakra: N/a
Damage: 30
Description: The user rapidly swinging the Urumi at the opponent making the two blades of the urmi strike the opponent cutting him apart.

(Riborubingu Nanmon) Revolving Conundrum
Type: Offensive / Defensive
Rank: C rank
Range: short
Chakra:15
Damage: 30
Description: The user spins in circles while swinging the urumi around him aswell. Creating swift multi angled, spining attacks from the weapon, as the user moves in towards the opponent. These attacks can be confusing and hard to perceive if not focused due to all the movement going on as the the twin blades on the urmi move around during their swing independent of each other aswell as the movement of the user.

( Koiringu Fukushū) Coiling Revenge
Type: Deffensive l Offensive
Rank: C rank
Range: Short
Chakra:15 Chakra
Damage: 30 Damage
Description: The User uses the Urumi to block an oncoming kenjutsu strike, by having one of the urumi blades intercept the weapon and coil around it. While doing this, simultaneously, the other blade on the Urummi strikes the opponent, at the desired location by manipulating the metal into a specific shape and swiftly manipulating it to move into the desired area.
 
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Kirigakure Village Customs
Techniques
(Kirigakure Hijutsu: Mizu Ryuushi Sanran) - Hidden Mist's Secret Technique: Water Particle Dispersion
Type: Defence/Supplementary
Rank: A
Range: Short-Medium
Chakra Cost: 30
Damage Points: -
Description: Once the opponent attacks the user with a water technique, the user will release water and wind chakra through the air. Suddenly, the water jutsu of the opponent disperses and turns into a thick mist correspondent to the amount of water dispersed, giving advantage to the Kiri ninja who are used to fighting in the Mist.
~ -10 damage to user per use
~ No water techniques of S rank and above next turn

(Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist
Type: Defence/Supplementary
Rank: A
Chakra cost: 30
Damage: N/A
Description: A variation of the Hidden Mist jutsu, but instead of releasing normal mist, the user makes extremely cold "freezing" mist. This mist is so cold that the evaporated water of the mist changes into ice crystals. The result of this is that the mist is a lot "heavier" which makes it more difficult to just blow away. It's most effective against people who user IG for example. The cold of the mist makes the joints of the opponent slower functioning, due to his fast breath his longs start to freeze at a rapid rate (he breaths fast the cold air in) but above all the ice crystals start to attach themselves to solid objects more easier than normal water of mist. This makes the opponent loose energy and heat rapidly, which makes his movements yet again a lot slower.
The effect is the same on normal people, for instance the speed of making handseals slows down, same goes for their reflexes. Since the mist is made of the user's chakra, it does not affect him.

(Kirigakure no Kekkai Kinjutsu: Pyrrhus no Shiyouri ) - Forbidden Barrier Technique of Hidden Mist: Victory of Pyrrhus
Type: Attack/Defence/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 70
Damage Points: 100
Description: The user will need to place four tags which will have a shape of a square on a determined area. Once the seals are in place, the user will do a row of hand seals and clap his hands together. Suddenly, a huge burst of chakra will come out of the seals and will form a cube covering the area of the seals forming a barrier. Once inside the barrier, the shinobis can't escape and no one from the outside can enter here (unless with time/space techniques). No jutsu can break the barrier while it's active. In some cases, during the history of Kirigakure, some ninjas used the jutsu on themselves and on the opponent to ensure he would be defeated, in an act of sacrifice to save the village. The effectiveness of this jutsu is showed after a period of time, where everything inside of it is consumed by the chakra and dies, leaving nothing behind.
*Barrier needs to caught the user also
*Barrier lasts 5 turns until it destroys everything on it's inside and disappears
*Usable once per battle
*User gets -20 and will also die after usage because he will be caught by his own jutsu in an act of sacrifice

( Kirigakure Hijutsu: Mujogihen ) - Kirgakure's Secret Technique - Artificial Mist Deception
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.
* Can be used only once per battle
* Leeches user's chakra 10 per turn
* User cannot use Forbidden Rank techniques while it is active of any element.
* Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) - even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.

(Suiton: Kyuuketsuki Gesuidou) - Water Release: Vampiric Drain
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will perform two handseals before focusing their chakra into a technique produced mist in order to grant it a unique chakra sapping quality. This technique takes a unique twist on a low-level Kirigakure technique (Water Release Secret Technique: Mist Rain) which drains chakra from the opponent's techniques for the sole purpose of weakening them by a small degree. In contrast, this technique allows the mist to absorb all of the chakra in the opponent's techniques for various purposes. Techniques which seek to locate the user through chakra sensing means (e.g. Rain Tiger at Will or Gaara's sensory sand) will prove to be futile as the substance being used will become devoid of chakra and will no longer be linked to the creator's senses. However, this will not affect ordinary chakra sensing (chakra sensing via the user's own body). Constructs and objects will simply simply dissipate and fall to the floor with nothing retaining their form or structure. The chakra sapping mist will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for non-earthen elements strong to Suiton). Furthermore, this technique will only work on non-solid techniques and certain solid techniques, so Earthen materials strong to water are immune to this jutsu's effects.

Note: Can only be used three times per battle
Note: Can only be used by Kirigakure Shinobi
Note: Chakra draining effects will only work on techniques, not on living creatures.

(Suiton: Fuchi no Watatsumi Hebi) - Water Release: Abyss of the Leviathan
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals before focusing their chakra into a technique-produced mist. Through shape manipulation, the user will form portions of the surrounding mist into countless grotesque sea serpent-like creatures which appear to be "swimming" around inside of the mist itself. These hideous creatures are blind by nature, however they're capable of sensing anything (whether or not it possess chakra) in direct contact with the mist. Furthermore, these creatures exhibit certain but limited chakra draining qualities (Similar to Water Release: Grudge Rain Technique), so as long as the opponent remains in contact with the creatures they'll gradually be depleted of chakra (50 chakra per turn). Whenever the user wishes to, he can command the swarm to converge on the opponent from all sides in a furious feeding frenzy with such ferocity that the surrounding mist will begin to boil and churn, before being stained by the crimson blood. Despite the viciousness of the attack, the sea serpents are more than mindful not to harm their creator in the slightest.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.

(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (60 damage if used offensively)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality. The mist itself will first absorb and then embody the properties of whatever it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually through the use of the Serpent handseal and its effects will only activate in the following turn. Not only that, but not all absorbed techniques can have their effects reciprocated but most can e.g. the majority water, earth or wind techniques. This absorption will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for elements strong to Suiton). Not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits can be embodied by mist (e.g. the stickiness of water, the numbing nature of lightning, the volatility of flammable mud and et cetera). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.

(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their suiton chakra into the ground below to saturate the battlefield with with a large quantity of dense sticky water, similar in composition to the one produced in Water Release: Starch Syrup Capture Field. This user will then cause this adhesive liquid to seep from the ground in multiple places across the terrain as large circular "patches" of fluid, which will attach to anything they come into contact with, quickly binding the target object/person in place. The moment the sticky water attaches to something, it will begin to display symbiotic-like behaviour, attempting to envelop its unfortunate victim completely by slowly crawling up and around it, with this process varying in length depending on the size of the object/organism(s) being targeted. If used on living organism(s), the fluid behaves in a way comparable to quick sand, with the infestation spreading much more rapidly, the more the victim struggles against it. Small objects such as kunai, shuriken, swords and etc will be covered almost immediately, with the added effect of being ingested deep into the ground itself, clearing the battlefield of their presence. Underground travel of people/summons/objects will also be rendered almost impossible as the source of sticky water will ensnare whatever attempts to traverse through it. Alternatively, this jutsu is also extremely proficient against large ground-based summons, as they encompass a vast amount of space and will inevitably make contact with several patches of sticky water, resulting in them being covered at an accelerated rate. Using this jutsu gives the battlefield the appearance of a swamp, with several pond-sized patches of sticky water scattered across the terrain. As a result, this jutsu is often seen as the localized water-based counterpart of Earth Release: Swamp of the Underworld, with the inherent difference of the sticky fluid climbing up the user instead of them sinking into it. Each of these circular patches of fluid are two meters in diameter. This technique also acts as an effective defense against speed-based users, since the sticky patches of fluid can span out from the user's position to act as a "protective minefield". One wrong step can lead to the opponent being captured and ensnared.

Note: Lasts for two turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Kirigakure Village Customs
Techniques
Kirigakure Village Customs
Techniques
 

Mellow

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Enochian Techniques

Akuma no Wana|Devil's Trap
Type: Supplementary/Offensive
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cover them, releasing the crushing force onto them. C-A rank versions of this technique can be used to simply restrain a target without damage, pinning them to a surface such as a ceiling or a wall(Supplementary), or as an attempt to completely crush the target, dealing damage in respect to the rank used(offensive).
Note: S-rank version can only be used by Archangels and above
Note: No other S-rank Val techniques can be used within the same turn
Note: Restraint version of technique needs to be maintained; performing other techniques causes it to disperse
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: S-rank and above require the usage of two handseals

Seresutiaruintento|Celestial Intent
Type: Offensive/Defensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:15-80
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from the target. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike.
Note: S-rank version can only be used by Archangels and above
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: No other S-rank Val techniques may be used in the same turn
Note: S-rank and above requires the usage of two handseals

Kami no Kakuhenkan|Divine Transmutation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10)
Damage: N/A
Description: The user will activate a Sigil, located on their back/chest, with an influx of chakra. The Sigil will blend copious amounts of Nature Energy from the environment into the user's chakra, granting upon their bodies the physical properties of Divine Val and causing their body to glow brightly, appearing as though their Divine Val has covered their body in an aura as it adopts the properties, including its weightlessness. This allows the user to leap great heights and float/transverse though midair like ordinary constructs of Val, granting a form of pseudo-flight. While in this form, the user is limited to S-rank and below Val related techniques only so as to not disturb the Sigil. Due to the weightlessness of this form, the user will become unable to use Taijutsu techniques. However, they can still damage an opponent on contact due to being made of Divine Val, causing a target to experience severe burns on impact by being overloaded with D. Val. Damage dealt through this method equal up to 60 damage collectively, meaning while the user can chain together any number of hits, they will always add up to 60 damage max. While in this form, the user cannot be absorbed by techniques that absorb Ninjutsu; upon contact with such techniques, the user will simply be reverted to their original forms.
Note: Can only be used by Enochians of the Archangel rank
Note: Can only be used three times per battle and lasts four turns per usage with a cooldown of one turn

Ten no Kaisō|Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A
Range:Short
Chakra: 30
Damage:N/A
Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.

-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.

-Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.

-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above.

Ketsugō Shi|Binding Death
Type: Defensive
Rank: B-S
Range:Short
Chakra: 40
Damage: N/A
Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes (symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.

-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques.

-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques.

Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques.

-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point.

Kami no Shiwaza|Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).

Daten-tai no Ame|Rain of Fallen Celestials
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90
Description: This technique, considered the ultimate Divine Val technique readily available to the Enochian clan, is invoked through the production of three handseals. The user will create a large 10 meter mass of Divine Val 30 meters in the sky above them, appearing similar to miniature version of a sun. Forming an extra handseal after the initial ones, the mass will unravel, releasing a shower of constructs made of Divine Val. Each construct is humanoid shaped, with large cosmetic wings jutting from their backs. These constructs are not sentient, but are simply powerful projectiles that rain down across the terrain up to mid range from the user in each direction, causing it to become engulfed in Divine Val as the constructs crash into the ground and objects in the terrain. The sun-like construct unravels all at once, meaning the constructs all fall at once towards the terrain below, damaging whatever objects and constructs may be caught inside.

Note: Can only be used twice per battle
Note: Requires a four turn cooldown between usages
Note: No Val techniques or Sigils above A-rank can be used in the turn used and the following turn
 
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???|Seraphic Ascension
Type: Offensive/Supplementary
Rank: A-S rank
Range: Short-Long
Chakra:30
Damage:N/A(60 damage if struck by objects)
Description: The user utilizes the surrounding natural energy to their will, molding it into Malificent Val. The user will then use this form of natural energy to encase a number of objects (ex: trees, rocks, furnature, tools ,etc.) or portions of an object (such as a wall, ceiling , or floor/ground) on the battlefield within a thin layer of the Malificent Val to the point that they will able to freely move the object within the highly concentrated nature energy when transversing the M. Val without crushing it due to the M. Val being thinner than usual, however the M. Val is still dense enough to keep the object trapped inside tightly compacted and secured. If additional chakra and natural energy is applied(S-rank), the user will be able to completely crush the object within the epicenter of the M.Val due to the spontanious , exponential rise in pressure. Only Enochians that are Archangel and above in rank are to use the S-Rank counterpart. This technique can only be used 5 times per battle and if the S-Rank version is used, it requires a 2 turn cool down before being used again.

Note: No S-rank Val related techniques can be used while an object is being suspended.

???| Undefiled Communion
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Long ago during gone through years of countless battles, Enoch provided a way to replenish the energy of only those who faught along his side, for those willing to risk their lives to protect Purgatory. The user will perform the Snake handseal, focusing on the natural energy amongst them. Upon doing so, the user will begin to attract copious amounts of natural energy which would build up within the users body acting as if it were a sponge. This method of Natural Energy absorbtion requires the use of 2 or more sigils prior to activating this technique, or it will simply fail to activate. After the 2 sigils are activated, the influx of nature energy will grant the user an initial +200 chakra , while supplying +50 chakra for each additional sigil active. This technique can only be used 3 times per battle and only lasts for 5 turns for those Archangel and above, while lower ranked members of the clan are restricted to twice per battle with a 3 turn limit.

Note: No Val related techniques above S-Rank can be used while this sigil is active.
 
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(Torikkuācherī) - Trick Archery

Type: Fuuin-Buki-Ninjutsu

Background: The Trick Arrow fighting style originated in Kirikagure during the Second Ninja War. During the war, invasions in Kirigakure was causing heavy damage in the village due to the inner political turmoil concerning its status as the Village Hidden in the Bloody Mist. On the brink of losing their place in the war, a faction of the village's army decided to counteract the guerrilla style warfare that their enemies were using, instead deciding to use a more tactical style of fighting: Trick Arrows. Several archers in the village constructed a special weapon to replace the conventional bows and arrows meant that were in use in order to utilize their existing Archery skills in a newer, more fluid and handsfree method to gain an advantage. Rather than full sized, sharp-tipped arrows, they developed considerably smaller projectiles designed to carry out other functions, such as blinding, trapping and brunt damage to the area with the use of their newly acquired skills of Fuuinjutsu. The usage of these arrow-based projectiles became successful, especially in the shrouded environment of the village's mist. With the mist severely hindering their enemies and their sight, the arrows misleading and hidden usages became a great asset in the war, becoming a major component in turning the war around for Kirigakure. The success of Trick Arrows established it as a staple among Kirigakure's ninja, being passed down within the village

Description on the Abilities and Inner Workings of the Style: The style revolves around the usage of special arrows called Trick Arrows. The arrows are typically not the full-sized bladed or pointed regular arrows, nor does the style utilize a conventional bow. Rather, the style utilizes specialized launchers that are made of chakra-responsive metal and are mounted on the user's wrist, with a Fuuin seal on the Launchers in the form of the Kanji for "Trick" on it. Through the insertion of chakra through the launchers and into the seal, the user is able to release from it the specialized arrows, with the release forcibly launching them towards a particular target once the specific arrow needed is launched.

The arrows utilized in the fighting style are miniature, appearing similar to a shrunken kunai or simply the tip of a normal arrow. Each of these arrows have on themselves the Kanji for "Trick" on them as well. As the launcher stores and releases the arrows from its "Trick" seal, the arrows "Trick" similarly holds within them several "tricks" as well, which can range from releasing weapons(such as kunais or shuriken or ninja wires or even larger arrows and other Trick Arrows) to materials such as flash bombs, boxing gloves, corrosive liquids, adhesives, etc. It is important to note that these materials are not made of chakra but simply pre-sealed within the arrows and the launchers prior to battle(basically the same concept as a ninja with Shuriken, kunai, flash bombs, etc. having them pre-stored on their bios). The seals can also contain Ninjutsu pre-sealed into them, similar to the Exploding Dragon Strike jutsu containing a pre-prepared Katon technique within the scroll, that can also be released along with and instead of weapons to achieve specific effects. Ninjutsu sealed into the Trick Arrows, however, are specific ones created for the Fighting Style(i.e., the user cannot release any canon/custom Ninjutsu from the Trick Arrows, only those described by the specific CFSJ submitted). Similarly, Trick Arrows may bear additional seals for added effects to enhance the versatility of the style.

Example Techniques:

(???) - Grasp of the Archer
Type: Offensive
Rank: S-Rank
Range: Long
Chakra: 40
Damage: 80
Description: The user will launch from each launcher on their wrist a single Trick Arrow towards the opponent. The arrows aren't aimed directly at the target, but rather to their left and right in a short-range proximity, appearing to miss the target and on a trajectory to fly past them. Once the arrows enter this short-ranged proximity of the target, they release from them four lines of ninja wire, two from each arrow that wrap around the target, restraining them and holding them in place as streams of fire are released from the Arrows, traveling down the wires to burn the victim alive.

(???)
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will fire a single Trick Arrow from either of the launchers on their wrists towards the opponent. The Arrow contains both the Trick Seal and a seal in the form of Kanji for "pierce"; the latter seal infuses the Arrow with a layer of Fuuton chakra that enhances its piercing ability, allowing the arrow to slice through and lodge itself into the flesh of the target on impact. The "Trick" seal will then release a multitude of these arrows once the initial arrow has lodged itself, with each new Arrow also releasing more of the same kind. The rapid unsealing and multitude of released arrows causes a barrage that tears the opponent open from the inside out, ripping their flesh apart at a rapid pace.

(???)
Type: Offensive
Rank: C-Rank
Range: Short-Mid
Chakra: 10
Damage: 20
Description: The user will launch from either of their wrist launchers a red Trick Arrow with a blunt tip, rather than a sharpened one. When the arrow reaches in proximity with a target, it releases from the "Trick" seal embedded on a large red boxing glove that fires at a rapid pace towards the desired body part of the target. A relatively weak attack, it serves more as a diversion tactic than anything to catch the opponent off guard in bigger attacks.

Additional effects and Restrictions: In order to learn and perform the Fighting Style, practitioners must have mastered Basic Fuuinjutsu. In addition, in order to match the speed of the arrows' movement in order to effectively and accurately use the fighting style, practitioners of Trick Arrow have have sharper reflexes than the average shinobi.

General appearance of the wrist launchers [ ]


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

Joker, our loyal member, gave on the 30th of June 2016, a request for a Patent on the Custom Fighting Style Torikkuācherī | Trick Archery. 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;


Torikkuācherī | Trick Archery
Powered by Lord of Kaos
Copyright 2016, Joker, NarutoBase.net

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(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: Raijū no Funsai Hana) - Lightning Release: Raiju's Shattering Flower
Type:Supplementary
Rank: A
Range: Mid - Long
Chakra:30
Damage: N/A
Description: This technique can be considered an alteration jutsu as it changes the nature of existing lightning techniques. The user will form an additional two handseals during the performance of another technique, supercharging the electrons within the lightning jutsu with additional chakra. As seen with Chidori high concentrations of lightning chakra can be caused to make distinctive loud noises that closely resembled that of millions of birds constantly chirping . This noise however will remain dormant within the charged electrons until the moment the jutsu strikes a target, technique or is activated by an additional hand seal. Once it has been activated this technique will cause the initial lightning jutsu to produce a blinding flash of light and deafening cracking noise very similar to a high pitched thunderclap. This can stun the opponent momentarily as well as the user if they're within short-range of it.

↯Usable thrice per battle.
↯Must be used while performing a technique and only works on one technique at a time.
↯Blindness lasts for one turn
♪(Ototon/Genjutsu: Chōrui Kōringu)- Sound/Illusionary Release: Avians' Calling
Type: Offensive/ Supplementary
Rank: A
Range: Short-Mid
Chakra:30
Damage:n/a
Description: The user will focus their ototon chakra into an existing "loud" sound (explosions, earth breaking apart, etc) to cast the target in an illusion.The user utilizes the already present high resonance and amplitude of the violent noises as a medium for their sound and genjutsu. The user combines his Ototon chakra with a previous jutsu's sound effects and induces the target into a sound genjutsu while also use manipulating the ‘ringing’ sound that is experienced after a loud noise causing it to continue to grow in strength til it becomes painful and distracting to the target. The genjutsu however is simple in nature as the target would see a large flock of birds which would constantly surround and swarm them, limiting their vision while the birds attack repeatedly. Each bird would seek to pierce the target with their sharp beak in a different area, covering them in the bodies of the bird while they are unable to move due to being "pinned down" by the beaks and the sheer bulk of the flock. This technique does not happen in the same time-frame as the jutsu which precedes it.

♪Can only be used once every 2 turns
♪Can only be taught by Mellow.
 
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Ototon: Aporo no Senso Sakebi) Sound Release: Apollo's Battle Cry
Rank: Forbidden
Type: Supplementary/Offensive
Range: Short-Mid
Chakra cost: 50
Damage points: 90 (-50 to user)
Description: This technique is evoked when thunderclouds are present, be it technique-produced or natural. The user will yell, scream, roar, etc., infusing the cry with high frequency, low energy Sound waves that are carried into the atmosphere. The sound waves will resonate through the clouds in the sky, marinating within until the user forms two hand seals, seizing control of the sound waves. The hand seals will trigger a powerful thunderclap within the clouds, with the sound of the thunder resonating downwards as a high energy, low frequency sound waves at Wind style speeds. The impact of the Sound wave on the terrain generates a powerful shockwave that echoes throughout the air, resonating through everything caught within its proximity. The shockwave would be so powerful that the impact would send large rocks and other debris flying in every direction up to five meters. The damage from the shockwave is tremendous, causing the muscles of those struck to become completely paralyzed, resulting in death if left unguarded. The user would be positioned within the center of the destruction, similar to the eye of a hurricane. The shockwave won't directly fall upon him due to incredible chakra control, but only extends short range beyond the user in all directions but the user will also suffer recoil damage from the technique. The high levels of excess sound waves would ultimately backfire on the user, causing their own muscles to take damage to the point that taijutsu over C-rank would be deemed impossible to successfully execute for a prolonged period of time. If the user moves at any speeds higher than their base within a four turn duration, their body will begin to take damage for each turn the user decides to run at a higher than normal speed.



Note: Can only be used once per battle.
Note: No Sound techniques may be used once per battle.
Note: No Sound techniques may be used the same and within the following two turns
Note: No Taijutsu above C-Rank for three turns.
Note: -10 damage each turn after the usage of this jutsu to those who choose to move at high speeds.
Note: Destructive sound waves can be seen as ripples through the air as they come down.
Note: Can only be taught by Mellow
 

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( Noshoton: Panteon no sentaku ) Ξ Ichor Release: Choice of the Pantheon
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Due to the advanced nature of Ichor Release, when it is utilized the element shows up in a myriad of forms that give way to different effects when shown and used. This serves as a reference jutsu to be viewed when Ichor is used as it houses the general effects and results of us in one form as opposed to another. There are two main forms of Ichor, based on the two types of THC ( sativa and indica ). These two types are, respectively, Ambrosia and Nectar.

Ambrosia is associated with the Sativa strain of Ichor. Ambrosia Ichor is noted for it's uplifting and energetic effects on the body, often associated or linked to intense visual hallucinations/sensations, increased heart rate and blood flow, relief from pain, heightened spiritual awareness and mental capacities, and effects of similar ability. When applied to Ichor jutsu, this strain is able to be used for beneficial purposes such as increasing the body's resistance to pain, raising the user's mental defense, even increasing his speed, strength etc by increasing the blood flow. This type is commonly applied to himself and allies.

Nectar is associated with the indica strain of Ichor. Nectar Ichor is noted for it's feelings of sedation, "stoned" nature and relaxing effects on the body, often associated or linked to intense visual hallucinations/sensations, a distorted concept of time and space, sluggish/slow movements, overwhelming paranoia, forgetfulness, and in some scenarios headaches and intense migraines. When applied to Ichor jutsu, this strain is typically used for detrimental purpises, hindering opponents mainly as inherent side effects along eith the offensive nature of said jutsu. While the effects are often linked to detrimental uses, in some cases the user is able to utilize Nectar Ichor in a way that allows him to benefit from it, usually noted in specific jutsu.

Regardless of the strain, heavy dosages of Ichor can cause death, extreme irritation and even leave one comatose if severe, nonfatal amounts are taken.
Note: Most Ichor jutsu will follow one strain unless specifically noted to be a hybird strain of Ichor.
Note: A passive jutsu, this does not count towards the user's jutsu count if posted. Can be posted in conjunction with an Ichor jutsu, or at the start of battle.
( Noshoton: Panteon no Onkei ) Ξ Ichor Release: Blessings of the Pantheon
Rank: D-S
Type: Supplementary/Offensive/Defensive
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points:20 - 80
Description: The user can create various constructs formed from Ichor in one of three different methods. The first method is from his own body, releasing them from either his hands or his mouth and even feet and joints if necessary. The second is from any other Ichor source and third is from Water itself. These are created by using simply body movements and gestures or a simple handseal. These objects can range from a small gel pill of Ichor to waves, shields, swords, houses, chairs, etc. The user is able to essentially create whatever his mind can imagine. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in an S ranked variant ( always requires a handseal ), the notable difference in this is the speed and power/scale of this one, capable of forming ocean sized pools of Ichor in moments. S-Rank usage can only be used 3 times per battle, once every 2 turns. No S-Rank or above Ichor on the turn after the S-Rank version is used. When used, the user has to specify which strain of Ichor is being utilized as the effects may vary.

(Noshoton: Pandora no Kenkin ) Ξ Ichor Release: Pandora's Gift
Type: Offensive/Defense/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-10 chakra per turn to sustain)
Description: The user is able to use his body, an existing Ichor source or Water as a source to create a massive single being of Ichor to help him. These creatures resemble humanoid figures of ancient lore, such as the Water Nymphs, ( humanoid figures similar to mermaids ), Olympians ( taller than human sized deities ) and Atlanteans ( Humanoid creatures with slight differences such as webbed hands/feet, gills on necks, etc ), among other beasts of legend. These beasts follow basic elemental strengths of weaknesses of Ichor and their sizes most be logically scaled to the creature ( i.e. max size of 15 meters tall ). Fueled by the user's chakra, these beings are capable of acting and moving as if alive. A golden hue emanating from them, these creatures are capable of being used as a source for other Ichor jutsu attacks sans dispersal of the figure. The user is also able to form a hand seal, channeling Katon chakra into the beasts, to cause the Ichor to heat on contact, causing the liquid's temperatures to rise to levels of causing 3rd degree burns on contact, but doing this counts as a move per turn and costs 10 chakra. These creatures are capable of releasing Ichor jutsu from their body as well as using one of the elements that make up Ichor up to their rank (e.g. B-Rank creation will be capable of using B-Rank Ichor and Earth). These creations are generally a hybrid strain of Ichor, taking on traits of both Ambrosia and Nectar strains.

Note: A and S-Rank variants can last a maximum of four turns
Note: Can only be used 4 times a battle, creating a single beast each use.
Note: S-Rank version can only be used twice per battle. No S-Rank or above Ichor in user's same turn.
Note: Use of these beasts does not deter the user from using ninjutsu of his own.
 
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(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)
 
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