Nobuwa's Palace of Dreams

Inch

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I currently have 25/40 customs.

I have slots available on the following jutsu: Various Ice Jutsu, Earth Release: Devouring Grinder, Fire Release: Fire Grass, Fire Release: Doom of Valyria, Fire Release: Pyromania, Illusionary Arts: False Diplomacy, Illusionary Arts: Trojan Diplomacy, all Lava Jutsu, and Chakra Storm.
 
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Inch

Active member
Legendary
Joined
Apr 28, 2011
Messages
11,124
Kin
155💸
Kumi
12💴
Trait Points
0⚔️
Awards
Hyoton: Ice Release

  • 1. (Hyoton: Kōri no Risheipu)-Ice Release: Ice Reshape
    Type: Supplementary
    Rank: A-Rank
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user manipulates the chakra in ice that they created and begins manipulating it so that the ice will change shape according to the users will. The user selects a single point in the ice to be the 'center point' of the reformation. The only ice that can be manipulated is ice within 10 meters from this point. If more ice is attached, it is possible for this jutsu to have the ice being effected to break away from the non-effected ice. Because this isn't adding ice to the object, the mass must stay the same, although the shape is changeable.
    Note: Can only be used on ice created by the user.
    Note: This jutsu cannot be used to create momentum within the ice. Once the ice is reshaped, it's momentum is the same as it was before this jutsu occurred.
    Note: Can only be used 4 times per match.


    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    McRazor
    -Haku Yuki-
  • 2. (Hyoton: Gokkan No Kaze)-Ice Release: Frigid Wind
    Type: Offensive
    Rank: A-Rank
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user makes two hand seals and manipulates the air above an opponent to move down upon them at a high speed. As the air moves down, several small, thin blades of razor sharp ice are created, which will cut into the opponent as the wind hits them, slicing into their body and causing external and internal damage.
    Note: This does not necessarily have to be created over an opponent's head.
    Note: Can only be used thrice per battle.


    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    McRazor
    Yashiro
    Tybone, or whatever dumb shit he has most recently changed his name to.
    Gutsy Jiraiya
    Nemesis
    -Haku Yuki-

    Filled
  • 3. (Hyouton: Tsurara Yoroi)-Ice Release: Icicle Armor
    Type: Offensive/Defensive
    Rank: A-Rank
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user focuses and manipulates their ice chakra within their body to make icicles grow out of various areas on their body. (These areas are chosen by the user on an individual basis.) The icicles are very sharp and dense.
    Note: This technique can only be used three times.
    Note: Only five icicles may be created per use.
    Note: Only five icicles can be on one's body at a time. (Using this multiple times won't allow you to add icicles.)

    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    McRazor
    Vayne
    Bloo
    -Haku Yuki-
  • 4. (Hyouton: Aisuu~ēbu)-Ice Release: Ice Wave
    Type: Offensive
    Rank: S-Rank
    Range: Short-Med
    Chakra Cost: 40
    Damage Points: 80
    Description: The user makes four hand seals and stomps there foot on the ground. As they do so, they make a large 'wave' of icicles appear out of the ground, which are in turn directed at a target. The icicles are positioned so that the tips are pointed directly at the target. The icicles are extremely sharp and dense. The wave measures to be around 3 meters tall and 8 meters wide.
    Note: Can only be used twice per match.
    Note: No S-Rank or above Ice Jutsu next turn.
    Note: Must wait three full turns before using again.


    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    Vayne
    -Haku Yuki-
    Nemesis
    McRazor
  • 5. (Hyoton: Mō Fubuki No Ikari)-Ice Release: Wrath of the Blizzard
    Type: Offensive, Supplementary
    Rank: S Rank
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: After first using Hyouton no Jutsu, the user performs two hand seals and releases an Icy gust of wind which pushes the falling flakes at extreme speeds and while covering them with ice to make them about an inch tall and razor sharp. These enlarged, icey snowflakes are capable of piercing one's skin and drawing blood, however, if they hit the ground, they will break apart harmlessly. If the snow is not caught in the gust of icy wind, it will fall normally.
    Note: Only one gust of wind can be created, although, this gust can be curved infinitely according to the user's will.
    Note: The user is equally prone to the flakes, should he get caught in the gusts.
    Note: Lasts two turns.
    Note: Can only be used once,but the user can control the wind gust during the second turn of use.
    Note: Due to the amount of chakra and attention this jutsu requires, the user can only use one other jutsu the turn this jutsu is activated, and on the turns that this jutsu remains active.
    Note: Only usable by Inchato.

    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    Professor Shino
    -Haku Yuki-
    McRazor


    As this was made in the old CJ thread, this is available for trade in spite of the final note.
  • 6. (Hyoton: Skadi No Reitō No Mori)-Ice Release: Frozen Forest of Skadi
    Type: Offensive
    Type: Offensive
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: 90 (40 damage to the user)
    Description: The user gathers a severe amount of Hyoton Chakra and performs a row of four hand seals, releasing the gathered chakra in a surge and causing a giant forest of pine trees made of pure ice emerge from the ground around the user. The ice is very hard and extremely cold, and the needles of the pine trees are razor sharp and are capable of dealing tremendous damage to those things that come into contact with them, especially as the trees are yet rising from the ground. As a result of the tree's coldness, the air around them also becomes extremely cold, causing discomfort and pain to anyone within it who doesn't warm themselves. Although the user is used to the cold temperatures of the ice, they will still feel discomfort and pain from the cold, albeit far less than that of a non-ice user. On average, the pine trees are 30 meters tall and the branches typically span six meters at their base. The pine trees have around 4-6 meters between each other, making maneuvering through the forest easy for a normal sized person. At the end of the third turn after the user uses this, the forest will return back into the ground. After using this, the user's body will be covered in minor first degree "cold burns" that aren't painful but hindering just the same.
    Note: Lasts for three turns
    Note: Can only be used once per battle
    Note: Whilst active, all ice jutsu gain +10 damage.
    Note: Due to the amount of chakra this technique consumes, only one additional jutsu may be used the turn this jutsu was used, and only two may be used the following turn
    Note: After this technique ends, the user is unable to perform ice jutsu of A-Rank and higher and the user is unable to perform S-Rank and higher wind and water techniques for the following two turns.


    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    McRazor
    -Haku Yuki-
  • 9. (Hyouton: Hasai Hyōrō no Jutsu)-Ice Release: Crushing Ice Prison
    Type: Offensive
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: This is an improved version of: Ice Release: Ice Prison Technique. The user will use their chakra to cause a jagged pillar of ice to erupt below the target. This pillar will move up into the target, but rather than pushing them, it will simply absorb them into itself, thus encasing them in ice. The user will then make a single hand seal, causing the ice in the pillar to move inwards on itself, thus crushing it's occupants.
    Note: Can only be used twice per battle.
    Note: Can only be taught by Inch.

    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    Light.
    McRazor
    Gutsy Jiraiya
    Professor Shino
    BlackCrow
    -Haku Yuki-
  • 11. (Hyoton: Reitō no Kami no Hari Chiryō)-Ice Release: Acupuncture of the Frozen Gods
    Type: Offensive
    Rank: S Rank
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user touches his index finger to his thumb and focuses their ice chakra between them, and creates a needle made of ice. The user then focuses a great surge of ice chakra into the needle, and manipulates the shape of the needle to rapidly elongate in a straight direction at a high speed. The tip of the needle is extremely pointy and sharp, thus allowing it to pierce skin/objects quite easily. Because it is a needle and is very thin, if the needle were to be pointed at someone since it was created, it would be very difficult to see;however, if it is slightly dark outside, this needle will be impossible to see. However, if a target possesses a doujutsu, they will be able to see the needle quite easily whether it be night or day. Because the needle is very thin and made out of ice, it is very brittle. As a result of this, it is weaker when attacked from the side, and thus, when an object of B-Rank or above that has shattering capabilities (IE taijutsu, earth jutsu, anything that can shatter ice, really) hits it from the side, although this does not hold true if the object hits the needle head on.
    Note: Can only be used twice per battle.
    Note: Can only be taught by Inch


    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    Ace.
    Yashiro
    Tybone, or whatever stupid shit he has most recently changed his name to.
    Nemesis
    -Haku Yuki-
    -McRazor-
  • 12. (Hyouton: Bakuhatsu Fuyu Uzu)-Ice Release: Explosive Winter Vortex
    Type: Offensive
    Rank: Forbidden
    Range: Short-Long
    Chakra: 50
    Damage: 90 (-20 to the user)
    Description: The user performs 3 hand seals and focuses a massive amount of chakra into a single point in the sky. After the hand seals are complete, the user will manipulate the chakra to form a fast-moving downward swirling vortex of ice, snow, and wind, and there is now hollow point in the middle of the vortex. The vortex is quite narrow at the point of the creation and becomes wider as it moves towards the ground. Anyone caught in the vortex will be rotated at great speeds and slammed into the ground, in addition to being impaled by the ice shards. The vortex can last one full turn if the user wishes. After the vortex ends, all of the snow, wind and ice shards within it will burst outward to a mid-range away from the vortex. Anyone caught in this explosion, including the user, will be knocked backward by the wind and snow, and impaled by the ice shards, though both effects aren't as powerful as they were in the vortex due to the now unfocused and spread out explosion.
    Note: The user is only able to perform a total of 2 jutsu the turn this was used.
    Note: The user will be unable to perform anymore forbidden jutsu for the next 4 turns.
    Note: The user will feel exhausted the turn after this was used and will have slowed movements.
    Note: Requires the user to have mastered ice.


    The following people have been given this since the CJ training update:
    Tybone, or whatever gay shit he has most recently changed his name to.
    Nemesis
    -Haku Yuki-
    McRazor
  • 13. (Hyouton: Kōri Kō Gihō)-Ice Release: Ice Propulsion Technique
    Type: Supplementary
    Rank: C
    Range: Short-Long
    Chakra: 15 (-5 per turn)
    Damage: N/A
    Description: When standing on ice, the user forces chakra from their feet in a manner that pushes them across the slick surface of the ice at an extreme speed. This works in a similar way to when someone uses chakra to push himself away from the ground with greater force. The difference is that the user releases the chakra without jumping, and it will simple propel them horizontally across the surface of the ice, without moving them into the air. The user is able to travel across long distances at great speed using this technique, but it only works if the user is standing on ice.


    The following people have been given this since the CJ training update:
    Tybone, or whatever gay shit he has most recently changed his name to.
    Bloo
    -Venom-
    Professor Shino
    -Haku Yuki-
    McRazor
  • 16. (Hyouton: Hyōga Shinkō) - Ice Release: Glacier Invasion
    Type: Supplementary
    Rank: S
    Range: Short-Long
    Chakra Cost: 40 (-15 chakra per turn)
    Damage Points: N/A
    Description: Glacier Invasion is an adapted version of (Doton: Uitenpen) - Earth Style: Wheel Of Fortune, used to summon large amounts of ice to the battlefield in a similar manner to which the aforementioned jutsu summons earth. Just as with the parent technique, the user of this jutsu will bite their thumb in order to draw blood and perform a row of five hand seals before slamming their hand on a scroll in the ground. This jutsu combines principles from both the summoning technique and ice release techniques in order to achieve its goal. The user summons a large amount of ice from an immense glacier which he molds into the design that is present on the scroll whilst in the process of summoning it. This allows the user to generate large amounts of ice onto the train in the form of any structure composed of ice that he wishes. Should the user be defeated, the technique will abruptly end, causing all of the ice to simply vanish. Alternatively, the user can end the technique of his own free will prematurely, causing all of the ice to vanish.Like the jutsu it's derived from, Glacier Invasion only allows the user to manipulate the shape and position of the ice the moment the ice is first summoned when this jutsu is activated as dictated by the scroll. Further manipulation of the ice past what is drawn on the scroll must be accomplished through the usage of other jutsu.
    Note: Can only be used once per battle.
    Note: No S-Rank or above Ice on the turn this is deactivated
    Note: Whilst active, the user will be limited to only performing Ice, Water and Wind jutsu.

    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    Tybone
    -Haku Yuki-
    McRazor

  • 17. (Hyoton: Aisukafusu)-Ice Release: Ice Cuffs
    Type: Supplementary
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: N/A
    Description: The user will perform a row of four hand seals, and use their chakra and naturally occurring water vapor in the air around their target to create a rectangular prism of ice surrounding and linking together two of the opponent's body parts, typically both hands or both feet, effectively restricting their movement. A body part that the prism attaches to is completely surrounded by ice, though it isn't actually stuck or attached to the ice, meaning ripping the body part away from the ice wouldn't hurt the skin. Though the prism of ice typically encases two of the opponent's body parts, it doesn't necessarily need to, and can instead just encase one if the user so wishes. No more than two body parts can be frozen into a single prism.The ice is however fairly brittle and easy to break, and forces of C Rank and above can break through it (follows elemental strengths and weaknesses).
    Note: Can only be used thrice per battle.
    Note: After usage, the user must wait 3 turns before using it again.

    -Haku Yuki-
    McRazor

    18. (Hyoton: Natsu no Yuki)-Ice Release: Summer Snows
    Type: Supplementary
    Rank: B
    Range: Short-Long
    Chakra: 20
    Damage: N/A
    Description: Summer Snows it a technique thought up in order to allow the user to create ice in temperatures and situations that are not normally suited for it. By continuously focusing an additional 10 chakra points per jutsu, the user will alter the way they form ice techniques in order to cause them to form at a default lower temperature. This allows the user to circumvent attempts to prevent stop others from blocking ice jutsu from being used through methods that alter the freezing point of water, such as imbuing the area with salt or fire. These sorts of method seek to prevent Ice Release from working by lowering the freezing temperature of water, thus causing the Yuki's normal method of state manipulation to fail. This technique, however, allows the user to account for that difference by affording more chakra to the state manipulation aspect, allowing the user to start their ice jutsu off with a far lower temperature than is normal. It is important to note, however, that this default lower temperature does not make the ice any more resistant to fire or other heat related techniques, as not actual strength is being added to the jutsu. Activation of this technique is instant and does not consume any time whatsoever.
    Note: Can only be used thrice and lasts four turns.
    Note: Throughout the duration, the user is unable to pick and choose what jutsu this is applied to. The extra 10 chakra must be expended.


    19. (Hyoton: Chanpion no Komando)-Ice Release: Champion's Command
    Type: Offensive, Supplementary, Defensive
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: The user will perform four hand seals and focus their chakra into a snowstorm of their creation (any technique which causes snowfall will do). Once this has been accomplished, the user will be able to begin using this chakra as a means by which to control the snow falling the blizzard to accomplish a myriad of purposes. By condensing the falling snow particles, the user is able to create small tools, pillars and shields of highly condensed snow, which they will then be able to freely direct. This condensation is a visible process, as a large amount of snow is gathered to form the tools. Although these tools are made of snow, they are extremely dense and act as a solid in any shape, meaning that a knife created from this jutsu would cut you just as well as a steel one. Because a lot of snow is required to achieve this density, the larger a tool the user creates, the longer it will take to form.

    Alternatively, the user can manipulate the strong wind currents of the blizzard to combine with the snow to form snow-saturated gusts of highly variable uses and powers. The powerful sweeping wind currents of the blizzard will be focused to the user's purpose and loaded with so much snow that they act almost as a solid, yet without losing the fluidity of the actual wind. The user can shape these snow gusts into vortexes, blasts, or non-harmful swirls as they see fit. The formation of these snow-saturated gusts is also a visible process.
    Note: Both snow tools and snow gusts must be created at least three meters away from the target to have any offensive effect as they must gain momentum to really be damaging.
    Note: Usable six times per conflict.






Toukan no Wa | Frost Ring
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description:
The ring of the frost giant king of the north. Its made of a special metal that can channel Water, Wind and Ice chakra. Wielding the ring gives the user greater power for his Water, Wind and Ice jutsu and gives him the unique ability to materialize a weapon made of either one of these elements in the hand the ring is. For example, the user can materialize a hammer, a sword, a whip, a glove, a bow, etc. User must choose which weapon is materialized, and only one weapon may be used per turn.
Abilities:
+5 damage to Wind and Water
+10 damage to Ice
The elemental weapons that can be created are equal to S-Rank elemental jutsu
Restrictions:
Creating the weapons counts as a turn
Weapons maintain themselves until destroyed or released
While wielding an elemental weapon, user can't make hand seals
Weapons can't be thrown but only wielded
Can't channel fire chakra while using elemental weapons
only -Haku Yuki- can use
  • (Hyouton:reiki fi-rudo) Ice Release: Chill Field
    Rank-S
    Range-Short/Mid
    Type-Supplementary/Attack
    Chakra-40
    Damaga-N/A
    Description-
    The user manipulates the moisture on the field, creating a six inch thick sheet of ice on the area around him. The ice makes movement along the ground difficult, causing the opponent to slide with his own momentum. The user can manipulate the ice To create spikes in this area. This ice created from this jutsu melts after four turns
    *can only be used three times*
    *Can only Be used by Ice Users*
  • (Hyouton: touketsu souhou) Ice Release: Frozen Touch
    Rank-S
    Range-Short/Mid
    Type-Supplementary
    Chakra-40
    Damage-N/A
    Description-
    After making one sign the user focuses his chakra into the air around a water source, causing it to almost instantly freeze by dropping the temperature inside of the molecules of the surrounding air causing the heat in the water to be pulled out of the water and into the air by conduction(much like the formation of demonic ice mirrors)
    *Can Only Be used By Ice Users*
    *Can Only Be Used Three Times*
  • Hyouton/Futon: Kaze Okan Nohara | Ice Style/Wind Style: Wind Chill Field
    Type: Supplementary
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: N/A
    Description: With a single handseal, immediately after using an ice jutsu, the user can coat the ice jutsu with a layer of wind, that will protect the ice from lighting attacks and prevent it from shattering. In order to successfully perform it, the user must train the handseal and be able to string it with the handseals of the ice jutsu, so that it seems like it's only one sequence of handseals. With the wind layer, ice can finally fight with lighting at the same rank. Since the wind is covering the ice, it still has the double advantage against water, meaning that is still can freeze it due to the low temperature, but it becomes weaker to fire attacks because the fire would use the wind coating as fuel to burn the ice quicker and before the melted water manages to evaporate the fire.
    Note: The rank of Wind itself would be A at maximum potential
    Note: Can only be used thrice per battle
    Note: Only McRazor can teach this
  • Hyouga Gachan | Ice Release: Glacier Crash
    Type: Offensive/Attack
    Rank: A rank
    Range: Mid-Long
    Chakra: 30 Chakra
    Damage:60 Damage
    Description: For this technique the uses focuses there hyouton chakra into the atmosphere and performs the rat hand seal. After the chakra has been sent into the air, the user then slams there hand on the floor, summoning several large sharp spikes (maximum 8) to fall 10m above the opponent.The spikes are 4 meters high each and 3 meters in diameter. This can aslo be used to trap the opponent. Because of the weight of them, the user has to have mastered nin because it requires intense chakra control

    -Must have mastered ice to use
    -Must have a Yuki bio
    -Must be sannin or higher to use
    -Usable 2x a match
    -Can only be taught by light...
  • Hyouton: Akuma no yōna kōri no meikyū | Ice Release: Demonic Ice Labyrinth
    Type: Supplementary
    Rank: Forbidden
    Range: Short/Long
    Chakra: 50
    Damage: N/A
    Description: The user takes out a pre-made scroll and channels chakra into it. After that he slams it on the ground and a labyrinth rises all around the battlefield. It's shaped as a circle and its walls are 3m tall and 0.5m thick with a ceiling of the same thickness and properties. It appears to be transparent but the walls can be distinguished after carefully looking at them. The labyrinth forms around the opponent, with him being in the epicenter (look at image for reference). This technique is similar to the Demonic Ice Mirrors. Barney, being a passionate ice user decided to take it to a new level and to give it a bit of his touch. When the labyrinth forms, its radius is equal to the distance between the user and the opponent. As the labyrinth forms in front of him he leaps into the walls and once in there, he can only move through them. On the other hand, the opponent can move only where there is no walls. The labyrinth, having the same properties as the ice mirrors allow him to move very quickly through the labyrinth, around the opponent from where he can freely attack. A huge drawback from this technique is that the user can only use ice jutsus while inside the walls of the labyrinth and while in there, only one per turn. The walls also serve as a resource for other ice techniques. Once formed on the battlefield, it stays, until completely demolished or until the user decides to collapse it with the Ice Release: Collapsing Ice Labyrinth technique.
    Note: Only one jutsu can be used per turn while the user is merged with the labyrinth, due to the huge amount of chakra being used for creating the labyrinth
    Note: The user can't use ice jutsus 2 complete turns after emerging/destroying the labyrinth
    Note: This jutsu can be performed only once per battle
    Note: Only McRazor can teach this
  • Hyouton: Kōri no meikyū o oritatamu | Ice Release: Collapsing Ice Labyrinth
    Type: Attack
    Rank: S rank
    Range: Short/Long
    Chakra: 40
    Damage: 80
    Description: The user, after re-emerging from the labyrinth created using the Ice Release: Demonic Ice Labyrinth technique, can make the ice particles in the Demonic Ice Labyrinth to shatter and create a huge explosion similar to how Haku destroys his Demonic Ice Mirrors. The explosion is caused by the shattering of the ice which causes friction in between the ice particles. This is where the users chakra comes into place. He simply uses it as a trigger.
    Note: Usable only after the user leaves the labyrinth walls
    Note: This jutsu can be performed only once per battle
    Note: Only McRazor can teach this
  • (Hyouton:kenjitsu kitei) Ice Release: Solid Ground
    Rank:A
    Type:Supplementary/Defensive
    Range:Short/Long
    Chakra:30
    Damage:0 (+15 to ground based ice jutsu used by user)
    Description:
    The user channels his ice chakra into the ground, freezing the moisture in the ground. (If in an arid area like a desert, this jutsu will not work). Once the moisture is frozen, the ice that is holding the earth together makes it harder for the opponent to use earth based jutsu, or jutsu that require channeling different chakra natures aside from Ice jutsu, severely slowing the jutsu speed of such jutsu. The user's own ice jutsu are empowered by the mixing of the elements, however the user is restricted by the same means, causing the user's own Fire, Lightning, Water, and Wind jutsu have problems traveling through the ground.
    -Can only be used twice per battle
    -Jutsu lasts three turns before the ice in the ground melts back to it's original form of normal moisture
  • (hi shokushu) Ice Tentacles
    Type-Suplementary/attack
    Rank-S
    Range-Short/Long
    Chakra-40
    Damage-80
    Description-
    The user manipulates the water and wind in the air to create up to five ice tendrils that are linked to himself. The user may freely control these tendrils. While they are not exactly hardened ice once they come into contact with an object or opponent they may harden. Lasts four turns
    *Can only be taught by icemyster*
    *can only be used by ice users*
    *Only usable once per Battle*
  • (Hyouton: chinou furi-zu) Ice Release: Brain Freeze
    Rank-A
    Range-Short/Long
    Type-Offensive
    Chakra-30
    Damage-N/A
    Description-
    The Ice User focuses his chakra into the area surrounding the opponent, causing the air surrounding them to drop in temperature severely and instantly, causing the air they breathe to freeze the saliva(can also be breathed in through the nose with a faster effect because the nasal passages are closer to the brain) inside of the opponents mouth to the roof of their mouth, causing a painful brain freeze that prevents the opponent from thinking for a few seconds(about five) as they are in pain(prevents build up of chakra also due to the focus being disrupted)
    *Can only be used twice*
    *No ice can be used the next turn*
    *Can only be taught Be Icemyster*
  • Hyouton: Mayu | Ice Release: Cocoon
    Type: Offensive/Defensive
    Rank: S
    Range: Short-Mid
    Chakra: 40
    Damage: 80
    Description: A Yuki clan member overlaps both their arms like an 'X' and creates a spiked dome of ice which raises up around them in a rotating fashion at a rapid pace with spikes facing outward slightly angled to one side. Due to the spikes anyone within short range of the user would be skewered by them. Then, if the dome is still intact the user extends both arms outward upon which the dome breaks down, spinning in the opposite direction from which it rose forming a rapidly rotating circle of blades of ice around the user which keeps spanning outward until the blades reach a mid ranged radius from the user. These blades can be manipulated to attack omnidirectionally around the user, or manipulated to attack any direction the user wishes.
    Note: Can only be taught by Yukihira.
    Note: Can only be used twice per battle.
  • (Hyouton: Yuki kami rokujou) Ice release: Snow god's anger
    Type:Attack
    Rank:B
    Range: Short - Long
    Chakra: 30
    Damage: 60
    Description:
    The user after using '(Hyouton no Jutsu) Ice Release Technique' to make it snow will perform one hand seal and causing the snow to clump together forming snowballs, up to four. The size of snowballs are as big as a fist. The user can have the snow assume any shape that the user desires but will still be the same size. The user will then launch the snow from the clouds having it attack the opponent. The user if they desire can perform another hand seal while the the snowballs are falling to have them combine together to increase the size of the snowballs, up to four times there normal size.
    -Usable four times a battle
  • Hyouton: Genwaku Kyokukou | Ice Release : Blinding Aurora
    Type: Offensive/Defensive
    Rank: B
    Range: Short - Long.
    Chakra: 20/Ice technique while the mode lasts
    Damage: N/A
    Description: The user infuses all of his Hyouton techniques with extra chakra, so as to add extreme light reflecting capabilities to the Ice. For the next Three turns all Hyouton techniques used will refract and reflect light in a similar manner to that of a glass prism, causing immensely bright rainbow colours to be emitted from the technique, so as to blind and hinder the opponent. If the hyouton technique is moving at fair speeds then the colours will blend into one, resulting in a bright flash of white light constantly emanating from the Ice until it's completely destroyed. The user, being accustomed to terrains with large amounts of weathered Ice along with bright sunlight is relatively unaffected by the enhanced flashes of light produced by the Ice. However, after the technique ends/when there is no longer any blinding Ice Jutsu in play, due to the light suddenly fading, the users retinas will suffer, causing the user to be blind for the turn that the lightning returns to normal.
    Note:
    - Can only be used 2x
    - Lasts for Three Turns
    - Once the duration period ends, the user must wait four turns before re-activating
    - Can only be taught by Scaze
Hyouton: Shiroi zukin o kabutta sōryo | Ice Style: White hooded monks
Type: Attack / Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A (60 if vital spot is hit)
Description: With a simple handseal and simultaneous stomp with the foot on the ground, the user releases a massive amount of ice chakra into the ground. As the user stomps his foot, numerous ice spikes protrude from the ground, covering a huge area, up to long range, in both length and width of the battlefield. The spikes are about 1m high and they're very densely packed together, serving as an obstacle and slowing any movement to living beings. The name white hooded monks comes from the resemblance of the ice spikes, to a procession of monks. Those spikes are mostly found on mountain glaciers as a natural phenomena. Once formed the spikes can stay on the field for 2 full turns until they melt away because of the reflection of light that happens due to their dense packaging. The spikes aren't really designed to kill or maim the opponent but can do moderate damage if they hit the opponent's vital spots. The reflection of light isn't strong enough to blind the opponent, but rather to make his eyes adopt to the new, brighter environment by constriction of his pupils. The user, being from the Yuki clan and having his eyes accustomed to bright environment through the years of using ice techniques, doesn't have problems with his sight. After the ice melts, everything turns back to normal.
Note: The slowing down equals 1/2 of the initial speed and applies for both the user and the opponent including their summons, except those that have the ability to fly
Note: Must be from the Yuki clan
Note: Only twice per battle
Note: Only McRazor can teach this

Hyouton: Khione no saikuron | Ice Release: Khione's Cyclone
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: N/A
Description: After the user performs a string of 15 handseals and releases a massive amount of hyouton chakra around the battlefield, he creates a massive tornado all around it, with a radius up to 50m. The tornado consists of nothing more than a massive wind current and snow. The wind carries the snow in a cyclic motion at very high speeds, which makes the snow act as a wall/barrier around the battlefield, cold enough to freeze anything that passes through it. Due to the rotation speed and the basic principle of hot-cold air, everything within it freezes in the 4th turn after using the jutsu. As the tornado spins around the battlefield, hot air moves upwards while the cold air stays low, near the ground, freezing anything caught within it, including the user. The same way the snow acts as a heat insulator when forming around the battlefield, the user can use it to protect himself against this technique. After the 4th turn, and freezing of the battlefield occurs, the cyclone vanishes. While performing this technique, the user must stay steady.
Note: While this jutsu is in use, the user can perform only 2 techniques per turn for the next 4 turns, due to the massive amount of chakra being released
Note: Only up to and including S ranked techniques on next 4 turns
Note: No ice jutsus same turn
Note: Usable only once per battle
Note: Only McRazor can teach this
Note: User can perform only water, wind and ice techniques while using this technique

Hyouton: Tsurusu tsurara| Ice Release: Hanging Icicles
Type: Offensive
Rank: B-Rank
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40 (+ extra damage depending on the force)
Description: By channeling chakra throughout the battlefield the user can create a plateau above the enemy from which a huge number of icicles are hanging. They're very sharp and can easily pierce through the opponent, potentially causing immediate death, if the opponent collides with them with force. As they're formed they don't fall down, instead, they stay at the very place they're created. They will have the best effect if created quickly, just a few meters above the enemy. The plateau has a radius of approx. 3 meters and the spikes are just a few centimeres thick, much alike as the picture provided.
Note: Only McRazor can teach this

Hyouton: Mabayui bakari no rifurekushon | Ice Release: Blinding Reflection
Type: Supplementary
Rank: B-Rank
Range: Short/Long
Chakra cost: 20
Damage points: N/A
Description: While the field is on ice, user quickly channels chakra through his legs and sends it into the ground. While quickly spreading his chakra through the ground he calculates his opponents position and the position of the sun, which he then uses to manipulate the frozen ground in order create a small ice bump which deflects the sun into his opponents’ eyes. Due to the reflection being very strong and concentrated into one point, i.e. opponents’ eyes, he gets blinded enough for the user to move from long to mid or mid to short, and vice versa.
Note: Usable only two times per battle
Note: Only McRazor can use this

Hyouton: Sennen Hyōrō | Ice Release: Thousand Years' Ice Prison
Type: Attack
Rank: S-Rank
Range: Short/Long
Chakra cost: 40
Damage points: 80
Description: User does a signle handseal and slams his hands on the ground. Then he disperses his Hyouton chakra and uses it to make several ice spikes protrude form the ground, in a circle, around his opponent. As they appear from the ground he makes them move inwards, towards his opponent, crushing him.
Note: Usable only twice per battle
Note: No S-rank or higher Hyouton, Suiton or Fuuton jutsu the following turn.
Note: Only McRazor can use this

Hyouton: Kōrudotatchi | Ice Release: Cold Touch
Type: Supplementary
Rank: B-Rank
Range: Short/Long
Chakra cost: 20
Damage points: N/A
Description: While standing on a water surface, user simply gathers Hyouton chakra in both hands and places them on the surface. As his hands gets in contact with the surface his chakra spreads through the water and freezes it, creating an around one meter thick layer of ice. If the opponent is caught standing on the water surface while the water underneath him is freezing he will be trapped. Once the freezing process completely ends the surface is safe to walk on.
Note: Usable only four times per battle
Note: Only McRazor can use this



(Yoru-ō no Amugādo)-The Night King's Armguards
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Night King's Armguards are an ancient artifact of unknown origin found by Inchato Yuki. The armguards are simple in their design: black, chakra sensitive metal constitutes the plate of the armguards, which are just long enough to extend past his elbows. At the center of each of the armguard's outer surface, there are differing runic marks which passively glow a light blue color. The plate is secured by two clasping mechanisms at either end which fasten around the user's forearm. This clasping mechanism is composed of the same metal. The armguards are completely indestructible, making them excellent for defending oneself from precision attacks in close range combat. Once the armguard is affixed to the user's arm, they can begin benefiting from the effects of the runes. In order to achieve this, the user simply need to pass their chakra into the desired rune and perform ice jutsu. The runes essentially act as a catalyst, drawing more chakra from the user and enhancing the ice jutsu in some manner unique to the specific rune being used. The runes are as follows:

Rune of Cunning: the Rune of Cunning (left armguard) grants a complex enhancement which replicates some of the effects Demonic Ice Crystal Mirrors technique. Once the user streams their chakra into the rune, it will become activated and glow a brighter blue for the duration. During this time, the user's ice jutsu will replicate the merging ability displayed in Demonic Ice Crystal Mirrors, allowing the user to merge with them and travel through the structures at a higher speed. Essentially, the user exists as ice chakra while they are merged. Therefore, much like the Demonic Ice Crystal Mirrors technique, the ice need not have large enough dimensions to hold the user's body as it doesn't enter in its physical form. Merging with an ice jutsu costs 30 chakra and consumes a move slot, but may be performed in the same time frame as an ice jutsu provided that the user instantly merges with said jutsu, therefore requiring it to be created in touch range of the user. Once the user is merged, they will be able to travel through the ice at a speed twice as fast as their running speed, and they will retain the ability to maintain and use ice jutsu provided that doing so requires no hand seals. Exiting the mirror is done passively and requires no chakra. The effects of this rune do however come with great risk: if the section of the ice that the user is inhabiting is broken/destroyed, the user will die. Activating the rune simply requires chakra to be flown into it, achievable passively but still requiring a move slot. This will cost 30 chakra, and an additional 10 chakra for each turn it is kept active to a maximum of three more turns. A three turn cooldown will be incurred before this may be used again.

Rune of Strength: the Rune of Strength (right armguard) grants a simple enhancement which the user can passively make use of to strengthen their ice techniques at their choosing. The rune will act as a catalyst and draw an additional 20 chakra from the user's body and use it to strengthen the ice jutsu the user has activated, causing it to increase in size, coldness, and density thereby largely increasing the effectiveness of almost any given technique. As a result, the jutsu will gain one rank in power if it is A rank or below, or +10 if it is S rank or above. This must be applied at the start of a jutsu; it may not be applied to something the user has active.
Note: Only usable by Inchato Yuki and Yuki clan members of his choosing.

Permission to use given to goddess

 
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Suiton: Water Release

Suiton: Mizu Tekishutsu (Water Style: Water Extraction)
Type:supplemntary
Rank:C
Range:long-short
Chakra Cost:25
Damage Points:n/a
Description: the user will make 3 hand seals and focas his chakra into the ground useing his chakta he will force up any traped water beneth the ground to surface ( only enough to make the ground flooded a little bit ) giving the user a water soruce
note: can only be used 3 times per battle
note: the water only reachs as high as the users feet
 
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Doton: Earth Release
Doton: San-kai Hashira Kaden | Earth Release: Three Pillar Household
Rank: A
Type: Supplementary
Range: Short/Long
Chakra cost: 30
Damage points: N/A
Description: By performing a single handseal, the user makes three great plateaus of earth and stone rise up through the ground wherever he wishes. The plateaus rise through the ground very quickly and without warning, and they cause small tremors around them as they rise. The user is able to slightly manipulate the shape and form of the plateaus, before they rise through the ground, to suit his needs. By forming a single handseal, the user is able to emit spikes from the plateaus. This technique is an advanced version of the Earth Style: Earth Flow Rampart.
Notes:
• Can only be used 4 times per battle.
• Can only be taught by Leeroy G. Zero

(Doton: Sogeki) - Earth Release: Sniper
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: By evenly infusing a large area of the ground with their chakra, the user can cause any objects of small to medium size be launched at a target from any point in the ground at any future point in time using a mental command. These objects will be completely void of chakra to escape detection from chakra sensors, thus cannot be manipulated or redirected past the point of launch.
Note:
- Objects cannot be larger than a windmill shuriken
- Can only launch up to three objects simultaneously
- Can only be used thrice per battle
- Can only be taught by 'Kurapika



23.

(Doton: Chikyū o Taberu)- Earth Release: Devouring Grinder
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: A technique useful both for its ability to dramatically alter the terrain and place the opponent in a dangerous position, Chikyo o Taberu requires four hand seals to use. Once these hand seals are complete, the affect of the jutsu is immediate: two large rings of earth will erupt from the ground, of widths and heights according to the user's needs, according to the jutsu's range, though one ring will always be larger and surround the entirety of the inner ring. These rings are both lined with teeth/spikes: the inner ring's facing outward, and the outer rjng's facing inward. While the size and specifications of these teeth may be determined on a case by case scenario, they will always fall just short of touching each other. Upon emerging from the ground, the two rings will spin rapidly in opposing directions, making it extremely dangerous to be in the space between them as the teeth will necessarily grind anything that space into a bloody pulp, typically the opponent. If the user desires, the inner ring can be solidly filled in with earth. Naturally, the power of this jutsu is split between the two rings, meaning they are both actually A in rank. Upon activation, the spinning of the rings will happen independently of the user's control for three turns, though this can be quite dangerous as it means the user can't simply halt them via willpower should he fall into the space of the grinder. This jutsu is usable only twice, with a four turn cooldown, and the user will be unable to use earth release jutsu above A rank in the following turn.​

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

(Kōuki Nehan Ashige) – Final Nirvana Kick
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60
Description: Initiated by an upward spin kick with either leg, the user performs the high kick forward. At which point flames are release through the foot as a large blade of fire (several meters high) that grows up to 6 feet infront of the user. The blade is thin however concentrated with flaming power, capable of cutting through a target while burning through the wound as it slashes. After initiating the attack, the user appears to be surrounded by a small ring of fire that forms around them while the main blade of fire attacks/defends (ring has no rank, simply keeps foes from approaching carelessly). It is strong enough to counter elemental techniques following Fire's strength and weakness.

- Can be used thrice per battle, two turn(s) between uses.
- No fire elemental taijutsu can be used in the same turn.

26.

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

Note:
Lasts until the targeted technique is destroyed, can only be used on one technique at a time with a two turn cooldown between uses, and can be used a maximum of three times.​


-Scaze
-Negative Knight
-Shinta

28.

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

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


-Scaze
-Negative Knight

Then

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



Katon: Ryū no Shinfonī | Fire Release: Symphony of the Dragon Type: Supplementary/Offensive/Defensive Rank: S Range: Self Chakra: 40 - 25 per turn Damage: N/A Description: Inspired by draconic mythos, this technique seeks to imitate the legendary beings that were fabled to have been fire made flesh. Through a surge of chakra the user will activate a technique that, courtesy of having no purpose on its own, is instant and can therefore be performed in the same timeframe as the following technique. The technique, once activated, serves to alter future fire techniques; as the flames of the utilised fire technique flourish into existence they will immediately exude copious amounts of ash. The released ash will immediately compress into the shape of a dragon, mimicking the visage of oriental or western dragons to the users liking. The dragons, made of black superheated ash, are self sustaining and can roam the battlefield freely; furthermore, like clones they are sentient, and are capable of acting in the users best wishes or according to their commands. However the user will always maintain absolute control over a Dragon's sentience, capable of stripping it - rendering the dragon a mere projectile attack, or passively destroying the dragon should they so wish. While the dragons are birthed from fire techniques they do not directly affect the power of the mother technique, instead they coat it, like an armour, with the ashes strength being a replica of the fire technique that birthed it. The dragons however cannot exist separately from their source fire technique which, like a heart, will exist at the core of the ash dragon - heating the ash even further. Should the flame be extinguished, they too will die, and as such techniques that can directly strike at the flames while bypassing the draconic exterior are particularly effective at snuffing out the lives of these legendary beings. Should the dragon exterior be destroyed however, the housed flames will be free to violently burst out as either a unidirectional or omnidirectional attack. Dragons are capable of attacking with either fang or claw, can fly regardless of design and, being made of condensed and superheated ash are capable of carving through earth and lesser techniques like a knife through hot butter, although the user will be capable of interacting with the Dragons freely and without consequence. This is due to a crest that will form upon the users chest upon the creation of their first dragon - the crest, an ornate black necklace made of sculpted ash, marks the user as the 'Unburnt' and acts as the medium of the sustaining of this technique - should the crest be destroyed then this technique will end too, however made of ash, the crest is virtually immune to any technique that will smash or break it apart, as it can simply reform, instead techniques that burn it from existence will work, such as equal or stronger fire or lightning, (So S rank and above) while water, the natural enemy of fire, will also be effective in its destruction. A dragon can, at the command of the user, fuse its body with its flaming heart and adopt explosive properties, then at will, the dragon will be capable of exploding in a violent blast of heat and fire that will affect the area short range around it - to signify this change the dragon will turn gold. (The explosion will always be angled away from the user, thus a dragon could surround the user and explode outwards as a defensive blast, and can be made unidirectional too - reaching up to mid range in a specific direction). This fusion will not combine the damage of the separate techniques, they will simply adopt the damage of the stronger jutsu. Notes: - If the crest is completely destroyed then this technique ends, however for as long as the crest persists this technique, too, will remain active. However after four turns it will crumble and fade away, signifying the jutsus end. - Once this technique is over, the user is incapable of using Fire techniques above A rank for the rest of, and the next turn. - Dragons are capable of harnessing the furnace that functions as their heart to release bursts of flame from their mouth or body, however should they use up all of the flames of the original fire technique they will crumble an die. - Can only be used 2x, with a three turn cooldown between uses. (Cooldown begins when the technique ends.) - Works on techniques that can logically be affected, such as streams - forming long serpentine like dragons, fireballs, bursts of fire and so on. In the case of multiple projectiles making up a single technique, multiple smaller, weaker dragons will likewise be produced. Logically, it will not work on gas and ash fire techniques. - Cannot be utilized on Forbidden ranked fire techniques, nor can it be used alongside the canon 120 damage fire technique 'Great Fireball Shower'. - The ash that creates the dragons is obviously incombustible - The crest is part fuuin, part fire - Can only be used by Scaze

...

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

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

...

(Katon: Kaika Ninetails: Sādotēru; Gurēsu) | Fire Release: The Flowering Ninetails: Third Tail; Grace
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: To be used directly after the Sixth Tail, this technique takes effect as soon as the tails disperse. Instead of allowing the orbs of fire chakra to roam across the battlefield this technique serves to bind the orbs onto the users position, forcing them to surround the user (But preventing direct contact, and in the case of contact suppressing their destructive abilities) so that the orbs may act as the perfect defence as they swirl around him to protect from all air based and ground based threats. Furthermore it also grants the user the ability to passively manipulate the pathing for the orbs, for instance the user can expand the defence to encompass the entirety of short range, and can even stream the orbs out to surround their own techniques to empower them. Whenever the orbs nullify a threat the produced explosions will always be angled away from the user.

Note:
- Can only be used 3x
- Cannot use Water, Earth, Fire or Wind above S rank while this is active.​

...

Doton: Gaia no Yōsai) | Earth Release: Gaia's Fortification
Type: Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: +20
Description: This technique allows the user to produce a quick burst or stream of particles of ignitable earth, not at all dissimilar to that of the 'Molten Earth Wild Eruption Technique', from either their body or the ground. The produced rocks and particles are designed to funnel into a flame and, on account of their inherent structural and molecular instability, forcefully explode. This will essentially empower the fire technique in two ways; firstly the surge of flammable earth into flames will add to the bulk of the fire attack, creating a combo of fire, molten earth and flaming rock. Secondly, is that the explosive force of the rocks will directly influence the host fire technique - resulting in a powerful chain explosion. Essentially, this technique will turn basic fireballs into expanding maelstroms of rock and flame, pillars into erupting geysers of molten earth and fire, and so on, greatly enhancing the lethality and danger factor of the offending technique. As this technique has no independent usages of its own, it can be used within the same timeframe as another jutsu.

Note:
- This technique cannot be used on consecutive turns, and when used, the user will be barred from other Earth jutsu A rank and above for the rest of the turn.
- This technique can only be used 3x.
- Is effective on inflamed substances, and fire KG/CE too (within reason and logic).
-Can only be used with S rank and below techniques.​

Above four taught here:
 
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Raiton: Lightning Release
  • Lightning Release: Lightning Shoes (Raiton: Rai Hanka)
    Rank: A
    Type: Deffense/ Supplementary
    Range: Short
    Chakra Cost: 30
    Damage Points: N/a
    Description: The user channels his Raiton chakra into his feet and generates little steams of lightning under them. By doing so the user will be able to walk on mud. Normaly a strong lightning technique will go trough the mud and make a big hole. However by decreasing the electricity the user is able to create small steams of lightning which does not go deep trough the mud, only enough to keep the user on top of it. However while using this the user is very vulnerableto water techniques.

    *Can only be taught by PowerOfDarkness
    *Jinbei is the co-creator of this jutsu
    *Can only be used 2 times per battle
    *No S or A rank Raiton techniques the following turn this jutsu is used.
    *Lasts for 2 turns
 
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Misc. Ninjutsu/Summonings
8. (Chakra Arashi)-Chakra Storm
Type: Attack
Rank: S Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user makes three hand seals and gathers a large amount of chakra in one specific location within a mid-range of themselves. They then begin vibrating and rotating the mass of chakra an extreme amount. Anything caught in this area will be twisted and pressured an extremely great deal by the swirling vortex of chakra.
Note: When the chakra has been gathered in the set area, the air will shimmer for a few seconds before the vortex begins.
Note: The area that is being effected can have a maximum of a 2 meter diameter.
Note: After using this technique, the user is unable to use any standard ninjutsu for the next two turns.
Note: Can only be used twice per match.
Note: This jutsu doesn't suck the opponent toward the vortex and only affect what comes in direct contact with it.


The following people have been given this jutsu since the CJ trading update:
Scaze, though he never finished the training. It's his whenever he decides to post.

Kuchiyose: Zapdos ) - Summoning: Zapdos
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Zapdos is an avian Sage ranked Pokémon with predominantly yellow plumage. Black rings encircle its eyes, and it has a long, thin, light orange beak. Its wings and tail are a mass of spiky feathers, with black feathers covering the back of its wings and inner tail feathers. A large crest of spiked feathers surrounds its head. Its thighs are a khaki color, and it has anisodactyl feet ending in talons. When Zapdos flaps its glittering wings, it releases electricity that can potentially cause thunderstorms. It produces massive crackling and snapping sounds when it flies; these are attributed to the lightning bolts it sheds when airborne. When stricken by lightning, it gains power. Zapdos reportedly appears only during thunderstorms, and is said to live among thunderclouds. Zapdos has an ability called Pressure where he prevents opponent's from using Forbidden ranked attacks. He has an ability called Lightning Rod which makes him also immune to Lightning jutsu, gaining +20 to his next jutsu for each that hits him and can perform Chidori Thunderstorm by just flapping his wings. He is also capable of using all Lightning jutsu the user knows and can perform Zap Cannon, a massive 5 meter beam of expanding lightning, comparable to how Dust expands outwards. Gaining 4 meters for each range it passes, the beam carries a high damage of 120. He is also capable of having Flight, moving at twice the speed of a Sage.
Note: Pressure as well as Lightning Rod a re a passive abilities.
Note: Zap Cannon can only be used twice, once every 3 turns.
Note: Flight can be used once every three turns, avoiding any jutsu within reason.
Won permission to use this in two nw events here:


Kuchiyose: Squirtle) - Summoning: Squirtle
Rank: B
Type: Supplementary
Range: N/A
Chakra Cost: 20
Damage Points: 40
Description: Squirtle is a small Pokémon that resembles a light blue turtle. While it typically walks on its two short legs, it has been shown to run on all fours in Super Smash Bros. Brawl. It has large brown eyes and a slightly hooked upper lip. Each of its hands and feet have three pointed digits. The end of its long tail curls inward. Its body is encased by a tough shell that forms and hardens after birth. This shell is brown on the top, pale yellow on the bottom, and has a thick white ridge between the two halves.
Squirtle's shell is a useful tool. It can withdraw into the shell for protection or for sleeping, and its grooved, rounded shape helps to reduce water resistance when this Pokémon swims. Squirtle can spray foamy water from its mouth with great accuracy. Squirtle is capable of moving at Jounin speed on water and Sage speed in Water. He can use Water up to A rank and his shell can survive C rank and below damage, but not his underbelt and is able to use an ability called Torrent, which boosts his Water jutsu by +20 up to S rank when in Water.
Note: Torrent is a passive ability effective from the start of battle.
Won permission to use this in two nw events here:

Bijuu ninjutsu

(Bijuutsu : Soutsui Sei) Tailed Beast Technique: Duality
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: A unique technique that utilizes the chakra of which a Bijuu is capable of transferring into it's Jinchuriki. This chakra is commonly refered in two different types, negative white chakra and positive black chakra as seen when a Jinchuriki/Bijuu is stabilizing the ratio within a Bijuudama. However this is infusion technique in which allows the Jinchurki to separately infuse one of the mentioned chakra forms above in order to achieve unique effects, while also recreating the ratio balance within i.e elemental ninjutsu.

Positive Black Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; allowing for the selected technique to have it's nautral weakness removed and instead behave akin to Bijuu Chakra; thus being neutral to all. This process is done by tampering with the ratio of the technique, allowing for the infused jutsu to be created just as normal but with the additional chakra it would play the role of neutralizing the selected technique. The infused technique of course remains the same; having i.e fire still capable of dealing burning damage etc. One cosmetic change however is the infused techniques tend to appear more darker than normal, showing that the technique is under the effects of the infusion.

Negative White Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; will seek to become enhanced and gain far more power than before. The technique in question will gain an additional rank for A Ranks and below while S Ranks and above will gain +20. This is based on the idea of wanting to empower other techniques the Bijuu has no inherit affinity towards such as the Nibi towards Fire Release and as such cannot be applied to it.One cosmetic change however is the infused techniques tend to appear more lighter than normal, showing that the technique is under the effects of the infusion.

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no A Rank and above Bijutsu in the same and next turn.

 
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Genjutsu: Illusion Arts
15. (Genjutsu: Nise Gaikō)-Illusionary Arts: False Diplomacy
Type: Supplementary
Rank: C Rank
Range: Short
Chakra: 15
Damage: N/A
Description: The user casts their target in a genjutsu by making a hand gesture at the target while in a short range. This gesture can be changed to fit the user's need. Upon doing so, the target will see the user performing a friendly action, such as offering them a handshake. In reality, the user does not actually offer this gesture, and is free to move and act as they please, so long as they stay within a short range of the target. Additionally, the user is able to use this technique in response to the friendly gesture of another. For example, if a target were to offer the user a handshake, the user would be able to cast this on the target, making them believe that they accepted the handshake, though they did not in reality. The gesture is not limited to a handshake, however. If the user desires, it can vary anywhere between something informal like the wave of a hand to something as intimate as a kiss. While maintaining this genjutsu, the user is unable to use any other jutsu. Should the user touch the target while this jutsu is active, the genjutsu will be broken, as the unaccounted touch would contrast heavily with what they were seeing. The user is able to incorporate speech into this illusion if they so desire. As eye contact is the trigger, this jutsu can obviously only be used on one person at a time. The purpose of this technique is for deception and precaution when dealing with diplomacy within RP sections like the Ninja World. It has no practical applications in battle, as it only works for friendly gestures.
Note: Can only be used thrice per battle.


-Shinta

(Genjutsu: Spasticity) - Illusion Technique: Spasticity
Rank: A
Range: Short - Mid
Type: Supplementary
Chakra: 30
Damage: N/A
Description: The user performs a set of 4 hand seals and casts the target within an illusion, In said illusion the target would see it starting to rain across the entire battlefield, as the droplets of rain touches the targets body it undergoes a drastic change. The target would experience an altered skeletal muscle performance in his/her muscle tone, like an unusual "tightness", stiffness and/or "pull" of the muscles, making it hard for the target to grasp things like kunai's, swords etc, along with failure to perform hand seals and/or move around correctly. This change in body structure within the illusion would trick the opponents brain into believing that grasping things and performing handseals in reality is just as difficult, resulting in failure to perform hand seals and/or proper movement.
Note - Can only be used twice per battle.
- Effects of the illusion lasts for an entire turn.
- No genjutsu may be used in the following turn.
[/list]
21.

(Genjutsu: Toroinomokuba Gaikō)-Illusionary Art: Trojan Diplomacy
Type: Supplementary
Rank: D
Range: Short-Mid
Chakra: 10
Damage: N/A
Description: A simple technique used to take over the opponents senses of sight and sound in order to cause them to experience an illusion in which the user will offer a surrender to the battle, it is often used to safely assess whether or not the opponent will accept a surrender and in surprise attacks alike. This is accomplished by making three hand seals if the user is at a mid-range of the target, or simply by making a hand gesture that the target can see in short-range. The user will maintain awareness/control of what the opponent sees/experiences, but at the cost of being unable to perform jutsu themselves while this remains active. The details of the illusionary surrender are decided by the user situationally (dialogue, actions of the user's illusionary self, etc...).
Note: Any actions performed by the target of the illusion will be performed outside the illusion as well; they are not paralyzed.
Note: This genjutsu will be released if the target experiences any pain at all, meaning taijutsu and weapon attacks will simply break the illusion.

Approved here:
 
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Custom Fighting Styles
  • (Tōshō no Ken) - Frostbite Fist
    Type: NinTaijutsu
    Background: Inchato Yuki was a rather unskilled at taijutsu, preferring to fight with a sword when in a close range. When he joined Konohagakure, he observed the way that the Hyuuga clan members utilized their chakra to attack the bodies of their opponents in their Gentle Fist fighting style. Inchato realized that, although he could not use his chakra to shut down a body the same way a Hyuuga does, he could inject ice chakra into the body of his opponents in a similar manner, causing the body of his opponents to feel varying degrees of frostbite. And thus, Frostbite Fist was created. After a long amount of study and practice, Inchato was able to master this unique fighting style, and was even capable of forcing the 'waves' to travel through the air in the most advanced techniques in the fighting style.
    Description on the Abilities and Inner Workings of the Style: The technique works by charging one's hands with ice chakra and striking an opponent. As the strike lands, the user forces the chakra into the opponent's body in the form of a freezing 'wave' of chakra. The tissue and organs that this wave pass through will experience various degrees of frostbite and freezing depending on the amount of chakra put into the wave. As the jutsu was inspired by the Hyuuga, the actual fighting style is quite similar to that displayed in Gentle Fist in that the user will typically attempt to make rapid, light strikes against their target. After mastery in the standard hand-to-hand style has been achieved, a user of frostbite fist is capable of forcing the waves of chakra to travel through the air a small distance before freezing the opponent, though this greatly diminishes the effects compared to a direct contact technique. Although releasing these waves through the hands is by far the most effective way to use this fighting style, true masters of the technique are capable of releasing waves from other parts of their body as well.

    Although the style is derived from the Hyuga's Gentle Fist Style, the two are quite different. Rather than usage of byakugan to find and target chakra points in order to close them, thus damaging the victim's internal body systems as the Gentle Fist users do, the Frostbite Fist users apply their chakra waves in a more direct and simple manner. Simply put, Frostbite Fist has nothing to do with the Chakra Points of the opponent. Rather, Frostbite Fist targets the muscles, flesh, and blood of the section of the body that the user chose to strike.
    Example Techniques:
    (Tōshō no Ken: Furosutonippu)-Frostbite Fist: Frostnip
    Type: Offensive
    Rank: B
    Range: Short
    Chakra Cost: 25
    Damage Points: 40
    Description: The user will gather and focus ice chakra into their fists and quickly strike at a target with a series of open palmed attacks, similar to the way one would attack when using Gentle Fist. As they make contact with the target, the user will push an amount of ice chakra into the target's body in the form of a cold 'wave.' This wave of chakra rapidly freezes the tissues of the surface skin in the area that the punched. The result of the skin being frozen is initially itching and considerable pain, however, after a full turn of feeling pain, the afflicted area will go numb, which can make using this body part to fight difficult. After four turns of numbness, the skin and tissues thaw, allowing the body part to function normally once more.
    Note: A maximum of three punches can be performed per time this jutsu is used.
    Note: Punching the same location multiple times will yield no additional affect.
    Note: Can only be used by Frostbite Fist Users.

    (Tōshō no Ken: Tōketsu Nīdoru)-Frostbite Fist: Freezing Needle
    Type: Offensive
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description: The user focuses a large amount of ice chakra into the tip of their index and middle fingers, and will hold them outward together, whilst clenching the rest of their hand together. The user will take a jab at the opponent, and will release a thin, concentrated burst of ice chakra at the opponent. If the user is able to make contact with the opponent's body when releasing this blast, the parts of the body that the blast passed through will freeze, instantly stopping blood flow and muscle usage of this area. If the user releases the chakra blast without making direct contact, however, the parts of the body hit by this blast will be severely chilled, causing muscle movement to be slower and more difficult. The chakra blast is about an inch in diameter.
    Note: Can only be used by Frost Fist Users.
    Additional effects and Restrictions:
    To learn Frostbite Fist, one must be a member of the Yuki clan, and have already mastered Ice.
    Frostbite Fist users tend to be quicker and more agile with their movements than standard strong style taijutsu users, though they lack some of the physical strength and power that a strong style user possesses.
    Frosstbite Fist users have an increased resistance to cold due to the amount of time that they have spent practicing working with and producing freezing effects.


    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    Icemyster
    Yashiro
    Tybone
  • 1. (Tōshō no Ken: Furosutonippu)-Frostbite Fist: Frostnip
    Type: Offensive
    Rank: B
    Range: Short
    Chakra Cost: 25
    Damage Points: 40
    Description: The user will gather and focus ice chakra into their fists and quickly strike at a target with a series of open palmed attacks, similar to the way one would attack when using Gentle Fist. Much like the Gentle Fist, the movements of this technique focus on speed rather than strength, and as such, they tend to be quite quick. As they make contact with the target, the user will push an amount of ice chakra into the target's body in the form of a cold 'wave.' The wave will be about the size of the user's fist. This wave of chakra rapidly freezes the tissues of the surface skin in the area that the punched. The result of the skin being frozen is initially itching and considerable pain, however, after a full turn of feeling pain, the afflicted area will go numb, which can make using this body part to fight difficult. After four turns of numbness, the skin and tissues thaw, allowing the body part to function normally once more.
    Note: A maximum of three touches can be performed per time this jutsu is used.
    Note: Punching the same location multiple times will yield no additional affect.
    Note: Can only be used by Frostbite Fist Users.


    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    Icemyster
    Yashiro
    Tybone
  • 2. (Tōshō no Ken: Furosuto no Sunappu) Frostbite Fist: Frost Snap
    Type: Offensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will gather and focus ice chakra into their fists and quickly strike at a target with a series of open palmed attacks, similar to the way one would attack when using Gentle Fist. Much like the Gentle Fist, the movements of this technique focus on speed rather than strength, and as such, they tend to be quite quick. As they make contact with the target, the user will push an amount of ice chakra into the target's body in the form of a cold 'wave.' The wave will be about the size of the user's fist. This wave is more powerful than the one used in Frostbite Fist: Frostnip. The area that this wave passes through will have its tissues within the surface skin will be frozen, as well as some of the deeper tissues. As a result, there will be greater pain than there was in Frostnip. In addition to this pain, the skin is frozen and hardens. After a full turn of dealing with this pain, the location will become numb, making usage of the body part difficult. Two turns after this jutsu was used, the skin hit will form painful black blisters, although, the target will be unable to feel the pain until the numbness wears off. After four turns of numbness, the skin will thaw, and the target will be inflicted with great pain due to the blisters.
    Note: A maximum of two touches can be used per time this jutsu is used.'
    Note: Punching the same location multiple times will yield no additional affects.
    Note: Can only be used by Frostbite Fist users.
    Note: Can only be used three times


    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    Icemyster
    Yashiro
    Tybone
  • 3. (Tōshō no Ken: Tōshō)-Frostbite Fist: Frostbite
    Type: Offensive
    Rank: S Rank
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will gather and focus ice chakra into their fists and quickly strike at a target with a series of open palmed attacks, similar to the way one would attack when using Gentle Fist. Much like the Gentle Fist, the movements of this technique focus on speed rather than strength, and as such, they tend to be quite quick. As they make contact with the target, the user will push an amount of ice chakra into the target's body in the form of a cold 'wave.' The wave will be about the size of the user's fist. This wave is more powerful than the one used in Frostbite Fist: Frost Snap. As a result of this, the muscles, tendons, blood vessels and nerves that were hit by the wave all freeze. Because of this, the skin in this area will turn hard and feel waxy, and the body part will become temporarily unusable, and the user will lose all feeling in said body part. After two turns, the afflicted area will form large purple blisters where the wave originally passed through. After three turns of being unable to use said body part, the target will once more be able to use it, though they will feel an extreme amount of pain in the inside of the afflicted area due to the freezing, though they will still have no feeling on the outside sections of the body part. Unless the target is treated by a medical ninja, they will have loss of feeling in the afflicted area due to nerve damage for the rest of the fight.
    Note: A maximum of one touch can be used per time this jutsu is used.
    Note: Can only be used by Frostbite Fist users.
    Note: The user will be unable to perform any Frostbite Fist jutsu for the following turn.
    Note: No A rank or above ice ninjutsu the following turn.
    Note: Can only be used twice.


    The following people have been taught this jutsu since the implementation of the customs sharing rule:
    Icemyster
    Yashiro
    Tybone
  • (Hyouga) Glacier Style
    Type:
    NinKenjutsu
    Background:
    Glacier Style was created by the Yuki Clan members, that were investigating the Samurai sword fighting styles,then combining the sword styles to create their own type of free style kenjutsu to release large amounts of Wind and Water chakra from the blade(s), allowing them to create Ice and use this as faster and stronger attacks and defenses.

    Description on the Abilities and Inner Workings of the Style:
    The main idea of the style is too release Water and Wind chakra into the users blade(s), and then swing the sword(s) creating Ice which then burst forward from the users blade(s). While swinging the sword the user release layers of Ice that create the attacks or defensive jutsus.

    Additional effects and Restrictions:
    - Must be of the Yuki Clan.
    - Must have master Water and Wind along with Ice.
    - Must be trained by -Tauburn- to use the Style.
    - Techs are quicker than normal ninjutsu techs, because the swinging of the sword is what gives the ice shape.
  • (Hyouga: Sodatenami)- Glacier Style: Raiseing Wave
    Type: Attack
    Rank: B
    Range: Short-Mid
    Chakra Cost: 25
    Damage Points: 40
    Description: The user will focus Water chakra through their sword, and then focus Wind chakra into the sword. The the user swings his sword in an upward arc with both hands, from under the users hips. Releaseing a surge of ice in the shape of an arced glacier towards the opponent, that can reach out to mid range.
    - Can be used 5 time per battle.
    - Must have Yuki Bio.
    - Must have permission from -Tauburn- to use.
  • Hyouga: Shirafune (Glacier Style: White Sword)
    Type: Supplementary/Attack
    Rank: B
    Range: Short
    Chakra: 25
    Damage: 40
    Description: charging Hyouton chakra into a broken sword, the user will stab in the direction of the opponent with the broken sword, stopping just out of reach of their opponents arm and sword reach. This allows the user to reform their blade with ice particles, piercing through objects in its path. The ice blade extends 5 feet into the opponent. This technique can also be done by the user purposely breaking their sword against the blade of the opponent with an extremely hard swing and then proceeding with the technique.
    Note: Must be of the Yuki Clan.
  • (Hyougo: Doragontsume)- Glacier Style: Dragon Claw
    Type: Attack
    Rank: A
    Range: Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user focuses his water and wind chakra into a sword then slashs at the opponent three times, once from the right the left then again from the right, releasing layers of ice towards the opponent, two from the right and one from the left.
    - Can be used 4 times per battle.
    - Must have Yuki Bio
    - Must have permission from -Tauburn- to use.
  • (Hyougo: Maruneji)- Glacier Style: Circling Screw
    Type: Deff
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: n/a
    Description: User will focus wind and water chakra into their sword, then place the sword in there dominate hand between his thumb and index finger, then spin the sword four times vertically createing a screw type ice glacier that has flat sipral shape, extends 1 yd from the user towards the opponent. Its able to withstand the strongest of fire techs, with little melting.
    - Can be used 4 rimes per battle.
    - Must have Yuki Bio
    - Must have permission from -Tauburn- to use.
  • Hyouga: Hachi Ken no Ringu (Glacier Style: 8 Sword Ring)
    Type: Defense/Attack
    Rank: A
    Range: Short - Long
    Chakra: 30
    Damage: 60
    Description: The user channels Water and Wind Chakra into a bladed weapon while holding it in front of them with the blade facing straight upwards. A ring of 8 transparent ice swords will surround the user’s waist, constantly swirling over the user’s body, protecting the user from physical attacks. The user can also send from 2 to 4 swords at B Rank towards a target per turn. The ice swords, as they are transparent, are nearly invisible at a distance (Mid – Long) but still visible.
    - The swords can only be made in short range.
    - No Ice techs in the same turn.
    - Can only be used 4 times per battle.
    - Must be a member who has learned Glaicer Style.
  • Hyouga: Hakuren (Glacier Style: White Ripple)
    Type: Attack/Defense
    Rank: S
    Range: Short - Long
    Chakra: 40
    Damage: 80
    Description: the user charges his blade with hyouton chakra and punctures the ground 4 times in rapid succession in front of them in a semi circle. The user then takes thrusting battle stance as the ice particles begin to flow up from the punctures made in the ground. They build up and then fire toward the target in a massive, powerful pure-white wave of thick snow coming from the blade. If hit, this will encase the target in a block of ice.
    Note: Must be of the Yuki Clan.
    Note: Can only be done 3x per battle
    Note: User must wait 4 turns between each use.
    Note: No Hyouga techniques can be performed in the same turn.
    Note: No Hyouga Technique above A Rank next turn or the turn before.
  • (Hyougo: Tokuhei)- Glacier Style: Sheilding Wall
    Type: Defensive
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: n/a
    Description: The user will bring their sword to their side (about waist height) focus wind and water chakra into their blade, and swing their sword in an arc around the front half of their body, releasing wind and water chakra from their sword, creating a slanted wall of layered ice that, holds a 70 degree angle from the ground to the top of the wall, that stands at 7 ft, that can with stand most fire techniques of the same rank.
    - No Ice techs in the same turn.
    - Can be used 2 times per battle.
    - Must have a Yuki Bio.
    - Must have permission from -Tauburn- to use.
 
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Kisei:

Clan:
Kisai Ichizoku - 鬼才 族
Founder - Merlin the Wizard



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History of the Clan​




After the defeat of Princess Kaguya, the Sage of Six Paths sealed the Juubi inside of him and stayed behind on earth while his brother Hamura ascended to the moon to keep watch over the Gedo Mazo statue. While the Sage stayed, he began to spread the teaching of Ninshu around the Ninja World. During this time, one ninja by the name of Merlin came to exist. After training alongside notable monks most of his life, he learned of scrolls that showed secrets behind some of the advanced applications of ninshu and chakra usage developed decades after Hagoromo taught the first people Ninshu. Seeking to understand this power, Merlin sought out the location given on the scroll

Having arrived at the location, Merlin came to find several monks who practiced Ninjutsu. Coming into contact with them, Merlin learned that despite their noble ways, they were quite humble and peaceful, yet contained a power beyond any he had seen. In his search to understand more, he asked them to show him the ways of their powers, to which they denied him. It wasn't until many years of training under them to hone his own chakra prowess that they finally gave in and showed him their ways. Normal chakra was the result of what was considered the two forms of energy, Spiritual and Physical Energies. These monks have developed a way to enhance their Ninjutsu through various methods. This advanced usage that they deemed Mahou was more powerful than Ninjutsu's basic usage, applied through different methods such as speech and movements and instruments such as wands. Being so powerful that they could use their very own raw will and vitality to bend the world to their command, these Monks warned Merlin of succumbing to the Dark nature of Mahou, telling that he could lose what makes him human if he didn't. Taking this energy within him, Merlin spread the Ninja World, teaching others how to utilize this ability that he had honed and perfected over the years. Taking a wife years later, he learned that his children were also born with the ability to use Mahou. Generations later, his clan and descendants still utilized this power and refined it even more.

Special Abilities​




Passive Traits & Abilities​

Mahou is able to be performed in acts of raw and advanced applications, though it is better and more powerful when used through a wand. Wands, the basic weapon any Kisei possesses, allows them to channel their chakra to perform techniques and use Mahou and certain Ninjutsu without the requirements generally associated with these, instead using verbal commands known as incantations or, in some cases, movements. They are made from wood from the Jubi's dormant form and amplified and augmented by special chakra based items. What separates this wood and that of Wood Release is this wood is the most chakra conductive wood and the most chakra-linked natural material in the ninja world. Due to being created from the shell of the Jubi's dormant form, this allows the wood to retain some of the Juubi's influence and causes it to be at times temperamental. Because of this, each piece of wood is different with "personalities" to them. The material itself is more linked to how the wand will work and it's inherent abilities while the wood is more attached and linked to the type of individual that is capable of wielding it. Most spells are done with the aid of wands, but rare spells can be cast without the use of wands. Mahou with a wand is usually performed with an incantation, but more experienced Kisei members can cast nonverbal spells, which conceals the spell until cast. Wands are referred to as "quasi-sentient" because their being imbued with a great deal of magic makes them as animate as an inanimate object can be. The rank of a Kisei also determines their ability to use Ninjutsu and Mahou verbally and nonverbally. Until Year 3, the Kisei would have to speak the full name of a jutsu, including seals. Year 5 Kisei and down can use Ninjutsu and Mahou by saying the full name while Year 6's and up can use it by just saying the name of the element and Mahou.

As mentioned above, the material used with the wood from the dormant form of the Juubi grants different natural and passive abilities, better suited for various types of Ninjutsu and Mahou usage, which is the primary use for the wands - to channel their mahou through it, resulting in very unique wands for each Kisei. The full lists for both can be seen in the spoiler below


Wand WoodTraits and Properties
VineA khaki like color, Vine wood is yielding, and known to be a springy wood. Vine wood is ideal for casting using with Charms.
HollyA shining brown, Holly wood is a wood that is mildly sturdy, and being better suited for Defense Against the Dark Arts.
ElderRare, and pure white, Elder Wood is known to contain the foulest aspects of the Jubi's dormant form and is suited for Dark Arts.
HawthornA dark shade, Hawthorn wands are known to be a wood that helps with Dark Arts.
RosewoodWands of a fiery to bright pink shade, Rosewood wands are flexible, giving slight bend and being ideal for Transfiguration.
AshwoodAn ivory like color, Ashwood wands are unyielding, perfect for Charms.
YewA morbid yellow tint, Yew wands are another wand suited for Dark Arts.
Wand TypeBenefits associated with it
Dragon HeartstringPowerful, and ideal for Lightning usage
Phoenix FeatherFiery and good for Fire usage
Unicorn Tail HairPowerful and ideal for Water usage
Veela HairTemperamental and ideal for Wind usage
Dittany StalkStrong and ideal for Earth usage
Thestral Tail HairIdeal for usage with any element the user chooses


Kekkei Genkai (or equivalent):​

As described above, Kisei members are able to make use of a different form of Ninjutsu, one they have honed and mastered over the years to the point that their usage of it is on par with that of the normal Ninja using Elemental Ninjutsu. Kisei members utilize this chakra as a purer yet more advanced form of Ninjutsu, closer to it's original roots, that the Kisei clan deems "Mahou." This form of ninjutsu is so powerful and strong that through applying sheer will force and chakra, the user is able to apply Mahou through different methods, notably through incantations and special arm movements and channeling instruments.

In the Kisei clan, the ability to use Mahou is an innate ability. This is the norm of children born to the normal Kisei family. The use of it is done through special Ninjutsu techniques called Spells, which are generally verbal incantation and arm movements that the user uses as a way to release his Mahou chakra. These types of Spells range from Transfiguration spells, or Mahou jutsu that include bewitching an item's form and physical appearance, Charms, jutsu aimed at giving objects new and unexpected properties, Potions, which is a field of alchemy that involves the user using his Mahou with parts of the Juubi tree and parts of the dormant form of the Juubi ( it's shell ) that allow the user to create potions, Defense Against the Dark Arts, jutsu that allow the user to combat malicious Mahou and the Dark Arts itself, a type of Mahou jutsu that use Mahou directly for dark purposes.

Advanced Mahou Arts​



In addition to this, there are also 2 last fields of studying, 1 exclusive to each alignment, the two being Occlumency and Legilimency. One deals with erasing your mind and presence from the perception of others to prevent detection and enable stealth, the other deals with perception of the enemy, emotional and thought reading and overall awareness. (To be submitted as a CCJ)

Location


The primary location for wizards is Hogwarts School of Witchcraft and Wizardry, located only to those who attend or are of wizarding descent and has also been rendered "un-plottable" by m, preventing non-Kisei from locating and gaining entry.


Purpose



The purpose of Kisei vary greatly with each kind; while one half is interested in maintaining their lack of communication with non-Kisei, or Muggles as they call them, and ensuring that the lives of both Muggles and Kisei are protected, the other half are venomously pushing for a Pro-Kisei regime, enforcing their power and control over Muggles and making them their obedient servants. It is these very reasons that the Kisei clan has been locked in turmoil for many decades.

Special Information



There are several different ranks withing the Kisei clan, all of which revolve around the concept of experience and learning over the years. As expected even with Chuunin and Sannin, a Year 2 Kisei is inherently weaker than a Year 6 Kisei, reflected in their usage of spells and the catalog of spells available to them.

Chain of Command​


  • Headmaster: The head of the clan, the Headmaster has magic that is inherently stronger than those of lower ranks as well as full knowledge of all forms of magic, and able to specialize in two forms.
  • Heads of House: Directly under the Headmaster are the 4 Heads of House. With power a shade below the Headmaster, each of these Heads are knowledgeable in individual fields and their power reflects this, having knowledge of all facets of their respective fields. They account for the clan's council in the absence of the Headmaster. Each Head of House has under his power 5 Kisei each in his House, divided between the seven levels of training a student can go through "school".
  • Graduates: Upon completion of Year 6, members are considered full Kisei. The main difference between Graduates and Heads of Houses are graduates are simply students who are done with training and are full Kisei while the Heads of Houses actually teach and have a wider range of knowledge listed above.
  • Students: Under each of the Heads of Houses are up to 5 students. These 5 students make the general body of Wizards of each House, collectively making the large body of Kisei members. There at max can be 20 of these members. These members are divided into their Houses based on the decision of the Sorting Hat, a charmed hat that can speak and read the thoughts of those who wear it. This can only be used to help it decide what House it may place you in and doesn't mean that it can relay what it learns to anyone.
Ranks​

Aside from the general structure and chain of command of Kisei members, the actual ranking of members is divided by the training status of members, ranging from Full Wizards to Year 1 members. Depending on the level of training, members can be between 1st to 7th Year members, or Full Wizards.


  • Full Kisei: Their final level of training, wizards at this stage have completed basic trainings, have access to most if not all of the prior abilities of their alignment.
  • Year 6: By now, the distinction between Light Kisei and Dark Kisei has become increasingly clearer; gain the ability to learn Occulumency or Legilimency and Apparition and Flight.
  • Year 5: Learning Wandless Magic, Kisei of this age become much stronger and have mastered most if not all of their basic training.
  • Year 4: At this point, a Kisei's descent into darkness begins should they choose to become a Dark Kisei, beginning to learn hexes as well as beginning to dabble in teachings of Dark Arts. All Kisei begin to stronger Charms and begin to learn how to make and create potions.
  • Year 3: Growing in maturity and power, this reflects in their ability to begin learning stronger spells as well as starting in both Transf and Charms. Dark Wizards begin to learn how to utilize hexes at this stage
  • Year 2: As the Kisei learn more, their abilities strengthen as well as their arsonal, being able to cast more spells and the ones they already have become stronger as well, gaining access to early Transfiguration or Charms spells and minor jinxes.
  • Year 1: Introductory level Kisei, these members have access to very few spells of their own and their own spells deal minor damage outside of their described effects and learning the abilities of Charms or Transfig.
Detective L, Vex, Jinbei, Uchiha Lee, Broly and Souji are willing and ready to join now.

Requirements



In order to join, one must reach certain requirements. One must have at least reached S-Class ninja in order to join the clan, though this can be waived if the Clan Head wishes to. Members with a KG bio or a HA bio cannot join, nor can canon bios.

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C u s t o m C l a n C e r t i f i c a t e
I, Scorps, Moderator of NarutoBase's RolePlay, in this day, 14th of July of the 8th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn and all the RP gods before them, after reading the above submission and validating all the needed requirements, give you, Lord of Kaos, our loyal member, property and patent of the following custom clan:

Kisai Ichizoku

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Kisai Ichizoku
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Copyright ©2016, Lord of Kaos, NarutoBase.net​

Basic 4:
I'm now a full wizard. I will be a dark wizard, which means my access to DADA spells is limited af.

( Miryoku ) - Charms
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20 - 80
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.

D Rank

Levitation Charm: - Defensive
  • The Levitation Charm ( Wingardium Leviosa ) allows the user to target an object and lift it using mahou and chakra to do so. This allows even First years to lift items heavier then they normally would be able to. This allows the user to levitate and lift items in front of him should the need arise, proving him with either cover or a way to defend. Despite its strengths, however, the Levitation Charm has one notable flaw: it does not work on human beings. This can target items up to mid range away. It can't destroy or harm objects though it can be used to transform objects into projectiles. The object will leviate while focus is maintained preventing the use of simultaneous techniques.
C Rank

Disarming Charm: - Supplementary
  • The Disarming Charm ( Expelliarmus ) is a charm which forces the target to release whatever they were holding at the time. This happens by the wave hitting the target and triggers a "knee jerk" reaction on contact that causes a muscle spasm that releases the weapon. The Disarming Charm causes whatever an opponent is holding at the time to fly high out of their reach, landing 5 meters away. The Disarming Charm always appears as a jet of red light; indeed, this is one of the things that makes it recognisable before the effects of the charm are seen. This can be used up to mid range away from the user.
B Rank

Summoning Charm: - Supplementary
  • The Summoning Charm (Accio) was a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the caster's mind, before trying to summon. The charm works by the user targeting an object as he speaks and using his mahou to mark it and act as a beacon, the item honing in on the user's location. This spell needs thought behind it, the object must be clear in the caster’s mind, before trying to summon. Should an item be within long range, it will take 1 turn to arrive. Should it not be on the battlefield, it will take 2. Cannot be used on items fueled with foreign chakra. Cannot be used as a substitute to the various summoning techniques.
Banishing Charm: - Supplementary
  • The Banishing Charm (Depulso) is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends objects away, backwards to mid range away. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. This works by creating a semi circle around the user, filling his short range radius as he wills it forward in the direction his wand is aimed, pushing outwards as it repels anything unranked or up to B rank, pushing it back with equal momentum as it possesses.
A Rank

Stunning Charm: - Offensive
  • The Stunning Spell (Stupefy), also known as a Stunner or Stupefying Charm is a charm that is able to cause direct injury on contact and produces a kinetic/physical impact on a target. Formed as a crimson jet of energy, the Stunning Spell is capable of causing A ranked damage to a foe it hits, causing them to get pushed backwards five meters with great force and cause nonfatal injuries. If this spell is used by multiple wizards aiming at the same target, the damage it causes is increased to to the point of becoming fatal if it hits. This can only be used once per turn with at least 1 turn in between usages. When used against other solids, it causes the objects targeted to burst, seemingly "exploding".
Human Presence Revealing Spell: - Supplementary
  • The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.
S Rank

Severing Charm: - Offensive/Defensive
  • The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.
Bombardment: - Offensive/Defensive
  • Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.
Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.






( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:
Transformation - Supplementary ( D - S )

Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The restriction applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and their own summons. Through Switching, nothing harmful can be switched onto the opponent's body/person. Transfiguration of the terrain spreads out gradually from where the beam strikes, with only A-Rank and above uses being capable of converting the battlefield up to long-range. Transfigurations up to B-Rank can be done without the beam, using only wand movements and incantations. They can can convert a mid-range area at most but cannot be used on anything within short-range of the opponent (e.g. the mid-range area cannot extend to anything within 5 meters of the target). The beam travels slightly faster than a standard wind technique while the beamless usage manifests itself on the target, similar to Switching.

Vanishment: - Defensive ( A )

A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.
Conjuration - Offensive/Defensive/Supplementary ( D - S )

The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.
Untransfiguration - Supplementary ( B )

The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.







(​ ​​Kuro Mahou​ )​ ​-​ ​Dark​ ​Arts​ ​
Type:​ ​Supplementary​ ​/​ ​Offensive
Rank:​ ​B-S
Range:​ ​Short​ ​-​ ​Long
Chakra:​ ​20-40
Damage:​ ​40​ ​-​ ​80
Description:​ ​The​ ​Dark​ ​Arts,​ ​also​ ​known​ ​as​ ​Dark​ ​Magic,​ ​refers​ ​to​ ​any​ ​type​ ​of​ ​magic​ ​that is​ ​mainly​ ​used​ ​to​ ​cause​ ​harm,​ ​control,​ ​or​ ​even​ ​death​ ​to​ ​the​ ​victim.​ ​The​ ​Dark​ ​Arts​ ​are​ ​not necessarily​ ​"evil",​ ​just​ ​because​ ​it's​ ​labelled​ ​"dark".​ ​While​ ​the​ ​Dark​ ​Arts​ ​have​ ​a​ ​bad​ ​reputation, overall,​ ​dark​ ​magic​ ​is​ ​not,​ ​by​ ​definition,​ ​"evil"​ ​magic.​ ​​ ​A​ ​Dark​ ​spell​ ​is​ ​primarily​ ​defined​ ​as​ ​any spell​ ​that​ ​consistently​ ​affects​ ​the​ ​object​ ​in​ ​a​ ​negative​ ​manner,​ ​usually​ ​associated​ ​with​ ​varying levels​ ​of​ ​discomfort.

Dark​ ​spells​ ​can​ ​be​ ​classified​ ​into​ ​three​ ​groups:​ ​jinxes,​ ​hexes,​ ​&​ ​curses.​ ​These​ ​groups​ ​form​ ​a hierarchy,​ ​with​ ​jinxes​ ​at​ ​the​ ​base,​ ​hexes​ ​in-between,​ ​and​ ​curses​ ​at​ ​the​ ​top.​ ​The​ ​further​ ​one ascends​ ​up​ ​this​ ​hierarchy,​ ​the​ ​more​ ​wicked,​ ​the​ ​stronger,​ ​the​ ​longer-lasting​ ​and​ ​the​ ​less reversible​ ​the​ ​Dark​ ​spell's​ ​effects​ ​appear​ ​to​ ​be.

B rank
​ ​​
Ebublio​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​
  • The​ ​Ebublio​ ​Jinx​ ​(​ ​Ebublio​ ​)​ ​is​ ​a​ ​jinx​ ​that​ ​entraps​ ​the​ ​target​ ​​ ​in​ ​a​ ​very​ ​large​ ​bubble​ ​that absorbs​ ​physical​ ​force,​ ​allowing​ ​it​ ​to​ ​survive​ ​attacks​ ​of​ ​equal​ ​rank​ ​and​ ​lower.​ ​Appearing​ ​as​ ​a brilliant​ ​purple​ ​jet​ ​of​ ​light​ ​accompanied​ ​by​ ​purple​ ​flame​ ​and​ ​smoke,​ ​when​ ​the​ ​spell​ ​lands​ ​a bubble​ ​rapidly​ ​expands​ ​from​ ​the​ ​point​ ​of​ ​contact​ ​to​ ​envelop​ ​the​ ​target.​ ​While​ ​it​ ​is​ ​able​ ​to absorb​ ​physical​ ​force,​ ​it​ ​is​ ​vulnerable​ ​to​ ​energy​ ​based​ ​attacks.​ ​If​ ​the​ ​item​ ​targeted​ ​is​ ​within short​ ​range,​ ​the​ ​user​ ​is​ ​able​ ​to​ ​create​ ​the​ ​bubble​ ​around​ ​said​ ​object​ ​nonverbally​ ​and​ ​without​ ​a wand​.
Leg-Locker​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​
  • The​ ​Leg-Locker​ ​Jinx​ ​(​ ​Locomotor​ ​Mortis​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​is​ ​used​ ​to​ ​bind​ ​the​ ​legs​ ​of​ ​the victim​ ​together.​ ​Similar​ ​to​ ​the​ ​Impediment​ ​Jinx,​ ​the​ ​Leg​ ​Lock​ ​Jinx​ ​renders​ ​the​ ​target's​ ​leg muscles​ ​​ ​to​ ​“freeze”​ ​up,​ ​preventing​ ​movement.​ ​In​ ​certain​ ​scenarios​ ​where​ ​the​ ​opponent​ ​is moving,​ ​by​ ​binding​ ​their​ ​legs,​ ​this​ ​jinx​ ​can​ ​cause​ ​them​ ​to​ ​fall​ ​over​ ​with​ ​great​ ​force​ ​from​ ​their momentum.​ ​The​ ​effects​ ​are​ ​short​ ​lasting,​ ​however,​ ​never​ ​lasting​ ​more​ ​than​ ​a​ ​single​ ​turn,​ ​and can​ ​be​ ​countered​ ​by​ overpowering​ ​it​ ​with​ ​raw​ ​physical​ ​power.​ ​The​ ​target​ ​can​ ​still​ ​mold​ ​chakra,​ ​however; it’s​ ​just​ ​that​ ​his​ ​muscles​ ​become​ ​unable​ ​to​ ​move
A rank

Flagrante​ ​Hex:​ ​​ ​-​ ​Supplementary/Offensive​ ​
  • The​ ​Flagrante​ ​Hex​ ​(​ ​Flagrante​ ​)​ ​is​ ​a​ ​Hex​ ​that​ ​causes​ ​objects​ ​to​ ​emit​ ​searing​ ​heat​ ​when touched.​ ​​ ​An​ ​object​ ​bewitched​ ​in​ ​this​ ​way​ ​will​ ​burn​ ​not​ ​only​ ​flesh,​ ​but​ ​material​ ​as​ ​well,​ ​causing second​ ​degree​ ​burns​ ​on​ ​contact​ ​and​ ​melting​ ​through​ ​bones​ ​within​ ​minutes.​ ​Protecting against​ ​this​ ​curse​ ​is​ ​difficult,​ ​as​ ​there​ ​are​ ​no​ ​outward​ ​signs​ ​of​ ​its​ ​use​ ​though​ ​once​ ​it's​ ​effects only​ ​apply​ ​to​ ​things​ ​it​ ​touches.​ ​This​ ​can​ ​be​ ​applied​ ​through​ ​direct​ ​contact​ ​with​ ​an​ ​object, hexing​ ​it​ ​and​ ​then​ ​removing​ ​contact​ ​with​ ​the​ ​object with it's​ ​effects​ ​being​ ​triggered​ ​or​ ​through release​ ​of​ ​a​ ​orange​ ​jet​ ​of​ ​energy.​ ​Year​ ​6​ ​and​ ​up​ ​Kisei​ ​are​ ​able​ ​to​ ​add​ ​the​ effects​ ​of​ ​Flagrante to​ ​other​ ​spells​ ​or​ ​jutsu​ remotely ​at​ ​the​ ​cost​ ​of​ ​a​ ​jutsu​ ​per​ ​turn​ ​and​ ​can​ ​only​ ​be​ ​done​ ​three ​times​ ​per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant).​ ​Can​ ​only​ ​be​ ​used​ ​overall​ ​5​ ​times,​ ​each​ ​with​ ​a​ ​turn​ ​break​ ​in​ ​between.​ ​
Reductor​ ​​ ​Hex:​ ​​ ​-​ ​Defensive/Offensive​ ​
  • The​ ​Reductor​ ​Hex​ ​(​ ​Reducto​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​can​ ​be​ ​used​ ​to​ ​blast​ ​solid​ ​objects​ ​into pieces.This​ ​spell​ ​differs​ ​from​ ​Bombardment​ ​as​ ​Bombardment​ ​creates​ ​an​ ​explosion​ ​through force;​ ​Reductor​ ​insteads​ ​heats​ ​the​ ​object​ ​until​ ​expands​ ​through​ ​heat,​ ​reducing​ ​it's​ ​form​ ​into ashes,​ ​rapidly​ ​heating​ ​through​ ​and​ ​melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.
S rank

Sectumsempra​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​
  • Sectumsempra​ ​(​ ​Sectumsempra​ ​)​ ​is​ ​a​ ​curse​ ​whose​ ​effect​ ​is​ ​the​ ​equivalent​ ​of​ ​an​ ​"invisible" sword;​ ​it​ ​is​ ​used​ ​to​ ​slash​ ​the​ ​victim​ ​from​ ​a​ ​distance,​ ​causing​ ​rather​ ​deep​ ​wounds.​ ​The​ ​slash follows​ ​the​ ​user's​ ​wand​ ​movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. ​ ​Due​ ​to​ ​the​ ​depths​ ​of​ ​the​ ​cut,​ ​the​ ​victim’s​ ​run​ ​the​ ​risk​ ​of dying​ ​from​ ​blood​ ​loss​ ​if​ ​medic​ ​treatment​ ​is​ ​not​ ​applied​ ​in​ ​time,​ ​if​ ​the​ ​wounds​ ​are​ ​not​ ​instantly fatal.​ ​Though​ ​the​ ​aforementioned​ ​medjutsu​ ​may​ ​heal​ ​the​ ​wounds​ ​and​ ​may​ ​prevent​ ​scars,​ ​any body​ ​parts​ ​that​ ​have​ ​been​ ​severed​ ​by​ ​this​ ​curse​ ​cannot​ ​be​ ​grown​ ​back​ ​(​ ​a​ ​trait​ ​of​ ​dark​ ​magic's permanent​ ​effects​ ​).​ ​This​ ​can​ ​only​ ​be​ ​used​ ​4​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range,​ ​it's​ ​effectiveness​ ​and​ ​lethality raised​ ​through​ ​closeness.​ ​After​ ​using,​ ​the​ ​user​ ​cannot​ ​use​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher​ ​next turn.
Crucio​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​
  • The​ ​Cruciatus​ ​Curse​ ​(​ ​Crucio​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister​ ​spells known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully,​ ​the​ ​curse​ ​inflicts​ ​intense,​ ​excruciating​ ​pain​ ​on the ​victim.​ ​To​ ​successfully​ ​perform​ ​this​ ​curse,​ ​merely​ ​uttering​ ​the​ ​incantation​ ​is​ ​not​ ​enough. The​ ​wizard​ ​or​ ​witch​ ​must​ ​possess​ ​a​ ​deep​ ​desire​ ​to​ ​cause​ ​the​ ​victim​ ​pain​ ​and​ ​strike​ ​the opponent​ ​with​ ​a​ ​red​ ​jet​ ​of​ ​energy.​ This​ ​curse​ ​seemingly​ ​targets specific​ ​parts​ ​of​ ​the​ ​opponent's​ ​brain​ ​when​ ​landed,​ ​overloading​ ​the​ ​pain​ ​receptors​ ​with intense​ ​and​ ​great​ ​unimaginable​ ​pain.​ ​This​ ​pain​ ​is​ ​so​ ​intense​ ​that​ ​the​ ​target​ ​cannot​ ​react rationally​ ​while​ ​under​ ​it's​ ​effects.​ ​In​ ​order​ ​to​ ​sustain​ ​the​ ​pain,​ ​the​ ​user​ ​cannot​ ​use​ ​any​ ​other jutsu​ ​or​ ​attacks​ ​while​ ​it's​ ​in​ ​use.​ ​Doing​ ​so​ ​will​ ​cause​ ​the​ ​curse​ ​to​ ​end,​ ​leaving​ ​the​ ​target aching​ ​but​ ​conscious.​ ​This​ ​can​ ​only​ ​be​ ​used​ ​3​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range​ ​and​ ​no​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher next​ ​turn.​ ​
Forbidden rank

Avada​ ​Kedavra:​ ​​ ​-Offensive​ ​
  • The​ ​Killing​ ​Curse​ ​(​ ​Avada​ ​Kedavra​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister spells​ ​known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully​ ​on​ ​a​ ​living​ ​person​ ​or​ creature,​ ​the​ ​curse causes a​ ​quick,​ ​painless​ ​death,​ ​without​ ​any​ ​signs​ ​of​ ​violence​ ​on​ ​the​ ​outside​ ​body.​ ​This​ ​happens
    by​ ​the​ ​spell​ ​having​ ​being​ ​so​ ​comprised​ ​of​ ​mahou​ ​that​ when​ ​it​ ​strikes​ ​the​ ​opponent,​ ​it​ ​passes through​ ​the​ ​body,​ ​the​ ​energy​ ​destroying​ ​the​ ​heart​ ​on​ ​a​ ​cellular​ ​level while​ ​blasting​ ​them​ ​backwards​ ​10 meters.​ ​However,​ ​one​ ​may​ ​dodge​ ​the​ ​green​ ​bolt​ ​or block​ ​it​ ​with​ ​a​ ​physical​ ​barrier​ ​of​ ​equal​ ​power.​ ​An​ ​explosion​ ​of​ ​green​ ​fire​ ​may​ ​result​ ​if​ ​the​ ​spell hits​ ​something​ ​other​ ​than​ ​a​ ​living​ ​target.​ ​The​ ​Avada​ ​Kedavra​ ​curse​ ​is​ ​recognizable​ ​by​ ​the flash​ ​of​ ​green​ ​light​ ​and​ ​the​ ​rushing​ ​noise​ ​emitted​ ​from​ ​the​ ​caster's​ ​wand.​ ​When​ ​the​ ​curse​ ​hits a​ ​living,​ ​organic​ ​target,​ ​it​ ​is capable of killing ​them​ ​without​ ​noticeable, outwards​ ​injury.​ ​However,​ ​when​ ​this curse​ ​hits​ ​an​ ​inanimate​ ​target,​ ​it​ ​produces​ ​short range greenish​ ​explosions​ ​of​ ​small​ ​fire.​ ​Can​ ​only​ ​be​ ​used twice​ ​per​ ​opponent,​ ​preventing​ ​usage​ ​for​ ​3​ ​turns​ ​after​ ​usage​ ​and​ ​no​ ​S​ ​rank​ ​and​ ​higher​ ​Dark Arts​ ​for​ ​two​ ​turns.
Note:​ ​Nearly​ ​all​ ​Dark​ ​Arts​ ​take​ ​the​ ​form​ ​of​ ​​ ​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Dark​ ​Wizards​ ​can​ ​use​ ​Hexes​ ​and​ ​Curses​ ​while​ ​Light​ ​Wizards​ ​can​ ​only​ ​use​ ​Jinxes.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.






( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
Type: Supplementary / Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.

B Rank

Impediment Jinx: - Supplementary
  • The Impediment Jinx ( Impedimenta ) is a jinx that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.
Langslock: - Supplementary
  • Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.
A

Shield Charm - Defensive

  • The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranked a member is, he is able to perform this with increased speed, Full Wizards creating it in such speed that it's able to deflect even throw kunais from short range. Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.
Knockback - Supplementary/Defensive

  • The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all.
S

Patronus Charm - Supplementary/Defensive

  • The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent evil and dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive one S ranked attack of any power as long as the user sacrifices 40 chakra for it, allowing it to reform. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.
Maximum Shield Defensive

  • An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from A ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages.
Note:​ ​Nearly​ ​all​ ​DADA spells ​take​ ​the​ ​form​ ​of​ ​​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Light Wizards​ ​can​ ​use​ ​all DADA jutsu ​while​ ​Dark ​Wizards​ ​can​ ​only​ ​use​ B ranks.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.


The rest:
( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.
Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

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

Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens

( Occlumency ) - Occlumency
Type: Supplementary
Rank: A - S
Range: Short
Chakra: 30 - 40 ( -10 chakra per turn )
Damage: N/A
Description: Occlumency is the act of using magical defense of the mind against external penetration. This allows an Occlumens to block forces and entities from affecting his mind and penetrating it in any way, effectively shutting down any mental connection with the user and opponent. Ideal for blocking high grade chakra attacks on the mind/spiritual energies, the most basic form of Occlumency involves clearing one's mind, making it blank and empty in order to prevent an attack or end one. More advanced Occlumency involves shutting one's mind completely to outside forces, preventing their minds from being injured or tampered with by anything of S rank and below, a magical ‘barrier’ existing around their spiritual energy. This can be akin to a pocket dimension where the external forces are blocked, preventing them from actually penetrating the mind and affecting/afflicting it negatively.
Note: A rank usage works on same rank jutsu and below and prevents the same rank from affecting their minds for 4 turns each use and can only be used three times.
Note: S rank usage works on same rank and below jutsu and prevents the same rank and higher from affecting the mind for 3 turns per use and can only be used twice.
Note: After any usage, the user cannot use for three turns.
Note: Must place within bio stating the user is an Occlumens.

( Pōshon ) - Potions
Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.

A rank
Hufflepuff's Elixir

An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.


Ravenclaw's Elixir
A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.


S rank

Gryffindor's Elixir
A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.


Slytherin's Elixir
A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.


Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.

 
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(Kazan Kurojā) - Volcano Shepherding Staff
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage Points: N/A
Description: Kazan Kuroja is an artifact wielded by Jinchuriki of the Yonbi dating back to the days of the Sage of Six Paths himself. The staff allows the jinchuriki to truly attune with the powers of Son Goku, granting him the ability to become at home even amid the perilous lava-filled landscapes that his ninjutsu produces. The staff in truth is a shakujo and is composed of a smooth, pitch black volcanic stone of unknown variety. A weapon made to survive ages and battles untold, Kazan Kuroja is indestructible, though its small size makes it a completely inadequate defense for substantial attacks of even low ranks. This essentially just prevents it from being broken. Kazan Kuroja is meant to make Son Goku's jinchuriki as he is: powerful enough to both walk among volcanos and to carry their full power as your own. To that end, Kazan Kuroja has two abilities: the Gait of Son Goku and the Impact of Son Goku.

Gait of Son Goku: An ability that most wielders of the staff have found vital to safely use Son Goku's enormous power, Gait of Son Goku allows the user a respite from the incredibly intense heat that their lava jutsu produce. In a manner similar to the one used in the Lava Skin technique, this staff attunes the user's own body to their lava jutsu as they use them, allowing them to coexist with the element as if it were water. This effect applies only to the user's lava jutsu. High temperature attacks used by the opponent and even fire jutsu used by the user will have normal interactions with the user's body. Of course, this effect can be ended should the user lose the staff, so they must act with caution when taking advantage of this effect.

Impact of Son Goku: The purpose of the staff's anterior function is to lend the user the unpredictable, destructive nature of a volcano. While wielding the staff, the user is able to use it to expend one of their move slots to focus additional chakra into an earth jutsu they use in the same timeframe. The amount of chakra is proportional to the chakra in the jutsu targeted by a 1:1 scale. The purpose of this chakra is to focus the earth technique in such a manner that it builds up an enormous amount of pressure and lava inside itself upon its creation. From here, the earth jutsu functions as it normally does, though evidence of the alteration are observable in the form of the earthen structure shaking, similar to the way earthquakes prelude a volcanic eruption. Furthermore, small, glowing orange/red lines will line parts of the earth jutsu's exterior. As the technique moves, the pressure grows until it travels a mid-range away from the user, hits something, or reaches the end of its movement at which point in time the earth jutsu will erupt, releasing a blast of incredibly hot, highly pressurized lava in a direction chosen at the onset of the technique by the user.

The power of this aspect of Kazan Kuroja is determined directly by the power present in the original earth jutsu, and as the earth jutsu acts as the host for this technique its range, chakra cost, damage and shape will be maintained and used in the Impact of Son Goku. For example, if an earthen dragon were to be affected by Impact of Son Goku, the resulting eruption/surge of lava would carry the same appearance and stats as the earthen dragon, though it obviously counts as a separate jutsu, and a lava one at that, minus the passive damage boost. As such, its usage carries restrictions. The Impact of Son Goku is usable 3 times per battle with a 3 turn cooldown between uses. Furthermore, its activation restricts the user from performing lava jutsu above S rank in the following two turns. Furthermore it can never be applied to techniques above S rank. It also may not be used on earth jutsu that result in instant contact with an opponent, such as earth spikes as there isn't enough time for the pressure to build in such cases.

Note: Impact of Son Goku cannot be used on techniques of a small nature: for this to be used in combination with an earth jutsu, that earth jutsu must produce a continuous mass of rock larger than that of your average person.
Note: Both abilities may be used so long as Kazan Kuroja is on the wielder's person.
Note: Only usable by the Jinchuriki of the Yonbi, Roshi.​



24.

(Karyokutagu) - Igneous Power Tags
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: These tags allow the jinchuuriki of the Yonbi to easily and subtly carry lava with him wherever he goes. To this end, the user must first create a large source of lava which they will then seal into a set of tags. The seal used for this process is inspired by the one used for explosive tags. The seal, marked with the kanji for lava, requires much more chakra and time to make and therefor the user can only carry four tags, though it still carries regular tag jutsu interaction similar to explosive tags, ftg, etc... The tags can be released in one of two ways: the simple freeform detonations similar to explosive tags, or using the tags as a source for lava jutsu. In the case of the former, the tag will simply release an omnidirectional surge of lava in a short-range of itself. This lava is obviously very hot and dangerous, but lacks force and is merely considered freeform in terms of its damage and can be countered as such. Upon being released, the lava will have the same momentum that the tag had as well as benefit from any effects from the user. Alternatively, the user can simply trigger a tag by focusing his chakra into it as if it were a source of earth for a lava jutsu. This will automatically trigger the tag into releasing the lava which the user will immediately and seamlessly use for their jutsu. Essentially, the jutsu will erupt out of the tag when this occurs. The tags themselves offer no benefits to the jutsu, just function as an alternative source. Furthermore, jutsu released from the tags are still restricted by the range requirements on that jutsu. The user must be careful when they use their tags, as they will be unable to do so in the following three turns. The tags can never release f-rank lava jutsu. The lava jutsu released from a tag must make sense in terms of size i.e. the user cannot spawn a tidal wave of lava from a tag. Although the user can detonate/draw from multiple tags at once, the only advantage to doing so is the creation of more lava. In the case that multiple tags are detonated at once, they collectively only benefit from other abilities once. For example, 2 tags being activated simultaneously only gain Roshi's passive buff once.
Note: Must be posted on bio to use, and consumes a fuuinjutsu slot.
Note: Only usable by Roshi, Jinchuuriki of the Yonbi.
Note: Cannot be detonated within short range of an opponent.​



25.

(Yoton: Toketa Keshin)-Lava Release: Molten Incarnate
Type: Defensive, Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description: A technique which offers quick, versatile defense in close range combat, Toketa Keshin can largely be seen as an alternative version on the Lava Skin release, though it offers no damage boosts. In a manner similar to the Hydrification technique, the user will convert the entirety of their body into lava of the liquid form by performing a single handseal. In this state, the user's body becomes quite similar to damage by physical means as the user will be able to lavify any of their body parts at will. This technique differs greatly from the Hydrification technique, however, in that it does not allow for the user to use their body as a source for other lava jutsu. In this state, nonphysical attacks of A rank and higher (regular strengths and weaknesses apply) will knock the user out of this technique and damage them as if hit regularly. This technique does however grant the user ability to merge their body with the entirety of other sources of liquid lava provided that they can get in direct contact with that source. This is achievable as a passive action, but will cost the user one of their three moves if this is done at any time other than the initial activation of this technique.

In this state, Toketa Kenshin allows the user to essentially spread out across the entirety of that source of lava, though they can solidify their body into any point of the lava at any moment, effectively resolidifying and ending their 'merge' with the source of lava. While merged with a source of lava, the defense of the user will depend on the rank of the lava itself. While merged, the user is able to freely control its shape and movement, moving at a speed equal to his own. This is obviously a very risky move, as any nonphysical attack of a sufficient rank which hits any portion of the lava will knock the user out of their lavified state, should they fail to solidify out of the way of the incoming attack in time. Obviously this, could prove lethal in certain circumstances just from the assumed presence of the lava. If the user is knocked out of their lavified state in this manner, their body will act as if it had taken a direct hit from the technique which damaged the lava mass, which can also quite easily lead to the user's death.

Note: Lasts for 5 turns, and has a three turn waiting period after it ends before the user can reactivate it.
Note: While active, the user's elemental ninjutsu is restricted to Earth, Lava, and Fire only.
Note: Clothes, weapons, etc... will be lavified/merged as well.
Note: Usable twice per event.​



26.

(Yoton: Hiwofuku)-Lava Release: Igneous Drudge
Type: Offensive, Defensive
Rank: S
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Hiwofuku is a technique which administers the destructive capabilities of lava efficiently by focusing it into the defined shape of a golem. By first performing three hand seals and then slamming their hands on the ground, the user will cause a large golem of lava in either the solid state or a condensed liquid state to form from a connected source of lava or earth within a mid-range, though it can move up to long-range away afterwards. It is frequently necessary to create it further away from the user both for their and their ally's safety. The golem has a rather slopey and undefined shape, and can stand quite tall, reaching up to 20 meters, though it size and structure are largely shaped by the user's preference. It is sufficient to say that the Igneous Drudge exemplifies the destructive nature of the lava element, as it is capable of moving quite fast and with immense force in addition to intense heat. The technique does however come with heavy restrictions. The user will be able to control its actions provided that they keep their hand pressed to the ground. Furthermore, a sufficiently large source of earth/lava is required to perform it, and must at least be large enough to span a short-range radius from a central point. The golem must be created at least five meters away from an enemy. While manipulating the golem, the user's elemental jutsu is limited to lava, earth, and fire. Once manipulation is ended, the golem will freeze in place if the solid form was used, or melt apart if the liquid version was being used, carrying forth any prior momentum/power. The golem can last a maximum of three turns, and a four turn wait time is required between uses. In the turn after this is used, the user will be unable to perform S rank or above Lava techniques. Can only be used twice per battle.
Note: Only usable by Jinchuuriki of the Yonbi.​



27.

(Yoton: Ryu Kasai) - Lava Release: Dragon Fire
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Ryu Kasai is a unique and exceptionally feared form of lava for its tremendous power and the pain it inflicts. Stringing a set four of hand seals together, the user will either focus a large quantity of chakra into their stomach or a source of lava/fire made by the user. In this case, the user will focus intensely on the state manipulation aspect of their chakra, as Ryu Kasai, Dragon Fire, is a unique form of lava which closely resembles fire and is indeed easily mistaken for it. Befittingly, Dragon Fire contains a much higher ratio of fire chakra compared to most lava jutsu, resulting in a massive increase in temperature when compared to other jutsu of the element, which is the source of the jutsu's power. Because it exists at such a high temperature, this form of lava possesses a low viscosity to an unnatural degree, causing it to flow more freely and quickly. Furthermore, the user focuses the high amounts of fire chakra in this mixture to cause every droplet of lava to be ablaze with a fire which will ignite whatever it touches, covering it in flames of the same temperature. For that reason, it is easily mistaken for fire instead of lava lava to the untrained eye on account of its fast flow and the flames it carries on its surface. Though powerful, Dragon Fire possesses limitations as a result of its difficult to produce state. The user is unable to produce any lava with this technique other than in the form of simple blasts and streams of lava, with the blasts/streams never exceeding a short range in their radius.. Furthermore, the user will be unable to perform lava jutsu above b rank for the rest of the turn, and in the following turn after usage, lava jutsu above A rank will remain disabled. Only usable twice per battle.
Note: Only usable by the jinchuuriki of the Yonbi.​



Then

(Yoton: Yougan Ude) - Lava Release: Lava Arm
Type: Offensive
Rank: A
Range: Mid Range
Chakra: 30
Damage: 60
Description: After gathering one's lava chakra and then stomping on the ground thus injecting their chakra into it, the user will then perform the Tiger hand seal causing an arm of lava to suddenly burst out of the ground at short range from the opponent and attempt to grab them thus covering them in lava. The arm of lava is roughly a meter in diameter and is forced out of the ground after the user performs the hand seal. Due to the speed the the arm erupts from the ground it can not be manipulated after it is fired.
Notes:
- Can only be taught by Shinta.
- Must be on the ground in order to use.
- Can only be used four times a battle.
- No other lava techniques of A-rank or greater can be used in the same turn.​

Plus:

(Yoton: Baisuu Yougan Joushi) - Lava Release: Multiple Lava Arms
Type: Defensive/Offensive
Rank: S
Range: Short - Mid Range
Chakra: 40
Damage: 80
Description: By first performing the Dragon → Bird → Horse → Snake hand seals while gathering a large amount of lava chakra, the user will send it into the ground around them through their feet forming a circle, with a diameter wider than that of the user with outstretched arms, of lava around them. From this circle of lava seven arms of lava rise up 2 meters into the air that continually swirl around the user within the circle of lava. When the user is attacked these arms will move to defend the user at the cost of the arms. The arms can also be used to attack an opponent at the cost of two arms. The arms are controlled by the user at all times to keep the lava flowing and the arms moving properly. When arms are sacrificed to attack the rank of the remaining arms decreases by one.
Notes:
- The user can not move from the where they performed the jutsu until it is cancelled or has run its course.
- No other Lava jutsu for the rest of the turn and no other Lava jutsu over B-rank on the next (other than this one if used to attack). No Fire or Earth jutsu on the turn after use.
- Only two jutsus can be used while this jutsu is active.
- The Jutsu lasts three turns.
- If the arms are used to attack the jutsu must be posted again taking up one of the two remaining spots and can only be done once.
- Being pure lava the arms can block any taijutsu that the user can visually track.
- Can only be taught by Shinta.

(Yoton: Maguma Yari) Lava release: Magma Spears
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user first performs the Rabbit → Ox hand seals while channelling lava chakra into their hands which they then slam onto the ground converting the ground in front of them into a small pool of lava. The user is then able to mould up to three spears of lava, three meters in length to send at the enemy by utilising shape manipulation. The spears are launched directly out of the pool of lava and a sent by focusing the users chakra through the pool of lava to propel the spears. During flight the rush of air hardens them into solid and very sharp weapons that are capable of impaling the enemy.
Notes:
- can only be used by a lava user bio
- can only be taught by Shinta
- the pool of magma is used up in creating and firing the spears
- the spears cannot be further manipulated once they have been fired
- if the target is within short range the spears are just a thin streams of lava that will damage them as normal lava would.
- Can only be used 4 times per battle

All three of the above learned here:

(Kazan Kurojā) - Volcano Shepherding Staff
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage Points: N/A
Description: Kazan Kuroja is an artifact wielded by Jinchuriki of the Yonbi dating back to the days of the Sage of Six Paths himself. The staff allows the jinchuriki to truly attune with the powers of Son Goku, granting him the ability to become at home even amid the perilous lava-filled landscapes that his ninjutsu produces. The staff in truth is a shakujo and is composed of a smooth, pitch black volcanic stone of unknown variety. A weapon made to survive ages and battles untold, Kazan Kuroja is indestructible, though its small size makes it a completely inadequate defense for substantial attacks of even low ranks. This essentially just prevents it from being broken. Kazan Kuroja is meant to make Son Goku's jinchuriki able to navigate a volcano with ease, allowing him to both ignore the effects of lava and control its state. To that end, Kazan Kuroja has two abilities: the Gait of Son Goku and the Igneous Metamorphosis.

Gait of Son Goku: An ability that most wielders of the staff have found vital to safely use Son Goku's enormous power, Gait of Son Goku allows the user a respite from the incredibly intense heat that their lava jutsu produce. In a manner similar to the one used in the Lava Skin technique, this staff attunes the user's own body to their lava jutsu as they use them, allowing them to coexist with the element as if it were water. This effect applies only to the user's lava jutsu. High temperature attacks used by the opponent and even fire jutsu used by the user will have normal interactions with the user's body. Of course, this effect can be ended should the user lose the staff, so they must act with caution when taking advantage of this effect.

Igneous Metamorphosis: The secondary ability is another supplementary effect, though in this case it allows the user to have the ability to passively control the state of all Lava, Earth and Fire jutsu they have on the field, provided the user had Kazan Kuroja when performing the initial jutsu. At the cost of 30 chakra, the user is able to completely transfer the user's lava jutsu into purely fire or purely earth. This process also works in reverse, allowing both earth and lava jutsu to be turned into lava jutsu. When this process occurs, the target's jutsu is replicated into this new form, and has a corresponding rank and damage. Though the new jutsu will have all effects of its source jutsu, this does not allow the user to stack the same boosts or benefit on top of one another.

Note: Both abilities may be used so long as Kazan Kuroja is on the wielder's person.
Note: Only usable by the Jinchuriki of the Yonbi, Roshi.
 
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Olms:
Summoning Animal: Olm or Proteus
Scroll Owner: Erzo
Other Users who have signed contract: Negative Knight, Inch
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: Black Proteus (a sub specie)
Description and Background:
The olm, or proteus (Proteus anguinus), is a blind amphibian endemic to the subterranean waters of caves of the Dinaric karst of Central and Southeastern Europe. It lives in the waters that flow underground. This animal is most notable for its adaptations to a life of complete darkness in its underground habitat. The olm's eyes are undeveloped, leaving it blind, while its other senses, particularly those of smell and hearing, are acutely developed, to the point they that their sense of smell is equal to that of a dog from the Inuzuka clan and their hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. They are better at sensing both the quantity and quality of prey by smell The sensory epithelia of the inner ear are very specifically differentiated, enabling the olm to receive sound waves in the water, as well as vibrations from the ground.

1- (Olm Kuchiyose no Jutsu: Scarlet) - Olm Summoning Technique: Scarlet
Rank: S-Rank
Type: Attack/Defense
Range: Short (Long if digging through the ground)
Chakra: 40
Damage: 80 (If she knocks into user with encased spikes and such)
Description: Scarlet is a slender olm, who -despite being an olm- has little to no slime covering her body. She is 2 meters long and has a special affinity for Earth, though despite specializing in Earth, she can only use up to B-rank Earth jutsus (including those which require hand seals, as she has little hands) whilst having other specific ability which makes her stand out. She has the ability quite similar to the Hiding like a mole jutsu, however instead of just merging through the ground she encases her body in a hard shell made of rock with small spikes 3 inches long which allows her to dig through the ground with ease, the rock encasing her body is equivalent to an A-ranked jutsu which allows her to easily smash through other Earth jutsus ranked A and below, this allows her to dig through the ground with things like Earth tremors have no effect on her whatsoever and with things like the swamp jutsu not phasing her as she can still dig through it due to her body being in cased by the rock which is equivalent to an A-ranked jutsu. The normal elemental weaknesses and strengths apply. In addition to that, like all other Olms, she is blind however, she has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. She is -however - better at sensing the quantity of prey/opponents by smell.
Note: Can only be summoned once.
Note: Lasts 4 turns each time she is summoned.
Note: Every jutsu used by Scarlet counts as one of the users.
Note: Scarlet can speak perfect English.
Note: Like hiding like a mole jutsu, she can dig up to Long range.
Note: Her ability to dig through the ground with rock encased around her body counts as one of the users jutsus and can only be used 3 times.

2- (Olm Kuchiyose no Jutsu: Olmagan) - Olm Summoning Technique: Olmagan
Rank: A-Rank
Type: Attack/Defense
Range: Short
Chakra: 30
Damage: 60 (If/when wind spear is used)
Description: Olmagan is one of the smallest olms in existence, being only 2cm long. She has an ability of being able to coat the user with a layer of wind chakra equivalent to B-rank, upon the users request. If needed, Olmagan can also deactive the wind layer almost instantly. In addition to that, she can also release a thin almost invisible line of wind towards the opponent at any time she wishes, this thin line of wind is considered an A-ranked wind spear which can cut an opponent very easily. The wind is extremely thin due to the size of Olmagan and so if the opponents vision is already phased or hindered by a previous jutsu, it'll become extremely hard to see the incoming attack. Wind being almost transparent makes the whole situation even worse. Except those abilities she has no other use to the user apart from having the usual trait of Olms which are a keen sense of smell equal to a dog from the Inuzuka clan and hearing easily comparable to someone who has the C-rank sound jutsu activated. Olmagan can speak perfect English and uses that to communicate with her summoner.
Note: Can be summoned twice per battle.
Note: Lasts 3 turns each time she's summoned.
Note: Wind Coating counts as a jutsu.
Note: Thin line of wind also counts as a jutsu
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3- (Olm Kuchiyose no Jutsu: Dawan) - Olm Summoning Technique: Dawan
Rank: S
Type: Supplementary
Range: Short - Mid (Summoned in short range, Mid range reach for the Genjutsus.)
Chakra Cost: 40
Damage Points: N/A (Genjutsus are B-ranked but they do no damage anyway)
Description: Dawan is a special Olm who unlike most other olms stands on his two back feet and is around 5cm long, being able to easily fit within someone's pocket. Dawan specialize in genjutsu and is known for having his own specific genjutsu tricks which are able to leave the opponent completely open to easily avoidable attacks. Dawan is able to release his chakra into his opponents and by disrupting their chakra flow, he'd mess up their vision and make them see things the wrong way round. For example, an attack coming from the left would look like as if it's coming from the right, whilst an attack from below (spikes pillars etc) would appear as if it's coming from above. In addition to this, he can also perform a second genjutsu which is similar but works by affecting what the opponent hears, by releasing his chakra into his opponents brain, he'd make them hear things differently, for example, 'hello' would sound like 'goodbye', 'run' would sound like 'don't run', and everything would be heard as it's complete opposite, making two people who may have had excellet team work, completely lose their way of communicating. Like all other Olms, Dawan has a sense of smell equal to that of an inuzuka dog and a hearing comparable to that of someone who has the C-ranked sound jutsu activated.
Note: Both these jutsus can be only performed 2 times.
Note: Can't use one jutsu in one turn and the second in the next.
Note: Summon can only be summoned once and lasts for 4 turns.
Note: Genjutsu lasts 2 turns unless released by the opponent beforehand.
Note: Genjutsu count towards one of the users 3 jutsus.
Note: These two jutsus are both considered B-ranked genjutsu and are two complete different jutsus.

4- (Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks
Type: Supplementary/Defence
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an exoskeleton, or rather more of a slimy yet thick skin of an Olm equal to the size of the user on their skin, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned skin has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communication with them.

Note: Can only be used 3 times, once activated, the layer of Skin lasts until destroyed or three turns have passed, whichever comes first. However, the slime dries out after 3 turns, not allowing the user protection from B-rank and below physical attacks, meaning the layer of skin left can only deflect basic weapons but nothing more for the remaining turns.

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.

Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.

5- (Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of the Wind element (not freeform, but the listed jutsus in the jutsu section). When using that elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into it, allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself). This ability allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus other than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-rank. Luckily the illness only halted the learning of more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned once per battle, and lasts four turns. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.

 
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Wyverns:
Summoning Animal: Wyvern (Hiryu)
Scroll Owner: Xylon
Other Users who have signed contract: None
Summoning Boss if existing: None
Other Summoning Animals tied to contract: None
Description and Background: Wyverns are a rare species of reptiles often regarded as mythical. It’s a Draconic creature with 4 limbs, two legs and a pair of wings similar to its ‘cousin’ which gained much more attention ,the ‘dragon’ having 4-6 limbs and depending on the specie a pair of wings. Although similarities exist, wyverns are much different than dragons in both behavior and anatomy, more aggressive the previous in any manner while dragons are civil.
Where the habitat of a dragon is generally close to the land, Wyverns prefer living in high altitudes like mountains and trees that have lived thousands of years. On rare occasions they would occupy abandoned buildings created by humans. Being reptiles, wyverns have a set of unique capabilities, something common in the animal group. Mating among wyverns is forceful, young ones are born in eggs and their gender depends on the amount of heat the egg received during development, wyverns tend to breath fire over their eggs to aid this. To protect the young one from the extreme temperatures, the scale-like shells of the eggs are heat/fire resistant.
As they grow up, to sharpen teeth and biting strength for hunting, they practice over mountains by biting the rocks with their bare mouths. A fully grown wyvern would have the bite strength of approximately 2000 kgs (1200 kgs is an ‘average’ crocodiles bite strength), with teeth sharp and strong they rip off their prey with relative ease but more than that, platinum from the mountain rocks get attached in their mouths making their bites deadlier, the attached platinum when struck inside flesh causes metal poisoning to its preys where wyverns themselves are immune to it.
Wyvern require a lot of food to keep their functions running, their gut bacteria digests food and release hydrogen which is stored in a separate bladder linked to the oeso****us. They use this hydrogen in two ways, breathing fire and flight. Having platinum stuck up in their mouths, wyverns could exhale hydrogen from their mouth which reacts with the platinum and oxygen in the air creature and combustion which released in the form of a stream of fire, (varying ranks, the method is natural therefore would not require any chakra cost or technique however, there is more to it). Wyverns have several characteristics typical of flight. The honeycomb structure of their bones allows them to be light, while retaining their strength. Huge hearts are also typical of flight, as chest muscles would need vast amounts of oxygen-rich blood in order to move the large wings. Although they possess large wings, the wing-span/weight ratio of wyverns is not enough for the wings to give enough lift. Their capacity to hold hydrogen further lightens them to fly, they can migrate in relatively high speeds by reaching a high altitude, having a huge heart and lung capacity makes them fully functional and buoyance keeps then above the air. Their anatomy makes them both agile and incredibly strong allowing it to lift objects 3x its original weight without losing any speed. Given their functions, their hierarchy is based on sizes. A larger wyvern would have more strength and capacity to hold hydrogen inside allowing it to breathe a larger body of fire. Since the hydrogen capacity, although they keep great reserves isn’t unlimited, there is a limit to how much fire they could breathe. Thus, going back to size in determining how strong a wyvern is in its wilderness. Lack of Hydrogen does not however affect flight since it has more to do with light weightiness then hydrogen.
Wyverns are prideful creatures in nature, they consider snakes and reptiles inferior and their prey even worse. They have a competitive side when against dragons and would often spar to determine who holds supremacy as species. Although rare it is possible for wyverns and dragons to mate among each other and the offspring could be either a wyvern or a dragon, making it possible for a wyvern to have a dragon sibling. They do not allow humans to make contract with them in a superiority complex so long they are unable to overpower them fully. Humans would teach them how to communicate and control chakra although not being able to perform hand seals leaves the ability useless. But combined with their techniques, wyverns would get stronger as a summoning creature. Humans would draw sealing scripts and patterns over their wings (like orochimaru draws 3 tomoe over his snakes) allowing wyverns to channel chakra within them and induce basic illusions to whomever that looks at their wing patterns. These scripts would again be used for elemental combinations, by sealing elemental techniques prior to battle such as a wind blast which would be in conjunction to fire breathing.

Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu)
Rank: B
Type: Supplementary/Summoning
Range: Short
Chakra cost: 20
Damage Points: N/a
Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:

Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.

Piscine Wyvern: Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.

Brute Wyvern: Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.

Deviants: They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.

Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.
-An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.
-Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).
 
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Inch

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Fuuin:
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Fuuinjutsu: Zōkyō no Bia) - Sealing Arts: Bia's Augmentation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: +20 to jutsu
Damage points: N/A
Description: A purely defensive and supplementary jutsu, the user creates a barrier around a selected shield, armor or other body used for defensive purposes. This can range from chakra armors to physical shields/barriers to raw chakra bodies around the user and various types of defensive jutsu. The purpose of this barrier is to reinforce the defense of the targeted jutsu by means of the barrier around it. What this does is add additional chakra to the barrier when it's created, increasing the power of the jutsu by 20 damage points by making a thin physical barrier around the jutsu made to act as a second layer around the jutsu to allow it to augment it's effects and defensive aspects. While simple, the barrier acts as a small coating that can only be described as skin tight in relation to how close it is to the jutsu it's applied to.
Note: Can be used 4 times with a 2 turn cool down in between usages.
Note: Because this jutsu's effects are reliant upon another jutsu being used, this can be used in the same timeframe as another.
Note: Cannot be used with Cursed Seal: Soter's Deliverance​

 

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Custom element Japanese name: Touramarin
Custom element English name: Hellstone
The element is based on: Earth + Fire + Lightning
Facts that prove the element to be possible (in the manga context):

Forms of crystal have been shown in the manga itself when it comes to Guren. Guren was able to use the general crystal release. Her crystal release that has no unique properties such as Pyroelectric Crystals more specifically Tourmaline Crystals. Guren being able to recreate natural crystals with crystal release alludes to that fact that crystals let alone pyroelectric crystals are possible in nature. Guren was able to create a more general form of crystal as she was not able to go in depth and create crystals such as quartz or tourmaline.

How it works:

Tourmaline is a crystal that houses pyroelectric properties. Pyroelectricity is the property of certain crystals to carry an electric charge when heated. This is only possible because of the structure of the crystal. Tourmaline contains both positive and negative charges within it allowing it to properly produce and maintain an electrical current. By applying heat to the crystals produce charges of electricity. Tourmaline has a hardness of 7.5 on the Mohs hardness scale. Tourmaline has an crimson/black like color to it

Spoiler

By using earth chakra, the user is able to refine earth and mold it to form a crystal while applying fire and lightning chakra to the crystal. The heat from the fire chakra and the lightning change the structure of the crystal immensely.When a temperature change is applied to the crystal it can produce high voltage The positive and negative points of the crystal allow electricity to run through it.

Tourmaline is capable of producing an electrical current through the crystal by experiencing a change in temperature of any type. This electrical current however is only felt through direct contact with the crystal making it ideal for close range aspects. That being said elements that cause a change in temperature such as Wind(cooling) or fire (heating) would be ineffective against. However, the electrical current is lost over time at a steady rate before the temperature of the crystal has to be changed again

The properties these Tourmaline crystals share with all earthen techniques would be that they are sturdy and can be used in multipurpose situations.

These crystals can be used to create spikes, weapons etc(basically anything normal doton can). Tourmaline has a vitreous luster meaning that in some applications it is faintly or entirely transparent while maintaining its crimson color. Tourmaline smoothness or fracture also varies within its applications. In some cases, Tourmaline can have an uneven or rough surface and in others it can be Conchoidal or smooth to the touch.

Conditions to be able to use it: Mastery over Fire, Lightning and Earth

Is weak to:

Lightning Release and its variants: lightning can then go on to destroy the crystal itself through cutting it or completely destroying it

Wind Release: Wind release has the ability to slice and destroy the crystal formation. The crystal is also relatively lightweight so it can be easily picked up by gusts of wind.

Sound (combination of Lightning and Wind): Vibrations are capable of shattering the crystal and weakening its structural integrity.


Is strong against:

Fire and Lava Release: Tourmaline is capable of withstanding the temperature of these elements. It's also harder than earth and will destroy the solid base of Lava

Earth release and some: Stronger than normal earth release

Water: Like most solid elements, Tourmaline can block off the flow of water.

Co-creator: N/A
Students I passed this custom element on too: King Geets & Nobuwa


(Tourmarin: Babiron no Shōfu) - ₪ Hellstone: ***** of Babylon ₪
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra cost: 10 - 40
Damage points: 20 - 80 (+20 if it undergoes a temperature change)
Description: ***** of Babylon is a technique that forces the user to generate Hellstone from their bodies or from the ground at a rapid rate and forming it into their needs. This most basic yet useful forms of creation allows the user to manipulate and conform it into various weaponry, platforms, buildings, etc. The hellstone generated by this technique is over an extremely dark crimson and jet black color that is spread erratically throughout the crystal itself. When produced from the body, ***** of Babylon does not require handseals and must be created short range from the user and can be shot at the opponent reaching up to and including long range. When created from the environment, Hellstone Chakra can be focused into that specific area and erected right then and there. The size of the jutsu will depend on the rank used. To create B rank constructs from the body it will require three handseals, or to create any construct from outside the body above B rank, it will require three handseals also. Due to the special properties of Hellstone, when it comes in contact or undergoes a temperature change, it gains a strong electric current. In this case, this technique gains +20 extra damage due to the powerful electrical current. An opponent in contact with ***** of Babylon can face intense numbing and third degree burns due to the power of the electrical current added on to the force of the impact of this technique. The S rank variant can be used 3 times per battle with two turns between uses.

(Tourmarin: Babiron no Shōfu) - ₪ Hellstone Release: Ninth Circle ₪
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: Ninth Circle is a Hellstone Technique that converts any physical matter into a pyroelectric crystal, similar to crystal release, the user is able to convert weapons, buildings or the ground itself into hellstone through physical contact or through the use of a singular handseal. When the crystal undergoes a temperature change, naturally, a powerful electrical current runs through body of matter itself. Instead of damaging the opponent, it effects their movement. By injecting them with electrical discharges, it halves the current speed of the opponent until they break contact with the charged Hellstone. Alternatively, the user can used this now charged crystal as a source for other Hellstone techniques. When used in this way, the Hellstone techniques are generated with a current running through them. By doing this, these Hellstone techniques can achieve their alternate effects without having to undergo a temperature change. For example, if a Hellstone technique gains +20 damage when a change in temperature is applied to it, when using Ninth Circle as a source, the hellstone technique will be created with the extra damage already active. This technique can be used 3 times per battle. Each usage lasting 4 turns needing a 2 turn gap between usages. Lightning specialists would be unaffected by the electrical discharges.

(Tourmarin: Kyojin no karada ) - ₪ Hellstone Release/Sealing Technique: Body of the Behemoth ₪
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short (With long range reach)
Chakra cost: 40
Damage points: N/A (dependent)
Description: The user forms 3 handseals and focuses Hellstone chakra into his mouth. He then spews out a large 4 legged pyroelectric crystal beast. While being created, the user infuses the Hellstone beast with chakra giving it fuuinjutsu aspects. The A ranked fuuinjutsu the Behemoth is infused with enhances the ability to gain more power when hellstone interacts with heat based techniques/elements. Once the beast coming in contact with Fire based Elements/KG/CE (Volcanic Ash, Lava Release, Scorch etc), the seal thats within the beast triggers in response to the immense heat. The fire based attack is immediately absorbed into the body of the beast without the beast taking harm. Initially, the Beast carries no offensive damage, but after absorbing a heat based technique its lethality increases in proportion to the damage of the heat based technique absorbed. After absorbing this heat, the Behemoth begins to glow a crimson as steam emanates from its body. Like typical Hellstone techniques a powerful electrical current runs through the body of the beast often branching off to strike those around it. The Behemoth can absorb a maximum of two heat based techniques before reaching full capacity. However, if another technique is absorbed in addition to the first technique, which damage is higher will become the base damage of Body of the Behemoth. The Behemoth can be deactivated prematurely by forming a handseal. Once prematurely deactivated, the Behemoth will detonate and release an explosion while unsealing the techniques it absorbed. The damage done by this activation is equivalent to the sum of the damage of the absorbed techniques.
This technique can only be used one time per battle. Lasting a total of 4 turns on the field.
No Hellstone techniques can be used for two turns after this technique is used.

(Tourmarin :Akumajō Ririsu) - Hellstone Release/Fuuinjutsu: Lilith, Lament of the Underworld
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Based off of Body of the Behemoth, Lilith Lament of the Underworld(LLotU/LLU) is a technique that uses a similar kanji formula, having the same properties to seal away fire based elements/KG/CE (Volcanic Ash, Lava Release, Scorch etc), but instead of keeping the element sealed, it converts it into raw chakra that is then transferred to the user to either: enhance the power of the technique the user releases by 20 damage or Replenish the chakra reserves of the user equivalent to how much damage is sealed away. The user will perform two handseals focusing Hellstone chakra in an area within short range of the user causing the ground to splinter resulting a large branching structure of Hellstone, creating a dense crystalline forest of trees that uproot the ground and travel towards the opponent to crush them under its weight. If the forest comes in contact with a fire based KG/CE/element etc, the forest will seal the technique within its branches and roots. A red glow takes over the crystalline foliage as a powerful electrical current runs through it. The electrical current is strong enough to cause 3rd degree burns to the opponent and numb their movements. Once the technique is sealed, the user has the option of using the technique to either empower their next attack or replenish their chakra reserves as mentioned earlier in the technique. Lilith, Lament of the Underworld also has a supplementary effect when a technique is not sealed within itself. LLU can be used as a source for other Hellstone techniques. Hellstone techniques spawned from this technique gain the kanji formula of this technique. However, this removes Lilith's ability to use the kanji formula itself. Lament of the Underworld can be used three times per battle with a two turn cool down in between usages. No Fuuinjutsu above A rank can be used in the turn after this technique was used. The Kanji formula in this technique is B ranked but similar to the Fire/Water/Wind/Earth/Lightning Sealing Method Technique can seal techniques up to S rank

Training:
 
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