Sale Sale Sale! Message me offers!
Katon: Arutemisu Keshin | Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.
Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.
- Visual representation;
[5/6]
(Katon: Sanshōuo no ikari) | Fire Release: Sonata of the Phoenix
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 (-20 chakra per turn)
Damage: 90
Description: A technique in which the user is capable of materialising fire from near their body through the rapid release and conversion of copious amounts of fire chakra. The materialised flames are dense yet free flowing in nature, being almost liquid like in consistency, with the user being capable of bending or melding the flames into different shapes or forms so long as they maintain sustained control of this technique. The flames generally take the initial form of two halo like rings (The size of hula hoops, albeit much thicker in that can they overlap to somewhat form a sphere) that blanket around the users body so as to afford the user with a perfect defence, however the manner in which the flames first appear and their subsequent movements are completely subject to the users wishes and intentions. The immense heat of this technique and it's adaptable shape and size allows it to boast versatile destructive capabilities, however what truly warrants this technique it's strength is that whenever the flames collide with an inferior technique they immediately begin to regenerate - drawing on the users chakra supply to do so - so that by the beginning of the next turn the flames will have already restored themselves to full power, hence the name Phoenix. Ultimately, to end the use of this technique, an enemy would have to completely extinguish the flames of this jutsu. However as a result, for as long as the user maintains this technique they will be restricted in the elemental affinities that they can access, mainly being limited to Fire Release (Can still use Fire Release CE provided they only utilise fire elemental chakra.) Lastly, the user is capable of spawning fire techniques from the flames of this jutsu which, combined with the ability to shift these flames throughout the battlefield, essentially allows the user to produce fire techniques of their choice from various angles to assault an enemy, as these flames fundamentally act as an extension of the users body.
- Can only be used 1x.
- Can be sustained for a maximum of four turns.
- Once this technique ends, due to the chakra strain the user will experience exhaustion that will reduce their physical capabilities by one rank, sharp pangs of pain that will occasionally glance through their extremities, and chakra overuses that will prevent the use of fire techniques above B rank for that, and the next turn.
- User takes 40 damage points and suffers from first degree (But not incapacitating) burns on their extremities once this technique ends.
-Cannot create Forbidden Rank Fire techniques from this technique
- Can only be taught by Scaze
[3 - Drackos, Vex, Inch/6]
(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
[5 - Erzo, NK, Nathan, Inch, Kryptiic/6]
(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn for sustained governance)
Damage: N/A (60)
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed. This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.
Note:
- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter, burned ground etc), or fire techniques that contain the users own chakra, in the case of the latter the power of the controlled or reformed technique will be the same as that of it's predecessor. The exception to this rule is if the user produces the new fire technique as an offshoot from the original, however this method has the weakness that if the host fire technique is extinguished before the offshoot can separate from it then both techniques will fail.
- Producing another fire jutsu as an offshoot through use of this technique will count as two moves (For both this and the newly desired Fire technique), however directly converting a flame into another fire technique will only count as one. (Other restrictions still apply as normal)
- The user can take control of a flame through use of this technique up to three times and convert a flame into another technique through use of this technique up to three times, however overall the user can only use this technique 5x.
- Exerting control over an existing fire technique will not increase its power - the user will only be capable of shifting its form, however in the case of empowering a chakra devoid flame it's base power will be 60, and while maintaining control the user is limited to the fire element and non-elemental techniques.
- No Fire techniques above S rank next turn.
- Once one application has been used, the user must wait a turn before using another.
- Can only be taught by Scaze
[5 - Drayce, Drackos, Hokusai, Erzo, Inch/6]
Katon/Fuuinjutsu: Kuro Sanshō̄o no Seimei-Sen | Fire Release/Sealing Technique: Lifeblood of the Black Salamander - Most recent bid - 3k Kumi
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (Fire jutsu with this effect applied cost 10 more chakra to create.)
Damage Points: N/A
Description: This technique was developed in response to the chakra draining and chakra absorbitve abilities displayed by certain water and earth techniques. Made in an attempt to achieve a similar effect for fire, the resulting technique was deemed too destructive and was classed as a jutsu too dangerous to be used. Like the chakra draining properties of earth and water, the developed technique was highly effective at targeting chakra in its incorporeal states - however instead of draining or absorbing chakra this technique invoked the most fundamental property of Katon - Burning, and applied it to incorporeal interactions. Under the influence of this technique the flames of produced fire jutsu will be sculpted and recoloured so that the Kanji for 'Burn' will appear embossed and patterned across the surface of the flame. As a result the affected fire techniques will burn away foreign chakra within their proximity. There will be little noticeable change for physical clashes such as fire against earth or water, although a sensor will be capable of discerning that the chakra of the technique clashing against the flame is disappearing even before the techniques physical body fades. Against techniques that fire would not have much interaction with however, such as lightning or sound, or techniques that it would not affect at all - such as incorporeal chakra barriers, the true strength of this technique is displayed. As the flames come into 'contact' (Not physical as it generally cannot directly interact with these techniques, but instead overlapping on the same area or being in the same vicinity/pane) the opposing chakra will be burned away, as under the influence of this technique the users fire natured chakra will adopt a singularly destructive property when it encounters opposing chakra and, true to its nature, will not absorb but will rather burn - flooding out to attack the chakra and erasing the opposition completely. When such a flame encounters the body of a living being such as a Summon or Human, it will burn away at their chakra supply for as long as they remain near the flame (short range), destroying more of their chakra each turn, starting at the amount of chakra used to create the fire technique for the first turn, and increasing by double each turn (i.e, 40 the first, 80 the second, 160 the third and so on) until they have absolutely nothing left - and as such fire techniques under the influence of the Black Salamander serve as the bane to beings that cannot be burned or posses powerful regenerative abilities. Against techniques however, elemental weaknesses and strengths will apply, and the strength of the fire technique will reduce accordingly as it expends the very chakra that comprises it to burn away at enemy techniques. Upon the first use of this technique on a fire jutsu, a crest of ash will appear on the users chest, appearing as a salamander that, like an ouroboros is seen to be devouring its own tail. The Salamander Crest will act as a medium for sustaining this technique, should the crest be destroyed then this technique will also end, likewise, for as long as the crest persists, so too will this jutsu. Should the chakra of a fire technique under the influence of the Black Salamander be absorbed, then then absorbed fire chakra will act as a virus - rapidly burning away at the chakra of its new host until nothing is left. The only counter then, is to produce a full bodied chakra surge equal to or greater than the amount of chakra absorbed. (Starts at double the chakra cost of the technique this time, i.e a technique costing 30 chakra would burn away 60 the first turn, and so on, this time as it is directly within an opponents chakra system and as such can wreak havoc more easily). The chakra burn is easily detectable however as an opponent will feel as if their chakra is 'boiling' (a little like the discomfort that Naruto felt upon his first uses of the Kyuubi chakra), although an infected can still produce techniques as usual, albeit they cannot utilise forbidden ranks.
Note:
- Made of ash the crest is virtually immune to any technique that will smash or break it apart as it can simply reform and regenerate, and is counted as a fire/fuuinjutsu combination, A ranked in power, that can only be destroyed by water - which is the natural enemy of fire, or techniques that can completely burn or blast it from existence such as fire or lightning. After four turns the crest will fade, signifying the end of this technique. If Symphony of the Dragon is either active or used afterwards, the Crest of the Black Salamander will combine with the Crest of the Unburnt Dragon, the Salamander wrapping around the Dragon's head and, the two crests will combine, becoming destroyable only by techniques equal to or greater than their now combined strength. When they combine, the crest of the Black Salamander, being weaker, will adopt the turn limit of the Dragon's Crest, if it has two turns left then this crest will also crumble in two turns and so on. While it makes the crest harder to destroy, it also has the drawback of potentially ending the duration of this technique prematurely depending on how, and when the crests are created.
- While this technique is active the user is capable of, once per turn, producing raw blasts of S ranked fire chakra from any point of their body which - incapable of interacting with physical substances, will instead interact with and destroy those made of chakra, for instance if used against earth the blast will phase into the earth, erasing it of all the chakra that fuels it and, by destroying its source of strength will also undermine the earth's corporeality, leaving it to crumble to dust. (Although it does not interact so much on a physical level, it can still be countered by a technique of equal power as the flame will attack the chakra within the technique, and respecting elemental weaknesses and strengths, will falter when overwhelmed or equalized.) The chakra is visible as it takes a translucent gold or black hue, and be can form various shapes and sizes at the users whim, and the user can maintain control over it should they so wish, however they will be limited to non elemental and fire elemental jutsu during this time. This count as one of the user's three moves per turn.
- When this technique ends it cannot be reactivated again for the next two turns, and no fire techniques above S rank can be utilized during this period. It can also only be activated 2x, and the user is immune to have their own chakra devoured by their flames.
- This technique is also capable of working against chakra, or uses of physical/spiritual energy that have a slightly different make-up than usual, such as Senjutsu chakra and Kiyoshi energy. However it cannot target physical or natural energies in their raw, un-combined state; it can do so for spiritual energy however.
- The user can choose to not apply this effect to a created fire technique, and affected fire techniques will appear an imperial black, red and gold in colour.
- As this technique has no effect on its own, its activation is instant and can be performed in the same timeframe as the following technique. The crest will appear upon the creation of the first Black Salamander Fire technique, and this works on ash too.
- When used by an Inuzuka this technique will not adversely affect their Ninken as, accustomed to their presence, this jutsu, while largely indiscriminate, will have the users Ninken labelled as something related to and bound to the user, as a result just as the user is immune to the effects of this technique, so too will Ninken be. (Same for cursed seals as they are a part of the users being)
- Can only be taught by Scaze
[3 - Inch, Drackos, Broly/6]
Katon: Basuteto no Tsume) | Fire Release: Bastest's Claw
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 Per turn)
Damage: 80
Description: A technique in which the user is capable of rapidly expelling fire chakra from their body, and with the formation of a single handseal converting the fire natured chakra to flames; sculpted to take the form of dense, almost solid in nature, felines with streaming lower-bodies of flame. The amount, and size of felines is subject to the users discretion, but could be enough to send gigantic waves - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of flame to the opponent, led by the almost tangible charging cats, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming flames that comprise the majority of their mass to burn the opposition from existence. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic kittens, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The felines aren't necessarily sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the flames move and attack, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Fire Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the size of the flames to be changed, whether it be combining and shrinking the felines and flames so as to make the attack more concentrated, or allowing the felines to divide and grow so as to cover a larger area. Despite being given form, the felines can be made to charge along the ground or through air alike, though they will always be created short range from the user and move outwards towards the target.
Note:
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze
[4- Baldy, Lok, Drackos, NK/6]
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.
[4- Goetia, Drayce, NK, Inch/6]
(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.
[4/6]
(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.
[5/6]
(Raiton: Fenriru no Kiba) | Lightning Release: Fenrir’s Fang
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (+15 per turn)
Damage: 80
Description: A technique in which the user is capable of rapidly expelling lightning chakra from their body, and with the formation of three handseals converting the lightning natured chakra, by charging the surrounding air, to lightning; sculpted to take the form of dense, almost solid in nature, canines with streaming lower-bodies of unfocused lightning. The amount, and size of canines is subject to the users discretion to a certain degree, but could be enough to send gigantic surges - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of lightning to the opponent, led by the almost tangible charging canines, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming lightning that comprises the majority of their mass to shock and scorch the opposition. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic puppies, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The maximum number of canines that can be produced from this technique is 4, with their maximum size being comparable to elephants. The canines aren't sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the lightning moves and attacks, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Lightning Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the lightning to be changed, whether it be combining and shrinking the canines and lightning so as to make the attack more concentrated, or allowing the canines to divide and grow so as to cover a larger area (if the number isn't already 4). Despite being given form, the canines can be made to charge along the ground or through air alike, though they will always be created in short range from the user and move outwards towards the target.
Note:
- Can only be used 3x per event, with a two-turn cooldown.
- No Lightning techniques above A-rank for the rest of the turn.
- Can only be taught by Leathercandle
Learnt:
x
[1/6]
(Raiton: Zeusu no Raimei) | Lightning Release: Zeus’ Thunderbolt
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 (- 10 per turn to sustain)
Damage Points: 80
Description: A technique whereby the user will perform three handseals while rapidly expelling lightning chakra from their body. Through the performance of such, the user will be capable of materialising lightning bolt(s) via infusing the air around them with a strong charge. The amount and sizes of the lightning bolts are freely subject to the users intentions, but could be of a great enough scale to wipe out large earthen constructs such as ‘Opening Earth Rising Excavation’ and send a rain of lightning towards opponents, or small and focused such as a senbon, to deal pinpoint but extreme piercing damage. The real use of this technique however comes when control is maintained over it - through doing so the user will be capable of having lightning bolts split, merge, shift in size and change direction, allowing for the lightning bolts to be easily maneuvered to fulfil various offensive and defensive purposes. While control is sustained, the lightning bolts will also be capable of, on command, dispersing into the ground or solid terrain and conducting through it as a directed unfocused charge, neutralising any earthen based chakra (KG/CE included) within the structure during its travel, and then re-emerging back into a focused lightning bolt when the user so wishes to strike the opponent. This of course respects normal elemental interactions (that is, that the Lightning bolts will weaken when neutralising weaker Earthen chakra), and the surface of the conducting object will glow a distinct blue, serving as a warning hint to observant shinobi of the lightnings presence. Lightning bolts can only be materialized within short range of the user; furthermore, choosing to sustain control over Zeus’ Thunderbolt however has the massive drawback of limiting the user to the lightning element, elements that have lightning as a component, and non-elemental abilities.
Notes:
Can only be used 3x
When the user finishes sustaining this technique they will be barred from using Lightning techniques A rank and above, for the rest of the turn.
[3/6]
(Raiton: Vuaruhara no Handan) | Lightning Release: Judgement of Valhalla
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By performing three handseals and infusing chakra into the sky, the user will be capable of calling down large lightning bolt(s) (up to eight) from the air. Each lightning bolt can have a radius large enough toaffect an area up to short range in size, making them powerful and large enough to pierce gigantic holes through even the largest of summons. As the lightning bolts descend they will rapidly charge the air around them, creating a field of electricity that, similar to ‘levitating blades’ will result in anything within short range of the lightning bolt being forced to levitate, and subsequently drawn in towards the lightning bolt through attraction at the speed of the lightning technique. When the lightning bolt strikes the ground, it will not immediately disappear, but will instead linger as a pillar of lightning after its initial earth shattering impact. Alternatively, the Lightning bolt can be made to disperse upon impact with the ground into an unfocused current so strong that it will charr the earth black as it conducts into the ground, while also neutralising any earthen based chakra within the ground on account of its chakra nature. Naturally, the user will be unaffected by any of the Lightning’s conduction effects as it is their chakra, meanwhile the effects of the Lightning bolt will completely expire after two turns.
Notes:
Can only be used 2x.
No lightning techniques above B rank for the rest of the turn.
Two turn cooldown between uses.
[3/6]
All Inuzuka CJs for sale.
Algae and Magnesium up for sale too.
Katon: Arutemisu Keshin | Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.
Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.
- Visual representation;
You must be registered for see links
[5/6]
(Katon: Sanshōuo no ikari) | Fire Release: Sonata of the Phoenix
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 (-20 chakra per turn)
Damage: 90
Description: A technique in which the user is capable of materialising fire from near their body through the rapid release and conversion of copious amounts of fire chakra. The materialised flames are dense yet free flowing in nature, being almost liquid like in consistency, with the user being capable of bending or melding the flames into different shapes or forms so long as they maintain sustained control of this technique. The flames generally take the initial form of two halo like rings (The size of hula hoops, albeit much thicker in that can they overlap to somewhat form a sphere) that blanket around the users body so as to afford the user with a perfect defence, however the manner in which the flames first appear and their subsequent movements are completely subject to the users wishes and intentions. The immense heat of this technique and it's adaptable shape and size allows it to boast versatile destructive capabilities, however what truly warrants this technique it's strength is that whenever the flames collide with an inferior technique they immediately begin to regenerate - drawing on the users chakra supply to do so - so that by the beginning of the next turn the flames will have already restored themselves to full power, hence the name Phoenix. Ultimately, to end the use of this technique, an enemy would have to completely extinguish the flames of this jutsu. However as a result, for as long as the user maintains this technique they will be restricted in the elemental affinities that they can access, mainly being limited to Fire Release (Can still use Fire Release CE provided they only utilise fire elemental chakra.) Lastly, the user is capable of spawning fire techniques from the flames of this jutsu which, combined with the ability to shift these flames throughout the battlefield, essentially allows the user to produce fire techniques of their choice from various angles to assault an enemy, as these flames fundamentally act as an extension of the users body.
- Can only be used 1x.
- Can be sustained for a maximum of four turns.
- Once this technique ends, due to the chakra strain the user will experience exhaustion that will reduce their physical capabilities by one rank, sharp pangs of pain that will occasionally glance through their extremities, and chakra overuses that will prevent the use of fire techniques above B rank for that, and the next turn.
- User takes 40 damage points and suffers from first degree (But not incapacitating) burns on their extremities once this technique ends.
-Cannot create Forbidden Rank Fire techniques from this technique
- Can only be taught by Scaze
[3 - Drackos, Vex, Inch/6]
(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
[5 - Erzo, NK, Nathan, Inch, Kryptiic/6]
(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn for sustained governance)
Damage: N/A (60)
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed. This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.
Note:
- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter, burned ground etc), or fire techniques that contain the users own chakra, in the case of the latter the power of the controlled or reformed technique will be the same as that of it's predecessor. The exception to this rule is if the user produces the new fire technique as an offshoot from the original, however this method has the weakness that if the host fire technique is extinguished before the offshoot can separate from it then both techniques will fail.
- Producing another fire jutsu as an offshoot through use of this technique will count as two moves (For both this and the newly desired Fire technique), however directly converting a flame into another fire technique will only count as one. (Other restrictions still apply as normal)
- The user can take control of a flame through use of this technique up to three times and convert a flame into another technique through use of this technique up to three times, however overall the user can only use this technique 5x.
- Exerting control over an existing fire technique will not increase its power - the user will only be capable of shifting its form, however in the case of empowering a chakra devoid flame it's base power will be 60, and while maintaining control the user is limited to the fire element and non-elemental techniques.
- No Fire techniques above S rank next turn.
- Once one application has been used, the user must wait a turn before using another.
- Can only be taught by Scaze
[5 - Drayce, Drackos, Hokusai, Erzo, Inch/6]
Katon/Fuuinjutsu: Kuro Sanshō̄o no Seimei-Sen | Fire Release/Sealing Technique: Lifeblood of the Black Salamander - Most recent bid - 3k Kumi
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (Fire jutsu with this effect applied cost 10 more chakra to create.)
Damage Points: N/A
Description: This technique was developed in response to the chakra draining and chakra absorbitve abilities displayed by certain water and earth techniques. Made in an attempt to achieve a similar effect for fire, the resulting technique was deemed too destructive and was classed as a jutsu too dangerous to be used. Like the chakra draining properties of earth and water, the developed technique was highly effective at targeting chakra in its incorporeal states - however instead of draining or absorbing chakra this technique invoked the most fundamental property of Katon - Burning, and applied it to incorporeal interactions. Under the influence of this technique the flames of produced fire jutsu will be sculpted and recoloured so that the Kanji for 'Burn' will appear embossed and patterned across the surface of the flame. As a result the affected fire techniques will burn away foreign chakra within their proximity. There will be little noticeable change for physical clashes such as fire against earth or water, although a sensor will be capable of discerning that the chakra of the technique clashing against the flame is disappearing even before the techniques physical body fades. Against techniques that fire would not have much interaction with however, such as lightning or sound, or techniques that it would not affect at all - such as incorporeal chakra barriers, the true strength of this technique is displayed. As the flames come into 'contact' (Not physical as it generally cannot directly interact with these techniques, but instead overlapping on the same area or being in the same vicinity/pane) the opposing chakra will be burned away, as under the influence of this technique the users fire natured chakra will adopt a singularly destructive property when it encounters opposing chakra and, true to its nature, will not absorb but will rather burn - flooding out to attack the chakra and erasing the opposition completely. When such a flame encounters the body of a living being such as a Summon or Human, it will burn away at their chakra supply for as long as they remain near the flame (short range), destroying more of their chakra each turn, starting at the amount of chakra used to create the fire technique for the first turn, and increasing by double each turn (i.e, 40 the first, 80 the second, 160 the third and so on) until they have absolutely nothing left - and as such fire techniques under the influence of the Black Salamander serve as the bane to beings that cannot be burned or posses powerful regenerative abilities. Against techniques however, elemental weaknesses and strengths will apply, and the strength of the fire technique will reduce accordingly as it expends the very chakra that comprises it to burn away at enemy techniques. Upon the first use of this technique on a fire jutsu, a crest of ash will appear on the users chest, appearing as a salamander that, like an ouroboros is seen to be devouring its own tail. The Salamander Crest will act as a medium for sustaining this technique, should the crest be destroyed then this technique will also end, likewise, for as long as the crest persists, so too will this jutsu. Should the chakra of a fire technique under the influence of the Black Salamander be absorbed, then then absorbed fire chakra will act as a virus - rapidly burning away at the chakra of its new host until nothing is left. The only counter then, is to produce a full bodied chakra surge equal to or greater than the amount of chakra absorbed. (Starts at double the chakra cost of the technique this time, i.e a technique costing 30 chakra would burn away 60 the first turn, and so on, this time as it is directly within an opponents chakra system and as such can wreak havoc more easily). The chakra burn is easily detectable however as an opponent will feel as if their chakra is 'boiling' (a little like the discomfort that Naruto felt upon his first uses of the Kyuubi chakra), although an infected can still produce techniques as usual, albeit they cannot utilise forbidden ranks.
Note:
- Made of ash the crest is virtually immune to any technique that will smash or break it apart as it can simply reform and regenerate, and is counted as a fire/fuuinjutsu combination, A ranked in power, that can only be destroyed by water - which is the natural enemy of fire, or techniques that can completely burn or blast it from existence such as fire or lightning. After four turns the crest will fade, signifying the end of this technique. If Symphony of the Dragon is either active or used afterwards, the Crest of the Black Salamander will combine with the Crest of the Unburnt Dragon, the Salamander wrapping around the Dragon's head and, the two crests will combine, becoming destroyable only by techniques equal to or greater than their now combined strength. When they combine, the crest of the Black Salamander, being weaker, will adopt the turn limit of the Dragon's Crest, if it has two turns left then this crest will also crumble in two turns and so on. While it makes the crest harder to destroy, it also has the drawback of potentially ending the duration of this technique prematurely depending on how, and when the crests are created.
- While this technique is active the user is capable of, once per turn, producing raw blasts of S ranked fire chakra from any point of their body which - incapable of interacting with physical substances, will instead interact with and destroy those made of chakra, for instance if used against earth the blast will phase into the earth, erasing it of all the chakra that fuels it and, by destroying its source of strength will also undermine the earth's corporeality, leaving it to crumble to dust. (Although it does not interact so much on a physical level, it can still be countered by a technique of equal power as the flame will attack the chakra within the technique, and respecting elemental weaknesses and strengths, will falter when overwhelmed or equalized.) The chakra is visible as it takes a translucent gold or black hue, and be can form various shapes and sizes at the users whim, and the user can maintain control over it should they so wish, however they will be limited to non elemental and fire elemental jutsu during this time. This count as one of the user's three moves per turn.
- When this technique ends it cannot be reactivated again for the next two turns, and no fire techniques above S rank can be utilized during this period. It can also only be activated 2x, and the user is immune to have their own chakra devoured by their flames.
- This technique is also capable of working against chakra, or uses of physical/spiritual energy that have a slightly different make-up than usual, such as Senjutsu chakra and Kiyoshi energy. However it cannot target physical or natural energies in their raw, un-combined state; it can do so for spiritual energy however.
- The user can choose to not apply this effect to a created fire technique, and affected fire techniques will appear an imperial black, red and gold in colour.
- As this technique has no effect on its own, its activation is instant and can be performed in the same timeframe as the following technique. The crest will appear upon the creation of the first Black Salamander Fire technique, and this works on ash too.
- When used by an Inuzuka this technique will not adversely affect their Ninken as, accustomed to their presence, this jutsu, while largely indiscriminate, will have the users Ninken labelled as something related to and bound to the user, as a result just as the user is immune to the effects of this technique, so too will Ninken be. (Same for cursed seals as they are a part of the users being)
- Can only be taught by Scaze
[3 - Inch, Drackos, Broly/6]
Katon: Basuteto no Tsume) | Fire Release: Bastest's Claw
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 Per turn)
Damage: 80
Description: A technique in which the user is capable of rapidly expelling fire chakra from their body, and with the formation of a single handseal converting the fire natured chakra to flames; sculpted to take the form of dense, almost solid in nature, felines with streaming lower-bodies of flame. The amount, and size of felines is subject to the users discretion, but could be enough to send gigantic waves - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of flame to the opponent, led by the almost tangible charging cats, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming flames that comprise the majority of their mass to burn the opposition from existence. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic kittens, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The felines aren't necessarily sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the flames move and attack, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Fire Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the size of the flames to be changed, whether it be combining and shrinking the felines and flames so as to make the attack more concentrated, or allowing the felines to divide and grow so as to cover a larger area. Despite being given form, the felines can be made to charge along the ground or through air alike, though they will always be created short range from the user and move outwards towards the target.
Note:
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze
[4- Baldy, Lok, Drackos, NK/6]
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.
[4- Goetia, Drayce, NK, Inch/6]
(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.
[4/6]
(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.
[5/6]
(Raiton: Fenriru no Kiba) | Lightning Release: Fenrir’s Fang
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (+15 per turn)
Damage: 80
Description: A technique in which the user is capable of rapidly expelling lightning chakra from their body, and with the formation of three handseals converting the lightning natured chakra, by charging the surrounding air, to lightning; sculpted to take the form of dense, almost solid in nature, canines with streaming lower-bodies of unfocused lightning. The amount, and size of canines is subject to the users discretion to a certain degree, but could be enough to send gigantic surges - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of lightning to the opponent, led by the almost tangible charging canines, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming lightning that comprises the majority of their mass to shock and scorch the opposition. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic puppies, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The maximum number of canines that can be produced from this technique is 4, with their maximum size being comparable to elephants. The canines aren't sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the lightning moves and attacks, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Lightning Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the lightning to be changed, whether it be combining and shrinking the canines and lightning so as to make the attack more concentrated, or allowing the canines to divide and grow so as to cover a larger area (if the number isn't already 4). Despite being given form, the canines can be made to charge along the ground or through air alike, though they will always be created in short range from the user and move outwards towards the target.
Note:
- Can only be used 3x per event, with a two-turn cooldown.
- No Lightning techniques above A-rank for the rest of the turn.
- Can only be taught by Leathercandle
Learnt:
x
[1/6]
(Raiton: Zeusu no Raimei) | Lightning Release: Zeus’ Thunderbolt
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 (- 10 per turn to sustain)
Damage Points: 80
Description: A technique whereby the user will perform three handseals while rapidly expelling lightning chakra from their body. Through the performance of such, the user will be capable of materialising lightning bolt(s) via infusing the air around them with a strong charge. The amount and sizes of the lightning bolts are freely subject to the users intentions, but could be of a great enough scale to wipe out large earthen constructs such as ‘Opening Earth Rising Excavation’ and send a rain of lightning towards opponents, or small and focused such as a senbon, to deal pinpoint but extreme piercing damage. The real use of this technique however comes when control is maintained over it - through doing so the user will be capable of having lightning bolts split, merge, shift in size and change direction, allowing for the lightning bolts to be easily maneuvered to fulfil various offensive and defensive purposes. While control is sustained, the lightning bolts will also be capable of, on command, dispersing into the ground or solid terrain and conducting through it as a directed unfocused charge, neutralising any earthen based chakra (KG/CE included) within the structure during its travel, and then re-emerging back into a focused lightning bolt when the user so wishes to strike the opponent. This of course respects normal elemental interactions (that is, that the Lightning bolts will weaken when neutralising weaker Earthen chakra), and the surface of the conducting object will glow a distinct blue, serving as a warning hint to observant shinobi of the lightnings presence. Lightning bolts can only be materialized within short range of the user; furthermore, choosing to sustain control over Zeus’ Thunderbolt however has the massive drawback of limiting the user to the lightning element, elements that have lightning as a component, and non-elemental abilities.
Notes:
Can only be used 3x
When the user finishes sustaining this technique they will be barred from using Lightning techniques A rank and above, for the rest of the turn.
[3/6]
(Raiton: Vuaruhara no Handan) | Lightning Release: Judgement of Valhalla
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By performing three handseals and infusing chakra into the sky, the user will be capable of calling down large lightning bolt(s) (up to eight) from the air. Each lightning bolt can have a radius large enough toaffect an area up to short range in size, making them powerful and large enough to pierce gigantic holes through even the largest of summons. As the lightning bolts descend they will rapidly charge the air around them, creating a field of electricity that, similar to ‘levitating blades’ will result in anything within short range of the lightning bolt being forced to levitate, and subsequently drawn in towards the lightning bolt through attraction at the speed of the lightning technique. When the lightning bolt strikes the ground, it will not immediately disappear, but will instead linger as a pillar of lightning after its initial earth shattering impact. Alternatively, the Lightning bolt can be made to disperse upon impact with the ground into an unfocused current so strong that it will charr the earth black as it conducts into the ground, while also neutralising any earthen based chakra within the ground on account of its chakra nature. Naturally, the user will be unaffected by any of the Lightning’s conduction effects as it is their chakra, meanwhile the effects of the Lightning bolt will completely expire after two turns.
Notes:
Can only be used 2x.
No lightning techniques above B rank for the rest of the turn.
Two turn cooldown between uses.
[3/6]
All Inuzuka CJs for sale.
Algae and Magnesium up for sale too.
Last edited: