Shady's Customs

Shady Doctor

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Coiling Dragon Arts | Maki doragon - ātsu

Type: NinBukijutsu

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

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

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

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

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

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

- Usable once
- No Coiling Dragon Arts next turn

Additional effects and Restrictions:

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

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

Naak Le Vaar, our loyal member, gave on the 2nd of December 2015, a request for a Patent on the Custom Fighting Style Coiling Dragon Arts | Maki doragon - ātsu. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Coiling Dragon Arts | Maki doragon - ātsu
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Copyright 2015, Naak Le Vaar, NarutoBase.net

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Shady Doctor

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Spider Stuff


(Kumo Senshi) Spider Suit
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: 30 (-5 chakra per turn)
Damage: N/A
Description: The spider suit, perhaps the most iconic weapon/armor of all the Spider Warriors, is actually an ability learned by said warriors when they've reached the level of matriculation with Spider Ninjutsu. By first learning how to create silk/web from their bodies the warriors are sent through extensive training to learn how to produce this webbing from all conceivable parts of the exterior of their skins. After months and months only a few end up learning this technique, the failures are sent back to ground level to start over. How the suit comes into existence is by the user focusing his chakra throughout his skin and then release a thin layer of web all over his body, the web will seem to consume him and covers his clothes with skin tight silk. The webbing is alive like, with chakra constantly pulsing through it much like the user's own skin. It is intricately woven, capable of withstanding great force and stress a well as unique color changing capabilities to help the Warrior blend in with surroundings. Depending on his taste and mood the suit may change color giving him essentially a new identity. The main abilities of the suit is the way it allows the user to produce web strings from his hands or feet by using the webbing it is made up of. These webs spawned from the suit are very special in that they are directly linked to the user's chakra and are to be used as extensions of his own chakra system, allowing moves that would otherwise require direct contact to be performed via the webbing such as the Super Added Weight Technique. Of course as soon as the web is used its replenished due to the constant chakra circulating it.
Note(s):
-Can only be activated once per battle
-Once activated it, it lasts until cancelled
- Requires users to have signed the Spider Contract
- Web/silk projections are D ranked in strength, can extend up to mid-range and don't take up one of the allotted three slots, however, it can't be used to attack the opponent in a direct manner.


(Kumo Kuchiyose: Girugamesshu) - Spider Summoning: Gilgamesh
Type: Summoning
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: The user will summon Gilgamesh, one of the Great Spider Lords, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Gilgamesh's appearance is that of a gray complexion, red/orange armor, and eight arms in which he holds an arsenal of different weapons. Gilgamesh's trademark weapon is a type of polearm known as a naginata, but he also uses rare and powerful swords collected from around the world. He considers himself a master swordsman. Humorously, the decorations on the right side of Gilgamesh's body appear to be wood or cardboard cutouts with arms drawn on them. Like all spider summons, Gilgamesh is able to shoot webbing from his mouth and has a third eye which is hidden by his robe, allowing him to make more accurate strikes when removed. Being very proficient in Bukijutsu and much more with Kenjutsu, he is a skilled close-combatant, having Kage rank speed and agility. As such, he is able to utilize all Kenjutsu, Taijutsu, and Ninjutsu techniques the user knows up to A-Rank. Gilgamesh is 6 ft. tall and due to his strong ex, he immune to to B-Rank and below Ninjutsu, Kenjutsu, and Taijutsu.
Note: Can only be used once per battle.
Note: Can only stay in play for a total of 4 turns.
Note: No other summonings must be active while Gilgamesh is summoned.
Note: Must have signed the Spider Contract.
Note: No summons for two turns after
Note: Shooting Spider web is B rank, can be used once per turn and counts as one of the users jutsu

(Kumo Guraidā) - Spider Glider
Rank: C-Rank
Type: Supplementary
Range: Short
Chakra cost: 15
Damage points: N/A
Description: By being able to create webbing through one's sweat glands, the user creates small, durable webbing from one's armpits. This creates something reminiscent of a flying squirrel, allowing the user to glide while in the air as he descends from any altitude while in the air, coining the phrase, "Falling with style". The user must be careful as a slight wind can alter his course (C-Rank Wind and above) likewise the user can use a wind to change his course. The webbing follows normal strengths and weaknesses.
Note: Must have signed the Spider Contract

(Kumo Kanchi no Jutsu) - Spider Sensory Technique
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 40 per turn
Damage points: N/A (-20 from Sound Release techniques)
Description: By growing special sensory hairs on the skin, the user is able to sense pressure waves in the air which are converted to electric signals. These signals are then sent to the brain and interpreted as sound. As such the user is very capable of localizing the origin of a sound by interpreting the movement of the air produced by that sound. Because of the increased perception in sound through air pressure, the user becomes highly susceptible to Sound Release techniques considering it involves sound waves that can both be heard and felt (to some degree), suffering an additional 20 damage if directed towards the user. The extra sensory perception through the air pressure as well allows the user to anticipate close combat moves clearer such as Taijutsu or Kenjutsu. This provides the user a better opportunity if his sight were to be compromised or when combating visual genjutsu as this perception is unaffected by it, helping the user determine the location or presence of things in his environment. The drawback to the hairs are that they are sensitive to extreme heat (A-Rank and above Fire techniques), burning up upon contact. They are affected by water as well allowing the user to lose the sensory perception upon being wet but can be regained once dried.
Note: Technique lasts four turns with a one turn cooldown in between use
Note: Must have signed the Spider Contract
Note: Useable twice

(Jorōgumo Doku no Jutsu) - Jorō Spider Venom Technique
Rank: C-Rank
Type: Supplementary
Range: Short
Chakra cost: 15
Damage points: N/A (30 per bite; Cumulative effects lead to death)
Description: After extensive research on the Jorō Spider, those of the spider contract were able to increase their lethality in combat by learning how to spit venom or give a venomous bite, namely that from a Jorō Spider. The venom is delivered either through spitting at an opponent or through biting the skin, which punctures it and delivers 30 damage. In order for the venom to take effect, it must make contact with the skin otherwise it is ineffective. The poison itself is slow acting if done through physical contact however if bitten the effects are accelerated. Through spitting, the venom takes a turn (of the opponent) to be able to penetrate through the pores of the skin and then beginning to take effect at the end of the following turn, causing varied effects as time goes on. For the venom to continue its effects when spit, the opponent must be exposed to it continuously. Through biting the opponent and injecting the venom, the effects (2nd effect on the list) happen faster, taking effect after the first turn. The user only has to bite once for the effects to continue on by themselves without a need to consecutively bite the opponent. The effects (spitting & biting) stack with each other and if used in combination (i.e. spitting then biting) they only carry on from where they left off. The user also has the option of using his specific venom on his weapons (i.e. sword, shuriken, kunai, senbon, etc.) by spitting his venom on it but the effects remain the same as if spitting, taking effect the more the opponent is exposed to the venom however can be countered by cleaning the weapons with water or evaporating the venom with fire. While the spitting at an opponent can be used 3x per battle, the user can only perform a venomous bite once per battle. Spitting venom on one's weapons and/or ninja tools can be done without restriction. Like most venomous spider's, the user is unaffected by this specific poison (Jorō Spider venom) if used against him or ingested.

1st Effect = No noticeable affliction
2nd Effect = Slowed reaction and cognitive actions
3rd Effect = Blurred vision, slightly slurred speech
4th Effect = Involuntary coughing, bleeding from eyes, nose, mouth and ears
5th Effect = At the end of the turn victim dies

Note: Can only be used by signers of the Spider Contract
Note: Can only spit 3x per battle and perform one bite per battle

(Supaidāsēji no Tsūru) - Tools of the Spider Sage
Rank: C-A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra cost: 15-30 (-10 per turn)
Damage points: 30-60
Description: After mastering the use of creating webs from one's sweat pores, the user takes advantage of the amount that is created in the hands during heightened states of emotion, particularly in battle. By channeling his chakra into one's sweat pores on the palms, the user is able to create strong, webbing constructs of steel-like quality, have a blue glow to them, and are limited only by his imagination (within reason). While the constructs are made in short range and through the user's palms, when thrown they can reach up to midrange however it should be noted that the larger the construct, the slower the speed. The webbing constructs are made into dense webbing, maxing at A-Rank strength (strength is divided among tools) however he can only create A-Rank constructs three times per battle. Upon the user's will, he can either cause the constructs to explode into an adhesive webbing that can be used to trap an opponent or other supplementary uses like blinding him by covering his eyes for example or release a sticky adhesive from his palms to use in tandem with taijutsu. The constructs follow normal strengths and weaknesses.
Note: A rank usage requires a two turn cooldown in which only the C rank version can be used.
Note: A-Rank usage can only be used 3x per battle
Note: Must have signed the Spider Contract
Note: Useable 4 times in total

 

Shady Doctor

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Snakes & Senjutsu

Snake Summonings

(Hebi Kuchiyose: Asmodeus) - Snake Summoning: Asmodeus
Rank: A
Range: Short
Type: Summoning
Chakra: 30
Damage: N/A
Description: After performing the necessary requirements for performing the summoning technique, the user summons Asmodeus which is a small black and white snake about 50 cm in length, Asmodeus doesn't have any combat skills and can't be used for any type of defensive measures like majority of the other snake summons, but Asmodeus was born with a special gift that makes him just as important as any other powerful snake, Asmodeus' snake senses are almost double as sensitive as regular snakes, he is able to detect even the slightest bit of a vibration 120 meters away, Asmodeus can still however travel underground like all snakes and thanks to his miniature size he wouldn't be easily detected by regular ninja even if he travels close to the surface of the ground, Shady also has the ability to contact any other snake summoning via telepathy as well as its summoner.

Note - Can only be summoned once per battle.
- Lasts for 4 full turns until automatically dispersed.
- Summon is able to detect any vibration (this includes any movement and any sound since sound is produced through high frequency vibrations.) across the entirety of the battlefield, And also up to 120 meters maximum, but cannot sense any chakra.
- When traveling underground the summon can only be detected by Doujutsu users and those with Sensory abilities.
- Can only be taught by Yashiro.

(Hebi Kuchiyose No Jutsu: Voldemort) - Snake Summoning: Voldemort
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Voldemort is one of the 5 Guardian Elemental Snakes. These Snakes each specialize in one of the 5 basic elements and are the Manda special minions. Voldemort specializes in use of the Fire element. The user takes blood and wipes on his tattoo or on the scroll and slam his hand, summon this Firey beast. Voldemort can use all Fire Jutsus up to S rank and the Guardian Snakes all have this unique ability. They can disperse into whatever element they are specialized in. This replacement ability is an A rank ability. Voldemort can replace into a burst of flames to avoid techniques if he so wishes. Voldemort is the same size as the Manda.

-Must have snake contract signed
- Can only replace once
-Can only be summoned once
- Last 4 turns
- Can use S rank and Below Fire
- Can only be taught by Better

(Hebi Kuchiyose No Jutsu: Nola) - Snake Summoning: Nola
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Nola is one of the 5 Guardian Elemental Snakes. These Snakes each specialize in one of the 5 basic elements and are the Manda special minions. Nola specializes in use of the Water element. The user takes blood and wipes on his tattoo or on the scroll and slam his hand, summon this Water beast. Nola can use all Water Jutsus up to S rank and the Guardian Snakes all have this unique ability. They can disperse into whatever element they are specialized in. Nola can transform his body into water to avoid damage. It's rank is A rank. Nola is the same size as the Manda. Nola can also swim in water, just like the new Manda 2.

-Must have snake contract signed
-Can only be summoned once
- Last 4 turns
- Only can replace itself once.
- Can use S rank and Below Water
- Can only be taught by Better

(Hebi Kuchiyose No Jutsu: Kobe) - Snake Summoning: The Black Mamba
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Kobe is one of the 5 Guardian Elemental Snakes. These Snakes each specialize in one of the 5 basic elements and are the Manda special minions. Kobe specializes in use of the Lightning element. The user takes blood and wipes on his tattoo performing then the needed handseals and slam his hand, summon this lightning beast. Kobe can use all Lightning Jutsus up to S rank and the Guardian Snakes all have this unique ability. They can disperse into whatever element they are specialized in. This replacement ability is an A rank ability. Kobe can replace into a current of lightning to avoid techniques if he so wishes. Kobe is 1/3 the size of the Manda. Kobe is able to feel the vibrations through the ground to pinpoint and enemy, however he cannot use this method underwater.

- Must have snake contract signed
- Can only replace once and that doesn't serve to move anywhere, only to change the structure of the body to avoid damage.
- All his moves and techniques count towards the normal 3 limit per turn of the user
- Can only be summoned once
- Last 4 turns
- Can use S rank and Below Lightning that the user knows.
- Can only be taught by Better




(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities (senjutsu) as him



Snake Arts

(Sunēku gijutsu: Eipekkusuintento) - Snake technique: Apex Intent
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range:
Short-Mid
Chakra: 40
Damage: 80
Description: A technique that for all intents and purposes functions exactly the same as killing intent but instead uses a release of chakra from all over the users body while making direct eye contact with the enemy. When this strikes the enemy they're afflicted with a powerful killing intent native to only those of the snake contract. This version of killing intent can be used by the snake summons themselves or by the user. If used by either it follows the same restrictions as the normal killing intent but the rank varies depending either on the rank of the snake. For example a B ranked snake will create a B ranked killing intent. Or it will be increased in affect by one rank for the user versus his normal killing intent. This is based mostly on the incredible intimidation caused by the eyes of a snake, as shown throughout the series by Orochimaru who's killing intent was enough to completely paralyse an opponent beyond movement, when he fought Kakashi or Sasuke, this killing intent will be so overwhelming it will force the victim to make eye contact with the serpentine eyes instilling them with a sense of fear and dread stronger than the normal killing intent. This ability can be used by snake summoners other than Orochimaru but they must have access to snake sage mode to replicate the paralysing gaze of the snake. If used by Orochimaru during his sage mode it will increase in power by two ranks, but will cut the duration of his sage mode by one turn.
Note: May be used thrice times per battle.
Note: This may be used by anyone who has the snake contract provided they have sage mode. With the exception of Orochimaru who may use it at any time given his unique body.
Note: May only be taught by Jhin

(Hebi geijutsu: Azamuku hebi no) - Snake Arts: The Deceiving Serpents
Rank: A
Range: Short - Mid
Type: Offensive/Supplementary
Chakra: 30
Damage: 60
Description: The user performs a single hand seal before thrusting his left arm upwards and releases a single snake from his left sleeve and in the direction of the target, this is used as a distraction, and while the user is releasing the snake into the air he also releases another one from his right sleeve which quickly slithers across the ground and coils around the targets body, before constricting and paralyzing the target.

Notes - Must have signed the snakes contract
- Can only be used 3 times per battle
- Paralysis lasts for 2 turns
- The snakes are large enough to completely coil around a full grown humans body
- Can only be taught by -Yashiro-

(Hebi geijutsu: Hebi kiba senbon) - Snake Arts: Snake Fang Needles
Rank: S
Range: Short - Long
Type: Offensive
Chakra: 40
Damage: 80
Description: Once Manda is summoned onto the battlefield the user manipulates him into gathering a large amount of his chakra and compressing it all into his fangs, then in a burst Manda releases the chakra all at once from his fangs in the form of thousands of fang shaped needles, the needles cover a wide range of the battlefield and can be used to attack multiple targets, also due to the natural venom which a snake carries within its fangs, the fang needles would be able to numb multiple parts of the body (All parts that come into contact with the fang needles) and paralyze the target.
Notes - Must have signed the snakes contract
- Can only be used with/by the Manda summoning
- Can only be used 2 times per battle
- Paralysis and numbing lasts for 2 turns
- Can only be taught by -Yashiro-



(Hebiātsu: Yōso no sukēru) - Snake Arts: Scales of the Elements
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30 ( -5 per turn to the user)
Damage: N/A ( +15 damage to snake ninjutsu)
Description: The user will make the Tiger than Snake hand sign and gather an elemental chakra nature. When the user uses any snake ninjutsu they infuse the elemental chakra into the snakes scales giving them different properties and extra damage and strength against elemental ninjutsu. The snakes will than go by elemental rank difference in strength and weaknesses. This works on every snake used in snake ninjutsu like using thise with multiple hidden snake hands all the snakes scales would change.
Fire - The scales on the snakes will be fiery red (pic) when infused with fire chakra. The scales give off fire making it where if they bind an opponent they burn the opponent causing 3rd degree burns. The snakes fangs can also give off fire giving them burning properties when they bite down into opponents burning them in the inside of the area where they bite down.
Water - The scales on the snake will be light blue and white (pic) when infuse with water chakra. The snakes when they bind someone they can have water form from their scales and have the water injected into the opponent causing irregular breathing to an opponent. The snakes can also have the water form behind them extending their length by 5 feet.
Lightning - The scales on the snake will be black and yellow (pic) when infuse with lightning chakra. The snakes scale will be constantly giving off electric sparks. When they wrap around opponents they can all give off an electrical discharge at the same time shocking the opponent to the point they can become and paralyze. The snakes can also bite down and give off the discharge inside the opponent's bodies causing more internal damage like organ failure.
Earth - The scales on the snake will be gray and hard as rocks (pic) when infuse with earth chakra. The scales are as hard as rocks and gives the snakes able to do more blunt damage and cause broken bones and deflect ninja tools. When the snakes wrap around the opponent the opponent they can cause broken bones and internal damage.
Wind - The scales on the snake will be light green (pic) and have a constant wind breeze come out from their scales. The snakes can give off a sharp blast of wind that can cause deeps cuts on the opponent. .
Note: Usable 4 times a match.
Note: Must be taught by Korra.
Note: Must know Snakes Summoning
Note: Can only use 1 element at a time and requires a 2 turn cool down between usage.
Note: Each use last for 3 turns.
Note: Once a scale has been changed to one element it can't be changed again.

(Hebiātsu: Manda Sukēru) - Snake Arts: Manda Scales
Type: Defensive/Supplementary
Rank: S
Range: Short (Self)
Chakra: 40 ( -5 per turn to the user)
Damage: N/A
Description: The user will channel their chakra through out their entire body. By being able to summon Manda the user will summon a layer of Manda's scales that covers their entire body giving their body the strength of Manda's scales. The scales will be able to take up to A rank jutsus and is able to take one S rank jutsu but the user will have to shed the scales off their skin to survive it. The user will be able to get rid of scales anytime they chose but than won't be able to use this jutsu again for 3 turns.
Note: Last for 2 turns
Note: Only usable by Snake users
Note: Can't have Manda on the field at the same time
Note: Usable twice per a match with a 3 turn cool down

(Hebiātsu: Sunēku no Ishii) - Snake Arts: A Snake's Dying Wish
Type: Offensive
Rank: C-S
Range: Short -Long (for activation) (short - mid for explosion)
Chakra: 15 - 40
Damage: 30 - 80
Description: This jutsu involves sacrificing a snake summoning to try and end an opponent once and for all. The user place an explosive tag onto their snake summon and do the snake sign having the tags multiply until all of the snakes scales are now explosive tags. The user will than do the ram sign and and send a pulse of chakra into the snake causing it to explode and having all the tags go off also resulting in a huge explosion. The impact and strength of this jutsu depends on the length of the snake summoning making it stronger if the snake is longer. 1m-10m = C-rank explosion, 11m - 20m = B-rank explosion, 21m - 30m explosion, 31m - 49m A rank explosion, +50m S rank rank explosion If the user uses this with summons as big as Manda than the user must find a way to protect himself from the explosion.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Note: Usable 3 times a match with a 2 turn cool down of snake ninjutsu



(Hebi no Shukuen) Snake Feasting
Type: Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user manifest a snake from one or both of their sleeves. This snake or these snakes are from Ryuchi Cave which can defend against A rank and below attacks being it elemental or normal ninjutsu and even inanimate objects. The snake(s) eat the attack they are defending from inanimate objects and jutsu. At this moment after eating the attack/inanimate object they disperse(no smoke but as if it just got burned). The attack is sent to a disclosed location in Ryuchi Cave that seals the attack inanimate to be never seen again. The size of the snakes grows depending on the situation. When the snake comes out is like the size of a snake from the "Hidden Shadow Snake Technique". The snake(s) can grow up to a large size(see spoiler for highest size). When the jutsu is used with one snake it can defend against A rank attacks and if used to manifest two snakes each snake can defend against B rank attack.
Note: Can only be used 4x per battle and only once every two turns.

Summon Technique: Snake Stomach (Kuchiyose: Hebi Hara)
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Point: N/A
Description: The user make six hand seals and slams his hands on the ground. The user summons a snake's stomach just like what Jiriaya summons a Toad's stomach. The stomach can be control by the user to make the stomach expand or tighten in any point in the stomach to crush anything that isn't hard as steel or higher density.
-only used 2 times per battle
-it stays on the field for 4 turns or unless the user releases it
-must have 2 turns in between uses



Senjutsu

24) ( Senpo: Sēji no deburigōremu ) – Sage Art: Debris Serpent of the Sage
Rank: S-rank
Type: Supplementary/Defensive/Offensive
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: Sēji no deburigōremu is a rare Senjutsu technique created by Shady. It uses the concept of Wind style Underworld debris dragon, but enhanced and personalized with the use of Senjutsu. Using the exact same concept of Shady's own technique, the user will pour Senjutsu into an earth or water source that is already existing. The Senjutsu would rapidly rise, breaking the ground on a small level in order to bring up dirt, rocks and other debris from the terrain, or in the case of water, it would bring the water up. As the Senjutsu rises, the user applies great chakra control in the form of shape manipulation so that they can form a large Serpent, which rivals the size of the water dragon technique. Typically a Senjutsu technique wouldn't be visible, though with the nature of this technique the senjutsu would infuse with the debris or water in order to give it a visual shape. The serpent's composition would be composed of the debris or water in the inside of the Serpent, while the outside is smooth Senjutsu that holds the shape together. Due to the outside being smoothly crafted, it allows the user to ride and interact with it without actually being harmed by his own technique. Once materialized into existence the Serpent uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the Senjutsu it's made of with the earthen material or water it brought up with it. From any part of its body, the Serpent can release large streams (similar to the water bullet jutsu) of Senjutsu that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. Or water. These streams equal to an A-rank (60 dmg) attack and the range of the streams reach up to 15m away from the Serpent. Even though the Senjutsu infuses witumh the water or earth, it gains none of the element's strengths or weaknesses, but instead would still play on equal terms with elements and other techniques according to the strengths and weaknesses of Senjutsu.

☆ Usable twice per battle
☆ Can't be used in consecutive turns after ended
☆ Lasts three turns (unless cancelled)
☆ Each attack used by the Serpent counts as a move
☆ No S-Rank or above Sage arts while this is active
☆ The Serpent can only use his streaming ability 3 times, this so it has sufficient chakra left to sustain its own form.
☆ Decreases Sage mode by 2 turns upon activation

25) ( Senpō: ēesupī no hitokuchi | Sage Art: Bite of The Burrowing Asps )
Type: Offensive/Defensive
Rank: A-rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
ēesupī no hitokuchi is based off of the frog kata passed down in the toad contract, using Senjutsu mixed with an elemental nature to enhance the user's close quarters combat. The user would make use of the technique by creating an aura of Senjutsu around the limbs; specifically the arms, legs and the head. The aura would take on the shape of many snake heads, each limb having the head of the snake encompassing it, leaving the limb to act as the "tongue" within the snake mouths. On top of being Senjutsu based, the user also infuses the snakes with his wind natured chakra, giving it a slicing wind type of exterior along with having a faint greenish glow to them. Each snake head would be based off a specific species of snake, specifically the Burrowing Asp. The Burrowing Asp has a pair of fangs which are very flexible, enabling them to independently move each fang which in different directions when biting. The snake aura would act exactly like the Asp's bite, using the two fangs to make separate attacks simultaneous to Taijutsu used in conjunction. When the user does an attack, the snake heads extend from the user's limb about 5m (edge of short range), striking with the fangs in the most flexible manner if needed. The fangs would be capable moving around small obstacles to hit the target and even hit places that aren't typically reachable with an average close quarters assault. This allows the sage to become very dangerous, dealing piercing/slicing damage with his blows along with the actual blunt force of taijutsu.

Note: Can only be used by Snake Sage Mode users.
Note: Can only be used 4 times per battle/event, lasting one turn each use
Note: Will shorten Sage Mode by 2 turns upon each activation. Must wait 1 turn to use it again
Note: The Fangs power are A-rank damage split into two, unless only using one fang, which would cause the full 60dmg
Note: No Senjutsu based techniques above A-rank are usable the turn after this is used

(Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn)
Damage: 80
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain. If the user is already in Sage Mode when the use this jutsu they can use the rain to prolong Sage Mode. The prolonged Sage Mode will stay until the rain is either defeated or cancel by the user. When the rain stops so does the prolonged Sage Mode. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 3 times a match
Note: Requires a 2 turn cool down between uses
Note: Must be taught by Korra.

(Senpo: Ryūchi no Ken) - Sage Art: Fist of the Dragon
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Forming the dragon handseal the user then pushes their hands forward breaking the seal and transitioning into a forward palm-strike like motion releasing forward a torrent of senjutsu chakra. This motion resembles a double push palm with closed fists. A dragon of senchakra is then created, using the mass of senjutsu as a basis along with the rotational force caused by the double push palm. The dragon is long and slender (roughly ten meters in length and four meters in diameter) and can be sent out to Mid range doing a fair amount of damage to the opponent if it hits him. It appears to look similar to a Chinese Dragon long and slim and it can cause blunt damage. The users fists are slightly sharpened by the senjutsu chakra as it creates an aura around the hands meaning they also pierce deep into the opponent's body if contact is made. The jutsu is able to create massive damage to the terrain. Leaving a crater in the earth. It is also strong enough to negate S rank elemental techniques, as well as Forbidden Rank raw chakra techniques being on par with elemental releases and stronger than raw chakra.
Note: Cannot use other Sage Art techniques in the same turn
Note: Usable by Sage Mode users
Note: Usable 2 times a match


(Senpo: Raito o Kai) - Sage Art: Devoid of light
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user does the Ram > Dragon > Dog > Tiger sign and gathers natural energy and swallows it, they then spit out a black ball ,the size of a Odama Rasengan, of senchakra out of their mouth. It flies straight into the sky and then explodes, making a huge blanket of black fog that is infused with senchakra and that is pitch black and is impossible to see through. The fog spreads to mid range instantly. The fog being laced with senchakra is able to block chakra sensors and doujutsu users from seeing through the fog. Sage Mode users are still able to sense their opponents due to them sensing through life force and not chakra. The fog stays on the field for two turns or until the opponent gets rid of it. While this jutsu is being used the user can only do two other jutsus in a turn as they have to keep focus on keeping the fog on the field.
Note: Usable by Sage Mode users
Note: Lasts two turns.
Note: Usable 2 times a match



( Senpo: Waikyoku Zennou no Sennin ) - Sage Mode: Torture of the Almighty Sage
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: Using the same principle as "Ice Release: 1000 Needles of Death" the user would focus his natural energy all around his opponent. Once done, the user would materialize the the natural energy into hundreds of small sized needles which surrounds all directions and angles of the opponent. At the user's will, the needles would all attack the opponent at once, piercing him from all angles. It could also be done at several enemies, but the number and power of the needles would be split according to the number of enemies. The needles need to be created at least one meter away from any opponents.

-Uses 2 turns on SM
-Can't use SM technique higher than A-rank the same turn
-Can't use SM technique higher than S-rank the following turn
-Can only be used once per battle



(Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplmentary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy to the user after four turns. After the four turns the scales merge with the user's body increasing sage mode by four turns.
-Only summoned in Sage Mode
-This technique last four turns and after this it merges with the user increasing Sage Mode by four turns
-Can only be used once per battle
-No other sage jutsu in the same turn

Senpo: Burasuto Jutsu) Sage Art: Blast Technique
Rank: B
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 20
Damage Points: 40
Description: The user while in Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small blast similar to that of Deidara's C-1 explosions so the radius of the blast is one meter around the object. The blast releases all the senjutsu chakra out in a 360 degrees pushing force of but would cause the air to push away and would be seen by none senjutsu users as a wind jutsu. The force is enough to destroy B rank and below elemental and raw ninjutsu jutsus.
Note: Would reduce Sage Mode by one turn
Note: Can be used three times per battle



(Senjutsu: Shin Kusanagi) - Sage Technique: Constriction Of Jormungandr
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique is a unique take on the inorganic reanimation ability. Designed to impede an opponent greatly. By focusing their natural energy in to the Moisture in a targeted radius up to twenty meters in diameter the user will cause the air molecules to become infused with large amounts of natural energy and control them in one of two unique ways. The first method involves the density of the moisture and will allow the user to in essence create a zone of high pressure that will greatly inhibit the movement of the opponent as though they were very far underwater and under a great amount of pressure. Causing them to lose any active speed modifiers while in the zone reverting to their base speed, and reducing that base speed level by 3 levels. Additionally it will take them twice as long to form handseals and they will be unable to string four or more handseals per turn due to the crushing weight. The second seemingly more simple method involves pushing the moisture molecules closer together to create what can be perceived as thick air, like in muggy weather, making it more difficult to breathe. While in the zone of low oxygen the opponent will be entirely unable to use fire release jutsu due to the dense moisture dampening the fire, they will also suffer effects of vertigo and confusion to begin with suffering blurred vision that will cause them to lose levels of tracking speed each turn they remain in the zone. After 3 turns in the zone the opponent will pass out due to a lack of oxygen in the body much like drowning. However both zones once placed can not be relocated and can be escaped by an opponent.

Note: May be used twice per battle. Two turns between uses.
Note: This technique can only be used during sage mode.
Note: Both variations drain two turns of sage mode upon activation, but are both self sustaining once used.
Note: May only be taught by Jhin
Note: No senjutsu techniques above A rank in the turn the zones end.


(Senpo: Kenja no Dai Haka) - Sage Arts: Grand Grave of the Sages
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user of this technique must be a master of sage mode and the summoning technique. Though the contract they use is irrelevant. By forming two handseals and then clapping their hands the user will activate a unique reverse summoning technique used only by those who are sage mode users. The user and opponent along with any items or summonings present will be reverse summoned to a place known as the graveyard of the sages. This place has a very unique structure the main path will resemble the back of a snake paved to be a road that stretches as far as the eyes can see and even further still. But is only 15 meters in width. Either side of this is a steep drop leading in to a pool of venom. Being incredibly deadly to fall in to. Elevated above the enormous venom baths are huge statues of toads facing each other lining the path of the snake. It's said that the snake is known as the world serpent a forgotten beast of old that faced the toad soldiers in battle so fierce all were petrified from over usage of natural energy in the fierce conflict leaving this terrifying monument. In this field the users of sage mode have a considerable advantage. Namely all senjutsu techniques formed in this area gather the mass of natural energy in the area translating to a +10 boost to any senjutsu techniques. Additionally the high level of natural energy stored in the environment makes it entirely impossible for the enemy to make use of the environment unless he too uses sage mode in regards to manipulating the ground for techniques such as earth. Meaning techniques created from the surroundings such as earth techniques will simply not work unless they exceed B rank. However this does come some drawbacks. The initial reverse summoning actually requires natural energy to perform meaning the user will need to be in sage mode and using it will also cut sage mode duration by one turn.
Note: Can only be used by masters of sage mode
Note: Once performed the user and opponents may not leave the area without space time ninjutsu or other reverse summoning techniques or the user runs out of sage mode duration which will cause them to return to the original area. The user's death also reverse summons the opponent back.
Note: An S rank or higher Omni directional elemental blast (i.E tornado wall) would collapse the cave, causing the opponent and user to be reverse summoned out.
Note: Can only be taught by Jhin


(Senjutsu: Muki kansō) - Sage Technique: Inorganic Desiccation
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: This technique is a unique take on the inorganic reanimation ability. Essentially the ability allows the user to reach in to natural substances and pull the natural energy from causing them to become desiccated and damaged. When used against earth for example the earth would become seemingly older and barren causing it to crack and fracture in to dust (in case of a mud, it would dry out the mud). When used against water the liquid would become stagnant and their bonds will break down, so that the mass of water breaks down into a fine mist, to basic moisture in the air (like that produces when we breathe) nullifying the water. When used on techniques this can be performed at range with no physical contact. Due to the technique being natural energy based it's capable of defending from all techniques S rank and below that are not dual nature, such as lava or ice. And additional use of this technique is to draw out chakra from nature into the air, to disrupt currents in the air, this can be used to nullify the flow of wind release techniques. Not only this, but due to the short burst of chakra being pulled out through this technique, the users next sage technique will gain at +1 rank in damage, or +20 damage to S rank and above.

Note: May be used twice per battle. Two turns between uses
Note: Reduces sage mode by 1 turn
Note: This technique can only be used during sage mode.
Note: May only be taught by Jhin
Note: No senjutsu techniques in the turn following this above A rank.




(Senpo: Ribaiasan no aryūru) Sage Art: Leviathan's Allure
Type: Defense/Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per round to sustain)
Damage: N/a
Description: Leviathan's Allure is a sage technique that uses natural energy to breath life into a natural existing source in a gaseous state, for example; mist, smoke, smog, etc., devoid of chakra. This allows the user to gain control over said source to a partial degree, triggered with a single hand seal, the source is then guided by the user's will in terms of control. Once activated, the user is able to shape near solid serpent like leviathans out of the source able to; clench on, restrain, or hinder the target without preventing damage to them. Likewise the user can use these leviathans himself for many supplementary reasons during battle, and once per activation, the user can shape a special red-eyed leviathan with an A ranked defense to be used until destroyed or the technique ends. All creations except for the red-eyed leviathan, whose creation costs an additional move, hold strengths divided amongst each other. The leviathans can only be created if the source allows, or in other words is big enough, and their dimensions must be relative to the size of the source as well; small sources make a single or small plethora of leviathans within 3m dimensions, medium sources within 8m, large supplies have no limit. Being that the source in control is in a gaseous state, wind techniques of equal rank can break constructs while dissipating the source making it ineffective. Once activated this jutsu lasts for three turns, or until the source is dispersed/countered.
NOTES
►Can be used 3x per battle
►Has a 2 turn cool down
►No jutsu above S rank while active
►User must know Sage Mode
►Can only be taught by ZandaT


(Senpo: Ken Kata) Sage Art: Blade Kata
Type: Offensive
Rank: A
Range: Short
Chakra: N/a
Damage: 60
Description: Ken Kata, based off of the fighting style created by the toads of Mt. Myoboku called Frog Kata, is quite similar to its sister field in terms of positioning and using an aura of natural energy that surrounds and encapsulates the user's body while they perform close quarter combat. The difference being, unlike Frog Katta which utilizes this natural energy to amplify their taijutsu prowess, Blade Kata utilizes the encapsulating natural energy around the user to amplify the prowess to sage mode users who use kenjutsu. The user can use this aura as an extension of their sword(s) giving them longer reach within their kenjutsu even if they do not directly connect with its target. Sword slashes/thrusts that appear to have missed actually strike using the aura sending the opponents flying as they deal with the blunt damage, albeit, at a lower extent compared to the stronger Frog Kata.
NOTES
►Can be used 2x per battle
►Has a two turn cool down
►Can only be taught by ZandaT
►Extends range by a maximum of one meter
►Reduces SM duration by two turns



(Senpo/Fuuinjutsu: Burakkushīru) - Sage Art/Sealing Technique: Black Seal
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (+20 to Taijutsu)
Damage: N/A (+ 20 to Taijutsu )
Description: Sage Art: Black Seal is a Senjutsu Seal that is triggered by the user clasping their hands. Once their hands are clasped, thick white lines travel up their body, originating from their arms and spreads to their extremities. The Black Seal itself is the white lines that cover the user’s body. This fuuinjutsu works by absorbing Nature Energy into the white markings as soon as the technique is initiated. The white markings serve as a “reservoir” for the Nature Energy absorbed from the user’s environment. The purpose of this additionally absorbed Nature Energy is the user’s ability to access and utilize it when striking. As the user of Black Seal strikes an opponent, they are capable of releasing bursts of Natural Energy from the seal to increase the impact and a damage behind their hits (+20). Once this natural energy is released, it is injected into the opponent's chakra system if the hit lands. By injecting Nature Energy into the opponent, their chakra system balance will be thrown off. As a result, the target's body will begin to petrify and turn into stone. After one strike, the target will become notably slower, moving at 75% of his top speed. After more than 60 chakra has been inserted, the target will become half as fast. Should more chakra be inserted through this, the target will become stone. Once activated, Black Seal will remain active for alone as Sage Mode is active for an additional -5 chakra drained per turn. (Turns -10 per turn to sustain SM into -15 per turn.) Black Seal can be used a total of three times per battle. Can only be Taught by Daemon.

(Senpo: Majo no fukusō) - Sage Art: Witch's Garb
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 (-5 per turn)
Damage: 80
Description: Witch's Garb is a Senjutsu technique that is based on the principles found in Sage Art: Inorganic Reincarnation. The user imbues their clothing with dense senjutsu chakra causing their clothing to glow white. Similar to the parent technique, the user's clothing has now been given a "life" of it's own able to be actively manipulated by the user in ways they never could before, thus adding to their close range lethality. The user is allowed harden, soften, sharpen, extend. etc. their clothing however they see fit as long as it is within reason, although it costs a move to do so after the initial activation. Witch's Garb, under the user's control, can be used in conjunction with other taijutsu techniques, occupying the same time frame as the taijutsu technique. For example, the user would be able to extend their cloak into a spiked protrusion to stab the opponent as the user uses a taijutsu technique. Witch's Garb can only be used twice per battle and lasts a total of 4 turns each usage. Can only be used in Snake Sage Mode. Can only be taught by Daemon
 
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Shady Doctor

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Ñoldor | "Those with knowledge"


Founder
The Pervy Sage





History of the Clan

The Ñoldor are an ancient clan long since forgotten within the world, there are mere rumors of their existence but they are rarely seen. This is through choice as they wish to be forgotten with the sins of their past and push forwards in the light of the world. This goes back to the times before Kaguya had ate from the tree and the world became the ninja world as we know it. There is confusion between the rumors of the Noldor and how they came to be, and what actually happened. The story of their beginnings is much like a fairy tail for the most part with facts woven throughout. Though for this tale the Noldor go by another name due to their appearence, this is, The Elves, or firstborn.

The Firstborn, the Elder Children of Ilúvatar, this is what the Legends say of the Noldor. Ilúvatar was much like the sage of the six paths of his time, a great teacher that spread knowledge, due to this and his combat skills many saw him as a God in himself and referred to him as the king of the God's (though as i say this is just how stories go). Ilúvatar was a very religious man in himself and gathered about him several followers all seen as God's in themselves of that age and each had their own role to plan in the creation of what would come to be. He was the lord of all of Arda which he refered to his realm at the time and from here they all aimed to build a beautiful kingdom of life. Ilúvatar gathered many about him and even before Ninjutsu existed he practices his own religous acts (much like Hidan with jashin) to become favored by the God's or God that he believed were real. One day while out on a walk he came across three Jewels unlike he had ever seen before, these were those of The Silmarillis*, three jewels brighter than you could possibly imagine. Lesser men would of lost their mind just looking at them but Ilúvatar knew that these had purpose, these would bring light to the world. He took the three jewels back to his house and there he made a strine to them. He spread the word with him and his followers. And Many gathered about him. These would become known as the Noldor or those of the elves, the children of Ilúvatar as he led them like a family.

*Note: The jewels in themself had their own history, these we actually sap from the great world tree which had over time turned to Amber and been removed from the tree, these held power with the tree as they were part of it but Ilúvatar didn't know any of this.

And so came the name the firstborn and those that were first with Ilúvatar were refered to as God's also, this was purely for their skills, they being seen as deities as they were figures to be looked up to, much like the sage of the six paths was looked up to for his deeds. And all was good but things never stay this way in the stories of old. There was another, he was one of the first to join Ilúvatar and his Name was Melkor. He was loyal to him, even loved Ilúvatar, but Ilúvatar only said he loved all the same and none more than others. Melkor was powerful and always wanted to be the best. He was like a child that wanted all the attention and couldn't have it and so it would destroy what all the others had. He wanted to replace Ilúvatar as the one seen as a God. And so one night he snuck into the shrine to steal the Silmarillis, though as he tried to escape, Finwe saw him trying to escape and shot at him with an arrow, the arrow grazed Melkor's arm causing him to drop one of the Silmarillis but he was too fast and was gone.

Melkor fled into the east and raised his own fortress near a volcano that would become known as Angband. The Volcano acted as a rear defense and being an great craftsman Melkor made a near impenetrable fortress of rock and steel*, if only he would have stopped at this, but it would never be enough for him. He wanted to take everything from Ilúvatar even the ones he refered to as his children. He sent out messages from his fortress boasting about how he couldn't be beaten and that he had two of the Simarilli, and that Ilúvatar was nothing but weak, he couldn't even protect the Jewels. And so this is the beggining of the dark times that should be forgotten. The Noldor that followed Ilúvatar were tempted by the evil of Melkor, and just under half of Ilúvatar's followers went to join Melkor. Ilúvatar felt utterly betrayed but told the ones who followed him still fighting was not the way, but even still once tempted by evil of the world their is no going back.

*Note: All these events happen far away from the events involving Kaguya. Timing wise they were on the other side of the world in the dark, this happening before she ate from the tree, all the while knowing nothing of the events of what would become known as the Naruto history

In secret the Elves gathered (the ones that followed Ilúvatar) and prepared for war. They marched on the fortress of Melkor in the middle of the night laying seige to his great fortress. There was no getting in though, he was truely a great craftsman, but that did not stop them.
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They believed they fought for Ilúvatar and would reclaim the great jewels. Before dawn just as the Elves were about to sleep, Melkor released all his forces from his fortress, all those that had come to join him in one mass wave as the besiegers became tired, it was unlike any battle ever seen. All the once followers of Ilúvatar fighting one another but for what? The sake of these jewels? It was halfway through the fighting when the followers of Ilúvatar thought they had gained the upper hand that Melkor arose from his fortress with a great iron crown on his head which held the two jewels, the Silmarillis. He was a great warrior smiting down all that gone in his way, there seemed to be no hope, the followers of Ilúvatar seemed to be surrouded, outmatched and all hope seemed to be lost. It was at this moment that he arrived, over the hill to the east he appeared with a jewel around his neck with the sun behind him, like he was the light of dawn himself, appearing as God would in the darkest hour to bring light to the world. Ilúvatar raised his voice shouting into the valley below to all that stopped to look at him, "You've all gone against my wishes, Elvish blood being spilled by Elves! This is you're greatest of sins that will never be forgiven... And you Melkor, you had destroyed all that was once sacred with your jealously and hate, this campain of heressy and destruction, all for power? You are the epitome of evil, you are unworthy of the name, from now you shall be Morgoth, the evil, the bitter and the betrayer!!!" Ilúvatar voice resonated off everything and with his last words he charged down with a two handed sword in hand the light streaming behind him, the light blinding all his foes, as he struck them down one by one, but even after all the Elves had done in joining Morgoth, he still wouldn't kill them, only incapasitate them. He charged straight towards Morgoth who only minutes ago had been gloating now looked almost scared as he too a couple of steps backwards. The elves that followed Ilúvatar rallied behind him following his lead like a wave of light washing over the darkness, washing away what Morgoth had done, though they followed Ilúvatar's way and only incapacitated the other Elves. No more blood would be spilt but Morgoth's.

Note: The word "Elves" is just a reference to those that follow Ilúvatar and his ways, not in any way mythical much like Jiraiya, Tsunade and Orochimaru being referred to as the Sannin

Morgoth tried to escape into his fortress but the followers of Ilúvatar were already there waiting, he could only flee to the Volcano behind him believing none would follow him. He was wrong, their was one. Ilúvatar. And there they stood at the top of the mountain, Morgoth realised his utter defeat, he couldn't beat Ilúvatar and he knew it, he fell to his knees at the edge of the volcano as Ilúvatar "You have taken all that i held sacred in this world and destroyed it, poisoning it with your evil, and for what? Because you felt i didn't love you. The wounds you have cast on me cut deep, though not physically, they will never heal. I loved you like a brother, and look how you repayed me! Now hand over the Simarilli and begone" Morgoth saw in this moment that Ilúvatar was open for an attack, he pretended to go for the crown to hand it over then lunged forwards, blade in hand, aiming for Ilúvatar's heart, and he would of have it if it wasn't for Ilúvatar's resolve. Faster than Morgoth could ever hope to move Ilúvatar side stepped the blade thusting his palm forwards into Morgoth's chest sending him into the pit of molten rock below. Morgoth cried out in a horrible scream that scarred all those that heard it. The screams faded and with it two of the three Silmarillis.

It was at this point that a light was given off that shot out at two angles from the volcano, one going to the east in the direction of the sun and one to west to the direction of the moon, and from there Ilúvatar could of sworn they both got brighter, that the two great jewels had given a brighter light to the world. Little was it know to Ilúvatar and his people at this time but the events of Kaguya and the Sage of the six paths were taking place just a long way away. The Sage had just sealed his mother around this time and he was going around to teach the ways of Ninjutsu. Ilúvatar gathered his people and made a new home, moving from the place he had held dear moving East once more to the light (heading towards where the evens of the ninja world are held) finding an ancient woods that they would name themselves, Fangorn. And within this great forest they built their new village and settled and they tried to make amends for the sins of their past, and they called this village their Kingdom of Gondolin, the great Elvish sanctuary.

Note: The forest of Fangorn is a small forest located in the south of the Land of Tea. They arrived here by boat.

Not many knew about Gondolin as the Elves kept themselves to themselves, believing they could live at peace with Nature and so a new shrine was made for the last remaining Silmarillion, which was constantly Guarded and hidden to stop any and all who would intend to take it. Ilúvatar and Finwe worked together to build their new home and learn all they could. They would send scouts out to see what was going on within the world and word reached them of the events. How there was a man who was referred to as The Sage of the Six paths, who would teach the ways of Ninjutsu and that there were rumors that the power of this came from a great tree. This got Ilúvatar thinking about the jewel they had and how amazing it was, it only occured to him now that this looked like Amber. And so Ilúvatar set out from the village of Gondolin to find the sage to learn from him. He was gone for months and finally returned having learned about chakra and everything else from the sage and was amazed. He went on to teach his fellow villages all they could but constantly they would hear of the wars of the world and how these new powers were being used. Could they really hope to fight such great armies?

Ilúvatar would constantly sit in the shrine of the Silmarillis, almost meditating within the light of the jewel trying to think of how he could protect his "children", they only wanted peace but this was not the way of eveyone else. Then and idea came to him that he was sure had come from the Jewel. He gathered the most skilled chakra users in the village and worked on what we all would know as Fuuinjutsu. A sealing method but one like no other could know. They did this in secret from the village and when the time came they would explain. So after months of work they gathered all the villagers in a secret location. This was at the time of the year when the sun and moon could be seen in the sky at the same time as they believed the power of the Silmarillions was in them too.

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And so the entire village gathered all around a shrine that was covered in black writing that of which only a few could read. Ilúvatar made an announcement explaining what they would do. They had come up with a new seal, one that would help protect them all and their families in years to come through the power of the jewel they all held so dear.And so Ilúvatar and all the greatest Fuuinjutsu users gathered around the entire village reciting the seal they had all been working on, focussing their chakra into the Jewel and in sink activated the greatest "spell they could every hope to achieve, which would change their clan together. The Silmarillis glowed so bright then as if turning to light itself errupted into a blast of light sending a wave over the entire village changing them forever, and so the actual clan of the Noldor came to be, they were changed forever. The power of the Silmarillis had fused with all the clan and would be passed on through their blood. But they had been changed.... (see clan abilities for details)​





Special Abilities
The Noldor have several unique traits and abilities given to them through a sealing technique performed long ago. They used fuuinjutsu generations ago to seal a Silmarillis into themselves. This was a jewel to them which was actually Amber from the great tree that Kaguya ate from. By fusing this into themselves they gained several unique abilities:
Looks: The power from the silmarillis gave the Noldor several features that changed their looks. First of all it enhanced their hearing to higher than normal levels (more than detail, they can hear lower volumes better than normal people and they can hear lower sounds further from them than normal people but still not to the levels of Sound Release Inner Sonar Skill) but in doing so it gave them all pointy ears. The next was it helped them grow to be more pure and in doing so changed their bodies, they would be taller than normal men but not by much, they were always well build with muscles with near perfect skin. They looked fair is the only way to put it as it goes with stories of elves.

Skills: With their bodies being pure and near perfect they moved with such flow and elegance being in complete control of their own bodies. When they fought it would almost seem like they were almost dancing, no move wasted all having a flow of elegance. Due to their pure bodies infused with the direct power of the tree they gained enhanced strength, stronger than normal men (but not enough to warrant difference in Taijutsu damage).

Vision: All their senses got improved with the sealing of the Silmarillis, including their vision. They became able to see better in lower or higher light conditions than a normal human, allowing them near perfect vision in the dark. Additionally, they could see more clearly in the distance and have a better perception of space and color than most humans. However, it still pales in comparisson to any of the Doujutsu.

Intent sensing: This was inspired by the killing intent jutsu. With that you are able to amplify you're killing intent through your chakra. This on the other hand is the ability to sense killing intent even without the use of unique chakra sensing. With this would could sense anything with the intent to harm, destroy, kill, anything that isn't seen as pure. So for example earth spikes would be used to kill through nature, you'd be able to sense this, where as a earthen shield you wouldn't be able to sense as there is no harmful or evil intent behind this. This stems from the good intent intended when the sealing jutsu was done to create the clan's abilities. This was proven possible by the likes of Karin who could sense the darkness is Sasuke chakra and the lightness in Narutos. It would allow the user in a fight to sense when they are in danger from a sneak attack much like what some may call a "spider sense" as they would sense what's harmful to them and not of a pure nature.

Weapon: As is seen as tradition through the ages, the idea of elves have always been seen with bows and arrows, it goes with there accute senses, vision and reflexes to be able to execute such methods. Within their forest they had to patrol the borders and at the same time didn't want to show themselves to draw attention from the outside world and so their powers and bows came into play. They forged sacred bows (to be submitted as cw for clan) which don't use normal arrows. The uses releases chakra into their bow to create an arrow of holy fire chakra from their kg. The arrow can me made to be offensive or testive. Offensive would be the arrows of light that burn when they strike and purify. The testive would hit their target as a purifying light, if they bear negative intent it will harm them, if not it will pass staight through them. (all to be part of the weapon.

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Kekkei Genkai

Silmarillion | The Light of the World | Holy Fire

How it happened: The Jewel, the Silmarillis that was found was infused into them. This was Amber from the tree of life much like Kaguya at the tree. This being infused into them gave them a blood line trait. This is Silmarillion. It took the intentions of the elves to be pure and good and conveyed that with the jewel itself to create their KG.

What it's made up of: Natural Energy | Purifying chakra from the tree of light | Fire element (heat) | Lightning element (brightness) / Emotions (Yin)

How it works: This is simply a mixture of natural energy, fire and lightning bend together through the Silmarillis to create a special type of fire which, through a big influence of the users emotions and spirit, gains what can only be described as "pure chracteristics" or "holy". The holy fire is very bright and warm, sometimes even almost blinding. A side effect is that this Holy Fire "purifies" which simply means that it burns what the user deems "evil" and leaves intact that which the user doesn't and when it burns something, it burns it to nothing. It has little kinetic value however and is not exactly like flames but more like pure energy and light. Its the presence of this element in the Silmarillis that allows the Noldor to be resistant to natural illnesses, toxins, poisons, venomous and other natural ailments.

Strong against:
Wind: Having the heat and similarities to normal fire allows it to be strong against all elements that use wind for their base using the wind almost as a fuel for the power of the light, much like the sun isn't effected by wind blowing.

Bijutsu & Jubi Chakra: Light has always been the way to counter darkness and evil within the world and so has always been strong against the dark. In essence this makes Holy Fire strong towards Bijutsu and Bijuu chakra (despite the influence of the Bijuu's personality and the Jinchuriki's personality, the Jubi's chakra is malignant in nature and thus weak to a pure element such as Holy Fire).

Earth: The holy fire breaks through solids with ease almost like a laser burning through. That with the infusion of lightning element makes it easy more destructive. This includes almost all solids based on earth release.

Weak to:
Water: When holy fire (silmarilis) shines through water it's flow is disrupted and through large volumes of water the fire can't penetrate. In reference to the purifying light the flow would be broken down and dispersed into the flow of the water, as the heat of the fire is layed waste to.

Elements that are Strong towards Energy: Holy Fire is a pure energy and thus weak to all elements that are described as "strong towards energy".

Neutral to:
Fire and Lightning: The power of the two energies would simply collide and unless they hold a darker property they would fight on equal terms.


Location:
Gondolin | Fangorn | Land of Tea


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/CENTER]





Purpose: The purpose of the clan is as it was meant to be from the beginning, to bring light to a dark world, to purify and be at one with nature. To surpass the sins of Morgoth in the past and enlighten a brighter future.



Special Info | A Dedication
This clan wouldn't be possible without the great works of J R R Tolkien. This man was a genius of his time and an inspiration throughout the ages. From his works in The Hobbit and The Lord Of The Rings, to the greatest of his works The Silmarillion. This clan is based on the history of his fantasy world though not in the depth of which achieved and i myself could never hope to attain. This man and his works have provided so much entertainment for myself and many others like me and will live on as a Legend through the Masterpiece that he created that is Middle Earth and Arda.






Requirements:
- Love the works of tolkien.
Members who will join - Akash, Gutsy Jiraiya, Kamishiro, Gajeel redfox
Noldor Clan Jutsu
1) Kyohaku Kasai | Star Fire
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: The Noldor, also know as the Elves, have always loved to live within their ancient forest which they felt at one with. Over the years bows were developed but always forged using the holy fire to infuse them with their chakra. They were now made of chakra steel, so as to not drain all the trees of their power. But a few unique traits were added:

Blades: The bow is made out of two, one handed swords that link together to form the bow. They were forged first with the holy fire purifying the steel, and make them so they are more adaptable to the elves element. Each blade is a foot and a half long that curves as it gets towards the point to create the shape need to form the bow. Much like the bow itself, these blades can be infused with the Silmarilis (holy fire) which cause them to glow with bright flames as they are covered in the element. The strength of this light is dependent on the amount of chakra put into the blades. To put chakra into the blades it counts as one of the three moves per turn. This chakra can be released in a wave like the samurai techniques, going in a straight line up to long range. Releasing the wave counts as a move per turn, and will causes the swords to no longer be infused with the silmarilis as all the chakra would have been released from them.

Bow: The swords can be on either side of the waste, or on the users back in an X shape or already locked in their bow form ready to use. This bow has no string but is formed from the users energy when they hold it, flowing out of their body to create the string. This making it useless to all that are not part of the clan. The arrows for the bow are made up of the Silmarilis (holy fire) in a focused form to create an arrow. The more chakra the user puts into the arrow the stronger it will be and the more devastating the impact. The arrows pierce, and hit their targets, then explode outwards into a burst of light, which can leave craters from the release of energy. The user can fire up to 3 arrows at once to hit different targets, but each arrow counts as a move per turn consuming chakra. Can only make one arrow A rank and above per turn.

Note: Can only be held by clan members as the weapon will burn the skin of others
Note: The weapon takes S rank to destroy and if one sword is destroyed the bow can't be formed.
Note: The power behind the abilities corelatates to the chakra. So for a C rank arrow, it costs 15 chakra and does 30 damage. And will be treated as so. Same for covering the swords in chakra and releasing the waves. S rank versions of the abilities can be used 3 times with two turns between each use, this total is for all S rank, both sword and bow.
Note: Combining the swords to make the bow or detaching them counts as a move per turn
Note: Waves and arrows B rank and below can only reach mid range

2) Junsei Dageki | Holy shock
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a small ball of it to a cube. Or getting more creative they can make various weapons, swords, shields, Axes, draggers. WHat ever they can think of that is an innanimate shape they can create from this basic application. This can be also be used to make Waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams

Clense: (supplementary) Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is the offensive part as an energy which comes with it being more focused but the main part is for it to purify. The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "clense", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent damaging based on rank used. This served as a great way for them to protect their borders so they could test all who tried to enter their woods, any wishing harm upon them would be dealt with swiftly.

Shock: (offensive) This is the offensive version of the element, the user will concerntrate alot more chakra into the shapes waves or streams to causes damage and destruction. This is to defend their borders at all costs. The clense method is purely a way to test intents in various ways. This is for pure power. Much like a stream of fire, or chidori remei, i combines the properites of both using basic shape application.

C to B rank can be made without handseals just hand gestures, A rank can be created freely after forming one seal, the size of the object ranging for the user's needs. Being progressively stronger each rank is abe to make larger items starting with the small basic shapes at C rank to the powerful creatures created via A rank. S rank usage can be used 4 times per battle with two turns between. It can also be used to make large shapes up to 3 times the size of the user.

Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: Can only be made around the user or on the borders of short range around an enermy
Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns

3) Shigai no Seisen | Body of the Crusader
Type: Offensive/Supplementary/Defensive
Rank: A/S
Range: short
Chakra: 30/40
Damage: 60/80
Description: This jutsu goes back to the founding of the clan. The amber from the tree of light was sealed into the clan giving them their powers. The amber flows through them making them the light themselves in a sense allowing them to control their KG. This lets them become the Silmarilis, The Light, The Holy Fire, if you will. Their body becomes the element themselves of holy fire. This can be in part like just the arm (A rank) or in a surge of chakra turning their entire body to the light energy itself. In doing the full surge they purge themselves of all they feel to be negative. This can be done in part with the A rank also. In turning to the Holy Fire, they become the light itself, and blind all who look at them radiating heat from the holy fire. The feel they are the embodiment of the sun which they praise, they are pure, bright and purge the darkness. In this form, being energy itself, it breaks down all that is weak to the holy fire and allows them to enhance their close combat skills through this, burning and purging those who seem to do the elves harm.

Note: The A rank version can be used once per turn on any part of the body, lasting up to two turns or until cancelled
Note: The S rank version turns the entire body to silmarilis, and in this form the user can only use energy based elements. This lasts up to 3 turns, can only be used twice per battle with two turns between uses. If the S rank is used the A rank can't be used for two turns also.
Note: In this form the user becomes vulnerable to elements that are strong to energy based elements such as the cannon Dark release element.
Note: Blinding lasts while this is active. Once this ends the targets remain blind for one more turn.
Note: only be able to use elements that compose Holy Fire when in full body mode

4) Consecration | houken
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - long
Chakra: 30
Damage: 60
Description: This is a unique jutsu to the Elves in which they release their silmarilis into the ground on a target location with a radius of 5m-15m (short to mid). This light is charged into the ground creating what looks like cracks of light as the holy fire is charged into the ground. It would be like creating the swamp but with a pool of holy fire chakra. Standing on this will burn any and all unfriendly targets in the users eyes, with a single hand motion short range within the center of this technique a pillar of holy fire will errupt into the sky like a pillar of holy fire engulfing all and burning them with all the power of holy fire.

Note: Can only be used once every two turns for 4 usages overall.
Note: Lasts for the turn used

5) Ame no Junsei Seisen | Rain of the Holy Crusade
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This is unique jutsu that gives of a holy feel in itself. The user will clap their hands together gathering a mass of chakra over the field releasing this jutsu. From that point on the chakra will fall bit by bit, similar to that of the hidden rain jutsu, but have it’s own unique properties. The energy is that of the Silmarilis or Holy fire as it has come to be known. It would fall down gently like snowflakes of energy dropping onto the field which as they touch the ground they will dissipate from the basic use of this. As it is with most of the holy fire jutsu this has the ability to react to dark chakras and negative intents. In this if it were to rain on those flowing with bijuu chakra it would act like a fiery acid on their skin burning them severely. Not only this but it will react to those not pure of their intentions. For example, if this were to fall on a ninja who made it rain or created a clone, it would have no effect. But if a person was intent on causes something negative like harm or death, the holy rain would burn through their skin like fire itself, making it a lot harder for them to perform jutsu and concentrate causing it to take twice as long for them to perform a jutsu, so what would normally be as easy as making a single handseal, due to the constant burning it would take twice as long for them to focus. Not only this, but for sensors and doujutsu uses it will make it very difficult for them to locate the user. This won’t affect the Byakugan as the byakugan can see through chakra, like how it can see through the hidden mist. Where as sharingan and the rinnegan will just see chakra all around them blocking their vision. The use can perform an addition handseal at any point while this is active, releasing more chakra into the falling energy in any given area to increase the power of the holy rain to burn any and all it touches as it gives off an even brighter glow, allowing one to notice this, starting ateast 5 meters above the target. This can have a 5m radius, and can only be used on one location per use of the overall jutsu. In doing this it will increase the power of the holy fire to S rank, taking up 1 of the three jutsu per turn.
Note: Useable 3 times, lasting 3 turns, 2 turns between uses
Note: Making it burn and increasing it to S rank can be done once per use lasting for that single turn, ending the usage of the full jutsu.
Note: Will not harm the user as the holy fire just becomes one with them once more

6) Obliteration | Heisoku
Type: Supplementary/Defense
Rank: A
Range: Short-long (blast short range)
Chakra: 30
Damage: 60
Description: This is one of the unique jutsu of the Elves created for a quick retreat or counter in dangerous situations. The user will release a surge of holy fire around their body turning their skin to what looks like a solid layer of holy fire, almost like glass made of fire. This would be extremely bright like all other holy fire jutsu and so would blind any that look at this for one turn. At any point the user can release this shell, which would burst outwards like shattering glass, where the holy fire would be the tiny fragments of glass. This burst would be A rank damage hitting short range around the user and releasing a more intense burst of light for those who weren't initially blinded. Any who see this (apart from the elves) would be blinded for one turn afterwards. The main part of this jutsu isn't the blast, the blast is a distraction, where as the user turns them self into one of the shards of holy fire that is shot off in a chosen direction. In doing this the Elves were able to blind their targets, distracting them and escape in the process. The user can only remain in the holy fire form shard for one turn then they reform in a puff of light, a small light, but enough to give away their location to any who weren't blinded. In this form, they would be weak to the natural weaknesses of holy fire.
Note: Useable 4 times per battle
Note: Must wait two turns between uses.
Note: Cannot attack while in shard form.

7 ) Furukauntā | Full Counter
Type: Offensive/Supplementary/Defensive
Rank: S (C-S)
Range: Short-Long
Chakra: (15-40)
Damage: (30-80)
Description: This is a unique technique of the Elves developed from the way that they gained their powers. In the begining, to gain their powers, the fused the Amber from the tree of life into their bodies which then gave them their powers. This technique is based of the traces of the Amber still found in their body today. The tree of life has the ability to absorb chakra, being from the tree the amber would be able to do the same just not on such a scale. The way this works is when energy based chakra comes at the users they will tap into their bloodline using the traces of amber within them to absorb the chakra into their body breaking down the chakra to raw chakra. From here they can't keep the chakra within their body or find a way to use it, and so they then release the built up chakra using the power of the clan in the form of holy fire. For example if a shinobi released chidori nagashi at the user, the attack would be absorbed into their body and then released again in the form of holy fire, in a wave, blast, shock, which ever the user wishes. They can even release it through a medium such as a sword or the clans bow. The power of the attack released would be the same as the attack absorbed, and the same range. Due to the attack actually using the chakra of the attack absorbed, it takes little effort from the users part. All power is reliant on the attack that hits the user. This would work on all energy based attack and fluid elmenents like water as they flow into the user in a chakra form, it will not work on any form of solid as it would hit the user before the chakra could be broken down. The user can absorb one attack at a time, not multiple, though if an attack is two elements they can be absorbed as long as they meet the above requirements. The user can hold the chakra within them for up to two turns but can't absorb another technique into them until they have released the one within them. When the user absorbs an attack, before it is released, their veins will glow like the fire is surging through them, this doesn't harm them but is the result of he absorbtion technique, giving their body a blinding glow to short range around them, as is the way with holy fire.
Note: Useable 6 times per battle, two turns between uses.
Note: The attack released is holy fire and should be treated as such, the power of the attack is the same as that absorbed, and the same range.
Note: S rank usable twice with 3 turn cool down

8) Tolkien's Isan | Tolkein's Legacy
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: This is a technique that was developed by the Elves to give them a more versatile ranged fighting style, using their bows to fire Holy Fire in a more varied way than just single arrows, such as in the form of multi shots, animals, binding methods, all explained below.

Scatter shot - A rank: This allows the users to fire multiple shots at their opponent/opponents all at the same time. This allows them to attack multiple targets but also cover a larger range at the same time. In doing this, all the arrows they fire have a collective power of the chosen rank. They can be fired all at the same single target or fired as an array in front of the user. This can be done once every 2 turns and 4 times in total at A rank.

Aspect of the beast A - S rank: The user fires an arrow that takes the form of a chosen animal or beast, be it a replica of the users summoning contract or a basic animal, excluding mythical creatures. The user will draw back their bow and release and arrow that takes the form of an animal of their choosing made of holy fire being released at the speed of a shot arrow. The user can control this beast's movements for up to 2 turns. While active, the user can only use Holy Fire and and it's components. The size depends on the user's will but S rank can reach a maximum of thrice the size of the user. The arrow will burst into animal form as it's released from the bow, retaining all the properties of holy fire. This can be done once every 2 turns and 4 times in total at A rank while it's S rank version can only be used once per 3 turns, preventing use after it. For every turn it is out, the user will spend 10 chakra each turn.

Aspect of the Guardian - S rank: The user will draw back their bow and the arrow they form will have a large shield of holy fire that can be flat like a wall or wrap around them like a barrier, extending up to 2 meters around them in either use. They will hold this in place as a barrier which they can also shoot to either attack their opponent with their defense or to protect an ally. This can be done once every 2 turns and 3 times in total at S rank. After each use, the user cannot use Holy Fire in the next turn.

Aspect of Judgement: The user will fire an arrow in the sky towards a a chosen location, but this will explode into an array of holy fire, that will fall like snowflakes of holy fire on a chosen location (up to mid range diameter). This will rain on the chose location for three turns. Designed to detect enemies, it will only harm their enemies as an inherent skill of holy fire. This can be done once every 2 turns at B rank.

Aspect of the Binding shot: The user will draw back their bow forming an arrow of holy fire that contains a sealing formula. After release, the arrow has two uses: If the seal hits their intended target, the seal will restrict their movements as the holy fire burns. This seal is S rank and use of this arrow takes up two of the users moves per turn. The second use is to hit the ground near the intended target, and releases the sealing formula onto the ground as the arrow ignites the ground also. The seal binds the target to the ground holding them in place as the holy fire burns them alive. This variation will only bind their legs has a short range radius. If this is used the user can't use fuuin above B rank in the following turn. This can be done once every 3 turns and 3 times in total at S rank and requires Fuuinjutsu.
.
Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns
Note: Every version released is capable of causing blindness for one turn to none Elves who see them directly.



PCCJ
Seinaru kagayaki | Holy Radiance
Rank: S
Type: Supplementary
Range: short
Chakra Cost: 40
Damage Points:80
Description: The Noldor were formed by the amber from the tree of life being sealed within their bodies through lasting generations it remains there, this is what gives them their traits and powers. As it still lingers in their bodies, natural energy is constantly drawn in to their body, strengthening them, keeping them immune to illness and such. Their bodies are at one with the amber itself. This technique relies on that, what it does is, the amber in the users blood can feel the flow of chakra, being at one with it, adding natural energy, constantly into their system while creating a balance in it's own way, this is a constant effect in order to stop the elves turning to stone. The amber isn't sentient it's just part of the users body, much like how a white blood cell acts in a way that it is there and will fight infection, in the same sense, the amber is there and will force the users chakra flow to remain constant, in the same flow to create the balance. The way this works is the amber will react on it's own within the users body, in releasing a pulse throughout their entire body of pure natural energy. In doing this it will act as an outside insertion of chakra, much like a curse mark, as the amber will push a surge of Natural energy through the users body and out through their chakra points in a way to cleanse their chakra flow and their body at the same time, even forcing open their chakra points after being close by a hyuuga. Due to this surge of Natural energy it will heal the user for 40 points, in a sudden wave, much like how sage mode can heal. The downside from this is the Natural energy pushes out in a pulse around the the user in a short range burst, pushing everything away, including the natural energy itself. What this would mean is the Noldor member would lose their Elven traits in the following turn after using this, being unable to use holy fire and their added strength/enhanced vision. After 1 turn, the natural energy will begin following through their body once more through their body, the amber once again creating balance as their traits return to them.

Note: Usable twice with two turns between uses.
Note: Heals 40 health and minor injuries such as cuts, bruises, not enough to heal a broken bone fully etc.
Note: Once used, until the turn after next, the user cannot use Holy fire jutsu, enhanced vision, sage mode, enhanced strength.
Note: If used in sage mode it would end sage mode, but the effects would be increased by the amount of sage chakra in the users body, equating to an F rank jutsu, with damage = to which ever sage mode they are using being added on.

[/justify]
 
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Shady Doctor

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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 Wood
Traits and Properties

Vine
A khaki like color, Vine wood is yielding, and known to be a springy wood. Vine wood is ideal for casting using with Charms.

Holly
A shining brown, Holly wood is a wood that is mildly sturdy, and being better suited for Defense Against the Dark Arts.

Elder
Rare, and pure white, Elder Wood is known to contain the foulest aspects of the Jubi's dormant form and is suited for Dark Arts.

Hawthorn
A dark shade, Hawthorn wands are known to be a wood that helps with Dark Arts.

Rosewood
]Wands of a fiery to bright pink shade, Rosewood wands are flexible, giving slight bend and being ideal for Transfiguration.

Ashwood
An ivory like color, Ashwood wands are unyielding, perfect for Charms.

Yew
A morbid yellow tint, Yew wands are another wand suited for Dark Arts.


Wand Type

Benefits associated with it

Dragon Heartstring
Powerful, and ideal for Lightning usage

Phoenix Feather
]Fiery and good for Fire usage

Unicorn Tail Hair
Powerful and ideal for Water usage

Veela Hair
Temperamental and ideal for Wind usage

Dittany Stalk
Strong and ideal for Earth usage

Thestral Tail Hair
Ideal for usage with any element the user chooses

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.


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



D rank

1. ( 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 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.
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.

2. ( 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.

C rank

B rank

3. ( 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

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 chakra 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. This spell can be used as an A rank variant as well up to three times a battle, with a two turn cool down in between usages.
    [/B]
Bluebell Spell: - Supplementary

  • The Bluebell spell is a nonverbal fire spell that creates cold flames capable of being held by the user without causing burns to himself or his allies. Appearing as a bright blue flame, these magical flames are not as dangerous as real fire and as such, they could be touched, penetrated and held without it burning the holder. Because of their freezing nature, these flames are capable of freezing solid material and freezing it in place, preventing physical movement of jutsu of lower chakra and causing a reduction in physical damage by 10 damage from physical beings. This spell can be used as an A rank variant as well up to three times a battle, with a one turn cooldown in between usages.
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 ranking a member is, the quicker he is able to cast this spell with Full Wizards creating it in such speed comparable to an S rank Lightning Jutsu (14 Speed). 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 three 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 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, Bijuu chakra 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 jutsu of 40 chakra or lower. 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 S 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. Secondary Usage also hinders the wizards ability to use other spells, needing to maintain the shield.
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.

4. ( 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

A rank

5. ( Kuro Mahou ) - Dark Arts
Type: Supplementary / Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 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.

A rank

Oppugno Jinx: - Supplementary

  • The Oppugno Jinx (Oppugno) is a Jinx that directed an object or individual to attack the victim. This spell would cause conjured creatures or other movable objects under the control of the caster to attack the target, allowing it to capture attacks of equal chakra and lower. Unlike most spells, this one does not create a beam of mahou and instead remotely targets objects up to mid range from the user and launches them towards a directed target. The user can use this technique to target chakraless substances or techniques with less chakra than this one and direct these attacks back to the enemy with their original damage values. This Jinx can only be used once per turn. The user is capable of using an S ranked variant of this thrice per battle, preventing usage of any variant for two turns.
Leg-Locker Jinx: - Supplementary

  • The Leg-Locker Jinx ( Locomotor Mortis ) is a Jinx 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 more chakra, meaning after its effects are applied, surges of higher chakra allow the effects to be broken. The target can still mold chakra, however; it’s just that his leg muscles become unable to move. This is ideal for preventing the movement of quick moving targets or objects.
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, increasing the damage by 20 damage. It can only be applied to techniques which physically travel 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.
S Rank
Dolohov’s Curse: - Offensive

  • Dolohov’s Curse is a unique nonverbal Dark curse created by a horizontal slash that creates a streak of royal purple flames designed to pass through living targets, causing internal damage. These flames are noted to leave no visible marks or bleeding from this curse but those hit by it will exhibit soreness for some time afterwards. Due to this spell dealing internal damage aimed at the heart, damage done by it is considered critical. This can only be used three times, each with a two turn usage limit in between uses. As with most Dark Arts, injuries sustained from this technique cannot be healed via regular medical techniques, requiring advanced skills such as Yang Release. Despite being nonverbal, the user must concentrate and use a direct slashing motion to utilize it.
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.
Fiendfyre : - Offensive

  • The Fiendfyre Curse ( Pestis Incendium ) is a curse that produces sustained enchanted flames of immense size and heat capable of destroying nearly anything in its path, taking the form of gigantic fiery beasts such as serpents, chimeras, dragons, and birds of prey that seeks out living targets. The animals are constantly mutating into other beasts as well as powerful, formless flames that destroy all things around itself excluding the user. Due to being extremely powerful Dark Magic, these flames cause injury that cannot be healed fully, meaning if a limb or body part is burned off, it cannot be restored much like other Dark Magic. This can only be used 3 times, each with a two turn usage limit in between uses. However, each use can last up to 2 turns, dealing equal damage per turn (40 per turn). When interacting with opposing techniques, Fiendfyre carries 80 damage. After using, the user cannot use S rank Dark Arts and higher next turn.
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.

6. ( 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.

7. ( 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.

8. ( 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.

S rank

Forbidden rank

9. ( Yurusarenai Noroi ) - Unforgivable Curses
Type: Supplementary / Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-15 to user)
Description:
The Unforgivable Curses are three of the most powerful and sinister spells known to the wizarding world, as well as the strongest known Dark spells in existence. They are known as the Unforgivable Curses as usage of either three can only be considered sinister and are only used by Dark Wizards. The three curses consisted of the Killing Curse (Avada Kedavra), the Cruciatus Curse (Crucio), and the Imperius Curse (Imperio). Due to how the Cruciatus and Killing Curse operates, these are both considered critical attacks should they land.

Imperius Curse: - Supplementary

  • The Imperius Curse ( Imperio ) is one of the most powerful and sinister spells known. When cast successfully, the curse causes targets to fall under the limited control of the caster. The wizard or witch must possess a deep desire to control the target’s actions, creating a light red like mist that ensnares those who it touches in a Genjutsu like effect. This effect creates a calm, trance-like (or dreamlike) state on those captured, allowing the user to control the target’s physical movements. This can be compared to a bastardized version of Koto, though much less effective. Should the target have less spiritual health than the user, this spell’s effectiveness will increase and scale accordingly. Should they have more spiritual health than the user, this spell will not trigger. For every 10 point difference in health, the target will be rendered under the user’s control for one additional turn at the cost of 40 chakra per turn. However, as time goes on, Imperio's hold over the opponent weakens with each turn able to be broken by a chakra surge 10 chakra less than the last. (First turn requiring 50 chakra surge to break Imperio, Second Turn requiring 40 etc.) User's will also suffer a -15 damage per turn penalty for the strain of using this curse. For every turn this technique is in use, the cooldown will extend 1 additional turn with a minimum of 3 turns between usage. This can only be used 2 times, each with a three 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.
Cruciatus Curse: - Offensive

  • The Cruciatus Curse ( Crucio ) is a curse and one of the most powerful and sinister spells known. 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 while under its effects. In order to sustain the pain for more than one turn, the user cannot use any other jutsu or attacks while it's in use. Usage of Crucio has detrimental drawbacks for the user as well, doing -15 damage per turn to the caster. Doing so will cause the curse to end, leaving the target aching but conscious. This can only be used 2 times, each with a three 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.
Killing Curse: - 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 been so composed 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 will 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. When used in the Ninja World, due to it targeting the opponent’s heart, it deals critical damage on contact. However, when this curse hits an inanimate target, it produces short range greenish explosions of small fire. Can only be used once per opponent, preventing usage for 3 turns after usage and no S rank and higher Dark Arts for two turns.
Note: Can only be used by Dark Wizards.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.

PCCJ/Clan CW

( Dākuhōrudo ) - Darkhold
Type: Offensive | Supplementary | Defensive
Rank: S-rank
Range: N/A
Chakra Cost: N/A (+10 to Mahou)
Damage points: N/A (+30 to Mahou)
Description: The Darkhold is a unique Magical Item created in ancient times and passed down to Dark Wizards once in a lifetime. It is a book with the cover being made from the same wood as Wands are made from; Also possessing Elderwood for the specialization in Dark arts needed to link with the item and Thestral-Tail Hair, being compatible with any element a wizard may be in tune with. Over the hardback cover, the book is bound by human skin of the creator whom crafted it ages ago, along with a human eyeball on the front cover. Upon creation the Darkhold was imbued with the last remnants of Yang chakra the dying creator had left in him; Bringing the book of spells to life and giving it sentience. Though due to being made of the same juubi wood as the wands, the foul temperament of the juubi has influenced the magical item and created a new form of dark magic along with the life of the book. This is called Chaos Magic. Each time the book is gained by a new user, it will become mentally linked to the wizard and take the place of having a wand; Though over time the mental link would effect the wizard in the form of chaos magic having the wizard gain a foul temper also. Written on the unlimited pages of the book are all known spells of past and current wielders, allowing the user to use verbal incantations or hand movements to cast said spells.

Chaos Magic: The main ability of the Darkhold is a passive skill given to the wielder when casting magic through the book. Each spell used will be instantly influenced by Chaos Magic and would become a dark art upon use. This would be applied in the form of a +10 chakra output and +30 damage output when used, but now being that of a dark art. This causes each spell to take on that of a glossy red with a black hue to them, thus showing their complete change from normal spells to chaos magic. Something unique to chaos Magic, when influencing the transfiguration spell, items conjured or created will have limited sentience due to the yang chakra present in chaos magic. For instance, using the conjuration spell to conjure a broom, the broom could have a face and mouth, babbling about chaotic and random things while still being usable. Though the user can communicate with the book from any distance, the user would only benefit from the book (boosts etc) when directly holding it.

Sentience: The Darkhold is a sentient magical item and has a mind of its own due to the powerful Yang chakra imbued into it. Whenever it is in use, it is able to flow the chaos magic through it and levitate similar to a passive variant of the levitation spell; Causing a magical aura to envelope it as it Levitates wherever the user may need it, which is typically directly in front of them. Due to being sentient it may maintain spells for the user once casted or even cast any spell within the book itself, though it is very limited in what it may do; Being unable to perform any forbidden spells, or spells that require fields outside of pure Mahou usage. Though the book is able to communicate by bringing up blank pages within the infinite book and writing things for people to read or drawing basic pictures.
 
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Shady Doctor

Legendary
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Summoning animal: Tiglon
Scroll owner: Shady Doctor
Other users who have signed contract: Nyumetsu
Summoning boss if existing:
(Tiglon Kuchiyose: Aizen)-Tiglon Summoning: Aizen
Type: Summon
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description:
The user first draws blood from his hand and does the hand signs for the summoning technique. In return he/she is able to summon the Tiglon contracts boss summon Aizen. Aizen is an all white Tiglon that is the size of a full grown elephant though his body mass is pure muscle. He also has a short, scruffy mane. Aizen is able to speak english in order to comprehend what his summoner says and communicate with him to strategize, though he can communicate with the contracts owner telepathically. Aizen, being the king of Tiglon's is known to be cocky and he taunts his enemies.
Abilities
Aizen being the king of Tiglons is known for his strength in battle and as the strongest and fastest of all Tiglons.
He has an affinity for lightning in which he can perform with no hand seals and up to S-rank with complete ease. Aizen can also release an electrically charged S-rank chakra roar that is wide spread. Along with that he can cover his claws with condensed lightning chakra that can rip through B-rank defenses (A-rank earth).
He's also able to move at the speeds equal to that of a Kage ranked taijutsu specialist thus making him very dangerous on the battlefield.

• Can only be taught by William24
• Can't be used against the contract owner
• Can only be summoned once and lasts only 4 turns, while all of his moves and techniques count towards the users own 3 technique per turn count
• Takes a direct S-rank technique to kill him/disperse him
Other animals tied to contract:

( Tiglon Kuchiyose Bách ) -Tiglon summon: Bách
Rank: S-rank
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user uses his blood and uses the normal summoning technique or wipes blood on his Tiglon tattoo and summons the Tiglon's king's twin brother; Bách. Bach is a large, all black Tiglon, being nearly the size of a full grown elephant though his body mass is pure muscle. Unlike his brother, who has a short mane, Bách has a large black mane that flows with the wind. Like all other Tiglon's Bách can talk and communicate with his summoner and can speak to the contract owner via telepathy. Bách is known to be the calmest and most strategic Tiglon alive.
Abilities:
Being the twin brother of Aizen, Bách is known to be one of the best Tiglon's in combat and is feared in battle. Bách was born with an affinity to the fire element in which he can perform jutsu up to A-rank rank in without the use of hand seals. Once a battle, Bách is capable of transforming his entire mane in to flames in which he has control of, the the flames aren't used to attack. With his firey mane active he is able to absorb up to A-rank fire techniques into his mane, which in return enlarges the flaming mane.
- Only taught by william24
- Can only be summoned once and lasts 4 turns
- Absorption ability counts towardz the alotted jutsu per turn


(Tiglon Kuchiyose No Jutsu: Ichigo)- Tiglon Summoning Jutsu: Ichigo
Type: Summon
Rank: S-Rank
Range: Short-Long (Summoned short range of the user can move up to long range)
Chakra: 40
Damage: N/A (Depends on which attacks)
Description: The user uses his blood and uses the normal summoning technique or wipes blood on his Tiglon tattoo and summons Ichigo of the Tiglons. Ichigo has orange fur with white claws. His size is that of 12 feet head to tail and 4 meters tall, he has a very lean and fit physique. He is able stand on his hind legs and move around while standing on his hind legs. He is able to speak with his owner telepathically. Ichigo has rather large fangs and claws. His claws are the size of regular kunais with his fangs slightly smaller. He is able to utilize his wind chakra ability to channel wind through them to increase their cutting ability (Counts as a move, A-Rank). Ichigo is considered one of the more active and respectful of the Tiglons, he has a cool demeanor but can overreact at times. Ichigo has a great affinity with wind chakra. He is able to perform all wind jutsus up to S-Rank. He can also withstand the power of S-Rank lightning without dispersing. Ichigo being a master of wind is able to manipulate wind around himself to such a advance degree he is able to float around the air exactly up to 10 meters above ground, though he is able to move around as freely with pace. He can only move with S-Rank speed when afloat, while floating he can carry small items and weapons.

Note: Can only be summoned once
Note: Lasts on the field for four turns
Note: Any jutsu Ichigo executes is counted as a move

(Tiglon Kuchiyose: MoMo No SìdūoKíck)-Tiglon Summoning: MoMo The Sidekick
Type: Summon
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description:
The user first draws blood from his hand and does the hand signs for the summoning technique. In return he/she is able to summon the Tiglon contracts self proclaimed greatest side kick, MoMo. MoMo is the daughter of the Tiglon Bach, as such she bares a striking resemblance to him in terms of their dark black fur that wrapped around their bodies. Unlike most Tiglons, MoMo isn't very large at all, in fact she only stands about 1ft tall and weighing a few pounds at most thus allowing her to sit on a summoners shoulder or head. Just like her father and uncle who are summonings of the contract, she has inherited the keen ability to communicate mentally with signers of the contract, allowing them to better strategize mid battle.
Abilities:
MoMo's abilities come from her being a pure ninjutsu specialist, being able to perform normal ninjutsu up to S-rank, but has no skill in elemental usage or Genjutsu. Her real talent comes in the form of specific jutsu such as the chakra transfer technique, which makes her the perfect side kick. She has Mastered the chakra transfer technique to such a degree that at all times that she's in contact with her summoner or another Tiglon, she begins passively transferring chakra into them, boosting the damage of their techniques +10. The only downside to her constant transferring of chakra into who she's aiding is they're chakra would constantly disrupted so they wouldn't be able to perform jutsu that are overly complex such as Genjutsu and Fuuinjutsu. Along with her amazing ninjutsu skill, she has the trademark senses of a great cat, being able to hear extremely good, smell the difference in odors between people within mid range, and can see greatly in a dark environment.

• Can only be taught by Shady Doctor
• Can only be summoned once and lasts only 4 turns, while all of her moves and techniques count towards the users own 3 technique per turn count

(Taiguronsamon: Zaraki) - Tiglon summon: Zaraki
Type: Summon/Supplementary
Rank: A-rank
Range: Short
Chakra Cost: 30
Damage Points:
Description:
The user draws his own blood and either wipes it on his Tiglon tattoo or uses the summoning technique in order to summon Zaraki, the best swordsman Tiglon. Zaraki takes on the typical look of a red tiglon but with a small clean mane along with a thick, gold cuffling around his neck and a small one around his tail. Around his paws his fur is very thick and take on the shape of angel-like wings, which allows him to fly but at speeds 1 rank below it's summoner. When he is first summoned he's about twice the size of an average man, And like all the other Tiglons he's able to communicate with the summoner via telepathy. He[/] is also noted to be one of the only Tiglons to be able to walk on it's hine legs to function.
Abilities
Zaraki's abilities are more of a straight forward battle type. He is able to use Kenjutsu and Taijutsu up to and including A-rank with great skill. Along with that, he wears a full body samurai armor which prevents B-rank and below elemental damage and A-rank and below physical damage.
Anytime in battle Zaraki can "expand" himself to become his true size, which stands about 15m tall. This allows Zaraki more power and range in his swordsmanship. Zaraki is known to move at speeds equal to a Kage Ranked Taijutsu specialist. If the user chooses, he can summon Zaraki as a Golden long sword that has a blade that is about 3 feet long. In this form, all of Zaraki's power is compressed into the blade, thus adding +1 rank to the user's Kenjutsu techniques A rank and below and +10 to S rank and above.

- Only taught by Shady
- only summoned once per battle and lasts 4 turns
-Each move counts as an allotted move per turn, though the change in size is passive.

Tiglon Kuchiyose: Tier Harribel | Tiglon Summoning: Tia Harribel
Type: Summon
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A signer of the Tiglon contract will draw blood and either use the normal summoning process or their tattoo in order to Summon Tia Harribel, The Tiglon Goddess of the Oceans. She's a pretty big Tiglon, being around half the size of a fully grown elephant, though her body is very slim and muscular. Her fur is a very sparkling light blue color and it is very different than most female Tiglons. Instead of having very short fur, her fur is a bit longer than all of the males so that it can fit her needs. She's usually bathing in a mystical waterfall and doesn't leave unless summoned by a signer. Her fur naturally absorbs and holds water from the waterfall, which stays stored in the fur as long as she likes. Due to spending so much time at the waterfall, Tia has become very proficient in the use of water techniques, being able to use up to and including any A-rank water techniques (whether or not they require handseals). Interestingly enough, to aid her water specialty, the water stored in her fur is of so much quantity that she can passively seep out water from the fur to use as a direct water source. This can be used as up to a large pond worth of water, and can even be used for the summoner to use as a water source. Besides her water abilities, Just like the other Tiglons she can communicate with the contract signers telepathically and can sense things up to mid range with her very acute hearing, smelling and sight.

☆ Can only stay active for 4 turns
☆ All moves use count towards the users 3 per turn
☆ Can provide a large water source for up to 4 water techniques.


Description and background:
A tiglon ( /taln/) or tigon (not tigron) is a hybrid cross between a male tiger (Panthera tigris) and a lioness (Panthera leo). Thus, it has parents with the same genus but of different species. The tiglon is not currently as common as the converse hybrid, the liger; however, in the late 19th and early 20th centuries, tiglons were more common than ligers. Tiglons can exhibit characteristics of both parents: they can have both spots from the mother (lions carry genes for spots—lion cubs are spotted and some adults retain faint markings) and stripes from the father. Any mane that a male tiglon may have will appear shorter and less noticeable than a lion's mane and is closer in type to the ruff of a male tiger. It is a common misconception that tiglons are smaller than lions or tigers. They do not exceed the size of their parent species because they inherit growth-inhibitory genes from the lioness mother, but they do not exhibit any kind of dwarfism or miniaturization; they often weigh around 180 kilograms (400 lb). A century ago, tiglons were evidently more common than ligers. Gerald Iles, in At Home in the Zoo (1961), was able to obtain three tiglons for Manchester's Belle Vue Zoo, but wrote that he had never seen a liger. A number of tiglons are currently being bred in China.

Tiglon Arts

Tiglon Arts: Bách's Divine protection | Bahha no kago
Type: Defensive/Offensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
This is Tiglon art used by clapping one's hands together to summon a cloak made from a partial piece of Bach's mane. The mane is pure black and is draped over the user like an oversized fur coating to be used immediately. As seen by Bach's abilities, his mane is very special so becomes a great battle asset to whoever is wearing it. Just like Bach, the user becomes able to transform the fur into pure flames (though the cloak is made where a piece of Bach's skin is between the user and the flames to protect from scolding) in order to gain access to its power. The Mane itself is in no way controlled by the user, but instead it is still fully controlled by Bach himself. The way this works is that the user and Bach would be linked mentally just like when summoning Bach himself, thus allowing information the user gains in the battle to be transferred to Bach and letting him know how to control his mane as needed. The man can be manipulated to create tendrils of fire, shields, spikes etc.. Just leaving it up to Bach's imagination on how the Mane is manipulated, the only real limit to the flames is the fact that it can't leave short range. Due to this being controlled by Bach and not the user, the Mane can be used to defend and attack while the user himself attacks or defends.

- Only teachable by Shady
- Lasts 5 turns max and can only be used twice. Meaning if used for three turns the first usage, the second usage will only last two turns
- Must be a signer of the Tiglon contract
- Costs a move to attack and defend after the initial usage.
 

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Selective Snake Species - Pitvipers

Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.



Hebiātsu: Pitviper kurōn | Snake Arts: Pitviper Clone
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra 30
Damage: N/A
Description:

This is a variant of the "Snake Clone" technique that any user of Snake ninjutsu can perform, though used with the Selective species of snakes known as the . The user would release numerous Pitviper from his sleeve/arm, which would combine and transform into an identical clone of himself with unique abilities that come with the specific snake species. It's skin would be made of the pitviper scales, but in the color of skin so it wouldnt be a noticeable thing. Besides the ability to use normal Ninjutsu up to A rank, the Pitviper Clone would be capable of also using snake related Ninjutsu up to and including S-ranks. Being created from this advanced species, the clone also receives the defensive aspect of the Pitvipers, along with the innate sensing and passive ability to camouflage itself with its surroundings; All being basic abilities explained in the Selective species technique mentioned above. Each clone would be able to act on its own accord like any other clone technique, though this would only work up to mid range. If the clone goes past mid range it will simply lose its clone form and return to its original form of a group of Pitvipers equaling the combined rank of A-rank and dispersing 1 turn after losing the clone form.

Note: Only usable 3x and can create up to 2 clones per usage which counts towards the clone count
Note: Since made up of Numerous small Pitvipers, it only holds the sensing of the smaller Pitviper range (explained in original technique)
Note: For defensive intent and purposes, the clone would be considered an A-rank snake.
 

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Dream Sand

Custom element Japanese name: Yumeton

Custom element English name: Dream Sand ( it's actually Dimethyltryptamine, also known as DMT, Dream Sand just sounds better)

The element is based on: Earth + Fire + Water +Great Chakra Control

Facts that prove the element to be possible (in the manga context): First, there must be proof that Dream Sand (DMT) exists in the Naruto universe. : Dream Sand is a hallucinogenic substance found in soil, fungi, trees, and well over 50 varieties of common plants and fauna, it's even abundant in common grass. Research has also found and proved that Dream Sand is found and released in the pineal gland of mammals when they dream, and other areas when they are not (this includes humans). It has been used, extracted, and consumed for many years, even before labs were made to synthesize it, notably by the Amazonian Indian cultures for different healing and religious purposes.

As far as Naruto goes, there isn't really anything to lead anyone to believe that the makeup of Naruto's earth, especially the plant and organic life there, is any different from our earth. Not only that, but there is also no reason to believe that, without chakra intervention, the organs and chemicals within a normal human beings or animals body in Naruto is any different than ours. If the plant life and the human and animal life in Naruto are all the same (and there is not much as far as reasoning that it wouldn't be) then it stands to reason that Dream Sand exists in Naruto.

One might say that Dream Sand can only be easily made within science labs using complex chemicals, but this is untrue. In addition to it's historic use by the Amazonian Indians, sources such as , , , , and among many other sources which even include , show that DMT can be easily extracted within a time frame ranging from a few hours to a few weeks from the comfort of your own home. Each of these methods are done with common house hold items, and are done by the everyday common man, not scientists.

Another complaint as to how viable this element is lies in the amount of Dream Sand that can even be extracted. Would it be enough to actually combat other opponents? Consider another organic element, Wood Style. In real life, it takes many years, if not decades, for full grown trees and forests to grow. Yet Hashirama and Yamato have been shown to accomplish completing this feat in mere seconds or less. Another example would be Crystal Release. In order for the amount of crystals that can be created from the ground with this element to naturally occur, decades if not centuries would have to pass. Yet Guren can create a massive amount of crystals from the ground in an instant. The point here is that with chakra being the engine behind the growth of natural substances, the growth rate exponentially expands. If you consider that in mere hours, you could have a few crystals of Dream Sand made from within your own home, and combine that with the growth rate that is created in Wood Style from a forest being created in an instant, you will see that the production of Dream Sand can be gargantuan. After all, it takes a few hours to create Dream Sand, it takes years for even the first appearances of a trees growth. Especially when you combine this with the fact that the total amount of Dream Sand you are able to create is completely dependent on the amount of base material you have to work with. This particular point will be expanded on in the "How it works" section as it is very important to the CE.

How it works: is one of the many methods to extract Dream Sand for use. Reading over the instructions, you will see there are a few steps needed to complete this process via this method.

1) The source material (grass, bark, fungi, soil etc) must be in a sort of aqueous solution that consists of water and the base material (step 1-2 in the link).

2) The Ph balance of the solution must be regulated during the creation of the substance (step 3 & 7)

3)The solution must be filtered thoroughly so that any impurities that are caused from the prior steps are gone. This is most of the process and the most important (step 4-6 and 8-9)

4) The solution must be heated in a way so that the final product are a few moist white crystals of Dream Sand (step 10)

This seems like a daunting task to do in the heat of battle, but is actually very easily done. With earth release it is seen that you may alter the balance in earth chakra and water chakra to create mud based jutsu. In wood release it is seen that you may alter the very makeup of an element. This is seen in "Advent of a world of flowering trees" in which instead of making the usual tree or lumber, a large flower was created. Beyond this, it should be common sense when talking about chakra nature, that one can alter the ratio of their chakra to make an element more of one type than the other. Killer Bee even spoke to naruto about changing the ratio of chakra within his rasengan to create a new one. Thus, water and earth are combined to represent the soil, bark, grass, or otherwise organic material that the Dream Sand lies in. Special attention is given to these two, as the water chakra is changed in its ratio to be more abundant that the earth chakra, to truly represent the aqueous solution.

At the very same time, Fire is introduced as well. This effectively controls and regulates the pH balance in the entire thing as needed. But that's not all. Because the Fire chakra also uses it's innate destructive nature to symbolize the destruction of any impurities that would lie in this mix of chakra natures. This is why Chakra control mastery is extremely necessary. The fire chakra placement would need to be precise in order to achieve this goal, lest it destroys any of the needed final product. The fire chakra would also come to symbolize the heat the Dream Sand to it's needed temperature, as it was doing it's work to destroy the impurities.

Thus this element can be made just as fast as any other, due to the fact that the changing and the filtering and regulating is being done concurrent to the actual base material being produced. The best part of this is all of it can be done via chakra. The problem of only a few crystals being made is eliminated due to there being as much pure Dream Sand being made as the user pours chakra into. And as shown before with chakra accelerating the growth of Wood and Crystal, it working as the engine behind this element should create enough growth that the amount of Dream Sand that can be produced is truly gargantuan. However Dream Sand can only be created from the user's body or from the earth/ground.


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What makes Dream Sand so special is what would happen if one were to absorb the substance, whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned. Dream Sand is highly susceptible to absorption and has been proven to enter the human body in all of these ways. It has also been proven that no matter what form Dream Sand takes, it's hallucinogenic effects do not lessen or fade. Speaking of which, Dream Sand is capable of giving off a wide variety of psychoactive affects, some of which are listed below. In small quantities, Dream Sand won't be as harmful but larger quantities will inflict more severe effects.

Dream sand takes the form of many compressed white crystals that are controlled en mass similar to sand.


  • Intense visual hallucinations
  • Altered concept of time
  • Stomach discomfort
  • Overwhelming fear
  • Lung irritation
  • Increased heart rate
  • Increased body temperatures.
  • Unconsciousness
  • Death
  • Distortion of color, sound and vision

Usage Examples:

???? | Dream Sand: The Knowing
Type: Supplementary/Attack/Defense
Rank: A-Rank
Range: short-long
Chakra Cost: 30
Damage Points: 6p
Description: Using his chakra the user will create Dream Sand from his body in order to make any weapon he wishes

???? | Dream Sand: Kissland
Type: Supplementary
Rank: A-rank
Range: mid
Chakra Cost: 30
Damage Points: n/a (+20 to tai)
Description:
Using his Chakra, the user creates a single crystal of Dream Sand in their mouth. The crystal will immediately be absorbed into the users body, putting him under the affects of the Hallucinogens nearly instantly. The user's heart would start to beat at rapid rates as he begins feeling a white spirit wrap its limbs around the user's limbs as if to control them. On the other hand he starts to hallucinate that the opponent is some feeble shell of themselves, thus giving the user the thought of being way stronger than the scrawny opponent. The simple state of "mind over matter" kicks in and due to the user believing he's much stronger than the opponent physically, he actually pushes his body past its limits to reach this gap in physical strength. In turn this gives the user a slight boost in his physical movements (1.5×) and stronger damage from his physical attacks (+20).

☆ Usable 3 times
☆ Lasts 3 turns with a turn cool down between uses

???? | Dream Sand: Love In The Sky
Type: Attack
Rank: C-rank
Range: mid
Chakra Cost: 10
Damage Points: 20
Description: Using Dream Sand from the body, the user spits out senbon sized needles at the opponent aimed to pierce them in order to put them under its hallucinogenic effects.

Conditions to be able to use it: Earth, Fire and Water Mastery + Great Chakra control

Is weak to:

Lightning/Lightning Based CE : Being composed partly of Earth and Water, Lightning is a natural enemy to Dream Sand. Its raw destructive power also can't be matched by Dream Sand.

Fire/Fire Based Ce Fire can incinerate Dream Sand. Also, when burned, Dream Sand takes on a gaseous state which is then out of the users control as far as manipulation of it goes.

Is strong against:

Earth/Earth Based CE: Due to the Dream Sand being made up of many compressed crystals, it is able to become far more dense and present a harder "punch" so to speak than earth in order to break through it.

Wind/Wind Based CE: Suffering a similar fate to earth, Dream Sand is far too dense and compressed for wind to cut through it or blow it away.

Co-creator: Shady Doctor

Students I passed this custom element on too: ? & ?

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

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

-Broly-, our loyal member, gave on the date September 25th 2016 a request for a Patent on his custom element (Dream Sand); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Yumeton
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Copyright © 2016, -Broly-, NarutoBase.net​

Approved -




Yumeton: Futsūno katsu | Dream Sand: Ordinary Life
Type: Attack / Defense / Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80
Description: Using Yumeton chakra, the user will be able to create objects, tools and other creations composed of the Crystalline Sand with two handseals. These can be created directly from the user's body, from already existing Yumeton or created from a source of earth. The creations can be created in the form similar to sand, being used as free flowing waves and such, or more compacted to become a solid to create swords, spears, shields or anything else, limited to the creator's imagination; While also being able to be shifted between the two states at the user's will (sand like/solid). Of course, numerous creations can be made with a single use, though the power of each creation will be split accordingly. These objects can differ in size according to rank, ranging from being small as a senbon (C) to being as big as the great golem technique (S). Each creation of Yumeton of course would hold the side affects the element carriers upon touching, ingesting it or smelling the fumes it let's off when burned, though the user himself wouldn't be affected to the former (touch) seeing as it is directly made from his chakra and body. These effects are very strong drug induced psychoactive side-effects which range from intense visual hallucinations, distortion of senses (color, sound and vision), unconsciousness, altered concept of time and even death.

Note: S-rank variants can only be used 3x maximum and once used the user will be limited to A-rank and below Yumeton techniques for 1 turn
Note: A-rank can only be used 5x max

Yumeton: Sutābōi | Dream Sand: Starboy
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description: Using his Chakra, the user creates a single crystal of Yumeton in their mouth. The crystal will immediately be absorbed into the user's body, putting him under the affects of the psychoactive side-effects near instantly. The user's heart would start to beat at rapid rates as he begins to feel/see a white spirit wrap its limbs around the user's limbs as if to control them. On the other hand he starts to hallucinate that the opponent is some feeble shell of themselves, thus giving the user the thought of being leagues stronger than the scrawny opponent. The simple state of "mind over matter" kicks in and due to the user believing he's much stronger than the opponent physically, he actually begins to push his body past its limits to reach this gap in physical strength. In turn this gives the user a slight boost in his physical movements (1.5× speed) and stronger damage from his physical attacks such as taijutsu, Kenjutsu and Bukijutsu (+20). Of course, being under the affects of such a strong psychoactive substance, it would come with a few drawbacks.

Note: Lasts four turns, only usable 2x with a 3 turn cool down
Note: Due to the user pushing his body past its limits, he'd be limited to A-rank and lower tai during the cool down and moving 1.5x slower

Yumeton: Trū Cúlar | Dream Sand: True Colors
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Yumeton is a crystalline element that not only has physical properties but also comes along with a variety of psychoactive and hallucinogenic affects, which don't lessen nor fade (mentioned in submission) no matter the form it takes (solid or sand-like). The following effects are references to the psychoactive/hollucinogenic effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned.


D-C Rank: Absorbing dream sand through means mentioned before of these ranks causes effects such as intense visual hollucinations, altered conception of time and overwhelming fear. This would simply cause their tracking speeds to decrease by 1/4 due to the mind being warped by the psychoactive side-effects.

B-A Rank: In addition to previous effects, the target would feel extreme lung irritation, along with distortion of their vision, color and sound. The lung irritation causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the pain overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to exhale via yelling and such. The distortion of vision, sound and color simply makes it very difficult for the target to actually perceive things along the lines of the effected senses. Meaning they wouldn't be able to make out or hear extremely small sounds, wouldn't be able to see further than mid range or make out colors (basically color blind).

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to the dream sand for 2 turns would fall into paralysis. After 2 more turns of exposure, they'd fall unconscious. 2 turns after that, they'd experience a painful death, usually a heart attack or organ failure being the case.

Note: The Effects of Dream Sand only go into effect after a full turn of being exposed to the element.
Note: After being effected, the targets can't lessen nor rid the effects (in submission) unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.

( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.

( Yumeton: Sutāgāru ) Dream Sand: Stargirl
Type: Supplementary
Rank: B
Range: N/A
Chakra: (+10 to chakra of original technique)
Damage: N/A
Description:by paying additional chakra of a dream sand or dream sand combination technique the user will create a much larger dose of Dream Sand by producing twice as much. Rather than add Damage, this raises the effect of the Dream Sand by 1 Tier on "True Colors" on techniques up to A rank. This user may use this ability up to 4 times per battle with a 2 turn cool down between each use. If the dream sand effected by this technique is rendered chakraless but not destroyed it will carry a passive strength of C rank on True Colors. This is a mere ability of dream sand users that simply requires an additional chakra portion. Therefore this technique is passive



Yumeton: Pātī monsutā | Dream Sand: Party Monster
Type: Attack / Supplementary / Defensive
Rank: A-rank
Range: Short
Chakra: 30 [-5 per turn]
Damage: 60
Description: Similar to many techniques that allow the user to turn into their element, the user manipulates his Yumeton chakra in order to gain a full body manipulation and conversion of the element. With the use of a full body surge of pure Yumeton chakra, one is capable of converting their body partially or fully into the element, giving them full control of said part of the body in the same fashion that one would control average sand. They'd still visually look no different, until physically struck by something or if they so choose to manipulate their body to become the sand like composition. When hit by something, according to strength and weaknesses of Yumeton, they'd be capable of avoiding damage all together; Completely reforming their body at will whenever it is compromised by enough force. For example, an earth golem punching the right side of their body off; It'll be like punching through Yumeton, and that side of the body would reform. While in this form the user can extend Yumeton from the body in the form of spikes, streams and waves up to short range, or manipulate their limbs to create makeshift weapons and such by converting the limbs into compressed Yumeton. Of course, while being in the form of complete Yumeton, the user's body would also gain the affects of the element upon coming into contact with people. Specifically, if someone was to ingest the element in ways explained in the submission, they'd Succumb to the psychoactive side-effects that comes with it. These affects include Intense visual hallucinations, Altered concept of time, Overwhelming fear, Lung irritation, Increased body temperatures, Distortion of senses (color, sound and vision), and even unconsciousness. The severity of the effects depends on the amount of the element ingested orally, through smell, or even prolonged contact.
Note: Only usable 2x and lasts 4 turns per usage
Note: The user's elemental usage is limited to the elements that make up Yumeton while in this state.
Note: Using attacks/defenses from the converted body would be A-rank and cost a move slot.
Note: The user's body can still be overpowered and/or harmed if an attack is of stronger than the strength of this technique.

Yumeton: Prëvëlg | Dream Sand: privilege
Type: Attack / Supplementary / Defensive
Rank: A-rank
Range: Short-Mid
Chakra: 30 [-5 per turn]
Damage: 60
Description:
The user makes 2 handseals, focuses on his Yumeton chakra and creates thousand of petals made of pure crystallized Yumeton short range around him. The petals are created directly from the body and the surrounding ground short range of the user and while they are tanslucent due to their crystalline nature, the user is able to see through them and likewise, the opponent can both clearly see through them. Through simple hand gestures the user is able to command the petals to form a attacks towards the opponent in a slashing frenzy as each petals are as sharp as wind infused kunais. The petals however are as fast as normal thrown blades. The user is able to bring the petals closer to make solidified structures by accumulating them around in order to support them in different ways. However the user is not able to perform any jutsu outside of Yumeton techniques while controlling/piloting this jutsu, or the Yumeton petals falls and disperses once the user breaks control from it.

Note: Usable 3x per match

Note: The user sacrifices (-15 chakra) per turn to sustain them

Approved
 
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Shady Doctor

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Fuuinjutsu

(Fūinjutsu: Mugen Kyōsaku) – Sealing Technique: Infinite Constriction
Type: Supplementary
Rank: C
Range: Short – Mid
Chakra: N/A (+5 chakra cost to applied technique)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement passively applied to the Infinite and Multiple Infinite Embraces. When created the Embraces, both B and A-Rank versions, create a cuboid structure around its target(s). With the supplement Infinite Constriction the cuboid construct is modified to become far more malleable and instead fit itself around a single target trapping them within it. In order for this supplement to operate generic black sealing script will spread on the barrier produced; the script, while plainly visible, will not obscure vision of the target trapped within the Embraces. This can be best visualized as a tightly fit spandex suit which forms around the target and traps them within it, effectively making the Embraces a far more potent restricting technique. Because of this technique’s nature it can be applied within the same time frame as the Infinite Embraces and its variants. Infinite Constriction does not supplement the strength or durability of the Embraces and its variants.

(Fūinjutsu: Akiresu Kyōka) – Sealing Technique: Achilles’s Bulwark
Type: Defensive, Supplementary
Rank: A
Range: Short – Mid range
Chakra: 30 (-5 per turn)
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. This technique is initiated by the user either crossing their arms or by lifting either arm into a vertical position; from their arms a translucent barrier in the shape of a large kite shield is produced. The shield can vary in size reaching a maximum coverage from the user’s feet to the user’s neck. This allows the shield to adjust itself to larger users while covering the same proportionate area of their body. The Bulwark, while translucent, possesses special black sealing script atop it which bears an ornate appearance. The sealing script, while remarkable, carries functionality to make the Bulwark operate in a similar fashion to the Magenta barrier of Sealing Technique: Spiritual Acquiescence, based on the Elemental Sealing Method. This grants the Bulwark specialized abilities. When coming in contact with solid matter the barrier will exert a specialized pressure within the target which allows it to pulverize the physical object and then seal it within. This sealing method is capable of sealing up to S-Rank physical-based entities. Against incorporeal targets, like energy, wind, Sound, etc, the barrier holds no defensive capabilities and they will simply phase through it with ease. Achilles’s Bulwark is purely a defense utilized against tangible targets. This technique can be used twice per battle with two turns in between applications.

( Fuuinjutsu: Anchisuperu ) - Sealing Arts: Anti Spell
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Only useable once the opponent has activated a chakra cloak of some sort, the user will make a single handseal and release a barrier from their body that expands at the speed of a standard sound genjutstu. This barrier does no damage, it doesn't block their vision (it's completely see through), and otherwise the opponent won't know it's there unless they have some sort of way to sense it or see the chakra of it. It's completely harmless to the opponent. However, what it does do is cut off the opponents connection to any type of chakra cloak they may be using. It drains any energy based chakra (Raw, Fire, Wind, Lightning, etc) on the outer side of the barrier. Note that it does not drain the opponents chakra from his body. It will drain the chakra cloak only and only until it is completely gone, after which the technique will end. The draining and ending of the cloak is almost immediate. This technique will only work on cloaks that can be classified as Supplementary, and will work on all of them regardless of rank due to the fact that these cloaks carry no inherent damage to them. To stop the opponent from simply reactivation the cloak, the barrier lasts 3 turns

Note: Does not work on solid armors
Note: Can be used 2 times per battle
Note: 2 turn cool down between uses
Note: Doesn't work on Jinchuuriki chakra cloaks
Note: Cannot be combined with techniques that augment/enhance barriers

Fuinjutsu: Tsuihō II - Sealing Arts: Banishment II
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
A sister technique to "Banishment"but instead of applying the seal to passive objects, the user applies the seal on his physical techs. The seal would only activate upon any foreign techniques that seeks to permeate, infuse, absorb the user's technique or seek to reduce the technique's power in any form, either by absorbing its chakra or by reducing its damage. Upon activation, the seal would instantly seal the foreign chakra or technique in question before it affects the user's technique. Won't disturb normal clash with other jutsus as the jutsu only prevents the aforementioned effects. For the seal to affect the user's technique however, it must be created from within short range of the user.
Applied in the same timeframe as the technique in question
Usable once every 2 turns.


Fuuinjutsu:Gādowandā Sealing Arts: Wonder Guard
Type:Supplementary
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:*Created primarily to guard the user against gentle fist users, before battle the user will apply this seal to their body, which will create tiny barriers around each of their chakra points which lie dormant until triggered. When any amount of foreign chakra interrupts the flow of chakra between one chakra point to the next, the seals will absorb the foreign chakra and, If the opponent is touching the user, spit it back out at the opponents nearest chakra point, instead closing one of theirs and causing a brief stun that results in the opponent needing to spend 10 more chakra to use techniques for the next two turns due to the strain this puts on them. This technique can guard up to B rank Elemental techniques and up to A rank techniques of non elemental chakra
-Can be used twice per battle
-2 turn cool down between uses

Fuuinjutsu: Museigen no Buredo) Sealing Technique: Unlimited Blades
Rank: B
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user either places seals on 4objects they would like to have under their control which is placed passively or they have objects already with these seals. This must be stated in their first post of the battle. The seals are connected to the user via a seal that is on the user's left shoulder. The user with this seal allows the user to control each seal that's on their objects and move them around for whatever purpose they see fit. This whole jutsu was created so when the user loses their weapon they can still control it and attack an opponent that isn't looking or drop their guard. The user can control up to 2 objects at a certain time (one per arm). The objects can only be inanimate. The seal on the user's shoulder glows whenever this technique is in use but isn't bright enough to go through none see through clothing. The speed of the objects at what they move is the same as if the user had it in their own hands.
Note: Each movement through this counts as a move per turn.

(Fuinjutsu :Kasukana ōmen) - Sealing Arts: Faint Omen
Rank: S

Type: Supplementary

Range: Short

Chakra Cost: 40

Damage points: N/a

Description: Faint omen is a very unique type of technique, imposing on medical but doesnt actually heal the body. The user will do two handseals, while placing their hand on themselves, allies or the opponent. By doing this, the a kanji symbol will appear on the persons body. With this happening it will seal away all the damage the user or said person has received from the start of the battle. This is done by the seal, blocking all the pain receptors in the opponent's body, causing them to not register the pain they felt beforehand. Doing this will allow said person to be able to stay in combat. Though this should not always be used and has a major downside. This damage is temporarily sealed and once the seal is removed, the damage is applied back to the user. Meaning if the user takes more damage than what they can take, it will take longer for them to recover.


Note: Can use Once per person

Note: Damage is sealed for only four turns.

Note: The user can self activate this by sacrificing twice the amount of chakra (meaning 80)

Note: Does not revert castration

Note: Cant use any fuinjutsu S rank and above for two turns after usage.


(Fuinjutsu: Anubisu no norowareta shukufuku) - Sealing Style: Blessed Cursed Of Anubis
Rank: S

Type: Supplementary

Range: Mid

Chakra Cost: 40

Damage points: N/a

Description: Blessed Cursed Of Anubis is a very unique type of fuin technique, created to offset those who boost themselves and to balance the haves and have nots in term of power a powerful fuinjutsu was created. The user will do a set of five handseals ending with the tiger seal, creating a large sealing symbol to take form on the ground. Once the seal appears it will encompass all those who are within it acting as a barrier, sealing off the exits, unless a collective damage of S rank was done. The Seal can have both a cursed or blessed response, and even the user is not immune to the affects. The Seal acts as a reverse for bodily boost (This excludes things such as leg weights or boost done by physically training the body as such). By activating a boost, it will actually curse the body causing the opponent (and/or user) to experience negative affects. Meaning if the opponent was to boost himself or technique by +20 then it will actually have a -25 to their damage. This is done with speed and strength as well such as chakra enhancement and even EIG. If the opponent activates a technique to increase their speed by +3 it will decrease their speed by -3. Though this technique has a blessed portion. If negative affects were to be applied onto the user be it by themselves or the opponent (via means of things such as poisons, or side affects of a jutsu it would boost them. So if a jutsu was done on the user to decrease their tracking by -3 it would boost their tracking by +3 instead, making this a technique to keep everybody on even fields.

Note: This excludes specialties in the bio, physical alteration to the body such as leg weights being released.

Note: Can only be twice per battle with a 5 turn cool down

Note: Once the technique is cast, the user cant use any fuin until technique is finished

Note: Last four turns


(Fuinjutsu/Senjutsu: Kurukuru umi no doragon) - Sealing Sage Art: Cradle Of The Sea Dragon
Rank: S


Type: Supplementary


Range: Short - Mid


Chakra Cost: 40


Damage points: N/a


Description: Cradle Of The Sea Dragon is a very intricate type of fuin jutsu, utilized only by those who are in sage mode. The user once enters into sage mode will utilize the moisture in the air instead of having to use a water source (Thus why its sage mode exclusive). Doing this, the user will create a huge orb of water roughly the size of Kisames water wave dome used against the 8 tails (Mid range reach). Due to the water being infused with senjutsu it makes it harder to break through the technique, while even restricting the opponent on breathing underwater and making absorbing the water dangerous, turning their body into the psuedo form of the sage mode uncontrolled, throwing off their chakra balance, not allowing usage of jutsus of A rank or above. Once the dome is placed, A Seal will appear and form on the top of the water dome, sealing any and everybody who is caught within the dome and sealing any and all forms of chakra. This technique is similar to gaaras sand pyramid sealing technique. Thus making it that once you are sealed within, you cant get out unless the seal from the outside is undone.



Note: Can use twice per battle


Note: Cant use any fuinjutsu above S rank in the same turn


Note: No Water technique above S rank in the same turn


Note: No Fuin of S rank or above in the next turn


Note: For the affects of the sage petrification the opponent has to absorb a total of 80 Chakra cost worth of Senjutsu


(Iryō Fuinjutsu: 1000 Koe) - Medical Sealing Style: 1000 Voices
Rank: S


Type: Supplamentary


Range: Self


Chakra Cost: N/a (-10 per technique used)


Damage points: N/a


Description: 1000 Voices is special sealing tag placed on the body of the users (The back side of their hand) taking the shape of an closed eye. This sealing technique was used in a way to have a back up plan in case of an emergency regarding their chakra, or even mental attacks thats incredibly hard to escape. By studying the seal on tsunades forehead the user found a way to mimick how it activates without actually mimicking what it actually does. This seal works by storing chakra into the seal (the closed eye) on their hand by expelling more chakra, causing an additional +10 Chakra to every technique used by the user. By

doing this they expel more chakra but also store more chakra for times when they really need it. When the time comes the user is able to manually activate the body seal, causing the closed eye to open on the back of their hand. Doing this, it will flood the user with the chakra that was stored, replenishing their chakra while at the same time spiking their capabilities. Once the chakra floods/surges the users body their physical attributes increase in terms of speed increasing their speed by +6, while also activating healing to a small degree, healing small damages such as cuts, burns, blunt damage (does not regrow limbs) healing by +20 a turn (If needed). The good thing about this technique isnt the boost in speed and healing but the simple ability to constantly store chakra in this seal for emergencies. Though the user is only able to activate it as a whole or half the amount, reducing the buffs by half if they only use half the stored chakra.


Note: Can essentially use twice


Note: The amount of Chakra stored is adding to the chakra pool


Note: In order to activate the buffs the user needs more than 200 chakra points in the seal


Note: The Seal has a pre amount of 300 chakra into it


Note: Technique last for five turns before it wears off.


Note: Once the technique wears off, the users body will become more fragile, causing every damage applied to the user to have an additional 20 Damage


Note: Cant use Fuinjutsu S rank or above for 2 turns after technique ends

Learned

(Fuinjutsu: Sutāku kōka ) Sealing Technique: Starrk Effect
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10 to technique)
Damage: N/A
Description: The Starrk effect is a unique sealing technique crafted by a man that was alone for many years, only to find a way to gain companions by creating things. He was blessed with the ability to give things life, but these things still didn't keep him company. They had no motive. No personality. No sense of uniqueness to them at all. They were just drones that reacted and acted on his whims. Then he finally found a way to give them everything they were missing, with a simple seal. The seal simply takes a part of the user's personality and seals it into an object, technique or weapon that has sentience or life. With this, the host that the personality is sealed within becomes much more unique depending on what sort of personality the user chose to gift the host; Gaining speech, deeper thinking and other things connected with actually thinking for ones self and having a personality to make unique decisions. Though this does give things a uniqueness, it would also strip the one it is used on of part of his/her personality. Meaning if they sealed the happy part of their personality into another host, that host would be happy and outgoing, while the one the happiness came from in the first place would most likely be an unhappy personality when interacting with them. This works especially well with people whom have multiple personality disorder. One could potentially strip themselves or others of those personalities specifically and place them into a different host. This seal can be used passively next to the creation of anything sentient, or can be pre placed on things such as custom weapons and such, though would need to be placed in the user's bio or stated before a fight/event.

(Ninjutsu/Iryō Fuinjutsu: Gurattonzu Banketto) Ninja Art / Medical Sealing Style: Gluttons Banquet
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/a
Description: Gluttons Banquet is a very unique style of jutsu that combines the basics of ninja art in terms of molding and creation and sealing arts. The user will touch their body applying a seal while stringing a single handseal creating a wolf like entity in the form of pure raw chakra around the user. Upon doing this the wolf will have a fork and knife. The wolf like entity purpose is to eat all forms of chakra present within short range all around the user excluding directly from the opponents body (User isnt affected by this). The wolf like entity will take a deep breath. Upon doing this, it will break down, and absorb all forms of chakra by inhaling the techniques/chakra, even harden materials (It will simply break down the earth into crumbs). As the jutsus are absorb into the wolf, thats when the seal on the user will kick in. The chakra that the wolf absorbs will be stored inside the users body, being able to replenish their Health equivalent to the chakra damage output of said opponent technique.
Note: The user can only use said technique Twice per battle
Note: User can only absorb S rank techniques once and A and below, once.
Note: Cant use any Fuinjutsu or Basic Ninjutsu in the same turn or the following turn
Note: Cant use any medical jutsu in the following turn

(Fuinjutsu: Gyaku rirīsu) Sealing Technique: Release Inverse
Type: Supplementary
Rank: S
Range: Self
Chakra: N/A (-40 Upon Activation)
Damage: N/A
Description: Reverse Inverse is a very intricate fuinjutsu technique, applied to the users body as a body seal. This technique is used in response to techniques that bind the users, this ranges from anything such as genjutsu or yamanaka techniques all the way to a fuuinjutsu , physical handcuffs or even an earth technique that physically binds the user (This applies to any elemental technique that binds/hinders the user). Upon being the binded, the seal will instantly activate, flooding chakra. If the user is binded by elemental means or physical means, chakra will flood into the technique or weapon breaking it, dispersing it or destroying it as a whole. If the technique is mental, it will flood the users body with chakra, refreshing the users chakra network system. This will break the mental binding.

Note: Technique can only be used once
Note: Must State this in bio, or start of bio.
Note: Cant use any fuinjutsu above S rank in the same or following turn.

(Fuuinjutsu: Nejire Shōheki) Sealing Art: Distortion Barrier
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 60
Damage: N/A
Description: An Advanced Fuuinjutsu technique created by Kōtetsu Inuzuka, Distortion Barrier allows the user to erect a crimson circular barrier at a location of their choosing within range to protect themselves or an ally after performing four handseals. Primarily used as a defensive measure, this barrier possesses a unique interaction that allows chakraless attacks to pass through itself and is only capable of interacting with those containing chakra or other forms of energy. When hit by a technique of lower chakra or energy, the barrier allows the user to change its direction either away from the protected target or back toward the opponent at full strength. When used against large-scale techniques, the barrier is capable of distorting the direction of a portion of the incoming techniques, leaving the user or anyone behind the barrier unharmed.

Notes:
- This technique can be used four times per battle and requires a two-turn cooldown between uses.
- No Fuuinjutsu above A-rank in the following two turns after this technique is used.
- This technique requires mastery of Advanced Fuuinjutsu.

(Fuuinjutsu: Ōkui-Sha) Sealing Art: The Great Devourer
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 60 (-20 per turn)
Damage: N/A
Description: The user performs four handseals and erects a powerful barrier that coats the body and anything on it, reacting to their movement in such a way that the user never makes contact with it as it moves with them. Though it varies depending on the user, this barrier tends to have the standard appearance of a dark, flame-like aura and has considerable offensive and defensive capabilities. As a means of both attack and defense, this barrier possesses the ability to destroy techniques it comes into contact with by absorbing the properties of the technique and unraveling the chakra that composes the jutsu, this will empower the barrier with the properties of the absorbed technique and allow it to take on the damage value of the absorbed technique based on its rank. The properties of techniques refer to their auxiliary effects that cause harm, for example, absorbing fire would cause the barrier to become heated causing burn damage while absorbing wind would sharpen the barrier causing cutting damage, water and earth would both be concussive while lightning would be sharp. The barrier will follow the strengths and weaknesses of whatever element or other fields it's absorbed. Naturally, techniques fired from within the barrier would clash with it and weaken, making it almost impossible for the user to use streamed techniques from within it.

Notes:
- This technique lasts for three turns.
- No Fuuinjutsu above B-Rank can be used for three turns after deactivation.
- This technique can be used twice per battle and requires a four-turn cooldown after it expires.
- Must have Advanced Fuuin to use.
 
Last edited:

Shady Doctor

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Sound Ninjutsu




(Kuchiyose/Ototon Genjutsu: Magdala Curtain) Summoning/Sound Illusionary Art: Magdala Curtian
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-20 per turn)
Damage: N/a
Description: This sound technique dwells in the realm of illusions, tricking the opponents eyes. The user will draw blood (by biting their thumb or whatever means) and smearing it on their palm, following right after the user will clap his hands initiating a summon The opponent will see a large box/casket emerge from the ground around the user in an upright position, being the "Grave of Maria". Once the casket fully emerges, a singing lady will emerge out of the box/casket producing an hymm from her mouth inducing the opponent into the genjutsu. As the opponent hears the singing/hymm from maria, in the blink of an eye the user and whomever else the user decide will have disappeared from the opponent line of sight. This is due to the hymm producing a "barrier" around the user. Which in short, effects the opponent in two ways. Even though the opponent cant see the user, if the user was to step out of the 5 meters (The barrier covers that far only), they will become visible to the opponent once more, making the genjutsu break. Grave of Maria Though a summon, she is very durable, able to fully tank one A rank jutsu without any damage. Though S ranks will destroy her, or after 2 attacks of A rank damage. She will continue to sing long as the user pumps chakra into her. Though this technique is useless against dojutsu users, and sensors as they can still sense your location. If the opponent was to throw something out of the area (barrier), it would risk giving out their location but it will not stop the effect of the genjutsu. This technique is also used to trick the opponent into thinking they also left or even to protect a loved one.

Note: Can use twice with a 4 turn cool down
Note: Last 3 turns before it ends
Note: Can be used to make allies invisible as well
Note: No sound jutsu in the same or next turn.
Note: While active this constantly takes up one of the three jutsu per turns

(Ototon/Kenjutsu: Jinsoku Urusai) Sound Style/Sword Style: Swift Screech
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is used in conjunction with sword arts of the user. The user will begin by initiating a sword strike towards the opponent. The moment the sword is in motion it will give off a very loud and powerful screech till the sword strike is finished. This technique is used to throw off the opponents equilibrium while in the middle of a strike, causing the opponent major dizzyness causing the opponent to stumble and lose balance while the screech echos in their ear. This technique is a double edge, as if no precaution are made the user is just as effected by the screeching effect.

Note: The Screech lingers in the opponent ear for 2 turns
Note: This technique restricts the opponent from using techniques based on alot of focus (Genjutsu, Yamanaka techniques, etc) S rank and above
Note: Can use a max of 3 times
Note: This technique can be used in conjunction with other kenjutsu techniques (Doing this will pair the techniques together and will count as a single time frame , but still counts as 2/3 moves if used)

(Ototon Genjutsu: Sakurifaisu Reigen) Sound Illusionary Style: Heartless Sacrifice
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/a
Description: This technique is used to trick the opponent effecting their sense of sight by inducing them through hearing. The user will snap their hands instantly inducing the user enemy(s) into a genjutsu to where they use the user suddenly violently explodes. This technique is used to throw the opponent off as if the user committed suicide, and thus perfect for situations such as stealth missions and getting caught etc. As the genjutsu is going on, the only difference the opponent will see is the death of the user while everything else around is normal. Reality wise, the user is wide open for an attack as they are caught stuck inside the genjutsu.

Note: Can use a max of 3 times
Note: Technique last until broken
Note: Cant use any S rank genjutsu or above for two turns

(Kuchiyose/Ototon Genjutsu: Carte Garte) Summoning/Sound Illusionary Art: Carte Garte
Type: Supplementary | Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-40 per turn)
Damage: 80
Description: This technique dwells in releasing high sound frequencies into the opponents brain via their ear canal, being the brother technique to Magdala Curtian, by casting them into a painful genjutsu. The user will draw blood (by biting their thumb or whatever means) and smearing it on their palm, following right after the user will clap his hands initiating a summon causing a large box/casket emerge from the ground around the user in an upright position, being the "Grave of Maria" The casket is very sturdy and durable being able to sustain damage up to S rank unscathed. Once the casket fully emerges, a singing lady will emerge out of the box/casket producing an hymn from her mouth that is directed into the ear canal of the opponent inducing the genjutsu. As the opponent hears the singing/hymn from maria, it will release sound waves that produce a very high sound frequency in their ear that will cause a excruciating mental strain in the opponents head causing unbearable pain. This will not only serve as decoy but will result in muscle paralysis as the hymn is being sung, still causing pain towards the brain region, sounding like a very loud screech in their brain they cant get rid of. If grave of maria is summoned before hand for the other technique, the user is able to switch hymns without needing to summon her over again. Due to grave of maria being real and not a genjutsu, if she is attacked or destroyed the genjutsu is released/stopped

Note: Can use twice with a 4 turn cool down
Note: Last 2 turns before it ends
Note: If the opponent dont escape this jutsu by the end of the second turn, they will pass out due to a huge mental strain
Note: No other genjutsu in the next two turns
Note: No sound jutsu above A rank after the turn this is used
Note: No sound jutsu as this technique is being used
Note: While active this constantly takes up one of the three jutsu per turns.
Note: Switching hymns between the brother technique (Magdala Curtain) counts as a move but dont have to worry about summoning.

(Ototon: Oujou Ganmou) Sound Style: Death Wish
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: This technique is the parent technique of Sound style: Deaf Wish, being purely offensive, and much more powerful. This technique must be utilized on a rain source, be it pre-existing rain, or chakra infused rain. The user will do two handseals sending their sound chakra into the clouds with the exception of the clouds five meters around the user. This is to protect the user from the full brunt of this technique. By doing this, it will amplify the rain drops with sound chakra. Unlike the child technique where it releases noise and not sound waves, as the rain drops fall from the ground, on the users command the sound that resonate within the rain drops will release powerful and destructive sound waves that has incredible force outwards which deals major blunt damage, enough to cause craters into the ground. Even though the user will not be in the line of attack, due to the force and aggressive nature of the attack, the aftermath of the "detonations" will reach the area the user is in, feeling like wind blunt damage hitting the user as long as the sound waves explode (Minor wind blunt damage) This technique causes a large strain on the users body due to him channeling his sound chakra into the clouds all around him, and then detonating the sound within the rain.

Note: Can only use once
Note: Last for one turn only
Note: Due to the huge strain, the user cant mold S rank or higher jutsus for the next two turns
Note: The user cant use sound for the next two turns
Note: If the user was to leave the 5 meters around him, or be at the edge of the 5 meters, he will take the full brunt of this technique

(Ototon: Touben Ganmou) Sound Style: Deaf Wish
Type: Offensive |Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a (20 due to hearing impaired)
Description: This technique was developed in order to use their surroundings as a mean to fight. Using natural causes to their advantage the user learn to incorporate sound with rain. This technique can be used with pre-existing rain or the rain the user creates (Rain will of tiger). The user will clap their hands sending their sound chakra into the rain clouds above. By doing this, this will cause every single rain drop to be infused with large amounts of sound chakra. This technique makes it that once the rain hits the ground, the sound of the rain drops amplify to a huge degree. The sound chakra from within the rain will be released in conjunction with the rain drops making it sound as if large explosions are being detonated all around being really useful for diversions and distractions as well. Due to the constant chain of explosion noises, it would not only deal mild damage to the opponent causing their eardrums to bleed but it will throw the opponents equilibrium off, making them dizzy and knocking them off balance as the loud noise take place while also have their hearing impaired causing them to go deaf for 4 turns after this technique is done. This technique is a double edge sword as the user is not protected from this and must take precautions before using this technique or he too will be effected by this technique. This technique does not release sound waves so the offensive part of this technique does not come from that part of this sound jutsu, but by constantly having loud noises near the opponents ear (similar to shooting a cannon or a shotgun near somebodys ear)

Note: This technique can be used on any rain source (Thus does not require the knowledge of the rain element but the rain will of tiger technique to be active or just natural rain)
Note: This technique can be used 2 turns with a 3 turn cool down period
Note: This technique last a total of 1 full turn
Note: Cant use any sound jutsu in the same turn as this or the next turn above A rank



(Sonido) - Sound Ceremony
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: Sound ceremony is an advanced sound manipulation skill. The technique falls in the broad of category of body flicker techniques, techniques that involve use of chakra for a sudden burst of speed. Sound ceremony does not involve any hand seals, the user begins by channeling a wave of sound that goes deep into the ground and travels back to the user, the travel time (back and forth) of the first wave is instant much like hindering sound and is meant to analyze the area (up to long range), the wave comes back carrying the information of the innate molecular vibrations of the surrounding area. Following the first wave, the user charges himself with chakra and travels to a distance, in a single step, as he lands, he sends a wave that travels into the ground and comes back, bouncing him off the surface yet again. The user could repeat this process for a maximum of 6 steps, the distance of each step itself depends on the user’s desire as well as his mastery in Taijutsu (10m normally, 20m for taijutsu specialists or Nb tai users, and 25m for those who have mastered NB Tai). The speed of the user as he travels is nearly untraceable to naked eye akin to leg weights (defined by a multiplier of x2 in the speed formula). Each step sends ripples through the surface user is stepping on, crushing the area and crumbling it into gravel. Though the process takes time (occurs between one to two second after the user steps off) , meaning the user could be on his third step by the time the area around the first step breaks apart. The technique is similar to a destructive sound wave, but it does not crush objects from sheer force. The wave released after each step, has the specific frequency that breaks the molecular bonds of the object in contact, causing it to fall apart (Vibrating an object at a frequency similar to that of its molecular frequency, causes it to fall apart. I.e. an opera singer breaking a glass with her voice). After at least 3 steps (2 seconds for a master) of moving around, the user could hit the opponent directly releasing the wave into the body, crushing the bones in the targeted area or limb. The technique can seamlessly be combined with another taijutsu for maximum potential damage. First movement is considered the first step, the user crushes the ground beneath him as makes his first move as detailed in the picture below .
Note: Usable 3 times per conflict.

-Effective against solid elements (i.e. steel, and crystal) upto its own rank. Distorts the shape of liquid substances and allows the user to step off them, even when submerged.
-If used to attack the enemy on the first or second step, the damage is reduced to ½ and only causes mild numbness to the targets body (apart from the damage itself).
-The damage of the technique does not root from hindering sound waves. The area of effect of the destructive waves is circular of the same radial range as the travel distance (10,20 or 25m). Surface/objects caught between multiple waves is crushed into finer grain.
-Requires mastery of Sound ninjutsu and taijutsu.
-Visual depiction:
-Approved:

 
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Stygian Water

Custom element Japanese name: Suteijian Suiton

Custom element English name: Stygian Water

The element is based on: Water + Fire

Facts that prove the element to be possible (in the manga context):

Summed, up the addition of Water to a heated nitrogen oxide creates the needed conditions for nitric acid to exist. In the Naruto verse, this is easily achievable due to the obvious notion that the body produces Nitric Oxide alone and the addition of Suiton chakra to this mix would create the needed Hydrogen bond to create Nitric Acid.

Stygian Water is based on the nitric acid, a highly corrosive mineral acid that stems from nitric oxide. Nitric oxide, also known as Nitrogen Dioxide ( NO2 ) is a molecule that our body produces to help it's cells communicate with each other by transmitting signals throughout the entire body. The interior surface ( endothelium ) of your arteries produce nitric oxide. While Nitric Oxide is naturally produced through the body, the addition of water to Nitric Oxide creates HNO3, or in other words, Nitric Acid. Summed up, the addition of Water to a heated nitrogen oxide creates the needed conditions for Nitric Ccid to exist. In the Naruto verse, this is easily achievable due to the obvious fact that the body produces Nitric Oxide alone and the addition of Suiton chakra to this mix would create the needed Hydrogen bond to create Nitric Acid.

How it works:
Stygian Water is an acidic and corrosive liquid dark in color, a somewhat contrast from it's real world counterpart which is colorless in nature. This is created through the mixing of Water and Fire elemental chakras, producing an element that is heated to temperatures above normal water temperature. The heat of the Stygian water reaches its boiling point, which is about 83 degrees Celsius (181 degrees Fahrenheit) which allows it to cause searing damage on contact, capable of causing severe burns to the body as it corrodes through solids.

A dangerous element, Stygian Water is capable of quickly corroding solid based defenses, the fire chakra that is mixed allow for the element to maintain it's corrosive nature, eating and burning through matter at a swift pace. Existing purely as a corrosive liquid, Stygian Water's black color is due to the impurity of the liquid and it's "dark" nature though this is simply cosmetic.

Jutsu Usage Examples:

( Suteijian Suiton: ) Ξ Stygian Water: The Cursed Warrior's Gift
Rank: A
Type: Supplementary/Offensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: N/A ( + 20 to Stygian Water and +20 to Taijutsu )
Description: The user channels large amounts of Stygian Water chakra through his body except for one place, keeping this one place hidden somewhere on his body. As this chakra is gathered, it emanates in the form of a black chakra shroud around the user's body. As this forms, the Stygian Water begins to pump through the user's tenketsu and body, effectively flowing through him. This impure water affects his chakra paths by altering them, turning him into a humanoid body of black Water, akin to the Hozuki Hydrification jutsu. This increases the user's Stygian Water usage by imbibing it with more excess Stygian Water chakra pumping the power of it. As this happens, the user's taijutsu likewise increases, due to stronger water flowing through him, allowing for him to be faster and deal more damage by increasing the amount of water created. The user is also able to create basic bursts of water using his body as a source of Water, creating up to A rank structures. The natural limitation to this jutsu involves the one spot that wasn't covered with Stygian Water chakra. This spot is left weaker and more exposed than other spots, causing it to be vulnerable to direct taijutsu blows of A rank and higher, causing the pumping of Stygian Water to exit the body, bursting out of the user in a backwards explosion, spraying the opposite direction of the opponent and causing the user to be unable to use A rank and higher Stygian Water for two turns.
Note: Lasts up to 5 turns at a cost of -10 chakra per turn
Note: Can be used twice
Note: Water structures created are of A rank power.

( Suteijian Suiton: ) Ξ Stygian Water: Black Rain of Death
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Forming 3 seals, the user spreads his Stygian Water chakra through the atmosphere, forming clouds to form in the sky that rain Stygian Water very quickly. This corrosive water washes over the enemy, burning him as the user forms it into an ever growing scythe of water that slices through the opponent, causing searing and deadly internal burns.
Note: Can only be used 4 times

Conditions to be able to use it:

Mastery over Suiton and Katon is needed, as well as great chakra control.

Is weak to:

Wind: Stygian Water has a high temperature, capable of evaporating other low grade Water techniques and overpowering other ones. Wind on the other hand is capable of blasting through the water with pure impact force and "cooling" the water's heated aspect overall.

Lightning: Stygian Water still being a form of water will definitely still be a great conductor for electricity, though as electricity is conducted throughout Stygian water it will become ionized.

Crystal: Stygian water would have a relatively hard time corroding the properties of Crystals, thus the Crystal element and things similar (diamonds etc) would be able to overcome Stygian water altogether.

Is strong against:

Fire based elements: The fire alone would only serve to heat the black water, raising its temperature as the water overtakes it, moving on with little power loss. Along with simply adding heat to the water, Stygian water is still water, thus would be able to douse the fire and put it out accordingly.

Earth and Some other matter based attacks: Due to it's corrosive nature, Stygian Water is able to corrode and burn through some solid based elements with ease, burning through them to give the liquid a temporarily "chunkier" form, similar to lava as it burns and breaks the item down fully in a relatively quick process. This works on most solid structures, unless they have some sort of high resistance to the corrosive properties.

Wood release: Stygian Water's corrosive properties would be capable of burning straight through wood techniques and elements similar to it. This includes plant life and other inorganic materials that have properties similar to plants and wood.

Neutral to:

Water based elements: Water itself wouldn't really be affected by Stygian water overall. In head to head clashes, the two would be neutral to one another, though if in contact long enough the two would most likely mix together, thus giving regular water acidic properties of Stygian water. This could prove to be dangerous for the user also in some cases.

Co-creator: Moxxi

Students I passed this custom element on too: None

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

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

Shady Doctor, our loyal member, gave on the date December 13th 2016 a request for a Patent on his custom element (Stygian Water); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Suteijian Suiton
Powered by Lord of Kaos
Copyright © 2016, Shady Doctor, NarutoBase.net​

Approved -




( Suteijian Suiton: Sutikusu no sensō ) Ξ Stygian Water: Cursed Oaths
Rank: D - S
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: This is the basic technique of the Stygian water Element. Using both fire and water chakras in conjunction, the user is able to create or manipulate existing Stygian Water to use as a tool of War. This allows the user to create basic or slightly intricate tools/shapes of the water to use for offensive, defensive or Supplementary purposes that may be at hand, limited only by the user's imagination. These tools and shapes can range from waves, swords, Cubes etc. but will be split in power according to rank and quantity of the tools created. These are created directly from the user's body, whether it's through the mouth or directly from a limb or can even be crafted from existing water (pond/lake/puddles) . Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations due to their chakra controlling them, thus enabling him/her to hold the tools himself whenever his chakra is present. A rank variants of this will need to be used with a hand seal while the S rank variant needs 3 hand seals. The B rank and lower can be used without a hand seal but will need hand or body gestures such as a wave of the hand or a kick etc. The maximum size for an S rank is 3x the size of the user.

Note: S ranks can only be used up to 4 times with no S rank Stygian Water in the following turn.
Note: A ranks can be used 4 tims

( Suteijian Suiton: Ikari no Yomi ) Ξ Stygian Water: Ferry to the Underworld
Rank: B
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 30 ( +10 to Water jutsu )
Damage Points: N/A
Description: Designed as a way to increase the user's ability to utilize Stygian Water, this technique is treated as an infusion type ability which is to be used side by side with a regular suiton technique. When the user uses a Suiton technique up to and including A ranks, they can perform this in the same timeframe in order to coat said technique with a thick layer of Stygian water by adding Stygian Water chakra into it and giving it heated, corrosive properties. Alternatively, When a water source is around within range, whether it be a small river or an large pond, the user is able to send his chakra into the source and transform it into Stygian water to create a source for his techniques. Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations, thus enabling him to physically touch the element whenever his chakra is present, but isn't immune to bluntly being hit by it. This not only provides a source of Stygian Water, but also prevents others from using the Water source unless they somehow over power the user's chakra to cleanse the corrosive water and use it as their own.

Note: Can only be used 4 times with a two turn cool down



( Suteijian Suiton: Megami no noroi ) Ξ Stygian Water: Curse of the Goddess
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A (-20)
Description: Created as a way to deter opponents, the user does two hand seals and creates a light rain of Stygian Water. What this rain does is uses Stygian Water's corrosive ability to eat away at matter used within the rain. This translates to a 20 damage reduction in foreign earth based jutsu, ranging from Earth to Steel to even Shikotsumyaku bones and CE derived from Earth. This allows the user to weaken the opponent's jutsu to prevent high damage being done against him. Something unique about the technique is that the rain doesn't fall within a 2m radius of the user and the clouds created will move accordingly to the user's movements to keep this radius of non rain available.

Note: Lasts 3 turns each use, reducing enemy jutsu during that time.
Note: Can only be used 3 times with a 2 turn cooldown period between usages

( Suteijian Suiton: megami no hogo ) Ξ Stygian Water: Protection of The Underworld Goddess
Rank: A
Type: Offensive/Supplementary/Defensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: 60
Description: Similarly to the Water Release: Water Prison Shark Dance Technique, the user creates a small pool of Stygian Water around and under him. As he moves, this water jutsu likewise moves to keep up with his positioning at the same speeds. This means as long as he moves, this jutsu will move with him while in use. Alongside the pool of water under him, a thin and barely visible mist is created, a mist that carries no corrosive capabilities and covers a short range radius around the user . What this mist does, much like the The Rain Tiger at Will technique, is detect foreign chakra that enters it's depths but doesn't give the user himself awareness nor any sort of sensing. Once Something is detected, Stygian Water immediately rushes the target to combat and eat away at whatever enters it's realm, even if the user himself isn't aware . It can also be used as a way to cause direct harm if needed. Similar to Mei Terumi and her corrosive element, this water would not directly burn the user himself, but if he were to somehow be bluntly hit by it, he wouldn't be immune to be damaged as such.

Note: This jutsu lasts 3 turns with a 2 turn cooldown period and can only be used twice.
Note: After ending, the user cannot use S rank or higher Stygian Water jutsu This turn or next



( Suteijian Suiton: Sutikusu dibain purotekushon ) Ξ Stygian Water: Styx Divine Protection
]Type: Offensive/Defensive
Rank: S
Range: Short
Chakra 40 (-5 per turn)
Damage: N/A (80)
Description:
After gathering a large amount of Stygian Water chakra, the user releases it throughout his entire body, emanating in the form of a blackish chakra shroud of Water though this is not all; in addition to this, the user would simultaneously compresses the water at incredible levels, turning it hard and almost crystalline in nature to form a black armor that protects him. This is very similar to the "Hidden Waterfall Style: Water Slicing Blade" technique used by normal water users, and comes with high amounts of durability. The armor resembles that of a black knight (see depiction below) with a light Stygian Water mist pouring off of its backside. Though the armor is dark in color, it is also transparent due to its crystalline form that it has taken on. Though the armor is mainly used as a defensive mechanism, it can also be used similar to the earth release hardening technique in order to create spikes, blades and other tools that protrude from the armor as an offensive mechanism. These protrusions would cost a move to do and would be S rank (80 dmg) in strength overall, being able to extend into the edges of short range (5m). Due it being made of compressed Stygian Water, it can also be used as a source for other Stygian water techniques, thus making it that much more versatile in its usages. The user will also have full control over the armor to the point where he/she is able to create openings on portions of his/her body so that they can release attacks from there. I.e. retracting the armor from the hand in order to do a rasengan etc. This control in itself comes as a passive ability.

Note: Can only be used 2 times, lasting 3 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Stygian Water during that period.
Note: Can't use any elements besides Stygian water and the ones that combine to make it while this is active
Note: The protrusions to attack can only be used 3 times overall.
Depiction of Armor:
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( Suteijian Suiton: Sutikusu dōbu~tsuen no mezame ) Ξ Stygian Water: Awakening of The Styx Zoo
Rank: D-S
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10-40 ( -10 per turn / 15 per turn for S ranks )
Damage Points: 20-80
Description:
This technique is simple in nature, yet proves to be a very useful asset to the Stygian water element. The user, by the proper amount of Chakra sacrifice, is able to create and maintain creatures of all sorts that hold a form of sentience to them. These creatures can vary In shape, size and form, which are limited only by the user's imagination and knowledge on animals. All the creations would still hold their usual anatomical features such as flight if they had wings etc. Of course, these creations would be capable of being brought to life from either the user directly, a body of water (regular or Stygian) or any other source that is high on water. Any B rank or higher usages will require 3 hand seals. Once a creature/creatures is created, it can maintain itself with limited sentience (attacking/differentiating friends foes, defending etc) and can stay active either untill destroyed or the user doesnt have enough chakra to sustain them.

Note: S rank variant can only be used 3 times and A-rank only 4
Note: Using A-rank variant will require a one turn cool down after the creation is gone, and S rank will require 2 turns.
Note: Multiple creatures can be made with a single use, but power will be split accordingly.


( Suteijian Suiton: Sutikusu zettai shidō ) Ξ Stygian Water: Styx Absolute Guidance
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 ( -10 per turn )
Damage Points: N/A
Description:
Sutikusu zettai shidō is the sister technique of , though instead of focusing on a defensive mechanism this focuses entirely on offense. As in the above-mentioned technique, Sutikusu zettai shidō creates a light mist of Stygian water around the battlefield which can be created from Water sources, other mist, rain and Stygian water itself (or directly from the user). The mist itself is too light to Carry any corrosive properties and is barely visible, but it does carry the same Chakra detection properties as its sister technique. What this Chakra detecting mist does is react to foreign chakra; Again, like its sister technique, which gives the user himself no sort of sensing or detection. This allows the mist to navigate other Stygian Water techniques used within it; Guiding the attacks to the largest mass of foreign Chakra detected within. This gives the user an almost "absolute" assurance that their attacks won't be evaded when they need to surely finish the job. Although the techniques would “follow” the biggest foreign chakra source, it wouldn’t be capable of bending around or avoiding things at will. It would mindlessly move towards its target in a linear fashion. A unique feature of this technique is that through the use of the "Chakra per turn" it passively saps from the user, the mist will continuously spread and re-form unless completely gotten rid of. This simply makes up for the weakness it has against low rank winds, allowing it to maintain itself against inadequate responses to it. When reforming it also doesn’t regain full power. It would still be weakened depending on the clash, but would simply still spread and take effect accordingly.

Note: Lasts 4 turns
Note: Needs a 2 turn cool down between uses.
 
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Poison Ninjutsu




(Dokuton: Ikari) - Poison Ninjutsu: The Fury
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( 10 per turn to maintain )
Damage: 80
Description: The Fury is a highly flammable and ignitable liquid poison that works similar to a nerve agent. It causes blisters upon the skin and burning of the eyes and lungs and causes symptoms similar to third degree burns upon any flesh it touches. It can be used by creating a torrent of liquid poison from the hand through a palm strike or it can be administered through a direct finger jab by being used to clad the hand in a liquid shroud of poison. This is partially inspired by (Raiton: Raikiri) - Lightning Release: Lightning Blade and (Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill. However it's real usability comes in when used alongside a fire technique as it is flammable and works like a fuel source similar to oil or another combustible liquid when ignited.
It can be used in the same timeframe as an A rank fire technique or below to raise a fire technique's rank or alongside an S rank but only grants it 10 additional damage. The user is able to clad both of their hands in poison and create two blade-like constructs similar to what can be done with water release or they can clad a single hand in the poison either way they are able to constantly feed poison into the construct in a similar way as to how Lightning Blade can be used. It can be used offensively to attack or defend augmenting taijutsu usage allowing the user to create slashing, piercing or blunt damage but due to needing constant dokuton chakra to sustain it the user is only able to use poison techniques while they extend it's usage.
Note: Can only be used two times per battle and can last four turns at maximum
Note: Can only be used alongside fire techniques twice and can't be sustained if done


(Dokuton: Doku no Chūnyū) - Poison Release: Poison Infusion
Rank: A
Type: Supplementary
Range: Short - Long
Chakra: 30 (+10 per turn per usage)
Damage: N/A
Description: The user uses his Poison Release abilities and is able to making it more deadly with other jutsus. The user will channel their Poison into a their arms causing their arms to turn into a purplish color. Any physical jutsus (Earth, Water, Steel, Bones, Sand, etc.) is infused with poison and gives the jutsu Poison properties. The jutsu infused with poison will slightly have a more purplish color. The infused jutsu will be mixed with a poison the user has on them making the jutsu more deadly by even getting a small hit with it. The infused jutsu will be able to poison the opponent through contact with the infused jutsu poisoning them. The amount of poison the opponent is injected with depends on the size of the jutsu making bigger jutsus the most deadly while small jutsus will be a small amount of poison. This jutsu cannot be used with energy based elements as they would evaporate the poison before it could be fully infused. This jutsu is fast being able to infuse a jutsu with poison as soon as the jutsu is made or released. And it also grants an additional rank and twenty damage to the technique up to A-rank.

Additionally the user while in direct contact with inanimate water can use their poison chakra to mold that inanimate water source, turning it into a liquid poison this can be done passively alongside another technique just like the infusion ability. Once converted the user can freely and passively control the consistency of the poison hardening it slightly allowing him to walk upon it while others will not be able to do this this is similar to Water Walking but only works for the user. This is the same principle behind the infusion ability but is easier because it is being done upon inanimate water. If an opponent begins to sink into the poison it'll be hard to get out because as the opponent struggles to get up the sticky liquid pulls them down. This source of poison can be used for other jutsu as well such as Poison Creation or other techniques. However it can only support poison jutsu A-rank and below. The max size of the area converted is related to the user's chakra input but cannot transform massive water sources like entire lakes or landmarks without multiple uses. The user must have a liquid poison to use as a template to use this ability.

Note: Must be taught by Korra.
Note: Must know Poison Release
Note: Requires a 2 turn cool down between uses
Note: Each use lasts for the duration of that singular technique.
Note: Cannot be used with jutsu that materialize within 5 meters of the opponent.

( Dokuton: Ōkina Nozomi ) - Poison Release: High Hopes
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: High Hopes is a passive technique that happens in the same timeframe as the technique it is augmenting and is based upon the ability to create or copy a specific poison from a simple drop or sample of the poison. Similar to the ability to copy and proliferate poison found in (Doku Sōzō) Poison Creation mixed with the basic ability to simply produce poison the user will produce a drop of any poison they can produce, from any Poison Ninjutsu technique they know and apply it to another technique proliferating and mixing that poison into the formation of the other technique. This allows them to supplant the effects of a different poison onto another poison technique acting as a new mechanism replacing the side-effect based symptoms. Meaning, the user is able to uproot the symptoms from another poison and chemically bind them to another poison, or poison-based technique replacing them.
This can be done in a gaseous or liquid state and increases the chakra found in the technique by ten and the damage of any poison technique it is applied to by twenty damage up to S and Forbidden rank where it instead grants a ten damage increase. Alternatively, the poison can be applied to a gaseous or liquid-based technique allowing the user to impart the symptoms onto just about any other technique imaginable as long as it is elemental in nature and gaseous or liquid in nature. For example, when paired with a Wind Release Technique, the user is able to force poison into the technique giving it a poisonous nature. The same can be done with Water Release, or any other gaseous or solid based technique. This also will increase the chakra and damage found in the technique by ten chakra and twenty damage just like imparting foreign poisonous effects onto another poison technique. It remains a passive ability, that can happen in the same timeframe as another technique when used like this and must be used on a technique that orginiates from the user's body.
Note: Can only be used four times per battle with a one-turn cooldown
Note: The user must reference the symptoms they are imparting onto the technique by copying a poison they know

(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the users basic explosive tags and smoke bombs. Made by someone with an innate curiosity of poison release the tags or canisters can have different substances inside of them if they so choose needing specific skills to acquire these. The first is the basic Med Toxin, this variation requires the user to be a Medical Ninja, it's effects are the exact same as the Med Toxin. The second is their own custom poison this requires the user to be a Medical Ninja with access to a custom poison that they have created. Finally the third is a special poison created specifically for these tags and canisters for anyone with poison release to use. This poison is called Tasha's Hideous Laughter and has specific effects that include uncontrollable laughter on turn one accompanied by auditory hallucinations where people will mock and insult the poisoned individual, blurred vision, twitching and numbness on turn two reducing the poisoned individual's reactions by one fourth, partial paralysis on turn three making hand seals impossible and reducing the effected persons speed by three ranks and finally complete paralysis on turn four. This third variation can be used by anyone who knows poison release.
Note: These need to be mentioned in the bio or in the first post of the fight alongside the variation the user carries
Note: The user is immune to every poison this technique produces except custom ones created by others

(Dokuton: Watashi wa Okoritai) - Poison Ninjutsu: Stick a Needle in Your Eye
Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra: 20 ( +5 to continue producing the poison after activation )
Damage: 20x ( x being number of turns effected )
Description: This technique is based heavily on a range of psychoactive drugs used in an effort to obtain information from subjects who are unable or unwilling to provide it otherwise. The user is able to produce a very potent cocktail of substances that can be administered one of two ways; through a gaseous cloud released from an orifice such as the mouth or nose of the user or created within Short - Mid range of the user with a short range radius or through a liquid that is produced from the skin of the user and injected into the opponent through wounds, cuts or finger-jabs.
To create the gas cloud outside of short range the user must perform the seal of confrontation otherwise they can release it from their body or create it in short range of their self without a seal. Next follows the ingredients of the poison and their subsequent symptoms. First, Midazolam; is a medication used for anesthesia, procedural sedation, trouble sleeping, and severe agitation. It works by inducing sleepiness, decreasing anxiety, and causing a loss of ability to create new memories it also has the effect of putting the poisoned individual into a calm, compliant state. Side effects can include a decrease in efforts to breathe, low blood pressure, and sleepiness causing the poisoned individual to show a visible decrease in their speed and reactions. Next, Sodium thiopental; is an ultra-short-acting barbiturate and has been used commonly in the induction phase of general anesthesia. Thiopental (Pentothal) is used in some places as a truth serum to weaken the resolve of a subject and make them more compliant to pressure as is Midazolam. The barbiturates as a class decrease higher cortical brain functioning. Because lying is more complex than telling the truth, suppression of the higher cortical functions leads to the uncovering of the truth. The drug makes a poisoned individual loquacious and cooperative with interrogators or even their opponent losing the ability to lie and gaining an uncontrollable urge to answer any question asked of them. This can not be used to make them perform actions, only answer questions that they know the answers to.

The neurological effects of the poison are instantaneous making the poisoned individual unable to lie, and they will respond to any question they are asked becoming compliant. They however can still fight and act against whatever they say but are stuck answering questions. This technique is very good for use on captured individuals but is also useful in battles as it can force an opponent to explain their tactics, their elements, their ninjutsu and even things as in depth as their own personality and history as well as what they know about their allies or others. The lowered heart rate, and blood pressure also decreases their speed, and rationality reducing both their running speed and their reaction speed (by three speed levels). This technique works in a similar way as does ( Dokushinjutsu ) - Mind Reading Technique with the questions being asked and answered almost subconsciously. Asking the right question can allow the user to understand what the opponents next move will be and provide them with a better capability of countering and defending against them as well as having them know the positions of their allies, their strategies or various other important information with it being taken directly without consent from the poisoned individual.
Note: Can only be used twice per battle, war, or conflict.
Note: Due to being created through the use of chakra the user is immune to their own variation of Truth Serum, but will not be immune to other users Truth Serum except Howard he's immune to all poisons created from this technique. Snakes or summoning creatures who can produce venom can create this with their own chakra just as a human can.
Note: Effects last until cured of the poison, however if injected the limb involved can be amputated quickly to negate the effects if breathed in, or injected into a non-superficial limb this point is moot.

(Dokuton: Toripuru pointo) - Poison Release: Triple Point
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 to poison techniques )
Description: In chemistry and physics, the triple point is the temperature and pressure at which solid, liquid, and vapor phases of a particular substance coexist in equilibrium. It is a specific case of thermodynamic phase equilibrium. By forcing more chakra than usual into a poison technique while also coating it with a dense layer of chakra and forcing it to pressurize by forcing an immense pressure on it the user is able to raise or lower the temperature and pressure of the poisonous substance in unison. This causes any poison to reach it's natural triple point thus the poison can shift quickly through the three basic states of matter gas, liquid, and solid allowing them to coexist as one creating a superfluid or a supersolid.
By then slowing down and manipulating this process in a very precise and deliberate way the user is able to immediately and in the same timeframe as another poison technique change it's state of matter or change the state of matter of an already used technique. For example they are able to turn a liquid poison technique into gas or a gas one into a liquid; meaning they are able to vaporize or condense the poison without losing any of it's strength instead gaining strength from it. Also a third state of poison can be created one that is different and new this being a solid variation. Solid poison is strong to water while being weak to lightning. This solid form isn't dust-like in nature like what can be done with Poison Creation and instead is a real solid like solid rock or earth with the potential to poison things that touch it. Changing the state of poison is done by basically forcing more poison chakra into a technique and pressurizing it thus making it naturally stronger via giving it a one-rank boost (+20 damage). This is done by pressurizing the poison with that chakra making it denser allowing it to deal more blunt damage when colliding with something. This works up to A-rank (S-rank too, but without the damage boost) allowing the user to alter many forms of poison including another technique or just ambient inert poison on the field. The user can preemptively use this on a technique at the cost of a move to allow for the change of state once in the next two turns whenever he chooses without the use of a move later as he has activated the poison's triple point where it will be in a superposition of all three states. It can happen in the same timeframe as another poison technique but it still costs a move to use.
Note: Can be used four times per battle with a two-turn cooldown.

(Dokuton: Funsai Suru) - Poison Release: Shatter
Rank: S
Type: Supplementary/Offensive
Range: Short-Mid
Chakra: 40
Damage: 80
Description: In essence a trap technique where the user sends moderate amounts of poison chakra into either the ground or air to the area near the opponent. The first variant can be done in close range through close quarters combat releasing the poison from the soles of the feet hiding them by having them burrow slightly into the ground or from a distance by channeling poison through the ground from the soles of the feet. Either way the aim is to create several ( one to eight ) small condensed bead sized orbs of poison to embed themselves in the ground around the opponent. Once done the user can either perform the seal of confrontation causing the poison to detonate or wait for the opponent to step upon the area where the poison is causing the beads to detonate in tandem. When they explode they release a mass of liquid or gaseous poison along with a strong explosion able to create a one meter crater. The poison rushes outward from the tiny bead proliferating itself into a massive amount of liquid or gaseous poison with the aim to strike anything or anyone in a short - mid range area.

Alternatively these beads can be released into the air through the hands where they will float in place until activated or touched where they will then explode doing what was mentioned above but this usage makes it easier to see and defend from. While underground they can only be perceived by chakra sensors or someone with an appropriate sensing ability to know they are traveling underground and they basically act like landmines as per their trap like nature. The poison doesn't have any lasting effects on it's own besides the ability to cause minor cell necrosis mimicking second degree burns. However it can be used with the users own custom poison or Med Toxin to alter the effectiveness of the technique.
Note: Can only be used twice per battle with a two turn cool down

(Dokuton: Gentsū) - Poison Ninjutsu: The Phantom Pain
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The Phantom Pain is a poison that mimics fasciculin a toxic protein that attacks sensory nerves and motor nerves causing neuropathic pain and intense muscle twitching and spasms. It is found in select strains of snake venom including the mamba. Neuropathic pain is pain that isn't exactly connected to an outside injury but instead injuries to the nerves themselves and due to this fact mimic the pain caused by genjutsu induced injury. This poison is administered by coating the hands or feet in the poison and then causing it to create an aura that surrounds the entire limb by partially vaporizing the poison causing gaseous plumes of green poison to fume from the hands. Then through a taijutsu action or just attacking in a free form way the user is able to increase the level of pain felt by attacks by applying the poison to the body through additional offensive actions. In essence the user is able to supplement basic chakra from taijutsu with poison causing more damage than it usually would have on it's own. An example of what this can do is if it is used alongside something like (Konoha Ryūjin ) - Leaf Dragon God instead of using the basic chakra they release to create gale winds and an air current based dragon through the initial kick they can release poison with the kick creating a poison based dragon in it's stead. Once applied to the skin the poison will pass through the pores latching to the nerves of the body causing first a slight numbness that radiates from the point of contact out a few inches before inducing a strong abrupt rush of intense pain that continues to radiate throughout the body as long as the poison is attached to the nerves causing ten additional damage per turn for two turns. As mentioned above this damage is similar to the pain induced by genjutsu thus it on it's own isn't able to break the effected person out of genjutsu as it's basically pain created by tricking the brain into believing damage has been taken.
This pain increases the rank of non-elemental taijutsu techniques by one up to S rank with S ranks it increases the damage by ten. It can additionally be controlled to extend the users reach up to mid range by having the poison burst forward but only works with freeform attacks needing direct taijutsu techniques to still hit their mark to deal the initial damage of that technique.
Note: Can be used twice per battle and the aura lasts three turns
 
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Shady Doctor

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Genos Fighting Style

Genos
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Type: Tai/Advanced tech


Background: Genos was 15 years old and still a normal human being. Even in this harsh world, he had a pretty happy and peaceful life with my family until then. But one day, a crazy cyborg attacked our town all of a sudden. He had completely lost his mind... I guess, his brain had been damaged during its transplantation into his cyborg body. He left after destroying everything in the town. The parks, the schools, the buildings, Genos' home... Of course... his family didn't survive. Only Genos was miraculously spared, but as he was just a meek 15-year-old boy back then,he wouldn't have survived long all alone in the ruins of a town if hadn't passed town by chance and found him. Dr. Kuseno is a scientist of justice and was pursuing the cyborg to stop him. Genos begged Dr. Kuseno to transform him into a cyborg and was reborn as a cyborg who fights for justice. he made a promise to Dr. Kuseno to find that cyborg one day and destroy him.


Description on the Abilities and Inner Workings of the Style:

Tech:

The entire style is based around use med with AI technology to make the ultimate cyborg. Advanced tech is used to make the technology sentient and work with the user with it's own AI. Not only this but med allows the user to replicate vital organs using nano technology to work with the rest of his body, allowing him to replace nearly any part of his body, aside from his brain. The main aspect of this would be an energy core at the centre of the users torso, which acts in a way to charge attacks and maintain the functions of all the technology in the users body. This core is self sustaining recharging itself from the kinetic energy of the users body movements as well as their body heat etc. (To be submitted)

With the core serving as the power source for all technology in their body, their chakra can be used for alternate purposes. All items of the cybernetic body are made of chakra metal carrying the users chakra through it as though it was their normal chakra system. Each item acting as an enhancement for the user's movements, strikes and everything else in combat.

Note: Each item listed in workings will be submitted as it's own form of technology (to be submitted in the CFSJ thread).

Fighting:

Expert Hand-to-Hand Combatant: . The user is able to utilise his various enhancements in order to distract opponents and calculate how powerful they are, as well the exact amount of power he'll need for battle. He makes use of a large variety of weaponry and upgrades in battle, and is a very capable fighter in both close quarters and long range fighting. The hydraulics and the likes in the arms and legs of the user serve for faster and harder strikes, meaning that the user's Taijutsu/weapon based attacks will see a passive +20 damage increase.

The user will then use the nano tech to alter their body to form cannons for attacks as seen with Delta's eyes. They will form jets of flame for speed boosts, from their shoulders for example to propel themselves forwards, or simply reform the nano tech that forms their hand for example into a blade that extends from their wrist for weapon strikes. The user will always have access nano bots within their body to produce these extensions and alterations.




Example Techniques:


(Genos: Būsuto Atakku)- Boost Attack
Type: Attack
Rank: S
Range: Short - Mid
Chakra: N/A
Damage: 80
Description: A taijutsu technique for cyborgs using the advanced technology within their body to deliver a powerful strike. The user will use the Nano tech within their body to form jets on their limbs that use the generator's within to create a jet propulsion. These flames are made through technology alone containing no chakra. These propulsion give a rapid movement to deliver strikes on a new level. Moving at twice the users base speed due to the propulsion, these strikes have another couple of effects. Through the same principles of the leaf dragon god technique, due to the user swing so hard and so fast, the movements themselves give off a pure pushing force in the process in the direction the user moves. Should it be a direct punch then this pulse would be pushed directly forwards. Should the user do a 360 spin it will be pushing out all around them. Linear movements will release a solid pushing force of S rank up to mid range. If the strike more of a full movement, it will only reach short range around the user. Should the target somehow touch the jets that a propelling the users movements they will take 30 damage from that contact.

Note: Usable 3 times, once per turn, two turns between uses.

Incineration Cannon (焼却砲, Shōkyaku-hō)
Type: Tool
Rank: S
Range: Short - long
Chakra: N/A
Damage: 80
Description:
Genos reforms his body to create a mass of cannons as he charges the power form his core to create an energy based beam launches a concentrated beam to rapidly heat up a target to the point of being able to melt various metals. This is energy created by technology being neutral to all.
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Machine Gun Blow (マシンガンブロー, Mashingan Burō)
Type: Tool
Rank: S
Range: Short - long
Chakra: N/A
Damage: 80
Description: Genos throws a chain of fast punches propelled by the hydroponics within his body to create a rapid series of solid punches. It is strong enough to shatter a cliff face.
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Additional effects and Restrictions:
- Must be a cyborg
- Must have Med
- Passive +20 to tai and weapon attacks


CFSJ:
(Genos)
Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is an advanced ninja tool made up of nano technology/Chakra metal infused with Med to create the perfect cyborg body, though on a lesser scale to Delta and Kawaki. This torso contains a core that powers the user's mechanical body which is self recharging, drawing from the users kinetic energy they produce and the heat energy from their body, their movements and even from the sun. The Ai within this is that the nano tech that forms this piece perfectly fits with the users body and is linked to them, acting on it's own while at one with the users. This torso can have various pieces of tech attached to it or within it such as the chakra blades or even have one of the chakra absorption arms fixed into it, making it extremely efficient.

Even with other items attached to the torso, the nano bots will work to enhance them and change the users body at need. A simple example of this would be to create jets from the users shoulders to allow for propulsion. This can be done in a linear manor or the jets can be moved to control the direction to move in arcs, vertically or horizontally. This can be done once per turn taking up one of the users three moves.

Not only does this allow for items such as jets to be made, the user can reshape their body and or arms to form other weapons such as cannons (various other jutsu in the style), weapons such as blades etc or even form shields. Reforming the users body can be done once per turn, equating to up to S rank in strength, depending on the users needs.

Should the users body take damage, they can use the additional nanobots within their body (similar to aburame bugs) to reform their body. Reforming costs one of the users three moves per turn, reformation can be done twice per battle however does not heal the user's health pool. The defence is considered to be C rank, being immune to C ranks and below and health wise reduces C rank damage from all interactions.

(Genos: Būsuto Atakku)- Boost Attack
Type: Attack
Rank: A
Range: Short - Mid
Chakra: N/A
Damage: 60
Description: A taijutsu technique for cyborgs using the advanced technology within their body to deliver a powerful strike. The user will use the Nano tech within their body (Genos technology) to form jets on their limbs that use the generator's within to create a jet propulsion. These flames are made through technology alone containing no chakra. These propulsion give a rapid movement to deliver strikes on a new level. Moving at twice the users base speed due to the propulsion, these strikes have another couple of effects. Through the same principles of the leaf dragon god technique, due to the user swing so hard and so fast, the movements themselves give off a pure pushing force in the process in the direction the user moves. Should it be a direct punch then this pulse would be pushed directly forwards. Should the user do a 360 spin it will be pushing out all around them. Linear movements will release a solid pushing force of A rank up to mid range. If the strike more of a full movement, it will only reach short range around the user. Should the target somehow touch the jets that a propelling the users movements they will take 30 damage from that contact. This is considered a taijutsu attack enhanced through technology.

Note: Usable 3 times, once per turn, two turns between uses.

(Jetto Doraibu Arō) Jet Drive Arrow
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra: 70
Damage: 140
Description: This is the ultimate technique of the Genos cfs. Combining the powers of technology with yang release. Using the Genos technology, the user will create a mass of jets all around his body. The user will then use all the jets at once at their maximum power to propel themselves at an intense speed, moving at 3x their base speed. These jets will release a mass of fire that contains no chakra all around the user aimed away from the users body so as to not incinerate their body. The fire is so strong if it would hit anyone it would deal S rank damage. The yang flowing through the users body will heal the scorch marks from these flames as well as enhance their body to the physical peak. With this the user will do a single strike focusing all the power of their propulsion into this attack. The yang flowing in them will reduce the effects of impact on the users body while increasing the physical attack itself for a single strike. The striking power of this single attack will release a shock wave forwards up to mid range in a pulse due to the combination of the propulsion effects and the strike behind enhanced by yang.

Note: Usable once.
Note: Due to over loading the technology, the user can't make use of the Genos tech or cfs for two turns
Note: No yin jutsu in the same turn.

(Shōkyaku-hō) Incineration Cannon
Type: Attack
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140
Description: The user will draw on the nanobots in their body completely reforming it to produce a mass of cannons all around them. This can be anything from a single finger to their entire body. At the same time the user will flood their inner core, Genos, with a mass of Yin and Yang chakra focused in balance, empowering it to exponential levels. This maximises the efficiency of the technology. This will result in a mass surge of energy flowing into the Nanobots which will form a mass of jets (like that of a rockets) producing a mass blast of fire in front of the user. The unique thing about this is that the chakra is used to empower the technology and the actual flames don't contain any chakra themselves. The yang flows through the user's body to stabilise the system stopping it from overheating and damaging the user, while the yin allows for the creation of additional nanobots to create the jets. These can be formed on any part of the users body. The yang within this technique fortifies the nanobots to stop them from overloading a breaking while they are being pushed to the very limits while giving them a form of semi sentience to know their limits. The yin aspect is the user converts their imagination to create the ultimate combination to form the optimum technology for a short time, being unable to maintain it.

Note: Usable twice, per battle. Four turns between uses.
Note: Prevents the use of technology abilities in the following turn.
Note: No other jutsu above A rank in the turn this was used.



Machine Gun Blow (マシンガンブロー, Mashingan Burō)
Type: Tool
Rank: B-S
Range: Short-Long
Chakra: N/A
Damage: 40 - 80
Description: This is a technique that makes the use of the users ability to create hydraulics within their arms to enhance the power and speed of their attacks. With this the user will use nanobots to create chain of fast punches propelled by the hydroponics within his body to create a rapid series of solid punches. The hydraulics constantly throw the users fists at their target, drawing them back and re firing the punches over and over in a relentless barrage. The B rank vision if fired at 1.5 x the users base speed. The A rank version is fired at 2x the users base speed. The S rank version is fired at 2.5 x the users base speed. B rank can be used 4 times per battle. A rank can only be used 3 times, one per turn. S rank can be used twice per battle with 3 turns between uses. User can't make use of Genos techniques above A rank in the same turn and following if S ranked version is used.


(Taijutsu: Aikaku) Body art: Reformation
Type: Supplementary/Attack
Rank: A rank
Range: Short - Mid
Chakra: N/A
Damage: 60 (+20)
Description: This is a supplementary use of the Genos cfs in which the user controls the nanobots to form in a way that the user can separate their mechanical parts and reattach them. This can be used in two ways, Supplementary or offensive:

Supplementary: The user can detach or reattach part of their body at will. The part they want to detach can still be controlled through signals and reattached at will. If a part is detached from the user it can only reach up to mid range and lasts 2 turns before having to return to the user. If used to detach and reattach in the same turn, it will only cost one of the users three moves per turn. This can be done three times per battle. Only one part can be detached and controlled at a time, controlled by the AI in the "Genos" technology. The user can reattach a part that was forcefully removed, as long as it wasn't completely destroyed.


Offensive: Alternatively the user can release part of their body in an offensive manor, using nanobots to create mini jets on the released parts to propel the chose part at high speeds (1.5x users base speed) to give them in increased range in their taijutsu strikes. Should this method be chosen, the strikes would deal 60 damage. If used with another taijutsu or non elemental kenjutsu strike, it would increase the damage by +20. This can be used 3 times per battle and the limb must return to the user by their following turn. The user can passively call the piece of their body back.

Should the body part be destroyed from either use, the user can release nano bots from their body to reform themselves, though this will not return HP. This can only be used if the user's Genos core is still functioning in their chest, costing a move.

Note: The user can only use one of these variations per turn.
Note: While releasing part of their body, the user can still use that body part to use jutsu, projecting their chakra into it, within reason


 
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Hayabusa Clan Hiden

(Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 70
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.

Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.

Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.

Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.

Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.

(Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme
Type: Supplementary/Offensive/Defensive
Rank: D - Forbidden
Range: Short - Long
Chakra Cost: 10 - 60
Damage:
Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.

Lower Dantian: This application sees the creation of physical entities from Wuji (Nothingness). Entities created with this dantian may possess properties of any material state of matter (solids and liquids primarily) and can be created internal or external of the Hayabusa. Hayabusa are also capable of replacing or adding body parts to themselves (or others through direct contact A-rank usage) such as lost or additional limbs, appendages, or wings. Those with medical knowledge can even replace vital organs, tissues, and cells. The limitations of this technique are that: entities created must be 5 meters away from adversaries unless the user is within close range. Entities such as poisons, diseases, or composites of actual elemental natures cannot be created. Familiars created with this dantian alone are non-sentient. All created constructs possess a black reptilian scale like aesthetic pattern, representing Sokotsu.

Middle Dantian: This application sees the creation of vital/etheral entities from Wuji. Entities created with this dantian possess plasma like forms similar to lightning and fire and appear as translucent black energy. The versatility of this application is less than the lower dantian's application as it possesses no such maluable ability to be formed into multiple different states of matter. Entities created with this application is incredibly high energy giving them the capability to burn on touch or even ignite objects and beings within close proximity (ignition at A-rank and above must be within 2 meters of the entity). The user is immune to their own energy's burning effects. Like the previous application, familiars created with this dantian alone are non-sentient. Entities cannot be created within 5 meters of adversaries unless close range is already established between the user and opponent(s).

Upper Dantian: This application sees the creation of spiritual entities from Wuji. This application allows the user to create a seperate sentience within themselves, or others. This spiritual creation may appear however the user deems fit as it is only a mental representation of the consciousness. Unless created within the consciousness of another, these spiritual beings are only concievable, and communicable to the Hayabusa who created it. Unlike the previous two applications, the user may create this spiritual sentience within another as long as they are within appropriate range. However, their only function is to prevent opponents from using mental/spiritual techniques of certain levels (B-rank prevents enemies from using S-rank and above spiritual/mental techniques. Every rank above that decreases the enemy's use by 1-rank). If created inside the user, the entity acts as a partner capable of using upper dantian techniques without the need for the user's input and is unaffected by spiritual/mental techniques directed at the user. Likewise it can block spiritual techniques on the user's behalf as well (A-rank and below starting at B-rank creations and increasing by 1 rank for every rank above B). This application requires one to be chunin rank and is B-rank at minimum. B and A-rank uses require the user to be within mid-range to use against targets. S-rank requires short range and Forbidden rank requires direct physical contact.

Multi-Dantian: This sees the application of more than one of the dantian being used in one specific use. There are only 3 combinations that may arise from this; lower+upper, middle+upper, and all three combined. The former two applications are a minimum of A-rank. Creating an entity with all 3 dantian is S-rank at minimum and acts as an entirely independent existence.

Note: Genin may use this technique up to C-rank every two turns. Chunin may use this every other turn up to B-rank. Jounin may use this technique up to S-rank (A-rank for upper dantian), however S-rank usage requires a one turn cool down before re-use. Jounin are also capable of using Multi-Dantian.
Note: Dragon/Head Ninja/Master Ninja may use this technique up to Forbidden Rank but only Masters can use Forbidden Rank multi-dantian.
Note: Forbidden usage of any kind can only be used twice per battle and renders the user incapable of using any Neidan technique for two turns after use.
Note: All applications and familiars may be maintained with additional chakra per turn B-rank and below -5 chakra, A to S -10, -15 for Forbidden.
Note: Familiars consisting of multiple dantian last 4 turns if they are A-rank and 3 S-rank and above. However, only one multi-dantian familiar may exist at any given time from the user.

(Hayabusa Kobudo: Kumite) Hayabusa Martial Way: Fighting
Type: Offensive/Defensive/Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (-5 per turn)
Damage: N/A
Description: Kumite refers to the free fighting style of Hayabusa Kobudo. Hayabusa hone their fighting style through the practice of kata (forms) and bunkai (application) which utilize the dantian and Neidan. Over the years, four essential kumite styles have come out of Hayabusa Kobudo that all Hayabusa must learn; Huquan, Shequan, Longquan, and Wuquan.

Huquan (Tiger Fist)

Hu Quan is the fundamental fighting form of Hayabusa Kobudo. The form is characterized as the most direct and offensive style of fighting. Hayabusa will use their lower dantian to draw physical essence from nothingness (Wuji) into their being. The essence drawn into the user’s being increases their physical speed, strength, and awareness allowing them to heightened feats of taijutsu. The user is able to perform taijutsu and other acrobatic movements at twice their normal speed as well as react to anything as long as it is within their range of sensory perception (five senses, taijin, etc). Alternatively, the user can move linearly three times their speed (chunin and above), however this level of movement cannot be maintained for longer than a single turn. As for their power, Hayabusa gain +20 to their taijutsu while using Huquan. The user can use Huquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and chunin can only use Huquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Huquan is that, the user can only use lower dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user becomes unable to use any lower dantian techniques for the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Haquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Note: Only one form at a time can be utilized.
Note: Members are capable of submitting their own Hayabusa Kobudo techniques after having completed all three forms from this technique

(Neidan: Wuxing) Internal Alchemy: Five Agents
Type: Supplementary
Rank: B – S
Range: N/A
Chakra Cost: 20 - 40
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cool down duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.

(Waidan) Golden Elixir
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: The Golden Elixir, also called the Elixir of Immortality is a fabled elixir that is said to grant one immortality. Jo Hayabusa created a concoction in his youth and named it after the fabled elixir. The concoction is a mixture of herbs and soil from Owatatsumi, the blood of the Hayabusa, and the combination of a Hayabusa’s chakra from all three dantian. The result is a fogless, blood red elixir that augments a Hayabusa’s Neidan techniques when touched or ingested. This elixir is stored within a sealed container that, when released, causes the chakra stored within it to overflow back into the user. This elixir increase the strength of a Hayabusa’s Neidan techniques through increasing the chakra output of their techniques.

Note: This elixir can be created by jounin ranked shinobi and higher. Dragon and Head Ninja can carry two elixirs while master ninja can carry three. All elixirs must be posted in one’s bios.
Note: Making the elixir happens outside of battle and requires the user to sacrifice a fixed amount of their chakra. For example, if a user makes 2 elixirs that contain 100 chakra each, then their default chakra capacity at the beginning of battles and/or events is 200 less than what it would normally be. This is a result of the user sealing that fixed amount inside their elixir. No elixir can contain more than 300 chakra.
Note: When an elixir is used, the chakra from the elixir adds to the user’s Neidan techniques every time they are used (by increments of 10) until the chakra is used up. The results of this increases a Neidan technique’s capabilities to match techniques of equivalent chakra.
Note: Hayabusa can also utilize the elixir to elongate a Neidan technique’s turn duration by one turn for every 100 chakra points contained in the elixir. However only one elixir can be used to achieve this per battle.
Note: If anybody other than a Hayabusa attempts to use the elixir they will lose chakra equivalent to what is in the elixir due to their inability to handle the chakra of the dantian.

(Neidan Fuin: Jǐnlǐ Dao ) Internal Alchemy Sealing Way of the Koi
Type: Defensive/Supplementary
Rank: S
Range: N/A
Chakra Cost: 40 (-20 per turn)
Damage: N/A
Description: This is one of the Hayabusa’s most advanced Neidan techniques. This is one of the non-traditional techniques created by Reborn after mastering both fuinjutsu and Neidan. This technique makes use of Dragon Chakra’s inability of being sealed and extends this affect to the user and their techniques. The process for this sealing technique requires the user to first train and store up a large amount of their Dragon Chakra into a single point of their body (similar to Tsunade’s Yin Sealing technique). The focal point for the seal will form a unique symbol that resembles a black and white koi fish circling each other like the Yin-Yang symbol. The second part of this technique is the actual activation of the technique. The user will activate one half of the seal or one “koi” and apply one of the following affects.

Black Koi: The black koi seal resembles a black koi fish with white eyes, whiskers, and a white circle on its head. This half of the koi seal applies to the user’s being. By activating this technique, the user coats their entire body in their Dragon Chakra and thusly become completely immune to sealing techniques. Seals that have been applied to the user will disappear from existence and all future attempts to seal the user in any way will inevitably fail. This includes barriers and other methods that fall into the category that would otherwise seal the user or prevent them from using techniques and abilities due to being or having been sealed or suppressed. The major drawback to this technique is that this technique also erases any self-imposed sealing techniques that are dormant or active. Hayabusa Dragon Chakra is indiscriminate between native and foreign chakra sealing techniques. The second drawback is that: by using this technique it prevents the use of the other half of this technique. This half of the technique creates a paradox with the other half of the technique in that; this technique erases all seals applied to the user including self-imposed ones. The second half of this seal would be included in this clause. However, because the second seal is also Neidan it cannot have a seal applied to it either thus a paradox occurs. To prevent this paradox, the user uses all the chakra in the seal for this half, which would cause the second half to fade out on its own without actually affecting the technique. When this seal is activated the user’s body from the neck down will be completely engulfed in black. Their sclera will become black as well.

White Koi: The white koi seal resembles a white koi fish with black eyes, whiskers, and a black circle on its head. This half of the Koi seal pertains to the user’s techniques. By activating this technique, the user’s chakra flow increases exponentially due to the chakra from the seal rushing throughout their entire chakra system. This results in every technique used after the activation possessing a significant amount of the user’s Dragon Chakra. The implementation of Dragon Chakra will prevent the user’s techniques from being sealed. This pertains to all non-Neidan techniques and will be maintained for a period of 400 chakra used by the user. This does not prevent sealing techniques from being applied to the user that would prevent certain types of techniques like the previous half of the technique. However once a technique is used with this half of the technique activated, it cannot be sealed or blocked by barriers or other methods of sealing. Because of the exponential flow increase every non-Neidan technique would have additional chakra added to it (+20) which would inevitably cause the jutsu to end quicker as every technique will use more chakra than necessary. This is an unavoidable consequence of the technique in exchange for its other benefits.

Note: The black koi seal will remain active until otherwise deactivated. Once deactivated the technique cannot be used again for the duration of the match.
Note: The white koi seal will remain active until the chakra cap is depleted or otherwise deactivated. However, if the technique is deactivated before the chakra is depleted the white koi can be re-activated (turn cost) with the chakra cap being where the user last had it when the justu was deactivated.
Note: Only one half of the seal can be used per match: the black koi requires all of the chakra stored in the seal and erases the white koi. Since all the chakra in the seal is required for the black koi, using the white koi even minimally will prevent the black half.
Note: when using the black koi users are unable to use non-Neidan techniques above S-rank.
Note: To learn this technique the user must have completed Fuinjutsu and be Jounin rank (by the clan's rank).
 
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Hyuga Techniques




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( Hakke Tamashii Kūshishō ) - Gentle Step Ghost Lion Palm
Rank: S-rank
Type: Defensive, Offensive
Range: Short-Long
Chakra cost: 70
Damage points: 120
Description: Through the use of raw chakra control or through his Tenkaitenyajū (Including partial), the user is able to create projectile versions of the Gentle Step Twin God/Lion Fists from their hands, albeit slightly different. This could even be seen as a sister technique of ( Hakke Kūshishō ) - Gentle Step Vacuum Lion Palm, from the similarities In looks and how they are used; Though unlike the golden color of the sister technique, this one would take on a pale white glowing effect. This technique also differs in the type of destruction it does when fired off, not doing the raw physical damage to everything around like it sister technique. In fact, this technique is also Infused with Yin and takes on inherent properties of Hands of Sloth; existing solely as spiritual constructs. This doesn't stop it from interacting with energy based constructs and other physical techniques though. The real damage comes into play whenever it hits a human or other living being with chakra. Not only would the chakra seep into the body and do spiritual damage , but it would absorb chakra from the target and directly lower their chakra reserves. This chakra absorption would come at a rate of -100 but would not go back to the user, it would simply be taken away and wasted. These lion heads are capable of being fired in rapid succession or as single projectile, having it's power split unless firing at multiple targets. In the case of firing at multiple targets, the lion heads would each carry 100 damage instead of the maximum, and can only work with up to two targets before splitting damage.
This technique doesn't require the user to have Tenkaitenyajū active, but if used through Tenkaitenyajū it would have its size risen to 5m lion heads.
Note: Require the user to have activated his Tendogan.
Note: Can only be used by Hyuga Clan members
Note: Can only be used 2x with a two turns cool down between uses
Note: No Yin release in the same or next turn of this being used and the user can't use any S-rank or higher Jyuken techniques next turn.

( Hachidori no yasashī uta ) - Gentle Song of The Hummingbird
Rank: S-rank
Type: Defensive, Offensive
Range: Short-Long
Chakra cost: 40 (60)
Damage points: 80 (120)
Description: Gentle song is a Jyuken technique developed by a Hyuga that liked to indulge in mid to long range combat along with his Jyuken style. By implementing both shape manipulation and Vacuum palm, the Hyuga was able to create a technique that allowed them to make use of the precise attacking of tenketsu at a range. With thrusts similar to that of the Eight Trigrams attacks, the user would release projectiles that resembled ghostly versions of small hummingbirds; Releasing a flock of 128 in mere moments. The special thing about these projectiles would come into play once hitting a living being with a chakra system. Not only would the birds damage the flesh and muscles when going through the body, but they explode inside, flooding the chakra system with chakra and damaging the tenketsu. This would cause the same drawbacks as the Eight Trigrams One Hundred Twenty-Eight Palms technique; Eliminating their ability to use B-rank and above levels of chakra for two turns. In cases that the user has the Tendogan, the user would be capable of shooting 256 hummingbirds and take on the effects of the Eight Trigrams Two Hundred Fifty-Six Palms; Not only increasing what its base damage is, but also taking on the chakra sealing ability of semi-permanently dropping their chakra totals to half.
Note: Usable 3× with a two turn cool down, though Tendogan variant can only be used once.
Note: When Tendogan variant is used the user can't use any S-rank or higher Jyuken techniques next turn.

( Yūgana sheru ) - Graceful Shell
Rank: S-rank
Type: Defensive
Range: Short-Long
Chakra cost: 60
Damage points: (100)
Description: Yūgana sheru is a purely defensive technique that takes on the aspects of (Jūken: Chou) - Gentle Fist: Block, Eight Trigrams: Palm Rotating Heaven and the chakra draining of Hyuga, combining them for a swift yet effective defense. Used typically on close combat techniques, but usable to block certain blunt force techniques also, this technique is flexible in use and can be deployed in a moment's notice. When a physical blow is about to make contact with the user, whether from a taijutsu attack, kenjutsu attack, blunt force blast or even a punch from an earth golem, the user would instantly release chakra from his tenketsu at any point of the body or even the entire body. This, coupled with the rotations abilities being implemented, a small "shell" of rotating chakra that covers an area of the users choosing would be conjured for a brief moment. This would do a few things at once to protect the user from damage. Firstly, using a basic martial arts skill pushed a bit further than usual, the shell would move the users body part/body away from the blow as it attempts to make contact, therefore mitigating the damage that would have been done. Along with that, the rotating chakra would be rotated precisely to direct the attack in another direction, therefore completely mitigating the remaining damage if possible. Even though this technique is used to mitigate damage done, the user still can be pushed back and such; this is simply used to stop the user from being harmed or fully harmed in cases of techniques that simply can't be stopped.

Note: Requires the Tendogan due to the sharp increase of chakra used when deploying the defense.
Note: Only usable 3× with a 2 turn cool down
Note: No S-rank or higher Jyuken the same turn this is used
Note: Boosts to Hyuga/Jyuken techniques can be applied to this technique in the form of boosting the defense instead of damage. I.e. a Hyuga technique that boosts the rank or damage of a technique by +20, would instead boost this techniques defense by 20 if logical

( Hachi no uta ) - Nature's Calming Touch
Rank: A-rank
Type: Supplementary
Range: N/A
Chakra cost: N/A (+10)
Damage points: N/A (+20)
Description: Nature's Calming Touch is a jyuken style technique that acts simply as an infusion. With the basis of Jyuken style techniques being pretty straight forward, certain members of the clan came up with ways to further bring versatility to their base techniques they had access to. When performing a technique of Jyuken style, the user simply infuses the technique with small portions of elemental chakra of their choice. This not only strengthens the technique directly, but gives the technique properties of the infused element in order to cause adverse effects on the opponents body: With fire, the technique would take on a light orange/red fiery hue and the techniques would be capable of burning the target on contact. With water, the technique would take on a dark blue hue and upon contact with targets the user is able to absorb an additional -20 chakra. With lightning, the technique would cause a 1 turn paralysis when making contact with the target. With wind, the technique would gain a suction effect that brings targets within 5m of the technique into it to hit them with immense force. With earth, the technique gains a slight weight change ability, making targets extremely heavy on contact and making them lose 2 base speed that lasts 2 turns.
Note: This technique can only be used 4 times with a two turn cool down between uses.
Note: Due to this technique having no use on its own and needing to be applied to other techniques, it can be used passively next to hyuga techniques.





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

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

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

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

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

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

(kansetsu shogai)
-joints disorder
Rank:A
Type: Defence/offense
Range: close
Chakra Cost:30
Damage points: 60
Description: The user performs a series of gentle fist strikes on the target,but not the chakra points nor the gates but the joints(major joints).thus temproraly disordering them and leaving the target defenseless.
-target stays immobilized for a turn.
-twice per battle.
-must be a hyuuga clan member.
-Must be taught by Seto Kaiba

(Yubi Funsha)
-Chakra Finger Jet
Rank: A
Type: Attack
Range: short -mid
Chakra Cost:30
Damage points: 60
Description: The user compresses the chakra in their fingers and shoot them out in form of jet that travels at great speed and are capable of cutting through concrete.
-Must be a hyuuga clan member
-3 times per battle
-Must be taught by Seto Kaiba

(Myou Yakke)-Chakra Coat
Rank: A
Type: Defence
Range: N/A
Chakra Cost:40
Damage points: N/A
Description: The user molds up huge amount of chakra within their body then channels it out through all 361 chakra points to form a blunt coat ofchakra covering their whole body.This chakra coat enables the user to walk on sticky materials, spikes and also a good defense against chakra base attacks(A ranks).
-can only be used by a hyuuga clan member
-only twice per battle
-the coat last for 3 turns.
-Must be taught by Seto Kaiba.


(Mittsu Doragon Hira)- 8 Trigrams Dragon Palms
Rank: S
Type: defence/Attack
Range: close
Chakra Cost:40
Damage points:80
Description: The user focuses a huge amount of chakra into both palms and manipulates it to become a sphere of chakra with a dragon head in the user palms. A single touch of this chakra will sink into the targets body and damage their internal organs.
-3 times per battle
-last for 3 turns
-Must be a hyuuga clan member.
-This tech can be combined with normal tai.

(Mittsu Semento)- 8 Trigrams Chakra Cement
Rank: S
Type: defence
Range: long
Chakra Cost: 40
Damage points: N/A
Description: The user concentrates a huge amount of chakra, then channels it into the earth and with great concentration he/she cements the entire area with chakra, preventing earth(ground) based jutsu .
-This technique becomes a success in one turn meaning it takes one turn after the jutsu has been used cement the whole area.
-useable only by a hyuuga member
-the chakra cement lasts for 5 turns and once per battle.


(Chakra Zesei ) -Chakra correction
Rank: S
Type: defense
Range: N/A
Chakra Cost:40
Damage points: N/A
Description: The user focuses and compresses the chakra in their thumb,then poke theirselves with it,thus sending in a wave of chakra into their body to correct their chakra flow, if previously disturbed.
-Must be a hyuuga clan member
-3 times per battle

(Hakkeshou kuuhaku Kaiten) - 8 Trigrams chakra spikes
Rank: S
Type: Attack
Range: long
Chakra Cost:40
Damage points:80
Description: After the user must have used (8 trigrams chakra cement) to cement the entire battle field. Then he puts his hands unto the
ground ,whilst manipulting the chakra cement to gain a spike shape,making it to instantly erupt all over the battlefield.The chakra spikes are 5 ft and are extremely sharp.
-must be from the hyuuga clan
-only once per battle and lasts as long the chakra cement is available
-must have used chakra cement.

(chou Hakke Hazangeki) - Giant mountain crusher
Rank: forbbiden
Type: Attack
Range: long
Chakra Cost: 50
Damage points: 90
Description: This technique,is a larger variation of "8 trigrams air palm".This jutsu allows the user to gather a very large amount of chakra into his dominant hand,then thrusting his palm forward, he is able to release an air palm but at a far more larger scale.Although this chakra burst travells with an insane speed,its strength is equal to the ones of "8 trigram mountain crusher".
-must be a hyuuga clan member
-Twice per battle
-due to the strain caused by the air-palm to the user,he is unable to
use hand based taijutsu next turn.

(Jukenpo:Aoi Jiten ) - 8 trigrams:Blue rotation
Rank: S
Type: Defense
Range: close
Chakra Cost:40
Damage points: 80
Description: This is a unique type of rotation that requires the addition of a little quantity of water chakra to the normal chakra needed for
rotation.first off,the user channels out water
based chakra through all 361 chakra points
whilst immediately following it with the channelling out of non-elemental chakra making they two almost close before rotating rapidly, thus using the water chakra as a sheild against opposite/weaker elemental attacks. whilst in rotating motion the chakra dome gives off a blue color, unlike the normal rotation,hence the name.
-must be a hyuuga clan member.
- twice per battle.
-this is a good defense against certain fire
based jutsus but leaves the user completely
open for any lightning jutsu.

(Jukenpo:shiro Jiten ) - 8 trigrams: white rotation
Rank: S
Type: Defense
Range: close
Chakra Cost:40
Damage points: 80
Description: This is a unique type of rotation
that requires the addition of a little quantity of
wind chakra to the normal chakra needed for
rotation.first off,the user channels out wind
based chakra through all 361 chakra points whilst,immediately following it with the
channelling out of non-elemental chakra,making they two almost close before rotating rapidly, thus using the wind chakra as a sheild against opposite/weaker elemental attacks. whilst in rotating motion the chakra dome gives off a whitish like color, unlike the normal
rotation,hence the name.
-must be a hyuuga clan member.
- twice per battle.
-this is a good defense against certain lightning
based jutsus but leaves the user completely open for some certain fire jutsu

(Jukenpo: jin Jiten ) -8 trigrams:Silver rotation
Rank: S
Type: Defense
Range: close
Chakra Cost:40
Damage points: 80
Description: This is a unique type of rotation
that requires the addition of a little quantity of
raiton chakra to the normal chakra needed for
rotation.first off,the user channels out raiton
based chakra through all 361 chakra points
whilst,immediately following it with the channelling out of non-elemental chakra,making
they two almost close before rotating rapidly,
thus using the raitön chakra as a sheild against
opposite/weaker elemental attacks.whilst in
rotating motion the chakra dome gives off a
Silver color, unlike the normal rotation,hence the name.
-must be a hyuuga clan member.
- twice per battle.
-this is a good defense against certain earth
based jutsus but leaves the user completely
open for some certain wind jutsu.

(Jukenpo:Akai Jiten ) - 8 trigrams:Red rotation
Rank: S
Type: Defense
Range: close
Chakra Cost:40
Damage points: 80
Description: This is a unique type of rotation
that requires the addition of a little quantity of
fire chakra to the normal chakra needed for
rotation.first off,the user channels out fire
based chakra through all 361 chakra points whilst,immediately following it with the
channelling out of non-elemental chakra,making
they two almost close before rotating rapidly,
thus using the fire chakra as a sheild against
opposite/weaker elemental attacks. whilst in
rotating motion the chakra dome gives off a red color, unlike the normal rotation,hence the
name.
-must be a hyuuga clan member.
- twice per battle.
-this is a good defense against certain wind
based jutsus but leaves the user completely open for some certain water jutsu.

(Jukenpo:chakassh Jiten ) - 8 trigrams: brown rotation
Rank: S
Type: Defense
Range: close
Chakra Cost:40
Damage points: 80
Description: This is a unique type of rotation
that requires the addition of a little quantity of
earth chakra to the normal chakra needed for
rotation.first off,the user channels out earth
based chakra through all 361 chakra points whilst,immediately following it with the
channelling out of non-elemental chakra,making
they two almost close before rotating rapidly,
thus using the earth chakra as a sheild against
opposite/weaker elemental attacks.whilst in
rotating motion the chakra dome gives off a brownish like color, unlike the normal
rotation,hence the name.
-must be a hyuuga clan member.
- twice per battle.
-this is a good defense against certain water
based jutsus but leaves the user completely open for some certain lightning jutsu.
 
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Shady Doctor

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Biju Related Techniques




(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.

( Kodomo ) - The Kid
Type: Weapon
Rank: S
Range: Short-Mid (Long for Gun abilities)
Chakra: N/A ( 20-40 if Used to attack )
Damage: 60 (Melee) | 40-80 (Gun attacks)
Description:
Kodomo is a unique weapon, crafted and wielded by Mala's ancestors Before her. This weapon comes in the form of "Gunchucks", a pair of Nunchucks with gun-like mechanics built into them so the user can combine both close combat and shooting into one. With each Nunchuck being a gun also, each would have a barrel at the end for bullets to come out in 2 different styles: Bursts and Beams. The way the guns work are pretty unique also. Being created directly for users of a biju, the guns resonate and only work with biju chakra directly. The biju would use its passive chakra transfer to store up to 200 chakra within the guns for future use, counting as one official use of it. Once the chakra has been stored, the biju itself is the one with the control over when the chakra is shot or not since it is their chakra being controlled by them still. This makes for the gun's attacks to come out in the visual And physical form of a biju cloak; Being reddish-orange in color and burning on contact with things.

Bursts: Bursts are the projectiles of the guns. Using chakra that has been transferred to the guns, the biju is able to release blasts in the form of projectiles. These projectiles can be focused to be like bullets so that the user can accurately and efficiently hit targets if needed. On the other hand, the projectiles can be shot out in an unfocused manner, coming out as a wide spread shockwave in this case, in order to hit bigger or multiple targets.

Beams: Beams are the more "stream" like shots of the gunchucks. The beams come out just as that; Either completely focused beams that would be thin and direct in order to his smaller targets. Or it can be a widened, unfocused beam that would cover a wider area of affect, reaching up to a 5x5 meter diameter.

Besides the gun aspect of the gunchucks they were initially used for close combat, thus the chucks are made of a special chakra laced metal, which makes them hard to break and able to cause significant damage when hit with them. The chains that link the chucks also can passively lengthen, enabling the user to use melee attacks up to mid range max.

Note: Takes a direct S rank to break the gunchucks.
Note: Attacks are done through the biju and its chakra, thus can be used in the same timeframe as other jutsu of the user but would cost a move slot still.
 
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Shady Doctor

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Ninja Tools

(Ekō) - Echo
Type: Tool
Rank: A
Range: Short
Chakra: N/A (-10)
Damage: N/A (+20)
Description: Echo is a simple technological tool which compliments the use of Sound Ninjutsu. This comes in the form of ear buds that have a specific set of functions. First and foremost, the buds passively and automatically sync with the user's chakra and only comes into being "active" when Sound Ninjutsu are used. Once the earbuds sense the chakra being used, they both let off unique sounds. The left bud would only sap (-10) chakra from the user to create its sound, passively creating a pulsing echo of said sound which would in turn increase its range by 1. Of course this wouldn't apply to Long range techniques so the chakra deduction wouldn't happen with them. The right earbud would sap (-10) chakra from the user in order to apply it to said technique. This would passively create a sound that would resonate with the sound technique in such a way that they become louder and more aggressive. This in turn would increase the damage by (+20). An ability that the buds share in a defensive mechanism. By spending 30 chakra, the user is able to release from the buds that is inaudible and harmless. The sounds simply change wave lengths in order to resonate with and cancel out incoming sound techniques that rely on sound (Sound Gen) or entering the body (Hindering Sound). This ability would only work on A-rank and below techniques, With A-ranks simply losing a rank, while anything lower is simply cancelled. This can be done up to 5 times a battle.

Note: Left and Right buds cannot effect the same technique in the same turn; Other than the defensive mechanism, which would count as a move per turn to use.
Note: The boosts (Range or Damage) can only be applied to one technique per turn each.

( Kyuu-tsuki ) - September
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.

Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

Learned here

(Cyberdyne Adobansa Kuchiyose no Jutsu) - Cyberdyne Advancement Summoning Technique
Type:Tool
Rank:A
Range:N/A
Chakra: 30 (+Original Summoning's Chakra cost)
Damage:N/A
Description:Advancement Summoning Technique, is a tool that allows the user to summon cybernetic organisms of their summoning contact of the summon being with both organic and biomechatronic body parts. Appearing as brace-band, usually in dark colors with relic like writing upon it however, very futuristic. To summon the cyborg-creature of the ninja, they will wipe blood on this brace-band, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch an object or not, then a sealing formula will appear short range to them. These summoned cybernetic organisms, have their restored functions and now enhanced abilities due to the integration of some artificial component or technology that relies on some sort of feedback: Due to the cybernetic enhancements, they're subject to a lesser cyborg attributes as they have increased durability ( Immunity to D rank and below physical attacks and -10 damage from up to B rank physical damage ) and strength ( +10 damage to Taijutsu ). However, due to this enhancement, they are also more vulnerable to Lightning jutsu, increasing the damage done to cyborgs by 20 damage. Energy based attacks deal the same amount of damage.
Note:
The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. Specific cyborg summonings have to be created via submission. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user. The user can only have up to 2 present on the field at any time.

Dēmontsuingan | Demon Twin Guns
Type: Tool
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: Demon Twin Guns(DTG) are named Liz and Patty and are Beretta M9 Pistols. Starting out each gun clip hold 100 chakra. The user must spend 100 chakra per clip to fill them up. These guns can release bullets from D-A rank that uses 10 - 30 chakra points which goes from 20 - 60 damaged; they do use a move per turn. These bullets can be shaped into different looks besides just bullets. These bullets can be elemental or raw chakra and follow the weaknesses of shaped manipulated elemental or raw chakra. The real special ability of these pistols are they can be used by Samurais to be used for Samurai Saber and to extend out the barrel and be used the same away as a katana when they use Samurai Saber and follow the same principles. The handles can fold down by just pressing a button on whichever one or both to be used as hilts and the barrel acts as the blade its self to be used with Kenjutsu but mainly Samurai Saber because they are not sharped.

[Magunasu no epitōmu: Epitome of Magnus]
Type: Tool
Rank: N/a
Range: Short - Long
Chakra Cost: N/a
Damage Points: N/a
Description: This is a unique technology that is actually made to look alike the casing is a book so as to not draw attention to the contents. Within their are six beacons, all the size of a golf ball. This is a technology specifically designed for deception. How it works is the users will set up a minimum of three of these beacons, then when they activate them, they will connect and form a distortion field of sorts. What this will do is create a hologram. This hologram will reflect and blend into the area where they are placed, for example, in a forest they would show trees. A barrier of sorts to hide what was truly inside. Not only this but they would give off a frequency to disrup chakra sensors from sensing the chakra of those within the barrier. This distortion is released around and would stop sharingan and rinnegan from seeing chakra within, though byakugan would be able to look beyond the barrier and see what was within. It was designed for reconnaissance missions, hiding the users in plain sight along with their chakra signatures. If one of the beacons would be damaged, the field would fail and need to be set up again or reactivated. Due to the set up required, generally not the most useful technology when it comes to a fight. If it were to be used in a fight, activating the field would cost as a single move by pressing the button within the "book" container.

Alternatively, this can be used by cyborgs by having the beacons fitted throughout their cyborg body, activating the field to specifically coat their body, like a skin tight hologram barrier that block chakra signals. If used in this way, it will last up to a maximum of 4 turns, being usable twice per battle. Should the cyborg have an AI, it can activate it in the users place, though still costing a move slot.

[Kairosu no unpan hito: Kairos fateweaver]
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/a
Damage: N/A
Description: This is an adaptation of the ninja tech drone seen in the series, though designed in a different way. Instead of being used for offensive purposes, it's used for tracking or scouting missions. This is designed to look like a small hawk so as to blend in to most situations. It is powered by a battery rather than through chakra which helps it go undetected when being used, the one downside to this is doujutsu would be able to recognise it due to it's like of flowing chakra should they see it out in the open. It is made of a light alloy which allows it to fly by flapping it's wings to help it blend in. This small hawk has visual and sound receptors allowing it to see and hear, which is then relayed back to the user through a small devise they fit behind their ear that links this to the user through information in a way similar to chakra sensing ( instead of directly hearing or seeing, it is translated into feedback the user is made aware of, unlike Rinnegan linked Paths or animals). This can fly around while relaying information to the user up to 2 landmarks away allowing them to scout out potential threats for the user. This battery will last for 10 turns of travel in total allowing it to scout and return for short periods at a time. They eyes are similar to that of a hawk in a sense they were designed to be able to zoom in and focus on something in detail with their vision for a clear picture, much like on a modern day camera. Though its made of a metal alloy, the hawk can be destroyed by any B rank and below jutsu.

(Shōkyaku-hō) Incineration Cannons
Type: Tool
Rank: B - S
Range: Short-long
Chakra: 20-40 (from absorbed techniques)
Damage: 40-80
Description: This is an advanced technology based on nano bots flowing through the users body, connected to all their technology. These nanobots will rapidly move, binding together to form cannons/lasers etc from the users body in a various array depending on the users need. What's unique about this is rather that use the users chakra, it will activate off signals the user sends through their technology for form this weaponry. From here it will uses the batteries charged within the nanobots to activate. Alternatively they can use the energy that has been absorbed through other technology such as the chakra absorption arm. From here these cannons can use the mechanics of technology to fire an assortment of ranged attacks.

Lightning: The batteries or chakra will be used to fuel the mechanics that the nanobots form to create a mini turbine that will generate static electricity that is then fired from the cannon/cannon's formed on the users body. This can be released as large burst or focused beam, depending on how the cannon was originally formed.

Fire: The nanobots will form a scaled down version of a jet engine, using the chakra/batteries to create bursts of fire which can be fired in a focused beam or in a large blast. This can be used for offensive reasons or even used as a means to propel the user.

Batteries: This betters hold energy in each nano bot which when used would be the equivalent of 40 chakra points. What this means is the batteries in the nano bots will only be able to fire one S rank in total or 2 B ranks for example. After this these bots will be drained until the user uses other technology to recharge them for this. Alternatively the user can passively recharge them by fuelling 40 chakra into them himself.

Note: None of these blasts contain chakra as advanced technology is used to create the effects. The chakra is only used to fuel the device.
Note: S rank can only be used 3 times with two turns between uses. A rank can be used 4 times and once per turn. B rank can be used once per turn

(Shinsei chāji | Nova Charge)
Type: Tool
Rank: B
Range: Short-Long
Chakra: 40
Damage: +20
Description: This is a unique technique where a cyborg will over charge their enhancement while performing a technique. By releasing a surge of chakra into the technology, they will cause it to operate at its maximum capacity, converting the chakra to electrical energy to increase the overall output. This can have a series of effects. In the case of offensive jutsu it will translate to increasing the damage of the jutsu by +20 damage points. In the case of supplementary and defensive jutsu it will translate a little differently. In the case of defensive jutsu, it will increase it's defensive power by 1 rank up to a maximum of S rank. This can be used in the same time frame as when activating a piece of technology.

Note: Usable 3 times lasting 3 turns, once per turn and only be used on a piece of tech once in general.
Note: If a piece of technology is buffed by this nova charge, its abilities can't be used in the following turn of this running out due to the device potentially overheating.

(Nanosuu~ōmu) - Nano Swarm
Rank: N/a
Type: supplementary
Range: Short - Long
Chakra: (+10 to the jutsu used)
Damage: N/a
Description:
Nanobots: Through recent years technology has advanced to the point that shinobi can even use nano technology in the form of nano bots for various uses. With this the nanobots were designed with a specific program gaining their own unique use/benefit. When a shinobi uses a jutsu they can choose which type of nanobot they make use of, choosing one of the following:

Absorb: This is a specific type of nanobot with mini generators within specifically used to consume chakra, based off the absorption arm technology and Delta's eyes, but on a weaker scale. When a jutsu comes into contact with these nano bots, they will instantly consume 10 chakra from the jutsu, weakening it, reducing it's power by one rank.

Hardening: This type of nanobot is one that is formed in such a way that they can fuse together in a certain formations. Using knowledge of alatropes of carbon, where rearranging the same substance can make it harder, the nano bots act in the same way, forming in the same shape as carbon atoms in diamond to create an extremely solid defence. What this means in rp terms is, the nanobots will increase the damage they do by one rank and increase their defensive capabilities by one rank. This will only apply to direct/physical interactions using the nanobots.

Camouflage: These nanobots were created for stealth based actions. Using advanced technology to project a field around themselves to make them seem invisible. In reality this is jutsu a projection. This will prevent people from seeing the technology created from the user's body. This does not stop chakra sensory, dojutsu, or other forms of sensory from perceiving the user, only capable of blocking normal vision.

Note: Only one type of nanobot can be used per turn. This is applied in the same time frame as another jutsu though costing a move slot. Only one type of nanobot can be in use at a time, applied to all the nano technology the user uses.
Note: Can only be used three times per battle.
Note: This will only work for nanobots being released from the user's body, or technology formed within the user's body.
 
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Taijutsu | Nintaijutsu






( Senriku ) - A Thousand Lands
Type: Attack | Defense
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Senriku is a unique Taijutsu technique usable only by masters of the Seven Heavenly Breaths mode, and requires the Silent fist ability to be active also. Seen as almost a sister technique to EIG's "Morning Peacock", Senriku aims to strike the enemy down with countless punches. Usually initiated by striking the target or air with extremely strong and fast punches, the immense strength granted from the breaths being used would cause the air around the Silent fist aura to ripple into shockwaves that make the feathers of the aura completely tangible and visible. Unlike the flaming feathers of morning peacocks speedy punches, Senriku merely creates crushing winds in the shape of the owl feathers that would overwhelm the target in a moment's notice and cover a large area in front of the user. The rippling shockwaves coming off of the aura and punches would be powerful enough to even crush through and push away Ninjutsu of the same strength or lower, and can completely mangle a human body if not defended from properly. Unique to the silent fist style of fighting that comes with the Seven heavenly breaths mode, due to being created from and extending from the silent fist aura, the shockwaves would carry the same silent aspects of the aura and would be become harder to track (x3 more tracking needed); Though the shockwaves aren't moving any faster than normal, simply unpredictable due to the sheer number of strikes being silent.
Note: Requires at least the 4th Breath active to use
Note: Requires Silent fist to be active
Note: Can only be used 2x with a two turn cool down.

( Burū Hōru ) - Blue Hole
Type: Attack
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Blue Hole is a physical technique that takes advantage of the user's unrivaled raw strength to completely overwhelm the opponents by physically grabbing them. The user would grab the target, usually somewhere on the upper body such as palming their head/face or grabbing them by the neck or shirt. In the same motion of grabbing the target, the user would swiftly slam them downwards into the with all the force that they could possibly muster. The impact of the user slamming the opponent into the ground with such force causes a shockwave that shoots the target downwards as it creates a hole 15m deep. Something unique that happens during the motion of the user grabbing the opponent and pushing them downwards to slam them into the ground, is that the air pressure from the powerful downwards forces would push away everything from the users body, along with having a similar effect to 'Air Time" on a rollercoaster for the opponents. This would make it nigh impossible for a normal non enhanced strength person to make movements such as grabbing the users arm or even jumping away etc due to the negative G-force pushing against their bodies and the lack of friction during that split moment allowing the air to basically act like an immense gravity on them. This would take effect of people's bodies depending on the difference of their body stat compared to he users.
Note: Can only be used with at least the 4th breath active.
Note: The G-force effect in this case would be based off of the body attributes of both the user and target. If the user has 2 or more body attribute than the target, then the G-force on the body would cause the target to be unable to physically move during the attack.
 
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Duel Monsters

Duel Monsters (Dyueru Monsutāzu)


Type: FuuinBukijutsu
Background: There have been stories about card based combat from the time when chakra was first being used, but no one could find any proof of this. In his travels, Broly discovered some of these cards that were sealed with wonderous abilities and started to experiment with them. Eventually he mastered and even created more of these cards, thus remaking the style for modern use.
Description on the Abilities and Inner Workings of the Style: This fighting style revolves around, in a nutshell, enhancing the user's weapon combat. However, it has 2 unique twists. The first is that all weapons used in this style are thin, but sharp, sheets of metal around the size of playing cards. These may be thrown just as regular kunai or shuriken can be and are mostly the same in their use by themselves, simply a different shape. The second is that the sheets of metal are pre inscribed with seals that do different effects and according to the different inscriptions on the card. These inscriptions can be quite detailed and even colored, however this is merely an aesthetic detail. The parameters of these seals will be explained below

There are 3 different variations of the seals that are placed on these cards, each going by a different name.


Monster Cards: These cards have a seal inscribed on them that require a trigger to activate, which can be anything from travelling a certain distance to encountering foreign chakra. Once this trigger is met, the seal releases a barrier around the weapon, similar to "(Fusen no Kekkai) Tag Barrier". However these aren't simply spheres or boxes, these barriers are actually molded and shaped into different forms, thus making them on par with elemental releases. Normally, the weapon would still travel in its thrown direction, but these barriers are able to physically interact with the enviroment around them, thus allowing the weapon to change speed and directions. Given that the barriers have a source of chakra via the seal, the user is able to perform other techniques while using them. The barriers can all have different effects of course, depending on what seal is used. These barriers can be extremely detailed and even given color, however this is just cosmetic

Example of a barrier




Spell Cards: These seals give the card a special affect that can either effect an enemy, the landscape, or a monster card. For example, some spell cards "equip" to an already made Monster Card barrier, thus releasing something like an element onto the Monster Card barrier in order to make it stronger or addidng a barrier type fuuin weapon to the monster card. Some spell cards are standalone and thus can seal or unseal objects/chakra/clones/summons/the ground/etc, thus giving the weapon an extra effect when its seal is triggered. These cards generally give positive effects and are used to strengthen for the most part

Example of a spell card that equips to a monster card (object that equips is shown in illustration)





Trap Cards: Whereas spell cards usually give positive effects, trap cards generally give negative effects to either an enemy, their attacks, or the landscape. Trap card seals are also standalone and give the weapon an effect that can seal, unseal, or release barriers that specifically affect an enemy target or his attacks in a negative manner. Trap cards function mostly like spell cards, only dealing in negative aspects and weakening instead.


Example of a trap card



All specific restrictions and abilities to each specific card are to be made on a case by case basis in submission. These are just general parameters of the different types of cards. All of these seals however, just give the original weapon different ways to be effective and useful in battle, thus remaining in the range of a CFS. Without all the bells and whistles the cfs is very established in weapon combat. Monster cards are simply erecting barriers around cards in order to make them more deadly and give them an extra ability. Spell cards either enhance said barriers or standalone to give the weapon a Supplementary ability. Trap cards do the same as spell cards, besides enhancing monster cards, only dealing with taking away abilities and power





Example Techniques:

Nightmare Troubadour: Kuriboh
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Monster Card: The user will throw out a card that, when it reaches short range away, will form a barrier around the card that resembles a small furry monster. The barrier is filled with a brownish colored smoke. This barrier is designed to take up to B rank hits from the opponent, releasing its smoke as a cover when destroyed to help the user get away unseen. Mainly used as a last ditch effort.

Nightmare Troubadour: Bottomless Trap Hole
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Trap Card: The user will throw this card facedown and it will remain dormant until activated. Once a summon or clone is made by the enemy this card will release a series of kanji underground until it reaches the entity in question before it releases a short range seal similar to that of "(Fūin Fuda ) – Sealing Tag". This seal will immediately seal the entity into itself for the rest of the battle.


Nightmare Troubadour: Magnum Shield
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Spell Card: The user will throw this card at an already made Monster Card or throw it together with a monster card. Once it makes contact with the monster card barrier, it will add onto it a barrier type fuuinjutsu seal. This shield allows the barrier to defend against an attack 1 rank higher than it normally would, but vanishes once it is used once

Additional effects and Restrictions:
this CFS is regarded as falling under the fuuin field
To learn, the student in question must pass either a knowledge test or beat a person of the creator's choosing in a 2 out of 3 card game or any game he chooses
While the Monster Card barriers are self sustained in terms of chakra, they still require a mental command from the user (such as with the great stone golem) as they are not sentient. They are still simply weapons with barriers around them.
Must have mastered basic fuuinjutsu
Users can throw the cards this uses as if they were kunai
Must be taught by USA Scaze

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

USA Scaze, our loyal member, gave on 2017, a request for a Patent on the Custom Fighting Style Duel Monsters (Dyueru Monsutāzu). I, Vex of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Duel Monsters (Dyueru Monsutāzu)
Powered by Vex
Copyright 2017, USA Scaze, NarutoBase.net

Techniques:


( Dyueru Monsutāzu | Hyōkekkai no Ryū Torishūra) - Duel Monsters: Trishula, Dragon of the Ice Barrier
Rank: S
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: When the user activates this card it drains him of chakra to fuel it. This chakra absorbed activates the script on the card which releases a barrier in the form of a large 3 headed dragon that spans mid range in size. Once per turn at the cost of a move slot the dragon may release from its mouth a beam of condensed and molded chakra that works as a conduit for its sealing ability. As the beam of chakra (up to 10 meters in area in terms of size) makes contact with its target, the sealing effect activates. This seal will drain away any infusion of chakra from an opponent or technique that it makes contact with (up to S rank), and deal 80 damage to any target that it hits.This ability may be used every other turn up to 3 times per battle. This ability may be used in the same timeframe as another technique by the user, though it will always cost a turn. In this case an infusion of chakra is any sort of chakra that has entered/been bestowed onto the the opponent from an outside source. An outside source here means any source other than the opponent themselves. For techniques it is any additional amount of chakra that has been bestowed onto it before, during, or after creation. Trishula is capable of flight and may physically attack an opponent once per turn at the cost of a moveslot. Trishula may be summoned twice per battle with a 3 turn cooldown and lasts 3 turns. If Seal of Orichalchos is on the field the user may choose to instead take the effect of having it and its effects being unable to be affected by any sealing based abilities


(Dyueru Monsutāzu: Mirā Fōsu - ) Duel Monsters: Mirror Force
Type: Supplementary/Defensive
Rank: A
Range:Short (Explosion is long)
Chakra: 30
Damage:(equivalent to Rank of absorbed technique)
Description: Trap Card: When the user touches this card, a white barrier encompasses the entirety of the short range around the user. This barrier known as Mirror Force, seals incoming techniques within its walls similar to Uchiha's return and then releases the attack in an outward explosion back towards the opponent. Due to the nature of this technique, the outward explosion would be equivalent in rank to the absorbed technique. After the technique is reflected back at the opponent, the barrier dissipates quickly. Mirror Force absorbed and reflect techniques up to and including S ranks. Note: Mirror Force can only be used three times per battle with a three turn cool down in between usages.

Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos
Type:Supplementary
Rank: S
Range:Short-Mid
Chakra:40 (-10 per turn)
Damage:N/A
Description: Field Spell; When the user (or an object attached to the user directly under his control) touches this card, a blue shaded barrier with intricate patterns within a large circle will expand from him outwards, taking the same amount of time it takes to throw a kunai to do so. The lines running between the circle are actually chains of of kanji bearing the word "Strengthen" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say and unseal "strength" into the users Duel Monster techniques stated and strengthen all Duel Monsters techniques, increasing all of their effectiveness by 1 rank by unsealing stored chakra into the technique(+10). In some cases, rather than their effectiveness being improved by 1 rank they receive a modifier to their own existing effects. In these cases the effect will be outlined in the technique. Simply being a field spell and doing no real effect by itself, this technique is able to be used alongside another technique in the same timeframe, as long as it is a Duel Monster technique. When under the influence of this technique, the user gains a smaller glowing inscription of this technique on his forehead
-Lasts 3 turns
-Once ended, can't be used for 4 turns
-Can only be used twice


Dyueru Monsutāzu :Kaizā Koroshiamu Duel Monsters: Kaiser Colliseum
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (activate, then 10 chakra for the next 4 turns)
Damage: N/A
Description: Magic Card: This card may only be activated when the user has at least 1 Summon/entity/nonhuman Ally/creation/clone on the field. By revealing this card, the user will activate this cards effect which will cause it to draw chakra from the user to fuel itself. Due to this A barrier will erect itself in the same time it takes to throw a kunai
That surrounds an area of up to long range meters in all direction from it's targeted area within short range of the user. This seal will cast a seal similar to the chakra draining seal, that will drain the chakra, prevent the use of chakra or it's manipulation in any way (though it may still receive/draw in chakra) and completely paralyze any Summon/entity/nonhuman Ally/creation/clone that any opponents in the range of the barrier create when they attempt to bring such a thing to the field so that it would outnumber those that the user has. This only works on such things up to A Rank. This barrier lasts 4 turns and can be used twice per battle with a 2 turn cool down in between. This barrier will also affect such entities that are already present on the field, so long as they were made/brought to the field the turn before, or if the user activates this in the first turn of battle. This effect works via the quantity of such entities created, therefore if the user has one summon on the field, and the opponent creates 2 golems with 1 technique, only 1 golem will be sealed. The barrier can be destroyed by A-rank and above techniques. The barrier takes the form of an arena with a glowing orange floor that spans the area, with blue walls surrounding the perimeter with spikes pointing outwards all around. The spoiler has an illustration



( Dyueru Monsutāzu | Majikku Jamā) - Duel Monsters: Magic Jammer
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra: 40 (-15 per turn while dormant)
Damage: N/A
Description: The user activates this trap card, and it will briefly flash a bright blue light forming a sealing script spanning mid range from the user, up to 15 meters. From then on, the card will constantly drain 15 chakra per turn to remain set. This barrier travels alongside the card and while invisible to the naked eye is visible to chakra sensors. The script is dormant and made of chakra, and therefore may only be interacted with by energy based techniques. Due to the chakra drain from the card constantly draining the user's chakra to maintain itself, this barrier will always be reformed unless the hit by an F rank technique. This seal (S Rank) will be activated when anyone within the field uses genjutsu. When genjutsu is used within this script a cloud of smoke will be ejected from within and around the seal at speeds that of the average Jounin, afflicting all within the field with similar effects as (Genjutsu Fūin ) - Illusion Skill Seal , negating the use of that genjutsu (if the opponent fails to avoid the cloud) due to removing both the user and opponents ability to cast, control, or maintain it as their skill for it has been sealed away. If the Seal of Orichalcos is on the field this seal gains the ability to seal the user and opponents ability to cast, control, or maintain genjutsu as well as Yamanaka, Yin, and other spiritual abilities and will be activated upon the use of such techniques. By escaping/avoiding the 'cloud', the opponent regains/retains usage of his genjutsu/Yin (if applicable) skill(s). The trap may drain the user's chakra and remain dormant as long as they wish to pay the chakra. The sealing ability lasts 4 turns. The user can use this card 2 times per battle with a 3 turn cooldown in between.

Learned here: https://animebase.me/threads/duel-links.767965/
 

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(Sutīru Bōru Ran) Steel Ball Run
Spoiler
Type:FuuinBukijutsu

Background: Steel Ball Run was invented during the Warring States Era, being based on the relatively primitive styles of the time. Initially, the fighting style was unnamed, and revolved around the usage of large, steel balls that were used as melee and projectile weapons. As the usage of chakra developed, so did the fighting style, eventually incorporating Ninjutsu into the style's usage and fully maturing when the incorporation of Fuuinjutsu. The practice of the style would become known as "Steel Ball Run."

Description on the Abilities and Inner Workings of the Style: Steel Ball Run involves three components: The Steel Balls themselves, the sealing formula for the style, and the "Spin."

The Steel Balls are the weapons utilized for the style. Aptly named, these weapons are highly spherical balls of steel, about the size of a baseball or boule. The basic Steel Balls are grooved on opposite faces by two large hexagons, almost joined by lines crossing the balls between their corners. Individual techniques of the style may also utilize Steel Balls that have been modified, such as containing spikes or a bladed edge, though these will be specific to the jutsu used and described in such. The Steel Balls are stored within sealing tags worn on wrist-guards, similar to those exhibited by Sasuke, and are called forth when utilized for the fighting style's techniques. This is where the second component of the fighting style comes into play; upon utilizing a technique within the Steel Ball Run fighting style, the user is capable of summoning forth the Balls from the style's unique sealing script, rendering it unneeded to re-equip the Steel Balls once thrown or destroyed(each CFSJ will automatically summon the Balls are part of the jutsu unless stated otherwise). The third component of Steel Ball is a phenomenon known as "the Spin." The Spin is a force produced through the release of a barrier from the Steel Balls. These barriers are, of course, composed of chakra, radiating from the Steel Balls in a spiraling manner. Techniques under the Steel Ball style therefore fall under a powerful rotational force produced through these barriers that are released from the Steel Balls, capable of accomplishing several effects upon reaching a target to the user's desire. Being composed of chakra, the user can even have the barriers released be elemental in nature for more specific effects, such as a Fire-based chakra to burn the opponent or an Earth-based barrier to allow the Balls to meld through the ground for more covert travel. Advanced techniques of the style can even incorporate sealing effects through the barriers. These effects, along with elemental effects, are of course to be explained within techniques of the fighting style. The "Spin" barriers are neutral to elemental techniques, while elemental Spin follows the S/W of the specific element.

Example Techniques:

???
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will release two of their Steel Balls outwards towards an incoming technique. Upon clashing with the opposing technique, the Balls will release two Spin barriers, utilizing the rotational force of the Spin to physical repel the technique back along its trajectory.

???
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will direct two of their Steel Balls towards the ground, releasing an Earth-natured barrier from each Ball. This barrier allows the balls to meld through the ground, similar to the Hiding Like A Mole technique, and travel below the ground towards the target. Upon reaching the desired target, the two Balls will burst from the ground, the rotating barriers slamming into them from below and carrying them up into the air.


???
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will release a Steel Ball from their sealing mark while creating a tether of chakra between themselves and the Steel Ball. This tether keeps the Steel Ball floating within two meters of the opponent, releasing a harmless barrier around them as the Ball rotates besides its caster. Upon an enemy crossing this barrier, the Steel Ball will trigger, firing towards the opponent at high speed in order to repel them away from the caster, the rotational Spin emitting from the Ball becoming damaging and directed away from the user and towards the opposing target.


Additional effects and Restrictions:
Mastery of Fuuinjutsu
Mastery of Taijutsu
Must be Chunin rank

Techniques:

(Sutīru Bōru Ran: Deīpasu Ōbādoraibu ) Steel Ball Run: Deep Pass Overdrive
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30(-10 per turn)
Damage: N/A
Description: The user will release two Steel Balls towards their desired target, with the Balls approaching in an arc on either side. Upon reaching close range of the target, the Spin imbued into the Balls will erupt, overlapping onto each other from opposing directions with the opponent in the middle. The Spin effectively forms a spherical cage surrounding the target's short-range area, with everything caught inside trapped under the force of the two Spin. While the Spin isn't physically damaging to living beings, they emit a powerful sealing n effect, restricting the movement and ability to mold chakra of anyone caught inside in the same way as the Multiple Infinite Embraces technique. Unlike MIE, the Spin will sustain itself, with the two Steel Balls floating beside the target until circumvented or destroyed. Like the MIE, the Spin can be physically destroyed by techniques A-rank and above. Should the Steel Balls be met by an incoming jutsu on course to the target or once reaching them, the Spin will expand outwards to combat the jutsu. Able to physically block techniques of equal rank or below, the Spin will reset itself once it has finished deflecting the opposing technique, once again expanding with its full power upon reaching the opponent less destroyed.

Note: Can only be used three times per battle, requiring a two turn cooldown
Note: Upon reaching and restricting a target, Deep Pass Overdrive lasts for four turns or until destroyed/circumvented
Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above A-rank in the next turn

(Sutīru Bōru Ran: Rībaffu Ōbādoraibu ) Steel Ball Run: Rebuff Overdrive
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will release one of their Steel Balls outwards, imbued with a special Spin known as Rebuff Overdrive. Initially, this Spin will appear as a small distortion around the Steel Ball, emitting outwards by a few inches as though surrounded by a mild gust of wind. Upon reaching within short-range of the target/enemy, the Spin will expand outwards, rapidly growing into a powerful maelstrom barrier that ravages everything within the short-range area of the Steel Ball. Should the Steel Ball bet met with an incoming jutsu, the Spin will likewise expand, imparting a powerful sealing effect that absorbs the opposing technique should it be of equal rank or below into the Steel Ball, with the Spin once again shrinking. Upon reaching the target, as the barrier expands, the sealed technique will be released as well alongside the Spin, spread out throughout the area in what would appear to be an explosion made out of the absorbed technique as its power is added to the initial Spin's.

Note: Can only be used three times per battle, requiring a one turn cooldown
Note: Should Rebuff Overdrive absorb a technique, the cooldown increases to two turns
Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above S-rank in the next turn

(Sutīru Bōru Ran: Hamon Ōbādoraibu ) Steel Ball Run: Ripple Overdrive
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will release two Steel Balls imbued with Earth-natured Spin from his seal and drop them onto the ground. The Spin emitting from the Steel Balls causes them to sink into the ground, the Spin carving away at the earth. Due to being Earth-natured, the Spin will propagate throughout the ground, similar to ripples moving through water. The Spin spreading throughout the ground allows the user to reshape the ground throughout the terrain. Similar to the Earth Topography technique, the Spin will carve and reshape the terrain into a shape of the user's choosing, allowing them to erect cliff-sides, create caverns, drop portions of the ground, etc. This can allow the user to evade/retreat(such as creating a cavern around himself), or as a means of attacking(erecting spikes from the ground). However, the user can only reshape the terrain once per usage of Ripple Overdrive, and must detail the new shape upon making their move. The more extensive the change to terrain, the longer the effects take place, but the technique is generally as fast as any other Earth Release technique.

Note: Can only be utilized twice per battle with a two-turn cooldown between usage
Note: No other Steel Ball Run techniques can be utilized in the same or next turn
Note: No Fuuinjutsu above A-rank can be used in the same turn
 
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