shino's book of magnificent spells

NightKiing

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my customs
1.(Doton: Tengoku no hakushu) Earth release: heavenly clap
2.(Hyouton:Sen no hahen no dansu) | Ice Release:dance of a thousand shards
3.(Hyouton:Hogo- sha no ken) | Ice Release: swords of the guardian
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NightKiing

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Suiton
(Suiton: Nijū inpakuto) - Water Release: Dual Impact
Rank: C
Type: Attack
Range: Short
Chakra: 15
Damage: 30
Description: After knocking their opponent into the air, the user performs a series of three hand seals Bird→Dog→Snake and proceeds to channel their chakra into the water below them. Finally the user, using shape manipulation, will create two water drills that rise on both sides of their opponent & guides it to collide with their torso and back.
Note: Must be taught by Yānks.
Note: Can only be used 2 times per battle
Note: Requires a water source
 
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fuuton

(Fuuton: Kaze no yūrei) - Wind Release: wind ghost
Type: Offensive
Rank: B-Rank
Range: Short-Long Range
Chakra: 20 Chakra
Damage: 40 Damage
Description: After releasing the gathered fuuton chakra throughout the user's mouth. the released wind will be shaped into a ghost's upper body (of the same size of a mature man) then a second before reaching the target it will turn into a gust of wind strong enough to make a four meters tall tree fall down. the user is able to create up to 2 ghosts in one time
note: if the user makes 2 ghosts each ghost is equal to C-Ranked fuuton jutsu
note: only FeeLPaiN can teach this jutsu

(Futon : Eien no serenāde) - Wind Release : Eternal Serenade
Type: Offense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User channels a lot of Wind Chakra into their blade and they will throw the blade so that it spins towards their Target faster than usual because of the Wind Chakra. Either before the Sword hits the opponent or as it hits them the user releases the Wind from the blade as a huge column with a diameter of 5 meters, the column reaches high into the air engulfs the target, slashing them all over the body and the user will then perform the Ram handseal so that the column expands up to another 10 meters maximum forming a Dome, leveling all in it's path.
-Can Only be Taught by Shorty!
-The User can also be caught in the blast if not careful.
-Can only be used Twice per battle
-No Wind Techniques can be used next turn

(Fuuton: Tsuin Hassan Gatakuchikukan) - Wind Release: Twin Diverging Destroyers
Rank: S
Range: Short - Long
Type: Offensive
Chakra Cost: 40
Damage: 80
Description: The user gathers Fuuton chakra in his arms and hands and compresses it, after which he swings his arms in an X shape, shaping the Wind into two sharp discs, about 1m each and coloured bright white, which travel in an X manner, diverging from each other as they travel. The diverging discs can be used to strike multiple targets and they have the power to cut through very solid rock formations, and when humans are hit by it, it slashes their body into exactly half, cutting through their body and ripping their flesh. After performing the Boar handseal, the user can direct the discs towards the ground, cutting through it due to their sharpness, dividing the Earth wherever they cut through.
Notes:
-Can be only taught by Nāruto
-Can be used twice per battle.
-Each disk has A Rank cutting power.
-No A-Rank or above Wind jutsus in the next turn.
-Requires a break of two turns in between usage.

Wind Release : Hawkeye's vengeance | Fuuton : Hōkuai no fukushū
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description:
The user does a string of three hand seals and channel wind chakra into their sword and swing it towards the opponent in an arc like fashion, sending a big crescent shaped wind blade. This blade has the capability of picking up dusts and debris in it's path creating a small dust storm around it whilst travelling to the destination. The blade can be used in two ways.
1. First usage is, as it is sent towards the opponent the wind blade and the sword are tethered together with a small wind string. Now, when the user swings the sword another time, the tether between the wind blade and the sword is broken and the Blade suddenly bursts into violent cyclone of wind 10 meter in height, 5 meter in diameter sucking in anything short range around it dealing massive slashing damage.
2. Second usage is almost similar to the first usage. When the user swings the sword , the tether between the sword and blade is broken but instead of bursting into a violent massive cyclone, the blade splits into three different blades. Two blades will take a boomerang arc like path towards the sides or top of the opponent and hit them from behind after travelling a distance of mid range behind the opponent whilst the center one directly assaults the opponent. If the sword is swung to the side, then the two blades travel to the sides of the opponent, If it is swung towards the top then the two blades travel to the top of the opponent. Once the tether between the blade and the sword is broken, the technique will act on it's own accord so that the user can proceed with the next technique.
Restrictions:
*Can only be used twice per battle*
*Even with the tether, the blades cannot be controlled*
*Must have a turn gap before usage*
*No wind techniques above A rank in the same turn and in the next turn*
*No Chakra related Kenjutsu moves in the same turn and above B rank chakra related Kenjutsu in the next turn*
*When using the second application of the technique, the S-rank is divided by 3 (swords), thus making each sword B-rank in power.
*Can only be taught by -Marco
 
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NightKiing

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Doton

(Doton: Tengoku no hakushu) Earth release: heavenly clap

Type: offensive
Rank: s-rank
Range: short - mid
Chakra cost: 40
Damage points: 80
Description: The user makes two hand seals and turns the ground beneath the target into mud(a pit 2 meters deep and 2 meters radius with target as center ) after making the mud pit, user will then manipulate the mud in the pit to form two ropes of mud(10 centimeters thick) which binds the target and lift them up in the air(10 meters maximum ) after the target has been lifted up into the air the user manipulates the earth on the battle field and forms two huge hands from the ground (each palm from the hand has the same size as the b-rank earth lid) the user will then manipulate the hands to clap crushing the binded target in between.
Note - can only be used once
Note - must have mastered earth to use
Note - can only be taught by me
Note - no s-rank earth and above in same turn and the turn after
Note - when the hands start emerging the user will loose concentration of the mud binding the target, this will make the target start to fall

(Doton: Kame no Nigasu) Earth Release: The Escape of the Turtle
Rank: S
Chakra Cost: 40
Damage Points: 80
Description: The user is able to quickly call forth a burst of Earth chakra from his body, almost immediately vanish inside a large turtle shell. The shell is made of thick earth and crystals, deeply compressed, which makes it analmost perfect defence against blunt or sharp attacks (The table of elemental weaknesses still maintains). With one handseal, the user can make the shell dismantle, and shoot outwards chunks of rock.
*Due to the chakra strain, the user won't be ableto perform summoning jutsus in the next turn, nor use Earth jutsus higher than A rank, and in the next turn won't be able to use higher than S rank*
*The shell happens as fast or faster than Gaara's dome*

(Doton: Kami no Chesu-Ban)- Earth Release: God's Chess Board
Type: Supplementary/Attack
Rank: A Rank
Range: Short-Long
Chakra: 30 (-10 chakra per turn to keep active)
Damage: 60
Description: The user performs the Boar→Bird hand seals then he clasps his hands together. The result of such is the user releasing his doton chakra all over the battlefield. Being earth related in nature this technique allows for the movement of massive earth structures. The chakra that was released through the ground shoots straight through the core taking the structure over via the user's chakra. Similar to a puppet master and his puppets the user and this technique have a similar relationship. The user an move techniques left, right, forward, backwards, and diagonal. The speed at which these structures are moving is dangerous and anything caught in the path of one of these structures is prone to damage. In order for this jutsu to be used the user must remain in contact with the ground. Once chakra is released this technique remains active for two turns and can be called upon again after releasing the hands through clasping the hands back together. This jutsu based on its rank can overpower the chakra of another in an earth based structure taking over that structure to use it how the user wants. This only applies for c rank and below opponent earth based techniques. For structures created by the user a rank and below can be moved. Movement of structures resembles a rook moving on a chess board, it simply slides. Sliding does not damage or shake the ground.
Note: Can only be used 3 times per battle
Note: 2 turn cool down between uses
Note: Can only affect one object at a time
Note: Moving an object via this move counts as a move of the user's 3 per turn
Note: Objects move at the base speed of the user, the size and structure of an object moving at that speed can cause blunt force damage
Note: For opponent earth jutsu that are in contact with the ground c rank and below can be manipulated
Note: For user jutsu a rank and below can be manipulated
Note: Can only be taught by Gecko
 
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NightKiing

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katon

[Katon: Pirittokuru no Tankyuu] - Fire Release: Hot Pursuit
Rank: S
Type:Attack/Defense
Range: short/long
Chakra cost: 40
Damage points: 80
Description:The user gather huge amount of katon chakra ,As he feel it he put it into his hand,As the chakra channel into his hand he make dragon and tiger hand seal then he slam his hand into the ground ,as he touch the ground with his hand he release the chakra into the ground creating alot of falme pillars that go towards the enemy into a line shape till it hit him
Note:Can only be used 2 times per battle
Note:Can't use any Katon jutsu on the same turn and Katon above A-Rank on the next
Note:Must master katon and aact
Note:Can't use it on the next turn

Ninja Arts: Spirit arts - Great Fire spirit. = Ninpou: Supiritto Gijutsu - Kyousei Ho Supiritto
Rank: S
Type: Offense
Range: short - long
Chakra cost: 40
Damage points: 80
Description: The user first performs a row of 2 handseals and then he will create a huge fire spirit with the size of Gamabunta. This is one of the 5 great spirits and he is able to use fire jutsus up to S rank that doesnt require hand seals, however he can only use 3 jutsus by the time he is on the battle ground. This spirit is extremly volnerable to watter attacks and he would immediatly die once being hit by B rank water or above. Every jutsu the spirit does counts as a single move.*
*Can only be taught by PowerOfDarkness
*Ryuji is the co-creator of this jutsu
*While any of the great spirits is on the field, the user can only have up to 2 clones in use.
*No taijutsu and genjutsu attacks while the spirit is on the field
 
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Way of the Sai (Sai no michi)
Type
NinKenjutsu
Background
After Travelling the Ninja World Sokka learned to be able to use the Sai in a style kept between a group of Shinobi that resided in the Land of Lightning. This group didn't live inside Kumogakure, but inside a village - the shinobi of this village seemed to only know of this style and nothing else, a traditonal technique taught among them.
Description on the Abilities and Inner workings of the Style

The Sai is split into different parts and all of the parts of the Sai have a use in this style (Labels shown in diagram above). The tsuka being the handle of the blade allows the normal grip that is made with the Sai, it is usually held in a reverse grip and with one in each of the user’s hand - this is the ordinary and the first stage of Sai Practice along with the use of the Saki. The Saki is the pointed tip on the end of the Sai, because it is a rounded blade, this is the main method of attack, it is primarily used as a striking weapon for short jabs into the solar plexus but it also has many defensive techniques. Users of this style with have the knowledge to be able to strike an enemy in the abdomen and cause collateral damage - instead of most people going for the head or neck, users of this style will aim for the area of nerves behind the stomach. If this area is hit it just with one jab it can cause spasms, harsher breathing and extreme pain. The Element of Wind can be used in combination with this to cause sever damage, expelling it through the Sai like a needle and shredding the opponent’s body.
The next part of this style is the use of the monouchi - this is the rounded part of the blade which means the user can hold it without it hurting himself. After practising in this style the user can freely switch from a Tsuka grip to a Monouchi grip, this allows the user to counter attacks quickly with great effect, by hooking the yoku over a blade and yanking it out of the way, this allows the user to then slash or thrust their opponent freely with the other Sai. This Monouchi grip also allows the user to block Taijutsu based attacks but also cause damage to limbs, by plunging the Yoku into the opponent’s arm or leg and again yanking it out of the way so you can freely attack your target and cause some damage (especially if you hit a muscle). The Butt end of the Tsuka is called the Tsukagashira and become a weapon that deals blunt damage when in the monouchi grip - though for extra damage, Lightning can be used in combination to cause a Paralysing smash, leaving the opponent open for a switch of the grip and a slit throat.
The Spinning Technique of the Sai is mainly used to switch from Tsuka Grip to the Monouchi grip in very quick speeds allowing a quick defence and then a quick switch to counter. The users of the style will be able to use this spin at very quick speeds, spinning them using the tip of his finger in the gap between the yoku and monouchi to manipulate this spin. There is also the fact that if a Sai is thrown, users of the style will throw it in a spinning motion so that the tip of the blade is affecting a bigger radius - this is just a simple technique.
Example Techniques
(Sai no Michi : Kitei no injekushon) Way of the Sai : Prescribed Injection

Type: Offensive

Rank: S

Range: Short

Chakra: 40

Damage: 80

Description:

The User deals multiple blows towards the opponent’s torso with one of the Sai’s as a distraction, these blows don’t have to be offensive and it could be defensive again the opponent’s close combat attacks. They would then channel Wind into their spare Sai and step immediately to the side, stabbing the Wind Sai into the side of the abdomen and injecting the Wind Chakra through it and shredding the opponent from the inside of their stomach hitting their solar plexus, causing extreme pain and muscle spasms.

(Sai no Michi : Monouchi gurippu ) Way of the Sai : Monouchi Grip

Type: Supplementary / Defensive

Rank: A

Range: Short

Chakra: N/A

Damage: 60

Description:

The User utilizes the Way of the Sai fighting style and switches from their ordinary grip to a grip where they hold the rounded part of the blade (also known as the Monouchi), they will quickly counter a Kenjutsu / Weapon attack by hooking the Yoku around the blade and yanking it away from them, this gives the user and opening to strike the target with the other blade. They can also block Taijutsu attacks by plunging the tip of the Yoku into the attacking limb and again, yank it away so it gives them an opening to strike with the other Sai.

Additional Effects and Restrictions
-Can only be taught by Shino500
-To be taught in this style you must have mastered elements lightning and wind
-Arm movements are slightly faster than the average Shinobi’s
____________________
P a t e n t C e r t i f i c a t e

-Shino-, our loyal member, gave on the date the 13th of July 2014 a request for a Patent on Custom Fighting Style (Way of the Sai). I, Madāra Uchiha 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;
Sai no Michi
Powered by Caliburn
Copyright 2014, Madāra Uchiha, NarutoBase.net
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(Sai no Michi : Fōku fukushū ) Way of the Sai : Fork Vengeance
Type: Offensive / Defensive
Rank: B
Range: Short
Chakra: N/A (+20 Lightning)
Damage: 40
Description:
The User utilizes the Way of the Sai fighting style and switches from their ordinary grip to a grip where they hold the rounded part of the blade (also known as the Monouchi), and more adept users of this style can switch the grip instantly by spinning it on their finger in between the Yoku and Monouchi. The user can then counter a Kenjutsu/Weapon attack by hooking the 'Yoku' of the Sai around the blade and yanking it out of the way leaving them free to strike with the other Sai OR even disarming them by twisting it out of the opponent's grip and catching it for them self with a free hand (if they are only using one Sai) leaving their enemy completely defenseless.
This Grip can also be used to counter Taijutsu moves, the tips of the Yoku on the Sai are point and can easily pierce the human skin with enough force - and so by stabbing it into the attacking limb the user can move it out the way, putting their opponents in awkward unbalanced positions and leaving them open to being struck with the other Sai. This way of using the can be accompanied by lightning, it doesn't add any damaging properties and only comes into effect once the limb has been stabbed, it paralyzes whatever limb is stabbed and makes it useless for a number of turns (one).
~ Must Know Way of the Sai
~ Can only be taught by -Shino-
~ Can only be used 4 times
~ Learned :

(Sai no Michi : Kuikkuhanmā) Way of the Sai : Quick Hammer
Type:Defensive/Offensive
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:
Similar to Fork Vengeancethis is a very quick counter attack switching to the Munouchi grip with BOTH Sai and using the Yoku to stab the attacking limb whilst at the same time striking with the other Sai and hitting the opponent with an electrified Tsukagashiri (butt end of the Sai) like a hammer to slam into the body of the opponent which sends a quick pulse of lightning through the enemies body paralyzing them for a turn leaving a big opening for attack.
- Must know Way of the Sai CFS
- can only be taught by -Shino-
- Can only be used twice
 
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Ice customs
(Fubuki) - Snowstorm

Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( - 10 per turn )
Damage points: 60 (for tai strikes)
Description: This jutsu allows the user to turn part of their body to ice shards or their whole body to ice shards. This turns the users body solid with ridged edges like scales which allow for extra damage in close combat. The user's standard strikes would cause 60 damage while any other taijutsu will have their damage increased by +20. While they use this form the user can only use Ice elemental jutsu and elements that make up ice release (Can still use ken tai etc, just only these three elements)
In this form the user can break down into thousands of shards of ice and move like a blizzard through the terrain. Should the blizzard pass over anyone the ice shards will tear at their skin doing 60 damage in the process. Moving in the form costs a jutsu and can be used to move up to long range. When the user moves they release extra chakra around them to release a blast of snowy wind to mask their movement. While in this form, the user can merge with other ice techniques/structure and move within them.
Note: Can only use ice, elements that make up ice, nin,Ken and taijutsu in this form.
Note: Usable 3 times lasting up to 4 turns, two turns between each use.
Note: The user takes damage If an ice structure/technique the user is merged with gets destroyed.

(Hyouton:Hogo- sha no ken) | Ice Release: swords of the guardian
Type: Offensive
Rank: A
Range: Short to Mid
Chakra: 30
Damage: 60
Description: After performing dance of a thousand shards,the user will make two handseals,he will then make up to four swords (swords ranges from 2 to 4) out of the floating shards. The swords which are one meter long can then be manipulated with hand movements.
*can only be done twice
*requires two turns cool down
*no s-rank or above ice technique in the same turn.
*These blades have to be created at least three meters away from the opponent.
-
(Hyouton:Sen no hahen no dansu) | Ice Release:dance of a thousand shards
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: n/a
Description:The user makes one handseal and the snow flakes that are already on the field begins to float around the field likegaara's sensory sand.The user then makes the shards razor sharp which then floats around the field without cutting any body on the field. The razor sharp flakes dont have any force nor speed,thats why they dont cut any one in their range
*Can only be taught by me
*The shards float for four turns after which they fall back to the ground
*Can only be used twice
*Requires two turns cooldown
*No ice techniques in the same turn this is used

Hogo-sha no michi-Way of the guardian
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10 (-10 per turn)
Damage: N/A
Description: The user will infuse their ice chakra into an existing ice technique or structure, to take control of it, using advanced shape manipulation to shape them into tiny, sharp ice shards. These will have the same strength as before just reshaped into tiny blades that the user can then control with hand gestures. These can be used for attack or defence. This does not create more ice, only reshapes existing ices. This can be done in the same time frame as an ice jutsu used.
Note: Can be used 4 times per battle. The user can retain control of the ice shards up to three turns, costing a move per turn to do so, though able to use other ice/wind/water elemental jutsu at the same time.
Note: Requires one turn cool down.
Note: Cannot be used on opponent's Ice technique.
Note: The technique this is used on retains it's damage.

Osun no hogo-Osun's protection
Type: supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: +20 to Ice techniques
Description: This is a unique technique used on the user's ice jutsu. The user will infuse more chakra into the ice, in doing so creating an outer layer, a shell which surrounds the ice technique this is used on. This outer layer will be thousands of ice shards covering the the jutsu like scales, creating small layers of ice shards, although the outer layer doesn't come in contact with the actual ice technique, leaving a tiny (2 inches) vacuum in between. With this it adds cutting damage to any ice jutsu while increasing it's strength by +20 or increasing it's defensive properties by one rank. This can be done at the same time the user releases an ice jutsu, happening in the same time frame.
Note: Can only be used four times
Note: Requires two turns cool down between each use.



Ice customs given to me

(Hyoton: Mō Fubuki No Ikari)-Ice Release: Wrath of the Blizzard

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

Hyouton: Mayu | Ice Release: Cocoon
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: A Yuki clan member overlaps both
their arms like an 'X' and creates a spiked dome
of ice which raises up around them in a rotating
fashion at a rapid pace with spikes facing outward
slightly angled to one side. Due to the spikes
anyone within short range of the user would be
skewered by them. Then, if the dome is still intact
the user extends both arms outward upon which
the dome breaks down, spinning in the opposite
direction from which it rose forming a rapidly
rotating circle of blades of ice around the user
which keeps spanning outward until the blades
reach a mid ranged radius from the user. These
blades can be manipulated to attack
omnidirectionally around the user, or manipulated
to attack any direction the user wishes.
Note: Can only be taught by Yukihira.
Note: Can only be used twice per battle.

(Hyouton: Kōri Kō Gihō)-Ice Release: Ice Propulsion Technique
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (-5 per turn)
Damage: N/A
Description: When standing on ice, the user forces chakra from their feet in a manner that pushes them across the slick surface of the ice at an extreme speed. This works in a similar way to when someone uses chakra to push himself away from the ground with greater force. The difference is that the user releases the chakra without jumping, and it will simple propel them horizontally across the surface of the ice, without moving them into the air. The user is able to travel across long distances at great speed using this technique, but it only works if the user is standing on ice.

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

(Hyouton: Ko Rudosunapu) Ice Release: Cold Snap
Rank: A
Type: Defense/Supplementary/Attack
Range: Short
Chakra Cost: 30
Damage: 60
Description: user concentrates a vast amount of Hyouton chakra inside of their body, and with a snap of their fingers, projects a 360 degree Nagashi like wave of ice from their body, capable of freezing anything that it comes into contact with in place, along with effectively providing a source of Ice for the user by forming stalagmites that protrude from the ground around the user. The ground short range all around and under the user forms a 1 foot thick layer of Ice. Anyone other than the user caught in this range will be instantly frozen and paralyzed.
Note: Can only be used 3 times per battle.
Note: User cannot use any Black Ice Techniques for 2 turns.

(Hyouton: Garasubari no Kuroi Kōri no Shin'nyū) Ice Release: Glazed Black Ice Intrusion
Rank: B
Type: Supplementary
Range: N/A
Chakra Cost: 30 ( -10 per turn )
Damage: +20 to Ice and Earth related techniques
Description: When the user uses an Earth or Ice Release jutsu, they will coat their jutsu in a layer of Black Ice by spending additional chakra. This can be done in the same time frame as Earth/Ice jutsu. In coating the jutsu in Black Ice, they turn black in color, giving it a stronger resistance to lightning ( takes Lightning of the same rank as to cancel out the technique instead of one rank lower ).
Note: Can only be used two times per battle, lasting three turns per usage, affecting all Earth/Ice techniques whilst active.
Note: Requires a three turn cool down between usages.

Hyouton: Kuro no Jutsu: (Ice Release: Black Ice Technique
Type: Attack/Defense/Supplementary
Rank: B
Range: Short - Mid
Chakra: 25
Damage: 40
Description: User creates small objects made of black ice for attacking or defense.

Hyouton: Okina Kuro no Jutsu: (Ice Release: Greater Black Ice Technique)
Type: Attack/Defense/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: User creates Medium to large sized objects made of black ice for attacking or defense. User can also use this technique to make a bridge of Ice form from under their feet (not unlike Iceman). Requires one handseal.
Note: User can also use this technique to make multiple(5) small sized objects made of Black Ice at a time.
Note: Requires Mastery of Ice to use.
Note: Tools/Objects can only use 3x per battle
Note: Ice Bridge can only be formed 1x per battle
Note: Bridge lasts for 2 turns.
Note: Can only manifest objects between Short to Mid range, although capable of sending them up to long range afterwards.

Hyouton: Hakaishi (Ice Release: Black Ice - Demonic Ice Tombstone)
Type: Defense
Range: Short
Rank: A
Chakra: 30
Damage: 0
Description: the user will cover his shadow with a coating of Black Ice. The user will then pretend to be falling arms across his chest while channeling Ice chakra into his body and fall right onto his the coating of black Ice where his shadow used to be and into it. The user can then stay there in the ice coating that replaced his shadow, but cannot move or use jutsu while doing so. The user can come out of the Ice coating when he wishes appearing almost looking as if he was rising from the darkness of his shadow. The user going into his Ice "shadow" replica is not unlike Ice Release: Demonic Ice Mirrors. The user is still aware of what is going on above and can sense anything above or below ground. The user can also use this technique as a way of "Hiding like a mole" when standing on an ice/snow surface only.
Note: Can only be used 3 times per battle
Note: Can only be used on a snow surface after having been snowing for 3 or more turns.
Note: User cannot use Ice Techniques above A Rank Next turn.
Note: User must wait 2 turns after each use to use again.
Note: While inside the ice the user is still clearly trackable by both Dojutsu users and Sensor ninjas.

[Hyouton: Kōri ryū no Hōkō] Ice Style: Ice Dragon's Roar.
Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels massive amounts of wind and water chakra throughout the air around them. Once this is done the user will bring the chakra up through the throat, and breathe in deeply before exhaling a gargantuan blast of ice and mist from there mouth barraging the opponent causing extreme damage.

►Can only be used Once per battle.
►No A rank or above ice techniques the following turn

(Hyouton: kensei no Kōri ryū) - Ice Release: Power of the Ice Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their ice release chakra along with fair practice in the arts of the dragon slayer. This is usually used in close combat where the user will release their ice chakra around a part of their body covering them in a pale freezing aura. Which can be quite painful if an opponent is hit by it. When someone/something is contacted by this icy aura created by the user, it will cause there body to be damaged by the Ice chakra Numbing them on impact, Slowing any further movement for two turns.
Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time
 
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Ninjutsu
( Ninjutsu: Tatsu Kaze ) Dragon dive

Rank:A
Type:Offensive
Range:Mid-Long
Chakra cost:30
Damage points:60
Description:The user performs the tiger handseal and starts by concentrating their raw chakra into the air above the opponent. After this, they then use this chakra to form several golden arrows about ten meters above the target that shower upon the ground at the user's command. They will first pierce through the opponent and then finally explode in a small radius upon the area it dropped onThis jutsu can't be performed short range of the user so as not to damage themselves.
Note: A maximum of fifteen arrows can be created
Note: Can only be performed 3x in a battle with one turn cooldown
Note: Can only be taught by Hashirhamha

Ninja Arts: Spirit arts - Great Fire spirit. = Ninpou: Supiritto Gijutsu - Kyousei Ho Supiritto
Rank: S
Type: Offense
Range: short - long
Chakra cost: 40
Damage points: 80
Description: The user first performs a row of 2 handseals and then he will create a huge fire spirit with the size of Gamabunta. This is one of the 5 great spirits and he is able to use fire jutsus up to S rank that doesnt require hand seals, however he can only use 3 jutsus by the time he is on the battle ground. This spirit is extremly volnerable to watter attacks and he would immediatly die once being hit by B rank water or above. Every jutsu the spirit does counts as a single move.*
*Can only be taught by PowerOfDarkness
*Ryuji is the co-creator of this jutsu
*While any of the great spirits is on the field, the user can only have up to 2 clones in use.
*No taijutsu and genjutsu attacks while the spirit is on the field
 
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Hyourinmaru – Ice Ring
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage points: N/A
Description: A sword that has been passed down through Yuki clan for ages. It was broken before, in the war where the Yuki Clan almost became extinct. The sword is said to be made out of the heart of a special meteor that fell in the village. The meteor was as cold as ice, and had all the properties of ice. The Yuki Clan took the meteor, and forged a sword out of the core of this heavenly rock. As the sword was formed, it gleamed heavily and continued to send out a soft blue light. The user of this sword gets a +5 damage point boost on every Ice Release jutsu used, as well as slowly freezing anything it comes in contact with. Of course not the wielder, considering it must be one of the Yuki Clan to wield this. The sword also comes with a most secret technique. Once per battle, the user can channel Hyouton chakra through the sword and let a spear extend from it, up till mid range (much like Chidori Eiso). The second way to channel Hyouton chakra through it gives the user the ability to send out a wave of ice from the tip of the sword. (The same as Hitsugaya when he swings his sword in Bleach) This wave can be used as a shield from incoming jutsus.

Note: The spear is formed as rapidly as Chidori Eiso, but can only be used once per battle.
Note: The "Wave of Ice" can only be used twice and defend up to A-rank attacks.
Note: The "Wave of Ice" counts as on of the 3 jutsus used per turn.
Note: Only one of the Yuki clan can wear this sword (especially Wesobi).


(Hyouton: Daiguren Hyōrinmaru)Ice Release: Grand Crimson Lotus Ice Ring
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40 (-5 for every turn active)
Damage Points: +5 to Ice, Water, Wind and -5 to all other elements(-5 DP per turn for the user)
Description: The user does a chain of 5 hand seals (Snake – Rabbit – Rooster – Dragon – Ox) and releases a large amount of Hyouton chakra. The outburst of Chakra manifests as an orb of thick ice around the user for a one second, and then breaks. The outburst causes ice splinters to fly everywhere, but this is not the main function. The user goes into an enhanced state after leaving the encased ice, having grown wings of ice as well as a tail of ice, and if the user is wielding Hyourinmaru it is also encased in ice. This gives him the ability to fly in the air, as well as greatly increasing his speed (as fast as rock lee without gates). Next to this ability, the user gains incredible strength (as strong as Tsunade in her prime). While in this form, his ice techniques require considerable less amount of time to use, and the damage points of his attacks are increased by 5.
Note: This form lasts for 4 turns.
Note: Due to the strain of this on the body, the user will not be able to use any S-rank and above attacks after this mode wears off for 2 turns while being extremely exhausted, having difficulty to move.
Note: The user will not be able to use Ice, Water or Wind for the next 2 turns after this mode wears off.
Note: The user must have Hyourinmaru in possession if he wishes to use this attack.
Note: The user can only use Ice, Water and Wind techniques in this form.

 
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Lightning

Raiton: Zeusu no Waru-Hi - Lightning Style: Zeus's Evil Concubine
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40(-10 per turn)
Damage: N/A
Description: This is a daughter technique to . The user would focus his lightning chakra into his core and releases all over his body and outwards to form an invisible aura(short range around him) of alternative form of lightning which is the ElectroMagnetic Pulse. The user can extend the aura up to mid-range at lightning speed if he wants. This aura is likewise harmless, not able to shock, numb or paralyze nor would it relate with matter, but its work is to shut down all electricity it touches. Perhaps subtle and defensive as it is, it's non aggressive nature allows it to slow down and halt completely every free electron within an electricity force field causing it to end. A ninja hit by this would be unable to mold lightning chakra. He would be able to regain his lightning manipulation a turn after he leaves the vicinity of the aura. A drawback to this is that the user's lightning jutsu is also affected by this.
-User can't perform wind jutsu while this is active
-2x per battle
-2 turns inbetween usage
-No S-rank lightning in the same turn
-The user can't use Raiton: I-Emu-Pi the next turn after this is used and vice versa.
 
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Custom Weapons

Night king's blade

Rank: S
Type: Weapon
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: The night kings's blade is a sword said to be owned by the very bringer of winter (Ice ninja). It is said the man sealed his soul and personality into the sword granting the sword a mind of it's own. The sword itself is a 2 feet long katana that when observed looks to be entirely composed of red hued transparent glass when in reality it's just made up of ice with s-rank durability. Reflecting the natural use of the parts of the sword, the sword grants the user an active and passive ability.
The blade was forged with ice chakra in the process, cooling the area around the user passively increasing the damage done by ice jutsu by 1 rank/20 damage in power and turning the colour to a reddish hue similar to the color of the sword itself .
The sword grants the user more active and offensive abilities THE MAIN FORM can either be activated by drawing the sword or simply by touching the handle. On activation the blade of the sword would shatter like glass and turn into multiple tiny ice shards which are telepathically linked to the user allowing him to maintain control of the pieces while performing other chakra taxing moves. The shards move fast and are sharp enough to slice cleanly through bone and rock alike. While in this form, the shards carry A rank damage (Ice's strengths and weaknesses apply) and must remain with mid-range of the user (Costs 30 chakra to activate and 5 per turn to maintain) The shards floats around the user within short range and the user through the blade is notified of anything the shards come in contact with.
The shards can passively be reformed back into its sword form where the user can either continue to telepathical manipulate it or simply wield it by hand, if anything happens to the shards before the blade reforms, the user can simply recreate the blade by infusing their Ice chakra into the sword's handle.

Note: Telepathically controlling the sword in its sword form costs 5 chakra per turn
Note: Should the blade be destroyed in blade or shard form, the user can simply lay their hand on the handle to reform the blade at the cost of 30 chakra.
Note: The ice shards can be used as a source for ice techniques that uses dance of a thousand shards as it's source.

[Narya – Mìmi Huo Zhi Jie] Narya – Ring of the Secret Fire
Type: Weapon
Rank: S
Range: Short
Chakra: N/A [-15 chakra per turn]
Damage: N/A
Description: Narya, the Ring of the Secret Fire, was forged by Celebrimbor, the great artificer and master of creations among the elves. It has been said to have the power to inspire others to resist tyranny, domination and despair, as well as being capable of hiding the wielder from remote observation. When the ring was forged, Celebrimbor imbued it with his life force, and through the manipulation and utilization of his vitality and his mastery of Yang Release, he could give the ring its own sentient mind and will. Additionally, the red gem, which is an amber from the tree of life known as the silmarili, that is placed within the ring acts as an eye for this sentient ring, allowing it to see and detect everything around it, and relay the information to the wielder in a constant two-way stream of telepathic information.Additionally, due to its creation being of silmarilis it continously releases its energy into the wielders silmarili creations, increasing the power of a technique by +20 to silmarili techniques passively.
As the ring was given sentience, it was also imbued with the silmarillis of the Noldor, something that Celebrimbor gave from his body and lifeforce, causing the ring in its sentience to constantly radiate a cleansing energy coming from the silmarillis with in. This radiating cleanse, flows from the ring to the wielder, causing a constant cleansing of their body. This in turn causes the user to gain +1 rank in resistance to paralyzing fear, and similar mentally stressing things that may induce tyranny, terror, domination and despair etc. [Passive].
While the ring has been imbued with the silmarillis, it has not only been granted sentient life, but it can release a powerful pulse of energy, surging through the wielder, cleansing their blood, body and mind. It is an ability which purifies the wielders body, removing any ill intended chakra, or anything of the sort that attempts to harm the wielder [S-rank].
The Flame of Arnor, also known as the Secret Fire, is a unique ability attributed to the Ring, which the ring can activate if necessary. The ring will glow brightly, and a brief moment after, a protective orb of purifying fire will engulf the wielder, protecting them from any incoming projectiles from any direction, while then expanding from the wielders person and up to mid-range, purifying and incinerating anything in its path. [S-Rank]
Note:
-The Purifying Pulse also known as The Light of Telperion & Laurelin, can be used by the ring two times per battle.
-The Light of Telperion & Laurelin is a passive pulse that is released by the Ring at its own discretion.
-The Flame of Arnor is both a protective and offensive fire, which the ring can release upon its own desire and can be used two times per battle.
-Must be specified in the Noldor bio that he/she is wearing it
Approved: https://animebase.me/threads/custom-clan-jutsu-submission.764500/page-2#post-21945360
 
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Custom Technology
( Teoimeteoroi ) - Theoi Meteoroi

Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 10-40 chakra per use )
Damage: N/A
Description: This is a unique generator fitted to the users chest the size of a small golf ball. From this, several wires are wrapped around the users body, two going over his shoulders joining at his back, one down each of his arms and one down each of they legs, attached to their body. This generator was specifically designed as a method to draw in, absorb, and store lightning to use it as a source for a later use. In a similar method to the absorption arm, but on a weaker scale, the user will activate the device in an instant as a lightning technique is released towards them. As it is, this lightning will be drawn into the wires and channeled through into the generator on the users chest that will glow blue. This generator has a maximum capacity of storing S rank lightning or jutsu that equilateral to S rank lightning (A rank + A rank). Once stored the user can then activate the generator, releasing the lightning from it, releasing the lightning through the wires with his chakra control to use it as his own weapon now. It can be channeled around their entire body through the wires for a quick defense or to a specific point like one of their legs, to be released with a kick or stomp, or even be released to add to another jutsu such as a water jutsu. To release the lightning it will cost 10 chakra points and count as one of the users 3 moves per turn, releasing the power that had previously been absorbed.

Note: Can only absorb once per turn, storing up to a maximum of S rank power. It costs a move per turn to absorb a technique using the same amount of chakra to absorb as the jutsu it's absorbing.
Note: Releasing the lightning costs of the users 3 moves per turn and holds the same power that had previously been absorbed.
Note: If the generator is damaged, it will release the lightning in an uncontrolled burst around it, shocking all within short range, equal to the rank of the lightning that had been previously absorbed.
 
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Noldor
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
Re-approved:

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
Approved:

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
Approved:

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
Approved:

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.
Approved:

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
Approved:

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.
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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.
 

NightKiing

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Hawks
(Taka Kamikaze) - Kamikaze Hawk
Type: Summoning
Rank: A
Range: Short
Chakra cost: 50
Damage points: 60
Description: The user will peform a summoning jutsu summoning a giant hawk. This hawk has a special ability of chakra control, and once per battle, he can release the majority of his chakra in one burst creating a medium sized explosion around him leaving him unconcious and unable to battle but doing great damage to anyone around him. The explosion of chakra is equal to an S rank jutsu and will harm anyone or anythin it touches.

Note: Usable once per battle.
Note: Must know the hawk contract.
Note: After using his kamikaze jutsu, this hawk disperses.
Note: Lasts 4 turns on the feild
 
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