Spellbook of the Red Demon

BlacKing

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Belonging to me / Shared Custody.

Summoning
(Custom)Hyena Summoning Related Jutsu - 15
(Custom)Snake Summoning Related Jutsu - 00

Custom Weapon - 1
Custom Accessory - 1

Sasori-made Puppet - 1

Ice / Black Ice - 13
Magnetism - 1
Lightning - 2
Fire - 2
Earth - 3
Water - 1
Wind - 1
Sound - 6
Ninjutsu - 1


Custom Fighting Styles
Glacier Style - 8
Hojojutsu & Nawajutsu - 3
Satsui no Hado - 1


Custom Elements
Blazing Earth - 7
Void - 8
Diethyl Ether - 11
Solar Wind - 12


Belonging to Other's.
Gold Dust - 9
Magnetism - 6
Fire - 6
Earth - 2
Lightning - 2
 
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Summoning Animal: Hyena
Scroll Owner: Oraan Nguyen
Other Users who have signed contract: Professor Sarutobi, Hard, Selendrile, Xanthe, Tauburn
Summoning Boss if existing: Grand Crocotta
Other Summoning Animals tied to contract: Crocotta, Pachycrocuta, Eucrocuta, Aardwolf, Bone Crusher, Garp

Hyenas

Summoning Technique: Kaijin (Grand Cotta Summoning)
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 60
Damage points: N/A
Description: After doing the necessary hand seals and wiping blood across the tattoo on Oraan's left arm, Oraan summons Grand Cotta. Grand Cotta is the largest Hyena of them all. He is the same size as Gamabunta. He is the only Hyena capable of using Jutsu other then GenJutsu, consisting primarily of Fire and Lightning. Because Grand Cotta has a very thick hide if attacked with Lightning, only an S Ranked or above Lightning jutsu can kill him (Unless a water technique is used in conjunction to cause the lightning techniques to be powered up through the conduction allowing A ranked lightning techniques to cause damage). Grand Cotta has a helmet made of Manganin, which is a metal that is very resistant to lightning. The helmet, and the hide, are why it is so hard to kill Grand Cotta with Lightning abilities.
Note: Can only be summoned once per battle.
Note: Lasts for a Maximum of 4 turns.
Note: Can use all Lightning Techniques that the User knowsthat doesn't require hand seals
Note: Can use all Fire Techniques that the User knows up to S Rankthat doesn't require hand seals
Note: Must have signed the Hyena Contract to use.

Summoning Technique: Kaijin (Crocotta Summoning)
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Damage points: N/A
Description: After doing the necessary hand seals and wiping blood across their hand, Oraan will wipe his hand on his sword blade and stab it into the ground summoning Crocotta, the Hyena King. Crocotta is a large Hyena about 7 feet tall and 800 pounds. He is capable of producing a laugh that mesmerizes a target; which is a form of Genjutsu. Can only stay on the field of battle for 2 turns.

Summoning Technique: Haiena (Pachycrocuta, Eucrocuta, and Aardwolf Summoning)
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30 (10P, 10E, 10A)
Damage points: N/A
Description: After doing the necessary hand seals and wiping blood across their hand, Oraan will wipe his hand on his sword blade swing it in a wide arc summoning P.E.A, Generals of the Hyena King. They are smaller Hyena, and in order of names are 4, 3 and 2 feet tall and ranging from 300 to 500 pounds. They are capable of producing a laugh that confuses a target as to the whereabouts of each animal. They may only stay on the field for a maximum of 3 turns.

(Kuchiyose no Jutsu: Hone Assaiki) Summoning Technique: Bone Crusher
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 30
Damage points: N/A
Description: After doing the necessary hand seals and wiping blood across their hand, the user summons a huge hyena the size of gamahiro who is said to have the strongest jaws of any living hyena in the world. Like most other hyenas Bone Crusher is able to use A rank genjutsu and his laugh places all opponents on the field in a movement restricting illusion as long as they hear it, twice per battle.
-Bone Crusher can bite through anything up to S rank but can't use any elemental jutsu.
-Genjutsu use counts as one of the 3 moves that turn.
-Due to the hyena's thick hides it takes A rank lightning to harm him
-Must have signed the Hyena contract to use
-Lasts for a maximum of 4 turns.

Summoning Technique: Garp
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 Damage points: N/A
Description: After doing the necessary hand seals and wiping blood on their hand the user can summon Garp a giant elder hyena halfas tall as gamabunta with grey and black fur who has unnaturally strong willpower and amazing strength and durability able to smash through anything earth based B rank and below without slowing down. Garp also has an incredibly thick hyde making him resistant to Lightning B-Rank and below
-Once per battle
-Lasts for 4 turns
-Can only be used by those who have signed the Hyena contract.

Hyena Mode and Related Jutsu

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Kaijin (Hyena Mode)
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 80
Damage Points: N/A
Description: User is coated in an armor of thick Hyena hide, belonging to Grand Cotta. The User gains a helmet made of Manganin, the same metal used as Grand Cotta's protective headgear. The Transformation into Kaijin (Hyena Mode) takes a the time it takes to perform handselas for the next jutsu to form, the Manganin helmet is the last to form. While this is active, Hyena mode has these effects.
*Decrease all Lightning Jutsu damage by 20.
*Lightning jutsu that hit the user does not cause Paralyzation due to the hide of the Hyena.
*User's Peripheral vision is impaired due to Helmet.
*User cannot use any clone techniques while in this mode.
*Must have signed the Hyena Contract to use.
*Lasts for 5 turns
*Can only be used 2x per battle

Kami no Hidari-te Akuma no Migi-te (God's Left Hand, Devil's Right Hand)
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 80
Damage points: N/A
Description: User, while in Kaijin (Hyena Mode), summons (by way of handseals) what appears to be two clones of the user. The only difference between the three is that one has A yellow Manganin helmet, while the other has a red Manganin helmet, and the user's helmet is brown. The God's left hand(Kami) has all Lightning Abilities and is capable of using all the Lightning Techs that the user knows. The Devil's Right Hand(Akuma) has all Fire Abilities, and is capable of using all the Fire Techs that the user knows.
Note: Usable only in Kaijin (Hyena Mode)
Note: Must have signed the Hyena Contract to use.
*Vision impairment still applies for Each "clone".
*Each "Clone" is immune to attacks of their element S Rank and Below.
*User cannot use any Lightning or Fire Techs while each respective "Clone" is on the field.

(Kami/Akuma: Kurama Bushuugi)- God's Left Hand/Devil's Right Hand: Wheel of Misfortune
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra cost: 60
Damage Points: 80
Desription: A combination of Kami's and Akuma's natural elements. They stand back to back and shoot a fireball and lightning ring, which combine and travel toward the opponent, gaining speed as it goes.
Note: Can only be used 2x per battle
Note: Counts as two of the 3 moves in a turn.
Note: Must have signed the Hyena Contract to use.
Note: Can only be used in Kaijin (Hyena Mode).

(Crocotta no jutsu: gosunkugi toku) Hyena Technique: Spiked Hide
Type: Defence
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 30 (if opponent strikes the user's hide with this technique in use)
Description: The user uses chakra in their hide to change the spots on their hyena hide into small, extremly hard spikes. This technique can be used very fast.
-only people who have signed the hyena contract can use
-Hyena summons can use this
-User must be in Hyena mode (or a hyena summon)

(Crocotta: supaiku seisha ) Hyena Technique: Spike Volley
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: After having used Hyena Technique: Spike Hide the user can condense the chakra even greater into the extremly hard spikes and fire the spikes as projectiles in a 360 degree volley.

Other Jutsu

(Doton: Haiena Kase) Earth Release: Hyena Shackles
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: User makes 2 hand seals and makes the ground around the opponent's feet form into the heads of hyenas with the opponent's feet inside the mouths. the earth heads close their jaws on the opponenet's feet, forcing them to stay stationary while biting into their shins.
Note: Only people who have signed the hyena contract can use

(Doton: Haiena Ouchi) Earth Release: Hyena Pit
Type: Attack
Rank: B
Range: Short-mid
Chakra Cost: 20
Damage Points: 40
Description: User makes 2 hand seals and makes the ground in a 10x10 meter area drop straight down to form into a large pit, once the pit is formed several Hyenas made of stone are formed at the bottom which wait to devour the first thing dropped into it.
Note: Only people who have signed the hyena contract can use.

Suiton Release: Unsanmushou no Jutsu (Water Release: Vanishing Mist)
Type: Supplementary
Rank: A
Range: Short/Mid/
Chakra Cost: 30
Damage Points: N/A
Description: Doing two handseals, user creates a slightly dense mist that can conceal his and his Summoning’s Chakra for 3 turns only. User can dispel the mist at will by doing the two handseals in reverse order. The mist is made of extremely dense water chakra, so the mist's own chakra signature cloaks user's and his Summon's chakra. When the mist is in effect, the User cannot sense his opponent's chakra.
Note: Can used by people who have signed the Hyena Contract.
Note: Can only be used once per battle.
Note: Dispelling the Technique does not count as one of the 3 moves in one turn.

Summoning Technique: JawBone Fossil Shield
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: User summons a shield made of Fossilized Jawbone from the largest and strongest of Hyena. The Jawbone protects the user from all A Rank and below direct attacks for the turn that it is used.
Note: Can only be used 3x per battle
Note: Only a person who has signed a Hyena Contract can use

Summoning Jutsu: Kousou (Confused Fighting Genjutsu)
Type: Supplementary
Rank: A
Range: Short/Mid/
Chakra Cost: 30
Damage Points: N/A
Description: P.E.A produce a laugh which confuses a target(s) as to the whereabouts of each animal. This technique is normally used in conjunction with a mist producing Technique of Oraan’s that conceals their chakra.
Note:Can only be used when Suiton Release: Unsanmushou no Jutsu: Water Release: Vanishing Mist is in effect. This effect is stopped when Vanishing Mist is no longer in use.
 
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BlacKing

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Summoning Animal: Snake
Scroll Owner: Canon Contract
Other Users who have signed contract: N/A
Summoning Boss if existing: Manda
Other Summoning Animals tied to contract: Kyodija, Three-Headed Snakes

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1.
Type: Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: 60 (+5 Elemental Chakra)
Description: The user extends 5 meters of hidden rope out from both of their sleeves and charges it with chakra (pure or elemental) while spinning them extremely quickly, creating a large cyclone. Each rope that extends out of the user's arm has a knot on the end of it with which the user charges pure or an elemental chakra into it. The ropes come out of the tornado and can attack multiple enemies without warning like a whip. These are two separate ropes, their speed gives off the impression as if their are more.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth, Kiri/Water, Kumo/Lightning, Konoha/Fire, Suna/Wind
Note: Can only be used 3 times per battle.
Note: Must wait 2 turns to use A Ranked and above Hojōjutsu.


2.
Type: Supplementary/Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+10 for Raw Chakra and +20 for Elemental Chakra for the next Hojojutsu technique)
Description: The user extends channels either Pure or Elemental chakra into their Hojojutsu chains/ropes/cords while using it to attack or defend. The chains/ropes/cords are coated with the element chosen with the below affects for each element upon contact.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only one infusion per turn.
Note: Can only be used 5 times per battle.


3.
Type: Attack/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80 (+5) Elemental Chakra
Description: The user, while in a full sprint, wraps their chain/rope/cord around their opponent that comes out of one of their sleeves, and with a jerk launches them up to 10 meters into the air. As the opponent travels upwards, the user causes the chain/rope/cord to spin around like a cyclone at an extremely fast speed to make their opponent dizzy. The user will then charge chakra into their feet and with a powerful jump, land from one spiral section (1 spiral section per meter the opponent is in the air) of the chain to the next until they are above their opponent. While jumping, the sections of the chain will wrap around the arm of the user covering their fist and the chains of the other sleeve will come out and wrap around that hand. The user will then channel either pure or elemental chakra into the chains and deliver at least two rapid punches to the opponent forcing them back towards the ground at an accelerated rate. The more speed the user possesses, the faster this technique can be initiated.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only only be used 2x per battle.
Note: No Hojojutsu techniques above A Ranked for 2 turns.
Note: User must wait 3 turns to use this technique again.
Note: If an element is used with this technique, the user cannot use S Ranked and above of that element next turn.


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Dante
Solf J. Kimblee
Jellal F.
Broly​
 
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1. Tatsumaki Zankuukyaku|Hurricane Scythe Kick
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user jumps and, while in the air, rotates his or her legs, causing himself to spin in circles, kicking the opponent 3 times with rapid succession. The power behind the strikes increase with each spin, due to the user's momentum increasing. This attack can also be used against a standing target or while already in the air.


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1. ♆(Hyouga: Sodatenami)- Glacier Style: Raiseing Wave♆
Type: Attack
Rank: B
Range: Short-Mid
Chakra Cost: 25
Damage Points: 40
Description: The user will focus Water chakra through their sword, and then focus Wind chakra into the sword. The the user swings his sword in an upward arc with both hands, from under the users hips. Releaseing a surge of ice in the shape of an arced glacier towards the opponent, that can reach out to mid range.
- Can be used 5 time per battle.
- Must have Yuki Bio.
- Must have permission from -Tauburn- to use.

2. ♆Hyouga: Shirafune (Glacier Style: White Sword)♆
Type: Supplementary/Attack
Rank: B
Range: Short
Chakra: 25
Damage: 40
Description: charging Hyouton chakra into a broken sword, the user will stab in the direction of the opponent with the broken sword, stopping just out of reach of their opponents arm and sword reach. This allows the user to reform their blade with ice particles, piercing through objects in its path. The ice blade extends 5 feet into the opponent. This technique can also be done by the user purposely breaking their sword against the blade of the opponent with an extremely hard swing and then proceeding with the technique.
Note: Must be of the Yuki Clan.



3. ♆(Hyougo: Doragontsume)- Glacier Style: Dragon Claw♆
Type: Attack
Rank: A
Range: Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses his water and wind chakra into a sword then slashs at the opponent three times, once from the right the left then again from the right, releasing layers of ice towards the opponent, two from the right and one from the left.
- Can be used 4 times per battle.
- Must have Yuki Bio
- Must have permission from -Tauburn- to use.


4. ♆(Hyougo: Maruneji)- Glacier Style: Circling Screw♆
Type: Deff
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: n/a
Description: User will focus wind and water chakra into their sword, then place the sword in there dominate hand between his thumb and index finger, then spin the sword four times vertically createing a screw type ice glacier that has flat sipral shape, extends 1 yd from the user towards the opponent. Its able to withstand the strongest of fire techs, with little melting.
- Can be used 4 rimes per battle.
- Must have Yuki Bio
- Must have permission from -Tauburn- to use.


5. ♆Hyouga: Hachi Ken no Ringu (Glacier Style: 8 Sword Ring)♆
Type: Defense/Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user channels Water and Wind Chakra into a bladed weapon while holding it in front of them with the blade facing straight upwards. A ring of 8 transparent ice swords will surround the user’s waist, constantly swirling over the user’s body, protecting the user from physical attacks. The user can also send from 2 to 4 swords at B Rank towards a target per turn. The ice swords, as they are transparent, are nearly invisible at a distance (Mid – Long) but still visible.
- The swords can only be made in short range.
- No Ice techs in the same turn.
- Can only be used 4 times per battle.
- Must be a member who has learned Glaicer Style.



6. ♆Hyouga: Hakuren (Glacier Style: White Ripple)♆
Type: Attack/Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: the user charges his blade with hyouton chakra and punctures the ground 4 times in rapid succession in front of them in a semi circle. The user then takes thrusting battle stance as the ice particles begin to flow up from the punctures made in the ground. They build up and then fire toward the target in a massive, powerful pure-white wave of thick snow coming from the blade. If hit, this will encase the target in a block of ice.
Note: Must be of the Yuki Clan.
Note: Can only be done 3x per battle
Note: User must wait 4 turns between each use.
Note: No Hyouga techniques can be performed in the same turn.
Note: No Hyouga Technique above A Rank next turn or the turn before.




7. (Hyougo: Tokuhei)- Glacier Style: Sheilding Wall
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: n/a
Description: The user will bring their sword to their side (about waist height) focus wind and water chakra into their blade, and swing their sword in an arc around the front half of their body, releasing wind and water chakra from their sword, creating a slanted wall of layered ice that, holds a 70 degree angle from the ground to the top of the wall, that stands at 7 ft, that can with stand most fire techniques of the same rank.
- No Ice techs in the same turn.
- Can be used 2 times per battle.
- Must have a Yuki Bio.
- Must have permission from -Tauburn- to use.


8. Hyouga: Tsukishiro (Glacier Style: White Moon)
Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 100
Description: the user when in short range of the target, while holding their blade upside down and charges Hyouton chakra into the blade so that it is covered with ice and into the ground as well, and then the user will make a slashing motion when the target is in position. When doing this, a large ice circle (10 feet in diameter around both opponent and user) forms under the target via the hyouton chakra that was sent into the ground, which freezes everything that touches it. The circle not only freezes the ground, (preventing the target from using the earth below them to escape) but everything within the circle's influence including anything above it up in the air, creating an extending pillar of light that then freezes all within in the circle. Shortly after being frozen, the victim then shatters along with the ice. If the user is inside of the circle with the target having been in extremely close range of each other, a small ice pillar immediately rise from the ice circle and push the user out of range. This technique happens extremely quickly, making it very hard to avoid.
Note: Can only be done 1x per battle
Note: Making an Ice pillar counts as 1/3 moves in that turn as well.
Note: The blade will break in half after using this technique.
Note: No Hyouga techs above B Rank for two turns.
Note: No Ice Techs above A Rank in same turn.
Note: No Techs above A Ranked next turn
Note: User takes 50 damage from chakra strain
Note: Must be of the Yuki Clan.




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1.
Type: Attack
Rank: D
Range: Short - Mid
Chakra Cost: 10
Damage Points: 20
Description: The user takes kunai or shuriken and charges them with solar wind chakra. These kunai travel just as fast as a lightning enhanced kunai and has the power of a wind enhanced kunai. These kunai overheat and melt very quickly, which is why they cannot go to long range.
Note: The speed and power of the kunai would cause it to go through a regular kunai or shuriken and keep going.

2.
Type: Supplementary
Rank: B
Range:Short - Mid
Chakra Cost: 25
Damage Points: 40
Description: The user, after making 1 handseal, creates a light breeze of extremely hot concentrated solar wind and sends it towards the target. On a bright day when the sun is high in the air, the sun's rays will reflect off of the breeze and cause the breeze to emit a light, blinding all that look at it.

3.
Type: Attack
Rank: B
Range:Short - Long
Chakra Cost: 25
Damage Points: 40
Description: User throws 5 kunai that are all connected by strings while expelling a hurricane solar wind from their mouth (looks like and has the same push the user backwards power as Hurricane fist when expelled, however does not have to be directed at the floor. The Blast is powerful enough to lift the user off his feet and send him traveling backwards one range). The solar wind picks up the kunai and causes them to clang together like wind chimes. This noise however, is quite loud, and deafens the opponent, forcing them to hold their hands to their ears in an attempt to drown out the sound.
Note: Can be used three times per battle.

4.
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user channels concentrated Solar Wind Chakra into their hands that issues forth a short 5 foot green light source of immense heat that is capable of igniting or burning anything flammable. This is often used as an taijutsu component, capable of blinding and burning the flesh of the opponent.
Note: This does not hurt the user as they are immune to Solar Wind.


5.
Type: Attack
Rank: A
Range:Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Doing 4 handseals, the user creates a 10 foot wide stream of solar wind that is extremely hot to the touch and heads towards a target. It is capable of burning an enemy as it is made up of high speed charged particles from the Sun.
Note: Cannot be used over a large body of water.
Note: Can only be used 3x per battle.

6.
Type: Attack/Defense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user channels solar wind into the air and forms solar wind constructs (up to 6)(blades, blankets, walls, gusts, etc) that give off extreme heat capable of melting metals, turn sand to glass, ignite flammable substances, and evaporate water of one rank below the strength of this technique. The constructs are made up to 2 meters from the user in every direction (Height/width/length/depth). The user can guide or control the constructs by motioning their hands. The constructs can be given the same cutting, pushing, or pulling attribute as normal wind.
Note: The user cannot form the constructs within long range.
Note: Can only be used 3x per battle.
Note: No Solar Wind techniques in the same turn.


7.
Type:Attack/Defense
Rank: S
Range:Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After doing 5 handseals, the user creates two crescent blades of wind [) (]that come from the sides of the target at the speed of Mountain Smash. These two blades of wind give off such an immense amount of heat that the target will feel it before blades of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and handseals by making there body shaky and in need of water.
Note: Can only be used 3 times per battle.
Note: User must wait 2 turns before each use.
Note: If used at Short - Mid Range, User takes 50 Damage and can only use the technique once that battle.
Note: no A ranked and above Solar Wind for 2 turns.
Note: Speed reduction of one rank (per chart.......Sage - Kage - Sannin - etc)
Note: Techniques that require 3 handseals take the time of 4 (etc)

8.
Type: Attack/defense
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: User channels solar wind chakra inside their body and with a handseal expels it in a great heat wave all around their body and in every direction up to long range. The heat wave is capable of making anything that is flammable ignite and cause severe burns on anything that is capable of burning (flesh, paper etc) and melt ice.
Note: No A ranked or above solar wind techniques for one turn.
Note: Though the aura blast goes in all directions, it is not hot enough to turn the ground into lava, but instead it will be like walking on hot coals.
Note: Can only be used 2X per battle
Note: User must wait 4 turns to use this technique again


9.
Type: Defense/Attack
Rank: S
Range: Short - (Long) only if sending the jutsu after the 2 handseals
Chakra Cost: 40
Damage Points: 80
Description: the user concentrates an immense amount of solar wind chakra into the air to create a squared horizontal wall of solar wind above him to protect him from incoming attacks. If the wall hasnt been cancelled out by the attack, the user can then perform two handseals at any time and send the wall like a stream up to Long Range towards a target.
Note: Creation of the wall does not require handseals and happens quickly, covering the entire range of the user.
Note: Though the wall forms quickly, it takes one turn for it to fully form. If not fully formed, the technique can still block from above, but cannot be sent towards the enemy and will automatically be cancelled out.
Note: Can only be used once every 3 turns.
Note: If the user is standing on a large body of water, this technique cannot be done.
Note: No Solar Wind Above A Rank Next turn.
Note: Can only be used above the user
Note: The 2 handseals count as an additional move in a turn


10.
Type: Supplementary/Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user stretches their hand behind them while sending a surge of Solar Wind chakra into and through their hand and forms a large blinding solar wind aura around their hand (5 feet in diameter). While the opponent is blinded the user will condense and compress the aura into a small ball and throw it towards the opponent. While the ball traveles, the constrain that the user held on the ball will be released, causing it to flare up and become twice the size of the natural blinding aura (10 Feet in diameter). The user can condense the chakra into two separate balls, one in each hand, thus separating the power of the technique (Becomes two A Ranked Flash Bombs). Upon contact with any source (Other than anything it is capable of absorbing as they simply get absorbed to make the balls stronger and larger), the balls will release a great heat wave explosion in all directions capable of burning or igniting anything it makes contact with.
Note: Can only be used once every 5 turns per battle.
Note: No Solar Wind above A Ranked for 1 turn.
Note: Blinding and heat wave does not affect user as they are immune to its effects as well as the aura being behind the user when it happens.
Note: If the technique comes in contact with anything it is capable of absorbing the technique will double in size.
Note: If used 5 times, Solar Wind cannot be used for rest of battle
Note: The balls have a short range blast radius.


11.
Type: Attack/defense
Rank: Forbidden
Range:Short-Long
Chakra cost: 50
Damage points: 90
Description: The user does 7 handseals and sends his solar wind chakra into the sky. After a minimum of two turns have passed (maximum of 5 turns), the user can at any point open up a large hole in the sky by way of 2-5 handseals (depending on the turns that passed) to summon two to five (depending on the turns that passed) columns of spinning solar wind tornadoes that rotate around a common center. The center of the multivortex will form at the exact halfway point between the user and the target. The winds create such a large suction that the user, if used at short range or mid range, has to defend from the technique as well. These tornadoes give off such an intense burst of heat that it is felt immediately as it descends from the sky. The tornadoes itself turn any earth, earth-like or metal element into an extremely hot liquid state. (earth to lava, metal to molten metal etc.) technique cannot dispel water, but can make it boiling hot to the touch. As the tornadoes touch the earth, they will leave a 1 foot thick layer of Lava across the ground.
Note: Can only be used 1x per battle.
Note: No solar wind techniques for above B Rank for 3 turns
Note: The user is incapable of performing handseals for 2 turns as blood drips down their nose for 1 turn from exertion.
Note: Cannot be used over a large body of water.


12.
Type: Attack/Defense/Supplementary
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90 (-50 to user)
Description: An Advanced form of Lorien Hands, the user first release a surge of Solar Wind chakra from their body AND THEN begins performing 8 handseals in the air. As the user is performing the handseals, the hands as well as the eyes glow green with Solar Wind chakra. The user will then project their hands in front of their body while channeling Solar Wind chakra through their hands (in a quick burst) into the air covering the entire battlefield to form a dome like prison. While being formed, the dome uses the sun to give off a green light that will blind the opponent causing the reflex motion to shield their eyes. This as well as casting extreme heat provided by the Solar Wind and amplified by the rays of the sun while inside the dome, burns the opponent beyond recognition with a green heat wave. The extreme heat is enough to ignite anything flammable as well as make the ground turn to lava, which will be cooled after 1 turn.
Note: Reasons user is immune to the light
*The sunlight reflects on the solar wind and travels inside of the dome, the user would have no reason to be blinded.
*Just like Lorien Hands, the effects are immune to the user.
Note: When done without sunlight, blinding doesnt happen.
Note: Heat is strong enough to evaporate up to B ranked water techniques.
Note: Solar Wind Restrictions after usage of this technique
*First Turn - No Solar Wind.
*Second Turn - No Solar Wind above B Rank.
Note: This technique can only be used once per battle.
Note: This cannot be done with a large body of water in the Previously on the terrain(Ocean, sea, lake, Raining, etc)
Note: The forceful push/release of so much chakra at once causes extreme pain to the hands of the user, no handseals for 2 turns.
Note: The handseals must be performed in the air or while raising into the air and not before. The exuding of the chakra can be performed on the ground, and then the user jump into the air and begin performing the handseals. The exuding of the chakra is done so that the user can push their chakra throughout the battlefield, making it easier to perform the dome.


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Diethyl Ether Gas State Inhalation Effects:

- The person that inhales gaseous Diethyl Ether will not notice and pain will not affect their body. There will be no difference to them at all other than this.

- Numbness kicks in. The person runs but does not feel their feet hitting the ground. The wind on their skin, the sun on their face, a cut, a bruise, a stab wound, poke in the eyes.

- Arm paralysis, being unable to utilize either of their hands/arms for hand seals.

Diethyl Ether Liquid State after Swallowing:

- The person that swallows liquid Diethyl Ether will not notice and pain will not affect their body. There will be no difference to them at all other than a bitter taste.

- Numbness kicks in. The person runs but does not feel their feet hitting the ground. The wind on their skin, the sun on their face, a cut, a bruise, a stab wound, poke in the eyes.

- The opponent starts puking out the previously swallowed Ether Liquid as well as Leg/Arm paralysis, being unable to utilize either of their hands/arms
for hand seals or legs to run.

1.
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: 25
Damage: 40 (If ignited)
Description: The user will slams his hands together and cause a 5 meter wide 20 meters deep horizontal rip/fault in the earth to open up beneath the below the opponent. The fissure is continuously emitting Diethyl Ether from it with geyser like force for as long as the hole is open. The gas will fill the field within the next turn if not dealt with properly.
Notes:
- The Fumarole stays active for two turns if not dealt with.
- Any Heat/Fire/Lightning related source that comes into contact with the gas will cause an explosion at the range of the technique.


2.
Type: Supplementary/Defense
Rank: B
Range: Short – Long
Chakra: 25
Damage: N/A
Description: The user, through sheer concentration, is capable of converting already formed Diethyl Ether from liquid to gas or gas to liquid by rapidly separating the molecules or rapidly bringing them together. The user, at will, can also then manipulate already existing Diethyl Ether.


3.
Type: Attack / Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user his Diethyl Ether chakra into the ground and forms a shallow pool of liquid Diethyl Ether behind the opponent. Out of the pool, hands of Diethyl Ether form and grab the opponent from behind and drag them into the pool to suffocate/drown them.
Notes:
- This can only be used three times per battle.


4.
Type: Attack
Rank: A
Range: Mid– Long
Chakra: 30
Damage: 60 (If ignited)
Description: The user after making 3 handseals, slams his hands onto the ground sending Diethyl Ether chakra into it, and raises miniscule patches of earth behind the opponent. From these miniscule patches of earth, liquid Diethyl Ether will sprout from it and spread all throughout the range of the opponent, spinning around like a sprinkler system, dosing the opponent in it.
Note:
- Can only be used three times per battle.


5.
Type: Supplementary/Attack
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 60 (When ignited by Fire/Lightning)
Description: The user performs two handseals and quickly opens up three small 5 inch holes in the ground around the opponent in a triangle formation 3 meters away from each other. Through the
holes, a forceful whirlwind of gaseous Diethyl Ether will protrude from it enveloping the whole area in Gaseous Diethyl Ether in the form of a whirlwind. When ignited by a Heat, Fire or Lightning related source, has an explosive quality to it, capable of making a small crater in the ground.
Notes:
- Only Sharingan and Byakugan users can see the gas as it is colorless.
- Can only be used 3 times per battle.
- Gas is formed from the ground for 2 turns.
- No Diethyl Ether the same turn or next.

6.
Type: Supplementary
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 0
Description: The user performs Tiger > Boar > Dog > Dragon handseals while channeling their Diethyl Ether chakra into the air to form a large cloud that hovers over a range selected by the user. The user will make liquid Diethyl Ether rain down at the range of their opponent and soak the area. The rain maintains a 5 meter diameter.
Note: No Diethyl Ether A Rank and above can be used in the same turn
Note: Can only be used 3x per battle.
Note: Only lasts for 1 turn.
Note: User must wait 3 turns after the technique ends to use this technique again.


7.
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 0
Description: The user places a tag into one of their hands and advance towards their opponent. The user channels Diethyl Ether chakra into a tag. The tag has two kanji placed upon them, one for the word "Liquid" and the other the word "Gas". The user places the tag in position to cover the nose and mouth of the opponent, which makes them lose consciousness. The tag constantly inserts Diethyl Ether chakra into the target until it is removed. The Liquid Kanji covers the mouth of the opponent while the "Gas" Kanji covers the nose of the opponent, constantly inserting each form of Diethyl Ether into their body.
Note: Can only be performed 3x per battle.
Note: No Diethyl Ether Techniques above A Ranked in the same turn.
Note: User cannot perform Fire/Lightning techniques in the same turn.
Note: No Fuuinjutsu in the next turn or the turn before.
Note: The Tag can only be removed by someone that has Fuuin Mastered and comes across the body of the unconscious target.

8.
Rank: S
Type: Attack
Range: Short - Long
Chakra cost: 40 (+10 per turn)
Damage Points: 80 (If the gas is ignited)
Description: After performing three quick hand seals, the user will create Diethyl Ether in its gaseous form underground, hiding within the small pores in the earth. This technique does not harm the opponent in any way unless the gas is inhaled or ignited. The opponent won't be able to realize what's being created underground unless he has the Sharingan or Byakugan to see the Diethyl Ether in its gas form. Every time an earth style technique is used and comes directly from the ground, Diethyl Ether gas will leak out of the pores in the ground through the technique itself and thus who ever is near the gas will inhale it or possibly ignite it.
Notes:
- The field stays active for four turns.
- Can only be used once per battle
- No Diethyl Ether techniques for the next two turns.


9.
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user forms liquid Diethyl Ether around his arms and claps his hands together. The liquid Diethyl Ether is then shot out towards the target as a very wide and powerful vortex of liquid Diethyl Ether. The Ether vortex gets wider the further it travels, to the point where it scrapes the surface of the ground.
Notes:
- Can only be used three times per battle
- No Diethyl Ether techniques the next turn


10.
Type: Attack
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will materialize two Tsunami waves which come from both sides of the opponent. When the waves collide, they crush anything in between them. The earth is then soaked in Diethyl Ether. If ignited by fire or lightning, the area will stay on fire until dosed appropriately.
Notes:
- Can only be used twice per battle
- No Diethyl Ether the previous turn
- No Diethyl Ether for the next turn


11.
Rank: S
Type: Attack
Range: Mid - Long
Chakra cost: 40
Damage Points: 80
Description: After performing three hand seals, the user will raise a 10x10 meter chamber of earth entrapping the target. As the chamber is rising, ether gas is coming out from within the cracks/pores in the ground, filling the chamber up with gas. The chamber, while rising, appears simply as a plain earth container trying to trap the opponent since Ether gas is colorless.
Notes:
- Can only be used twice per battle.
- Must wait two turn before re-using.
- No Diethyl Ether techniques next turn.
- Any Heat/Fire/Lightning related source that comes into contact with the gas will cause an explosion at the range of the technique.


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1.
Type: Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: After slamming his hands together the user causes a Chamber of Blazing Earthen walls/roof with spikes erupting out of them to rise five x five meters around the opponent(s), causing suffocation from the extreme heats within the end of that turn.


2.
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: By manipulating his/her Blazing Earth chakra, the user will manipulate and rise all kinds of structures, ranging from small/medium sized pillars to walls, spikes, domes, cubical prisons, combinations of the listed above, etc. Following Ōnoki's principle of spewing out solid earthen golems from his mouth, the user can also spew out things like, small/medium sized chuncks of Blazing Earth used as projectile attacks, or even projectiles like kunais or even solid weapons like staffs that are shape manipulated after being spewed out just like the regular sized earthen golem used by Ōnoki.
♦ Can be used five times per battle


3.
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: After carefully studying the properties of '(Doton: Uitenpen) - Earth Style: Wheel Of Fortune' the user found a way to utilize that same method without requiring the topographical map. The user will start out by slamming both of his hands together whilst focusing on his mind and ideas of creation, spending two complete seconds in total meditation. While meditating, the user will release his Moerudōton outwards in a surge and use it to change any earth-based feature on the battlefield. After creation the Moerudōton structure/feature will take three turns to naturally cool down back to regular earth.
♦ Can be used three times per battle
♦ Can not be used with earth-based features that possess foreign chakra


4.
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will release a surge of Moerudōton chakra from his entire body and cause chains of blazing earth to erupt out of the ground beneath the target(s) and wrap around their legs, slowly melting the skin and turning the bones to ashes due to the extreme heat. If used against a large summon like Gamabunta, the user will perform the "Dragon" hand seal to utilize a greater blazing Earth source beforehand.
♦ Can be used four times per battle


5.
Type: Offensive
Rank: S
Range: All
Chakra Cost: 40
Damage Points: 80
Description: After performing the Tiger → Boar → Dragon hand seals, the user will focus and release his Moerudōton chakra outwards in a surge throughout the entire battlefield, stretching out to his desires. This causes the entire battlefield to be turned into one large source of Blazing Earth. The extreme heat causes anyone standing on it to suffer from extreme burns as the body part that is currently in physical contact starts melting away the skin and cremating the bones and any water source present to be evaporated. Should the user wish upon creation, he can release an overwhelming code of knajis that will spread throughout the Moerudōton battle field to seal certain elemental affinities. All shinobi present in the battlefield will be limited to the usage of only Regular Ninjutsu, Genjutsu, Earth, Fire chakra and any other element made up of Fire, or Earth mixtures (Like Lava or Blazing Earth Release) until the kanjis are deactivated. Due to the battle field being turned into Moerudōton any other individual that does not possess the knowledge of utilizing Blazing Earth will be unable to utilize the earthen source for earth style techniques.
♦ Can only be used once per battle
♦ No Blazing Earth or Fūinjutsu release techniques in the previous turn.
♦ No Earth, Fire, Blazing Earth or Fūinjutsu techniques above S-Rank for the next turn.
♦ Cannot perform any summonings for the same and the following two turns.
♦ The user cannot perform any genjutsu in the same turn.
♦ The Blazing Earth battle field will cool down into regular earth in five turns
♦ The Sealing method is active until deactivated
♦ After the battle field has cooled down the user can't use BE techniques for that turn


6.
Type: Offensive
Rank: S
Range: All
Chakra Cost: 40
Damage Points: 80
Description: The user will channel Moerudōton chakra throughout their dominant leg and then proceed to stomp on the surface they are standing on. The surface will shake violently with a tremor, knocking all individuals off balance excluding the user. Upon impact with the ground, the surface in front and beyond the user will start cracking as it starts converting into Blazing Earth, heading towards its desired target in the form of a path. Should the path come into contact with any physical structure like a golem, house, etc etc. The Blazing Earth path will start overcoming the physical structure and melt/crumble it away as if it were a domino effect, spreading outwards throughout the structure and continuing forward towards its previous target. The cracks themself are lined with fire combined with the extreme heat of Moerudōton will cause any flammable substance it comes into contact with to explode or ignite. The Moerudōton path will naturally cool down within three turns unless dealt with the proper temperature drop.
♦ Can only be used three times per battle
♦ No other Blazing Earth techniques in the same turn used
♦ No Blazing Earth techniques above S rank the previous turn
♦ No Fire or Earth techniques above S rank the same turn used


7.
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the Tiger → Dragon hand seals, the user will release a surge of Moerudōton chakra from his entire body and slam his hands together. This causes a gigantic Blazing Earth Guardian the size of Ōnoki's greater golem technique to rise from the ground within range having the appearance of a primate. The Guardian wields a Blazing Earth spear and is able to utilize Blazing Earth, Earth, and Fire release techniques up to the user's rank.
♦ Can be used twice per battle
♦ No other Blazing Earth techniques the same turn
♦ No Blazing Earth, Wind, Fire & Earth techniques above S-Rank next turn


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1. Void Release: Black Sword of the Void Warrior - 黒の刀 戦士
Type:Attack
Range:Long
Rank:B
Chakra:25
Damae:50
Description: a 1,2 m long and really wide black sword appears that isn't that strong in taijutsu fights and cant be matched to an ordinary sword even a normal metal sword can defeat it but the special thing about this jutsu is that after its swung against a light based jutsu it makes the jutsu cut in half
Example:fire ball jutsu the user strikes it cutting the fireball in 2 if a lightning absorbs the sword it will get absorbed the sword will last until its destroyed by the enemy

2. (Garandou Hanatsu: Juuniji Kyouki)- Void Release: Midnight Madness
Rank: A
Type: Attack
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After gathering a fair amount of void energy around there body. With a hand sign several void shaped energy blades will erupt from the user (outwardly from the void energy) that shoots through an enemy. Upon being penetrated with the void energy their charka control is greatly disturbed.

3. Garandou Hanatsu: Garandou Dangan (Void Release: Void Bullets)
Type:Attack
Rank: S
Range:Short-Long
Chakra Cost:40
Damage Points:80
Description: The user will does a few hand seals and does a two fingers gun sign with both hands. then he will gather void chakra into his pointin finger and fires void orbs the size of golf balls at rapid succession.
Once the orb enters the target(s) it will give huge imbalance to their inner system. Their energy flow turns upside down and that is causing also a painful pressure on their chakras for 3 turns.
*
*can absorbe only 3 only D- A rank light based jutsus
*can only absorb 2 S rank light based jutsus
*can only absorb 1 Forbidden jutsu
*cannot use void jutsu for 3 turns

4. Garandou Hanatsu: Garandou Ryuujin [Void Release: Void Dragon King]
Type: Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: the user gathers the energy from the surroundin area to create a huge void dragon infront of them which will shoot out towards the opponent(s), wrapping them and swallowing them whole.
once they make contact wit the dragon, they will feel a huge imbalance to their inner system. Their energy flow turns upside down and that is causing also a painful pressure on their chakras for 3 turns.
*can absorb only 3 only D- A rank light based jutsus
*can only absorb 2 S rank light based jutsus
*can only absorb 1 Forbidden jutsu
*cannot use void jutsu for 3 turns
*can be used twise

5. Garandou hanatsu: kakumau [void release: to shield]
Type:defence
Rank: S
RangeShort
Chakra Cost:40
Damage Points: 80 (if the opponent is slap by the shield)
Description:the user gathers the energy from the surroundin area to create an average size void shield. the shield will protect the user from light based attacks.
The shield will last for 2 turns and if the opponent is slaped by the shield, he or she will feel a huge imbalance to their inner system. Their energy flow turns upside down and that is causing also a painful pressure on their chakras for one turn.

*the jutsu will last o2 two turns,
*can absorbe only 3 only D- A rank light based jutsus
*can only absorb 2 S rank light based jutsus
*can only absorb 1 Forbidden jutsu
*cannot use void jutsu while the shield is active
*can only be used once

6. Garandou hanatsu: Garandou Rasengan [void release: void rasengan]
Type:attack
Rank: Forbidden
RangeShort
Chakra Cost:75
Damage Points: 150 (-20 to the user)
Description:the user gathers the energy from the surroundin area to create a rasengan which is pitch black and twise the size of an average rasengan. The void rasengan has the same features of a normal rasengan instead there will not be a destructive impact.
The void rasengan will go tru the opponents body sendin really huge imbalance to their inner system. Their energy flow turns upside down and that is causing also a painful pressure on their chakras, then a huge blast of cold energy will explode tru out the opponent's body ands send him/her crashin couple of feet away.
the opponent will have to be treated immeditatly or he or she will not be able to preform any jutsu. the user suffer pain energy flow to the arm and will not be able to mold chakra in that arm for 2 turns.

*can absorbe only 5 only D- A rank light based jutsus
*can only absorb 3 S rank light based jutsus
*can only absorb 2 Forbidden jutsu
*can only be used once
*cannot use void jutsu for 3 turns
*can be used twise


7. (Garandou hanatsu: Juuniji Kurōku) - Void Release: Midnight Cloak
Rank: Foribidden
Type: Supplementary/Defense
Range: Short-Mid
Chakra:50
Damage: N/A (+ 25 to void Jutsu)
Description: By gathering void energy completely around the user, a cloak of void energy is created around the user. The cloak serves as a booster to void jutsu. However it can also function as a direct defense against light based jutsu. The cloak may only absorb up 3 light based jutsu (1 if ranked Foribidden-S rank light based jutsu. )
Note: Last three turns
If high ranking(S-Forbidden) light based jutsu is absorbed one turn is taken from it's turns in play.
No void jutsu for 5 turns after it's dispersal.
Usable only twice per battle.

8. Garandou Hanatsu: Makkuro [Void Release: Pitch Black]
Type:Supplyment
Rank: Forbiden
RangeShort-Long
Chakra Cost:50
Damage Points: +50 everything the jutsu is active (-20 for the user)
Description:the user gathers the energy from the surrounding area to create a huge void area around the user and the target(s). the void area is pitch black and impossible to c wit the special operation. the area is cold and very misty.
the target will find it hard to keep balance in the void area bcz it will feel like there is no floor or roof.
any light jutsu used in the void area will be absorbed because
*the jutsu will take one turn to gather all the energy and to create the dome/area
*the jutsu will last 10 turns (i am sure whether to add more turns)
after the usin this jutsu, the user cannot use any void jutsus for 3 turns
*the user will feel a bit dizzy while in the dome
*can be used twice per battle


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1. Laevetin -God of Mischief’s Trident
Type: Weapon
Rank: S
Range: Short - Mid
Chakra: 40
Damage Points: 80
Description: the blade made with the properties of a kunai such that it may have chakra channeled into it without destroying it. This trident is a one of a kind vibroblade in the shape of a 7 foot tall Golden trident. It originally belonged to the God of Mischief, and fell into the possession of Loki Laufeyson mysteriously. He believes that he was given this because they shared the same name, and because of this, it has never left his side and will only respond to him. The blade uses ultrasonic vibrations to increase its cutting effectiveness. If stabbed into the ground, the user’s chakra take form and can spread through the ground by way of the vibrations. When up against a normal weapon (dagger, sword...etc) if the blade of the trident connect with the blade then weapon will break.
Note: Can be infused with any basic 5 chakra. One Infusion per turn and Each element only once per battle. User also cannot use the rank of that element of that ability for one turn. (ex: if Fire is used, next turn user cannot use B ranked Fire. etc
Note: Using the Trident counts as a move in the user’s turn. When it does, each Element has the resonating frequency from it causes these effects.
*Fire - Causes 3 B ranked Fireballs to protrude from the ground under the opponent (Short-Mid).
*Wind - Causes dust to flow from around the user in a circular area. The dust will stay at a shoe level and travel with great speed out towards mid range with the cutting power of an A Ranked wind blade. (Picture Whitebeard slamming his Halberg on the ground and the effect it causes)
*Water - Causes the A Ranked Water to rise out of the ground and surround the user for protection.
*Earth - Causes a violent, concentrated B Ranked Earthquake that goes out to Mid Range.
*Lightning - Acts as a Lightning Rod and Channels up to S Ranked Lightning into the rod and then the ground.
Note: Can only be handled by Loki Laufeyson.



2. (Interu: Shinshi no Bōshi) - Intel: The Gentleman's Hat
Type: Weapon
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Intel is a Gentleman's Hat or Top Hat worn by Hazama. It sits on his head very securely in such a way that it sits low across his forehead and eyes; making direct eye contact impossible. It can only be removed if Hazama touches it. Hazama came across this hat on his first set of travels of leaving Iwagakure. He found a few out of character things for the hat that has become to be quite special. The hat, it would seem, allowed the wearer to channel a vast amount of chakra into it and store it completely until when the wearer most needed it. Hazama would speed nights on end almost completely depleting his chakra into the hat before he slept, to see how much chakra the hat could store. The hat was given its name 'Intel', for its ability to grant the user complete awareness of the battlefield as long as the wearer has it on its head after charging chakra into it. After a week straight of almost spending his chakra from the night before, Hazama gave up on the hat and just continued to wear it. It was then that he noticed that the Hat seemed to be trying to insert chakra into him. Thinking no in his head, the hat obeyed. Hazama reckoned that he had enough chakra in this hat to make him capable of performing multiple techniques if he were ever to be completely drained of chakra on the battlefield. From that moment onward, Hazama never went into battle without the hat on his head. The lining of the hat was made of thin, sharp chakra metal. Hazama could easily charge wind or lightning chakra into the hat and use it as if it were a dangerous weapon. The chakra metal in the hat extended a barrier around the hat, increasing it cutting efficiency. Hazama is capable of throwing the bladed Top Hat as a projectile and it always comes back to him in a way that will not cause harm to himself. The cutting power of the hat is the equivalent to a circular Saw.
Note: Intel gives Hazama enough chakra upon request after depleting his to perform up to and including B Ranked techniques for 5 turns.
Note: If Hazama takes the hat off, or depletes the Hat of chakra, he will not be able to use the hats sensory technique.
Note: If all of the chakra in the hat is used up, Hazama will no longer be able to continue battle.
Note: Hazama can only channel lightning/Wind/fire chakra into the hat to achieve the B Ranked chainsaw attack. This can only be achieved once per turn and each element can only be channeled once per battle (3 attacks total)
 

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1.
Type: Supplementary/Attack
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user, while in the air, channels sound chakra in his mouth and performs a high pitched supersonic scream that produces sound waves from his mouth. These sound waves, when angled correctly at the ground or any surface (has been seen used on water/liquid source as well) and will levitate the user, allowing for controlled flight.


2.
Type: Attack/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user charges sound chakra into each of their arms while stretching their arms out wide. They then simultaneously swing both arms inwards across their chest sending forth two bursts of sound waves from their arms. One of the sound Waves resonate at a pitch and frequency to shatter any object into pieces before it comes into contact with the two sound waves. The first sound wave will dissipate as soon as the object in question shatters. The Second sound wave emits a loud noise that will damage the enemy's inner ears, causing loss of balance and pain.
Note: This technique happens extremely quickly.
Note: The first sound wave can only shatter anything other than Fire/Lightning/Wind as long as it has a physical mass (Works against Earth/Water/Metals/Crystals/Ice/Lava/etc) of A Rank and below.
Note: Can only be used once ever 3 turns.
Note: The ripple effect in the air, caused by the Sound Waves is visible, although extremely fast.


3.
Type: Supplementary/Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 (Only if increase in sound)
Description: The user, after producing sound waves (Either naturally or by a technique), will move one of their hands in such away that it appears as if they are decreasing or increasing the sound of a speaker (Clockwise to increase; Counterclockwise to decrease). Doing this allows the user to change the decibel of any sound waves produced so that it becomes either extremely loud and deafens the opponent or extremely soft to where the target could no longer hear it. Increasing the sound can cause the opponent's eardrums to blow, causing extreme pain and deafness.
Note: Can only Change the Volume 3x a battle
Note: Can only be used with Sound Techniques A Ranked and Below.
Note: Opponent(s) goes deaf for one turn.
Note: Opponent(s) suffer from bleeding of the ears and throbbing pain for 2 turns after deafness dissipates.


4.
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: the user, being submerged in water, channels sound chakra into their lungs and screams at a certain resonate frequency. The Sound picks up the water and travels as a combination towards the opponent. The sound/water combination then travels at an incredibly fast speed towards the opponent. The speed of this technique gives it incredible piercing power. The sound waves and water continue to spread out further as it travels, a small vortex with a 3 meter diameter.
Note: Can only be used 3x per battle
Note: This technique can also be used to deflect an A Ranked or lower Water technique back at the opponent as a sound/water combination without the user being submerged in water.
Note: No Sound or Water techniques in the same turn.

5.
Type: Supplementary/Defense/Attack
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user surges their body with sound chakra and creates a circular wall of pulsing, resonate sound waves that gives off the impression to onlookers that the user is vibrating at an extremely fast rate. The Resonate sound waves travel throughout the air and the ground at the range of the user and destroy anything it comes into contact with. Any object(s) or force within range of the user as this pulse is released is sent backwards and away from the user into Mid Range
Note: Can only be used 2x per battle.
Note: No Sound Techniques for 2 turns.
Note: No Sound techniques can be used in the same turn.
Note: After use cannot mold anything above S-Rank for 3 turns.

6.
Type: Supplementary/Defense
Rank: Forbidden
Range: Short
Chakra: 50
Damage: (Enough Pain to cause bleeding and get out of S Ranked Genjutsu)
Description: The user, when placed under a Genjutsu, commits the ultimate sacrifice a sound user could and charges Sound Chakra into both of their eardrums. With a forceful push, they cause their eardrums to pop extremely loud, instantly releasing them from the Genjutsu. The pain caused by this leaves the user feeling rather unbalanced, however the constant residual pain in their ears allows them to become resistant to Genjutsu. The hearing of the opponent will be gone throughout the remainder of the battle, however the feeling of unbalance lessens as the battle draws on.
Note: Can only be used once per battle.
Note: Causes 50 damage user
Note: No Sound jutsu above A Ranked for 3 turns.

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BlacKing

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Yondaime Kazekage
Kage (S) Ranked Puppet
Username: Mathias
Description: Yondaime Kazekage, upon being beaten by Sasori was turned into a human puppet in the same exact fashion that Sasori previously made Sandaime Kazekage, which is Sasori’s favorite human puppet, as well as the most powerful, besides Sasori himself. The Yondaime Kazekage, having been added to Sasori's arsenal and giving him possession of a puppet that controls Gold dust, has created a fierce trio of Sand (Sasori), Iron Sand (Sandaime Kazekage), and Gold Dust (Yondaime Kazekage), such that when they are used together, leaves for near limitless potential when both puppets are used at the same time. As a puppet, Yondaime Kazekage maintains the ability to manipulate Gold Dust, just as the Yondaime Kazekage did, due to it being a human puppet. This puppet, also has the Thousand Hands Manipulation like Sandaime Kazekage. The puppet is able to release Gold Dust from its mouth, allowing it to Gold Dust jutsu with that as a source. Unlike Sandaime Kazekage, the Yondaime has the magnetic apparatus in its right chest compartment

Belongs to Luka

(Sakin Nami no Jutsu) - Gold Dust Technique
Rank: D
Type: Supplementary/Attack/Defense
Range: Short – Mid
Chakra cost: 10
Damage points: 20
Description: Use to create small objects made of gold for Attacking or Defense. No handseals required.
Note: Can only be used by the 4th Kazekage.
Note:Can only be taught by Luka

(Sakin Nami no Jutsu) - Golden Senbon Showers
Rank: C
Type: Attack
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Description: Golden Senbon rain from the sky, which can attack the opponent from above from different angle's and because of the heaviness of Gold dust, the user will duck slowly on his knees because of the pressure getting on him from above. Requires 3 handseals.
Note: Can only be used by the 4th Kazekage.
Note: Can only be taught by Luka

(Kogane chiri: Kanchiki) - Sensor Gold dust technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will release a special type of sensory Gold dust across the whole terrain after making 4 handseals and then upon contact with an enemy target the gold dust can alert the user of the location and presence of an enemy target. The gold dust can even detect invisible targets and stick to their body.
Note: Can only be used by the Fourth kazekage
Note: Can only be taught by Luka.
Note: -10 Chakra per turn

(Sakin Nami no Jutsu) - Greater Gold Dust Technique
Rank: B
Type: Supplementary/Attack/Defense
Range: Short – Mid
Chakra cost: 20
Damage points: 40
Description: Use to create Medium to large sized objects made of gold for attacking or Defense. No handseals required.
Note: Can only be used by the 4th Kazekage.
Note:Can only be taught by Luka

(Sakin: Go-ruden Ame) - Gold Dust: Golden Rain
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: By focusing on the magnetic energy around the field, the user can manipulate the gold dust particles around the battle field. Then by doing so.. the user will turn the gold dust particles into small needle-like rain drops made of gold, that rain upon the target from above. If the technique is used during a sunny day then the sun light will reflect off the gold and cause the target to be momentarily blinded if he looks at the rain.
♦ One turn waiting period to re-use.
♦ Can only be used by the Fourth Kazekage.

(Sakin: Shainingu Doragon) - Gold Dust: Shining Dragon
Rank: A
Type: Offense
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: After performing a series of three hand seals, the user will send out a wave of gold dust in the shape of a big dragon. If used in a sunny day, the reflection of the gold from the dragon will momentarily blind the opponent as its heading towards him.
♦ Can be used three times per battle.
♦ Can only be used by the Fourth Kazekage.
♦ Must be taught by Luka.

(Sakin: Go-ruden Supaiku) - Gold Dust: Golden Spikes
Rank: A
Type: Offense
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: After performing one hand seal the user will focus his magnetic energy and release it into the ground bringing forth condensed gold dust particles from the ground beneath the opponent and shape them into spikes that will protrude from the ground to skew the target. The spikes being made from gold can penetrate targets of greater density.
♦ Can be used three times per battle.
♦ Can only be used by the Fourth Kazekage.
♦ Must be taught by Luka

(Sakin: Gourd Akutibe-shon) - Gold Dust: Gourd Activation
Rank: S
Type: Defense/Supplementary
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: After performing a series of three hand seals, the user will “activate” his gold dust gourd to act as a shielding mechanism from incoming attacks. The gourd will instantly turn itself into gold dust and block any incoming attacks. The user can choose not to be shielded by the dust if he desires. The gold dust can block attacks from any direction even below ground. If the user looses his footing for example by a swamp or a river. The dust will turn into a floating platform to hold the user. Although in this state the dust can not be used to shield from any other incoming attacks. The gold dust can block A rank and blow techniques. Concentrated lightning techniques (A ranked) or powerful enough lightning techniques such as Kirin would easily get passed the defense. A ranked fire would be hot enough to melt the gold dust. If used to block an S rank technique it would work but the activation would end. The shield can't block S ranked concentrated lightning techniques or fire techniques.
♦ The activation can only be done once per battle
♦ The gourd stays active for 2 turns
♦ Every time the gourd shields the user it counts as one of the three turns
♦ No gold dust techniques for two turns after the activation ends.
♦ Can only be used by the Fourth Kazekage


(Jiton: Jishaku Bun'ya) - Magnetism Release: Magnetic Field
Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user will focus his magnetic energy and release it in a 360 degree wave spreading through the air and ground creating a magnetic field, magnetizing anything that it comes in contact with. This technique does not harm the opponent.
♦ The field stays active for two turns and must wait one turn before reactivating.
♦ Can only be used three times per battle.
♦ Can only be used by Magnetisim Release bios.



Magnetic Ninja Art: Ghost Army
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: User touches his bracelets and summons 30 long swords with his seals that he then spreads magnetism chakra into to take control of making the swords float in the air like they are being weilded by invisible men. The swords can't float higher then 2 meters above the ground and can't be controled past mid range from the user. User can only use Magnetism jutsu while this is active.
-Swords can be controled for up to 2 turns.
-2 times per battle.
-Only Magnetism bios can use
-Only Professor Sarutobi can use

(Jishaku Ninpou:magunetto zonbi) Magnetic Ninja Art: Magnet Zombies
Type: Attack
Rank: D-Forbidden
Range: Short
Chakra Cost: 10-50
Damage Points: 20-90
Description: the user unrolls one of the 5 scrolls that contain his Magnet Zombie creations and uses the scroll to summon one of his "Zombies" to the field, where he then uses his Magnetism powers to control it like a puppet by using different polarities and metals to move their bodies at will. These Magnet Zombies vary in build and abilities and each contain their own limits and an increase in the amount of concentration it takes for the user to control them the more advanced the summoned creation is. Once a Magnet Zombie is destroyed the remaining metal from them isn't poofed away and can be used for other attacks.
-Can't use anything but magnetism ninjutsu while controling a Magnet Zombie.
-D Rank Summons have no turn limit but are very slow and weak can have up to 4 out at a time due to barely empowering them with movement. have a simple ability that can be used once per zombie.

-Magnet Zombie: Mindless One
Type: Attack
Rank: D
Range: Short
Chakra Cost: 10
Damage Points: 20
Description: User unrolls his first scroll and summons up to 4 Mindless Ones. They move slowly and are armed only with a single bomb tag inside their mouth and sharp iron claws and teeth,the user can make a single hand seal to set off the tag inside the mindless one(s) head, reducing it to a headless heap of scrap
-Scrap stays on field for the rest of the battle
-Only Magnetism bios can use
-Only used by Professor Sarutobi.

Magnet Zombie: Wretched Ones
Type: Attack
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: User unrolls his 2nd scroll and summons up to 2 Wretched Ones. They move slowly but each carry an iron ball filled with bomb tags (size of a watermelon)
-Can't throw iron ball but user can set it off with a single hand seal, destroying the ball and zombie in a large explosion.
-Scrap remains on the field for the rest of the battle
-Only Magnetism bios can use
-Only used by Professor Sarutobi.

(Jishaku Ninpou: Magunetto Zonbi: Dendou Ichi) Magnetic Ninja Art: Magnet Zombie: Electric One
Type: Attack
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: 40 ( damage of b rank jutsu )
Description: User unrolls his 3rd scroll and summons an Electric One. These are Magnet Zombies that contain 3 seals in it, 1 located in the head like other magnet zombies that can be used to turn the zombie into a shrapnel bomb when needed. The other 2 with B rank lightning jutsus sealed in them, one on the chest another on the tongue and are both able to be used with a single hand seal by kid.
*The chest seal contains: - Lightning Style: Lightning Beast Running
*The tongue seal contains: - Lightning Style: False Darkness Spear
-One use per seal
- chest seal jutsu stays connected by a lightning bolt to the tag itself.
-Using lightning jutsu through the zombie counts towards the users 3 turns.
-Only Magnetism bios can use
-After both electric seals are used, the Zombie becomes useless and falls apart
-Only Professor Sarutobi can use.


(Jishaku Ninpou: Magunetto Zonbi: Bruno)Magnetic Ninja Art: Magnet Zombie: Bruno
Type: Attack
Rank: A
Range: Short-mid
Chakra Cost: 30
Damage Points: 60
Description: User unrolls his 4th scroll and summons Bruno. Bruno is a heavily built Magnet Zombie that is made with dense metals that can't be pierced by normal weapons. this zombie moves slowly but its design lets it perform most strong arm taijutsu and deal bone breaking punches. Slow due to its heavy metal but very hard to destroy. Bruno also has a compartment in his chest that can open and fire 40 bomb tag kunai out from a spring loaded mechanism as well as several bomb tags in his head set so the user can turn his head into a bomb like other zombies.
- one use for chest tags and counts towards users 3 moves
- Size of A the 4th raikage and head has a slightly similar design with yellow gold attached to Bruno head to look like A's hair and beard.
-Only Magnetism bios can use
-Only Professor Sarutobi can use

Mine

1. :
Type: Supplementary/Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 (+5 to taijutsu)
Description: The user channels magnetic chakra into their hands and coats them with condensed Gold Dust like a glove. The user then controls the Gold Dust in the surrounding area (and if there isnt any then the user extracts it from the ground) to raise two large hands of condensed Gold Dust out of the ground to crush their opponent(s). The user manipulates the Gold Dust using their hands. The Gold Dust stays on the user's hands, increasing the user's taijutsu damage for the duration of the technique.
Note: No Magnetism techniques can be used in the same turn.
Note: Can only be used 3x per battle.

2.
Type: Attack
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user channels lightning chakra into the ground and then begins charging Magnetism chakra into one of his hands. The Magnetism chakra gives off a purplish color while it surrounds the user's hand like an orb. The user punches his hand towards the ground and uses the magnetism chakra to direct the lightning chakra in geyser like force upwards. The Lightning chakra forms into lightning bolts that are wrapped with Magnetic chakra, giving off the appearance of a purple beam of energy that is charged with lightning. The geysers can range from one large or 3 alternating geysers that go out to Mid range and reach up to 10 meters in height, and five meters in width. The user can charge the geysers with either positive or negative magnetic chakra. If a target is successfully hit by this technique, they are paralyzed with users nerves being affected by the magnetic charge preventing proper motor functions (For 3 turns).
Note: No other Magnetism or Lightning techniques can be used in this turn.
Note: No Magnetic or Lightning techniques above A ranked next turn
Note: Can only be used 3x per battle.
Note: If used 3x, the user cannot use Magnetism Above A Ranked for the remainder of the battle


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BlacKing

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Ice Release

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: Shimo Waiyā (Ice Release: FrostWire)
Type: Attack
Rank: B
Range: Short - Long
Chakra: 25
Damage: 40
Description: When there is snow or ice on the ground, the user will form 5 tentacles of icy barbed wire that come out of the ground and wrap around the opponent’s legs(2), arms(2), and neck(1) and spread them apart while trapping them. The barbed wire then continues to drag the opponent downwards and to their knees all the while tightening their grip choking and cutting the opponent; preventing them from doing handseals.
Note: If the opponent is able, they can use one-handed seals

Hyouton: Kuroi Yuki [Ice Release: Black Snow Technique]
Type: Attack/Supplementary/Defense
Rank: B
Range: All
Chakra: 25 (+15 per turn)
Damage: +10 to all jutsu made from Black Snow
Description: This technique is formed as a result of the user having used Ice Release: Glazed Black Ice Intrusion followed by Ice Release: Ice Technique(making it snow). As Glazed Black Ice Intrusion is a technique requires no handseal and that triggers itself upon sensing Ice or Earth Chakra of the user and manipulating it, Glazed Black Ice Intrusion can only be sensed by Doujutsu users and is triggered with the usage of an Ice or Earth technique, then followed up by Ice Release: Ice Technique that also requires no handseals, makes a very thicker than normal black snow fall across the entire terrain. The snow maintains the properties of Glazed Black Ice Intrusion, allowing all ice techniques made from the black snow have the extra resistance to lightning (takes a lightning jutsu of the same rank to cancel out any jutsu made from black snow) and a +10 damage to all black ice jutsu as a result, losing some of its damage from the former technique. In two turns, the ground will be completely covered in snow up to the ankles. . The user is capable of using the Black Snow to recreate/duplicate any Ice Release techniques that do no originate from inside the body of the user, by manipulating their chakra that is already inside of the Black Snow.
Note: The user, can use this jutsu in place of creating Glazed Black Ice Intrusion and Ice Technique(to make it snow).
Note: Other precipitation techniques (rain, snow etc) cannot be used at the same time as or used to cancel out Black Snow unless it is of a higher Rank.
Note: Only the user of this technique can create other jutsu out of the Black Snow.
Note: Another Ice user can post Glazed Black Ice Intrusion to use techniques from the Black Snow.
Note: Must be taught by Oraan Nguyen


Hyouton: Kuroi Yuki Hyō [Ice Release: Black Snow Leopard]
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 (+10 due to being formed Black Snow)
Description: the user, after having created black snow, forms 3 handseals and creates a large 10 foot tall leopard out of the black snow. The Black Snow Leopard is only capable of being formed on an area that has black snow already on it. The leopard, is incredibly fast, and stands at 5 feet when on all fours and is capable of taking Fire and Lightning Damage up to A Rank without melting. A Rank Fire and Lightning will damage the Black Snow Leopard, however it is capable of reforming 1 turn later as long as Black Snow Technique is still in play. S Ranked Fire or Lightning completely destroys the Black Snow Leopard. This is normally used when a quick attack is needed to unsettle an opponent, causing them to focus more on the leopard than the user from its Raw Speed. The Leopard moves at the speed of Rock Lee without weights as long as it remains running on Black Snow. When not on black snow, the Leopard runs at the speed equivalent to that of a normal leopard.
Note: Can only be used 2x per battle.
Note: Can only reform if Fire or Lightning (A Rank and below) hit the Leopard but are not enough to destroy it.
Note: Can only be used after Ice Release: Black Snow Technique
Note: Due to being formed of Black Snow, retains the Lightning Resistance of the technique and +10 damage.
Note: The Leopard, due to its sheer size, is still trackable by normal eyesight when running at Rock Lee Speed.
Note: reforming counts as one move.
Note: Must be taught by Oraan Nguyen

(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: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (+30 per turn)
Damage: +20 damage to jutsu
Description: The user creates black ice that surrounds all the user's earth techniques and ice (that aren't already black), giving it a stronger resistance to lightning (takes Lightning of the same rank as to cancel out the technique instead of one rank lower). The Glazed Black Ice isnt unnoticable, but it can be seen with a keen eye. The way it catches people of guard is in their carelessness.
Note: Can only be used 2x per battle
Note: User must wait 3 turns for each use
Note: User cannot use Ice or Earth above A Rank
Note: Can only be used with 2 Earth techniques and 2 Ice Techniques.
Note: User cannot use Black Ice Techniques until the user has completed 2 Earth techniques and 2 Ice techniques.

Hyouton: Kuro Kōri Wa Mitomeru [Ice Release: Black Ice Admission]
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: User does 4 handseals and inserts his Hyouton chakra into the body of up to 2 people as long as he has physical contact with them. The chosen people are allowed to enter and exit Demonic Ice Mirrors the same way the user can as long as the user is alive. This technique can only be detected by doujutsu users.
Note: The people chosen are limited to Wind/Water/Ice and any KG/CE jutsu made with the 2 elements. Otherwise it will interfere with the user's chakra.
Note: User is capable of using Wind/Water/Ice and any KG/CE jutsu made with the 2 elements while the technique is active
Note: Can only be used 3X per battle.
Note: User must wait 2 turns to use again.
Note: If used 3x in a battle, user cannot transport through any mirrors for the remainder of the battle
Note: If put into 1 person, counts as 1/3 jutsu. If in 2 people, counts as 2/3 jutsu.
Note: User may dispel this technque with a handseal.
Note: Can only be used on Ninjas or Samurais.


Hyouton: Eikyū Tōdo-Sō (Ice Release: PermaFrost)
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user forms 4 handseals and sends a vast amount of their Hyouton chakra into the earth under the opponent. The earth under the opponent begins to frost over with white freckles of snow material. The snow material itself has a temperature of below freezing (0 °C or 32 °F). This snow material renders the earth under the opponent and make it impractical for techniques that require mud, since the earth would mix the water initially. The snow material will also travel up any material that is touching it.
*If the opponent stays standing in that spot for more than two turns, they will receive frostbite in their feet resulting in pain and decreased speed of One Rank (Sage – Kage, Kage – Sannin, etc).
*If the opponents bare skin (hands, arms, face, legs, etc) touches the ground while PermaFrost is activated will get frostbite. Their hands will become frostbitten in their next turn, resulting in pain and decreased handseal speed due to shakiness (1 handseal will take the time of 3, 2 will take the time of 4, etc).
*At their Second turn if the opponent doesn't find a way to warm their hands, their handseals will be impossible to make as the hands will be in immense pain and immovable from the Frostbite.
Note: PermaFrost lasts for 3 turns.
Note: Can only be done once every 4 turns.


Hyouton: Kōri no Capades (Ice Release: Black Ice Capades)
Type: Supplementary/Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels Hyouton chakra into their feet creating sharp Ice Skates made of Black Ice. When used on Ice, increases the speed of the user to that of Rock Lee without weights. As long as the skates are touching Ice, the skates will last. The moment it touches a surface/terrain made of anything other than ice, the skates will dissipate. The Ice Skates are very sharp and can be used as an effective taijutsu component.
Note: Can only be used on an Ice surface/terrain.
Note: After dissipating, User must wait 2 turns before each use.
Note: Lasts for 3 turns
Note: Can only be done 2 times per battle
Note: Due to strain on the user's Legs, after use of the second time, user's speed drops one level by Rank. (Sage - Kage - Sannin)
Note: Must be a minimum of Kage rank to use.
Note: User is still trackable through normal eyesight.
Note: Boost in speed refers to running speed, not body movement speed.


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: No Arashi) Ice Release: Black Ice Hail Storm
Rank: S
Type: Attack/Defense/Supplementary
Range: Short - Long
Chakra Cost: 40
Damage: 80
Description: After using Black Snow Technique, the user forms 3 handseals and sends a massive amount of Hyouton chakra in the Black Snow. The already thick Black Snow lumps together into heavy golf ball sized Ice spheres of hail that rain downwards trapping the opponent inside of the Hail Storm and preventing them from leaving the area. If anything tries to leave the area, they will suffer massive damage.
Note: Can only be used twice per battle
Note: Hail Storm lasts for 2 turns
Note: User must wait 5 turns to use again
Note: No Ice techniques above B-Rank the previous turn
Note: No Ice techniques above A-Rank for two turns
Note: Can only be taught by Oraan Nguyen

Hyouton: Okina Kuro no Jutsu: (Ice Release: Greater Black Ice Technique)
Type: Attack/Defense/Supplementary
Rank: S
Range: Short - Long
Chakra: 30
Damage: 60
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: Toketsu Jigoku ) Ice Release: Frozen Hell
Rank: S
Type: Supplementary/Attack
Range: Long
Chakra Cost: 40
Damage: 80
Description: the user projects their Hyouton chakra into the ground and forms a thick layer of ice across the entire battlefield. The layers form from the user and spreads outwards in a 360 degree area from the user. When it reaches the opponent, it forces the ground underneath them to become slippery, and the opponent will lose balance and fall quickly onto their face.
Note: No Hyouton above A Rank for 4 turns
Note: Can only be used once per battle.



(Hyouton:reiki fi-rudo) Ice Release: Chill Field
Rank-S
Range-Short/Mid
Type-Supplementary/Attack
Chakra-40
Damaga-N/A
Description-
The user manipulates the moisture on the field, creating a six inch thick sheet of ice on the area around him. The ice makes movement along the ground difficult, causing the opponent to slide with his own momentum. The user can manipulate the ice To create spikes in this area. This ice created from this jutsu melts after four turns
*can only be used three times*
*Can only Be used by Ice Users*


Blizzard
Light
 
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Lightning Release

Raiton/Doton: Enkei Nokogiri)- Lightning/Earth Style: Circular Saw
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 60
Damage Points: 20x3
Desription: User Creates a Lightning Disk, making it slightly larger, and instead of throwing it aerially at an enemy hauls it to the ground. The Lightning Disk acts as a Circular Saw, that splits into 3 different smaller Lightning Disk that follow one after the other with a 1 foot gap in between each.
Note: Can only be taught by Loki.
Note: Can only be used 1 time per battle.


Raiton: Raiden Bu-Meran (Lightning Style: Lightning Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting lightning jutsu. The User pulls the lightning jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: This can only be used/taught by BloodLust Loki
Note: Lightning jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle.
Note: Can only be taught by Loki



Lightning Release: Lightning Land Spikes (Raiton: Raikou Riki Kasui)
Rank: A
Type: Attack
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user channels chakra through their feet. After the user had channeled the chakra into their feet, the user stomps their feet and sends the lightning chakra into a desired area. The lightning shoots up in that area without warning making between one and eight spikes. The spikes can go through flesh and numb the target body for one turn.
-Only used three times per battle
-Chakra Sensors and Chakra read Doujutsu Users can sense/see lightning.



(Raiton: Chi Raiton Hari) Lightning Style: Thousand Lightning Needles
Type:Attack
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description:The user gathers up lightning chakra to there hand and shoots a large lightning bolt into the sky and then pours down 1000 skinny needles made out of lightning on the opponent.
Note:This jutsu can only be used twice per battle
Note: Can only be taught by Nero
 

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Water Release

Suiton: Suiton Bu-Meran (Water Style: Water Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting Water jutsu. The User pulls the water jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: Water jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle.
Note: Can only be taught by Loki.
 

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Earth Release

1.
Type: Defense
Rank: B
Chakra: 20
Damage: 0
Description: The user builds up a surge of earth chakra into their body, that they will then force it all downwards and through both of their legs at the same time. A long pole made of dense earth protudes out of each of the user's legs that raise the user 10 feet into the air. The Stilts are also water proof, capable of piercing through water with ease without turning to Mud. The user need only to channel chakra into the bottom of the stilts in order to walk on water.


2. Doton/Fuuton: Shouchikubai Ashibishi (Earth/Wind Combo: Elevated Stepping Stones)
Type: Defense/Supplementary
Range: Short-Mid
Rank: A
Chakra Cost: 50
Damage Points: N/A
Description: 5 Large patches of earth infused with wind chakra raises out of the ground elevating the user. Can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before slowly sinking back into the ground.
Restricted to 3x per battle.
Note: Can only be taught by Loki

3.
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user acts as a medium for this technique. The user places their hands onto the ground where the kanji for the word 'Defiance' (逆) then appears in such a way that it forms a box on the ground with a 5 feet perimeter around the user. And as long as the user is standing on the ground and on top of/within the seal, whenever their opponent(s) try to channel A Ranked or below chakra into the earth, the chakra will be automatically sealed in the scroll and the technique canceled out.
Note: Can only be used once per battle.
Note: Lasts for 2 turns.
Note: Technique deactivates if both feet of the user leaves the kanji/ground.
Note: User is limited to A Ranked and below Earth as long as this technique is active.



(Doton: Umou Sono Ga-goiru) - Earth Style: Descent of the Gargoyles
Rank: S
Type: Attack
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the Ram → Dragon → Dog hand seals the user will clap his hands. Thereafter a portal will open up in the sky above the user following the same principles of Earth Lid & Mud Fall. Out of the portal there will be three human sized Gargoyles that will glide down towards the desired target using their lightweight earthen wings to keep them airborne. Due to the their weight and the gravity pulling them down, their velocity is equal to that of a thrown projectile. The Gargoyles are flying down in a V formation with an explosive tag already pre-set on each of their backs. Upon using a simple hand seal to active the desired tag the Gargoyles can blow up. If detonated, the explosion will cause the spikes surrounding the Gargoyles' abdominal and chest area to be released outwards towards the target they were already heading to.(There are six spikes all together with each being three feet long and two feet wide.) Each individual Gargoyles is evenly spaced apart so that the detonation of one of their tags doesn't set a chain explosion. The Gargoyles' flight path can be determined once the portal is open. However, once the path is chosen it can't be changed due to the fact that the Gargoyles are gliding down and not flapping their earthen wings to fly.
Note: Can only be used twice per battle
Note: No earth techniques above A-Rank for one turn after the use of this technique
Note: Must be taught by Mathias


(Fuuinjutsu/Doton: Doki Sono Tentousama) - Sealing Arts/Earth Style: Wrath of the Gods
Rank: Forbidden
Type: Attack
Range: Mid - Long
Chakra Cost: 50
Damage Points: 90
Description: After performing the Ram → Horse → Dragon → Ox → Rabbit hand seals the user will clap his hands. Thereafter a portal will open up in the sky anywhere between medium and long range following the same principles as Dropping Lid & Sticky Earth Drop. From the portal there will be five mini cooper sized earth boulders that will drop down in a 20ft radius from where the portal was opened. As the boulders are dropping the user will perform the Dragon hand seal to active the seals within each individual boulder. This will cause A-Ranked katon chakra to be released(So A-ranked Fuuin as the limit for regular users) from the seals and turn the rocks molten. Upon collision with the ground, the molten rocks will leave small craters due to the sheer momentum in which they dropped. On impact the meteors will disintegrate in a burst of molten rock.
Notes:
- Can only be used once per battle
- Must know Fuuinjutsu
- Due to the magnitude of this technique the user will receive 50 damage from the excessive chakra usage.
- No Earth or Fuuinjutsu the next turn
- No Earth above B rank and no Fuuinjutsu at all in the previous turn
- Neither of the users hands will be able to perform hand seals for the next turn.
- This technique counts as two of the three jutsu per turn.
- The user cannot perform any summonings for the same and the following 2 rounds
- The user cannot perform any genjutsu in the same round
- Can only be used by Mathias
 
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Wind Release

1.
Type: Attack/Defense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user surges their body with wind chakra and performs a short, quick backwards dodge gliding across the ground. The user then begins a rapid 360 degree spin with wind chakra surrounding their body in the direction of the target. As the user travels towards the target, the wind chakra surrounding the user gives off the impression of the user being encased in a wind bullet as it rages towards the target like a protective layer around their entire body. This spin only lasts for a short period of time, enough to go from one range to another. The short quick backwards dodge is not enough to send the user into a different range, and ranges between 1-3 meters backwards. When going backwards from the speed at which it occurs, it leaves a chakra impression of the user's body, however it does not harm the opponent in anyway. This technique can be performed extremely quickly. The user's body is covered with a wind chakra coat with a diameter of 2 feet. If the user is in the air, this can be performed without the backwards dash. This technique is capable of plowing through a large summon.
Note: Can only be used once per turn.
Note: Can only be used 3x per battle.
Note: User must wait one turn before using this technique again.
Note: User (unless they are a Hyuga Member) will experience dizziness as a result of this technique that lasts for 2 turns.
Note: This technique can only be performed by member who possess a Doujutsu or other types of Sensory abilities in any form to maintain visibility.
 
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Fire Release

1. Katon: Enkou Bu-Meran (Fire Style: Flame Boomerang)
Type: Supplementary/Attack
Rank: S
Range: Short/ Mid/Long
Chakra: 80
Damage: (-20 of the original jutsu)
Description: With a flick of the User’s hand, the User is capable of manipulating/redirecting a preexisting Fire/Lava jutsu. The User pulls the fire/lava jutsu back towards the enemy (after having missed them) at the expense of making the jutsu weaker.
Note: This can only be used/taught by BloodLust Loki
Note: Fire/Lava jutsu must have either missed the enemy or appeared behind them in order to use successfully.
Note: If Attack is unsuccessful, User must defend against the attacking jutsu as if the opponent were attacking him.
Note: Lowers the level of the jutsu used by one rank.
Note: -20 the attack points of the jutsu
Note: Can only be used twice per battle


2.
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user charges Katon Chakra into one of their hands and manipulates it so that a small flaming skull erupts from the user's hand. The user will then slam the hand holding the fireball into the the ground, channeling the heat and fire through it so that it erupts into a fireball under the feet of the opponent. The fireball increases in size due to the fire chakra that the user sent into the ground and tries to swallow the opponent whole in the skulls mouth, where the opponent will be engulfed in flames.
Note: Can only be used 2X per battle, Once per hand



(Ninpō: Akuma Hōka) – Ninja Art: Demonic Fire
Type: Supplementary
Rank: E
Range: Self
Chakra Cost: 5 (-5 per Fire technique)
Damage Points: N/A
Description: This is a basic ninjutsu technique used by a proficient Fire release user, to give her fire techniques a more "unique" shape than the other users of fire techniques, similar to the shape of the "Fire Release: Demon Lanturn" technique, The user's fire techniques have somewhat of a transparent effect to it, allowing the user and others to see through the fire technique but a more of a distorted vision of what's behind the fire, and whenever the user's using a fire technique that consists of small fireballs like for example the "Fire Release: Phoenix Fire Technique" all of the small fireballs attain a demonic head-shaped fireball, this technique doesn't increase or decrease the strength of any fire techniques whatsoever.
Note: Will remain continuously activated once used.
Note: Must have a Primary Fire Release affinity.
Note: Fire techniques are still visible, even with normal eyesight.

(Katon: Rēfudō) – Fire Release: Floating Ghosts
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30 [+10 per turn to maintain active]
Damage Points: N/A
Description: After performing 3 handseals Boar → Monkey → Tiger the user convers the chakra inside their body into fire as they release it outwards, causing 3 floating demonic heads of fire to form around them in a spiraling manner , each of the orbs having an equivalent size to the "Big Ball Rasengan" technique, these demonic floating heads have the main purpose of protecting the user, as they continuously spin around the user in a motion that resembles planets orbiting around the sun, with the user's command via chakra, these floating heads "separately or all together" collide with other incoming techniques in order to cancel each other out, each of these floating demonic heads is able to withstand a C-rank elemental technique, two can withstand a B-ranked elemental technique, and altogether an A-ranked elemental technique however this doesn't apply to the water release techniques or any weakness that the fire release may have, it's only able to withstand 1 D-ranked water technique with 1 demonic head, 2 Demonic heads can withstand a C-rank water technique, and all together could withstand a B-ranked water technique, this applies to other Fire release's elemental weaknesses as well. along with being able to deflect/melt incoming normal projectiles weapons (kunais, shurikens, etc) sent towards the user.
Note: Can only be used twice.
Note: Lasts 3 turns once used.

(Katon: Rēshushi) – Fire Release: Ghost Destruction
Type: Offense
Rank: A
Range: Short – Mid
Chakra Cost: 30
Damage Points: 60
Description: After forming 5 handseals Bird → Boar → Monkey → Ram → Tiger the user concentrates a large amount of fire chakra throughout the ground, underneath the opponent's location, causing a Large sized demonic head made of flames to rise up out of the ground underneath the opponent's location in a vertical line, with it's mouth widening as it's opening in order to swallow the opponent and burn them, this demonic head is equivalent in size to the Earth Release: Great Stone Golem technique.
Note: Can only be used twice.
Note: No S-ranked fire techniques in the same turn.

(Katon: Tsuin Kaen Doragon) – Fire Release: Twin Blazing Dragons
Type: Attack
Rank: S
Range: Short – Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the following handseals (Ram → Horse → Bird → Tiger) the user takes a deep breath while gathering a large amount of fire chakra inside his lungs to shoot a huge fire stream similar to the one Oil flame bullet but in the shape of two dragons spinning around each other forming a drill of fire as the spinning dragons gain more speed when spinning around each other and the further they travel the faster they spin around each other, whenever the dragon's of fire are used after performing a wind technique that's possible to make a fire and wind combo, the dragons absorb the power of the wind as a fuel and grows rapidly in size as well as power.
Note: Can only be used 2 times per battle.
Note: No fire techniques higher than A-rank for the 2 turns.
Note: Can only be used by ~Crow~

(Katon: Rēdōrō) – Fire Release: Ghost Lantern
Type: Offense , Defence
Rank: S
Range: Short
Chakra Cost: 40 [+15 per turn to maintain active]
Damage Points: N/A [+40 if shooting demonic floating heads]
Description: After performing the Tiger handseal, the user converts their chakra into fire chakra creating a floating orb of fire near them, using shape manipulation to shape the orb into a large "ghost" of fire, which is floating into the air, this ghost of flames has a figure resembling a demon, with it's head similar to the "Fire Release: Demon Lantern" technique but on a larger size, this demon is roughly the size of the "Earth Release: Great Stone Golem" technique, this technique can be used as a defense in order to defend against incoming attacks, or attack the opponent by releasing several demonic floating heads that attack the opponent having the speed of the "Fire Release: Great Dragon Fire" technique and each of the heads is the same size as the Dragon head-shaped fireballs and reach up to Mid range from the floating ghost and counts as a B-rank Fire technique.
Note: Can only be used once.
Note: The floating heads attack counts as a move.
Note: Lasts 3 turns once used.

(Katon: Kaen Karasu) – Fire Release: The Blazing Crow
Type: Attack
Rank: Forbidden
Range: Short – Long
Chakra Cost: 50
Damage Points: 100 [-40 to the user]
Description: This is an advanced fire technique that's taught to the user by Blaze the legendary crow of fire and the most experienced crow in the fire release, this technique is given to the user after proving skilled enough in the arts of fire release and showing a sufficient amount of respect towards the crows, After the user forms a set of handseals (Ram → Monkey → Horse → Bird → Tiger) The user gathers a large amount of fire chakra into his lungs as well as inhale a large amount of air and mixes both air and fire chakra to create fire which is shot out of his mouth in the shape of a huge fire stream the same size as the "Oil flame bullet technique", immediately the user using his shape manipulation to turn the fire stream as it's shot out of his mouth into the shape of a soaring crow of fire At the size of the Blaze ball Technique scorching the ground as it heads for the target and making a noise equivalent to 100 crows screaming as it's heading for the opponent, this technique becomes exceptionally powerful if used after a wind technique that's possible to merge with this technique making it a fire/wind combination, the crow of flames absorb the power of the wind as fuel and becomes larger than it already is, but after this technique is used the user's body becomes extremely exhausted due to chakra overuse.
Note: Can only be used once per battle.
Note: The user is unable to use fire techniques at all for the next 2 turns.
Note: This technique counts as 2 moves of the 3 moves allowed per turn.
Note: This technique puts a huge strain on the user's body in the following turns due to the chakra overuse the simplest movements puts a huge strain on the user's body and the speed of the user drastically decreases for the next 3 turns.
Note: Can only be taught by ~Crow~
 

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Ninjutsu

1.
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user, while honing in on a target, channels and immense amount of chakra into his arms and form a triangle with his hands by keeping the fingers on each hand together, overlapping the index finger on the one hand with the pinky of the other hand, and overlapping the thumbs. The object being focused on gets zoomed in on and visualized inside that triangle. The user will then concentrate all the chakra into the triangle and release it into one of three wide beams of pure chakra. The user can separate the beams into 3 different rapid succession blasts, however they will be weaker by comparison and yet still add up to the total destructive force of one large S Ranked blast. Each beam is capable of destroying Concrete and continuing through it. When used in the air, the user will be even more accurate than when on land, capable of leaving a 20 meter crater in the earth at the range of its impact.
Note: One Beam is equivalent to S Rank. (20 Meter Crater)
Note: Two Beams are equivalent to A Rank EACH. (10 Meter Crater)
Note: Three Beams are equivalent to B Ranked EACH. (5 Meter Crater)
Note: Can only be used 2 times per battle.
 
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