Teno Cushoms.

BusinessManTeno

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☤Teno Of Contents☤

My Ninjutsu/Kenjutsu/Genjutsu/Taijutsu -35 Limit-


1.)(Yusaburu enjin) Earth Style: Rock Rings
2.)(Tama youshiki maruishi tooriame) Earth Style: Boulder Shower
3.)Kasia kaen hensei (Fire style Blazing Formation)
4.)(mizu youshiki:herumetto tama) Water Style :Sphere Helmet
5.)(Shakuton: Shakuton Bunshin) Scorch Release: Scorch Clone
6.)(Shakuton:Shakuton kyuutai) Scorch Style: Scorch Orb
7.)(Shakuton:Karada Taiyou)- Scorch Release: Body Of The Sun
8.)(Genjutsu : tenma sazanami) Genjutsu : Demon Hands
9.)(Shakuton - pirittokuru haretsu) Scorch Style: Fiery Explosion
10.)(Ameton:enchou kouu tamaishi) Rain Style: Dome Of The Rain Pebbles
11.)(Shakuton: kouyou heki) Scorch Style: Outline Burst
12.)(Ni Dageki Gokai kaze) Two Strikes Of The Lustful Breeze
13.)(Suiton: Kougake Kyojin Enkai) Water Style: Gauntlets Of The Giant Ocean
14.)(Futon: Shou Keiteki) Wind Style: Devastating Whistle
15.)(Raiton/Fuuton: Dimenshon toguchi) Lightning/Wind Style: Dimension Door
16.)(Genjutsu :Ranpu kibou) Illusionary Arts: Blinding Trickery
17.)(Doton/Fuuton: Chika kaze kaze) Earth/Wind Style: Underground Air Grave
18.)(Ninjutsu: Itami shinkeigasurudoi) Ninja Art: Pains Of Sensitivity
19.)(Kenjutsu: Hayai Nokogiri) Sword Arts: Graceful Saw
20.) Shakuton: Uwadzutsumi kontan tenpi) Scorch Style: Resonating Soul Of The Sun
21.)(Shakuton: Kokyuu Helios) Scorch Style: Breath Of Helios
22.)(Genjutsu: Tetsu Kikyuu) Illusionary Arts: Hide and Seek
23.)(Ninjutsu: oshi kokuou) Ninja Art: Pressure Of A King
24.)(Ototon: Touben Ganmou) Sound Style: Deaf Wish
25.)(Shakuton/Kenjutsu: Kinjutsu moushiire Ra) Scorch/Sword Style: First Forbidden Offer Of Ra
26.) (Kuchiyose/Ototon Genjutsu: Magdala Curtain) Summoning/Sound Illusionary Art: Magdala Curtian
27.) (Ototon/Kenjutsu: Jinsoku Urusai) Sound Style/Sword Style: Swift Screech
28.) (Namekuji: Hedoro Utsuwa) Slug Arts: Slime Vessel
29.) (Ensui Katatsumuri: Kawa mikiri) Cone Snail Art: Shell Of Solitude
30.) (Shakuton: Niban Kinjutsu moushiire Ra) Scorch Style: Second Forbidden Offer Of Ra
31.)(Shakuton: Taisan hatsugen) Scorch Stylel: Disperse Revelation
32.) (Ototon Genjutsu: Sakurifaisu Reigen) Sound Illusionary Style: Heartless Sacrifice
33.)(Kuchiyose/Ototon Genjutsu: Carte Garte) Summoning/Sound Illusionary Art: Carte Garte
34.) (Ototon: Oujou Ganmou) Sound Style: Death Wish




Reverse Blade Style

1.)(Sakashima Yaiba:Enko hagane) Reverse Blade Style: Arc Of Steel
2.)(Sakashima Yaiba: Nakigoe Zou) Reverse Blade Style: Weeping Statue
3.)(Sakashima Yaiba: Tsuppari Hyaku seken) Reverse Blade Style: Thrust Of A Hundred Worlds
4.)(Sakashima Yaiba: Handou) Reverse Blade Style: Recoil
5.)(Sakashima Yaiba: Yofun Hitogoe) Reverse Blade Style: Beserkers Cry



Cone Snail

1.) (Ensui Katatsumuri Kuchiyose: Otomeza) Cone Snail Summoning: Virgo
2.) (Ensui Katatsumuri Kuchiyose: Mizugameza) Cone Snail Summoning: Aquarius
3.) (Ensui Katatsumuri Kuchiyose: Iteza) Cone Snail Summoning: Sagittarius
4.) (Ensui Katatsumuri Kuchiyose: Futagoza) Cone Snail Summoning: Gemini
5.) (Ensui Katatsumuri Kuchiyose: Shishiza) Cone Snail Summoning: Leo



Tortoises






Phosphorus (CE-Co-Creator)

1.) Phosphorus release: Craft technique (Rinton shugi no jutsu)
2.) Phosphorus release: (Rinton:Honba Makai) Phosphorus Style: Home Of Hell
3.) Phosphorus release: Land of Hades (Rinton: Rando Yomi)
4.) Phosphorus release: Kamikaze beasts (Rinton: Kamikaze kemono)
5.) Phosphorus release: Domino Effect (Rinton:Domino Sawaru)
6.)(Rinton kuchiyose: Rosuto funbo) Phosphorus release summoning: The Lost Tomb
7.)(Rinton: Onchou Bakuha Kokuou) Phosphorous Release: Grace Of The Exploding King
8.)(Rinton: Tentou Mayu) Phosphorus Style: Heavens Cocoon
9.)(Rinton: Sozens Kometto) Phosphorus Style: Sozens Comet
10.)(Rinton: Onchou Bakuha Kouhi) Phosphorous Release: Grace Of The Exploding Queen
11.)(Respira) ☯ Breathe





Cork (Co-Creator)

1.) (Koruton: Jubak Doragon no Jutsu) - Cork Release: Flourishing Dragon Technique
2.)(Koruton: Yabun Kakujuuengi) - Cork Release: The Night Expansion
3.)(Koruton: Handogairo Yougu) - Cork Release: King's Armory
4.)(Koruton: Shinjou ho Zennou) - Cork Release: Body of Dionysus
5.)(Koruton: Ika Kouzetsu) - Cork Release: Squid Wrap
6.)(Koruton/Suiton: Koushin Betashibu ) - Cork/Water Release: Rise of the Sticky Branch



Custom Weapon/Custom Weapon Technique

1.) (Respira) ☯ Breathe



 
Last edited:

BusinessManTeno

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1.)(Yusaburu enjin) Earth Style: Rock Rings
Rank: A
Range : Short-Long
Chakra Cost:60
Chakra Damage:N/a
Description: The user does 2 hand signs. afterwards he/she sends their chakra into the ground right under the oppenent causing the earth under the person to break off into 3 large rings. and surrounding the person body from their legs / hands-wrist / mid body. once it surrounds the enemy the user then does 1 hand sign and then it closes in on the person body restricting their movements
-Note: Cant use no earth Jutsus while this jutsu is active
-Note: Can only use Twice (1times)
-Note: Only Taught by Teno757


2.) (Tama youshiki maruishi tooriame) Earth Style: Boulder Shower
Rank:S
Range:Mid-Long
Type:Attack
Chakra Cost:40
Chakra Damage:80
Description: The user picks up a rock then focuses his earth chakra to his hands. once he does that. he then crushes the rock to smiterings then blows it into hundreds of pieces. He then throws the pieces high in the air and does 4 hand seals, ending with the tiger. Once thats done the tiny pieces that are in the air turn into boulder size rocks and come crashing down on the enemy like mini size meteors.
-Notenly can use once
-Note: if not secure you can get hit with the boulder showers
-Note: Can only use A rank earth and below after use
-Note: Anybody in the Hidden Ash Can use this
Taught To: -Venom-, Priest, Gutsy Jiriya, Professor Sarutobi
_______

Earth Release:Rise of the Mighty Pillars [Kigen za Tsuyoi Chuuseki]
Type: Attack
Rank: S rank
Range:Short- Long
Chakra Cost: 30
Damage Costs: N/A
Description: The user performs six handseals, he then stomps the Earth, releasing a very large amount of his doton chakra, as it circulates throughout the Earth, while maintaining the chakra and using chakra and nature manipulation, The user then clasps his hands together, as this is done, at the users Will, up to nine giant pillars can be risen from the earth, large in size and mass, These pillars can lock around the tails of any tailed beast, if this is successful, the pillars can keep the tails locked onto the ground for one full turn of the opponent. At he end of this turn, the pillars will crumble. The amount of pillars can be increased or reduced. If this technique is used on a human, the pillar will tightly restrict the opponent from all movement [with exception of the head].
Note
-If used on a tail beast, The pillars only restrict the tails by pinning them down onto the ground, any other part such as the arms and legs can still remain with motion, the pillars only restrict the Creature from running, dodging, jumping etc. While this is in place, the beast still has power to perform jutsu.
-Can only be used once per battle
-Can only be taught by ~Drizzy~
-No Earth Jutsu for the following turn
-No S rank and above jutsu for the next two turns
-Only Sannin Ranked or Higher can use this technique.

(Doton: Tochi Kyojin) - Earth Release: Earth Behemoth

Type: Attack
Rank: S
Range Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather their doton chakra and the release it into the ground. Earth will then rise up from the ground in a form of a Behemoth up to its mid section. The Behemoth can spit out several spear like projectiles that can be use to attack the oppenent. The giant can also use its hands to attack the opponent.

Note: Can be used only once per battle.
Note: Last on the field until destroyed.
Note: Spear like projectiles are A-rank Doton Jutsu.
Note: It cannot move around the field.
Note: Moves made by the behemoth counts as 1 of the 3 moves per turn (shooting spikes counts as a move).
Note: No Doton jutsu while still on the field.
Note: Can only be use/taught by WastedMonkey


(Doton: Yasumichuu Funkei)Earth style: enclosed Decapitation
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This Jutsu can only be done on ground or where there is earth,the user makes several earth hand seals and focuses his chakra on hands and slamming palm to the ground bringing about 4 large enclosed rock pillars with Multiple sharp edges which quickly when comes in contact with the target causes severe injuries.

Note:This jutsu must be taught be thunder bolt to use.
Note:Can Be used twice in battle
Note:The user must wait 3 turns to use again


(Doton - Koroseumu) Earth Release: Colosseum.

Type: Supplementary.
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:N/A
Description: The user performs 4 Handseals then he slams his dominant hand onto the ground and, sends enourmous amounts of Chakra through the Earth and creates a Giant Colosseum rises up through the Ground, covering the whole battlefield.
-Note: Can only be used once per match.
-Note: The Colosseum is infused with the users Chakra untill it gets destroyed.
-Note: Can only be taught by Gobi Gobletsson.
-Note: Due the high amounts of Chakra the user is so exhausted that he is only able to perform B-Ranked or lower Jutsus for the next 3 turns.



(Doton: Ishi Sekkou) Earth Release: Stone Scout:
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+10 Per-Turn)
Damage points: N/A
Description: The user picks up a small rock and molds it into a bird, the bird then fly's high in the sky and scout's the battle field. the user's and Stone Scouts vision's are linked.
Note:
-This Jutsu can only be taught by Serpent


(Tsuchi Kabe-Tama) Earth Wall-Bullets

Type: Attack/Defense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage points: 40
Description:a large wall raises from the ground in front of the user, the wall then shoots hundreds of little bullets at there opponent.
Notes:
-This Jutsu can only be taught by Serpent



(Doton: Kuroi Kurohyou) - Earth release: Black Panthers

Rank: S
Type: Attack
Range:Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user quickly concentrates his doton chakra in his hands and quickly touches the ground to release 2 panthers made out of Earth to run at the opponent at full force and take down the opponent savagely without trouble upon impact. The user can take his hands of the ground and the jutsu will still be active however to control the panthers the user must bring his hands back to the ground. If the users hands are not touching the ground, the panthers will simply attack the opponent whenever they see him/her.
Note: can only be used by RockLeeGreenBeast and those he shares this jutsu with.
Note: Can only be used 2 times.
Note: Panthers must be destroyed with an approperate jutsu.
Note: Panthers disperse after 3 turns if they are not destroyed.
Note: No S-rank Earth jutsus next turn.
Note: User can order the Panthers and tell them what to do as long as his hands are still touching the ground.




(Doton: Kokeru) - Earth Style: Breakdown

Type: Attack
Rank: B
Range: Short-Mid-Long
Chakra: 25
Damage: 40
Description: The user will perform a seal and send earth chakra through the ground from where they stand. The earth chakra will create holes beneath the opponent's feet in a very quick manner causing small pits underneath. When the foot or both feet are within the pits the edges will then clap with extreme force to attempt crippling. This is very quick and subtle making it hard for inexperienced fighters unable to track it.
Note: Only Musa can teach this.
Note: Can only be used twice and must wait a turn to use again.
Note: User can not use another earth move this turn.
Note for opponent: Movement speed will go down a rank the first time this hits, then 2 more ranks if successful once again due to broken bones.
Note for user: Speeds of the Fifth Gate and above cannot be caught in this technique.


(Doton: Enchou kangoku) – Earth Style: Dome Prison

Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: This jutsu is used to trap an opponent in a dense dome of rock that rises up and imprisons the them, which can be further manipulated so that spikes will protrude from the inside of the dome piercing the target. The spikes cannot penetrate targets of greater density.
*Note: Can only be used 3 times per battle.
*Note: No S rank earth techniques the following turn.
*Can only be taught by McKnockout

(Doryuu Hitsugi) Earth Style Coffin
Rank: B
Type: Attack
Range: Mid
Chakra Cost: 25
Damage: 40
Description: The Doryuu Hitsugi is a technique utilizing the doton element. By doing handseals, Tenzou will manipulate the the earth. Using chakra, the jounin will place his hands on the ground, and send chakra through the ground, towards his opponent. Once below them, Tenzou will send the earth upwards, to wrap the enemy in the earth up to their head. This completly immobolized the opponent, and causes severe pain.


(Doryuu Tomurai) Earth Style Burial
Rank: A
Type: Attack
Range: Mid
Chakra Cost: 30
Damage: 60
Description: By doing handsigns, the jounin will manipulate the earth below him. This jutsu is used in conjunction with the Doryuu Hitsugi. Once the enemy is caught, via Doryuu Hitsugi, the jounin can take his hand off the ground, and clench his fist. Once his fist is clenched, the earth will crunch together, and fall down as rocks. The speed of the crushing can be varyed by the speed the user clenched thier fist, which can be very fast for instant usage or very slow so that the opponent is tortured.
*Can only be used twice per battle*




(yochi haru) Earth Spring
Rank-A
Range-Short-Long
Type-Defensive/Supplementary
Cost-30
Damage-N/A
Description-
The user manipulates the earth with his chakra beneath him or his opponent by stomping, sending his chakra through the ground causing the ground to spring up(like a catapult) ,causing who ever the justu is used on to be propelled rapidly through the air in the direction of the users choice.

*Can Only Be Used Three times*
*Can Only Be Taught By Icemyster*




(Doton:Kyandoru Rokku)-Earth Release:Candle Lock
Type: Attack
Rank:A
Range:Short-Mid
Chakra cost: 30
Damage Points: N/A
Description: The user begins by focusing their chakra into an existing source of Earth, and using their doton chakra in order to manipulate the consistency so that it turns into a sticky mud, resembling the Swamp of the Underworld; This step can be skipped if there is already an existing source of mud on the field created through some other means. The user will then proceed to utilize shape manipulation in order to have the mud rise up around an enemy, encasing them in a thick candle shaped mud prison. The mud then encases their body completely, spreading over their limbs. Then manipulating the consistency of the Mud, it hardens around the captured opponent leaving them immobilized and unable to weave handseals, or run away. This makes it different in concept to Swamp of the Underworld.
~Can only be used three times times per battle



Earth Style: Levitating Plateau
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large chunk of the earth beneath him to rise into the air quickly, letting him manipulate the control of the piece of earth, causing it to be able to avoid and dodge B-rank and below jutsu. The user applies chakra to his feet to stay on the earth upside-down and, if he chooses to do so, can jump off and cause the earth to float towards what he wants it too.
*only stays in effect for four turns at the most*
*usable only three times a battle*





(Doton: Yurasu Joushi) Earth Release: Rock Fists
Type: Attack/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user stomps both feet on the ground and channels their chakra into it, then manipulating the ground around short range around him to produce two large hands/fists that erupt from the ground. These could be used to defend against incoming attacks by guarding the user, and for attack by punching the ground around the opponent causing them to stumble and get hit, or by slamming the area in which the opponent is standing at.
Note: Lasts 2 rounds
Note: Can only be used once every 3 rounds
Note: Can only be used 3 times per battle
Note: Each hand is a B-Rank Earth projectile and can be used independently
Note: Can only be used by Kerrah and those who he allow.



Doton: Kyojin no Aizengaadu - Earth Release: Troll of Eisengard
Rank: Forbidden
Type: Offensive/Suplementary
Range: Short - Long
Chakra cost: 50(+20 per turn active)
Damage points: 90(-30 to user due to chakra
strain) Description: An advance earth chakra
manipulation where the user creates (short range of him) a giant mud troll the same size as
the "great stone golem". This mud troll is able to move about up to long range and acts via
the user's will. Due to semi-intangibility of mud, the troll is immune to weapons and most physical attacks as they would just pass through it, however is weak to wood, lightning, etc following its elemental weakness towards other elements. The troll regenerates when hit
by attacks that aren't enough to destroy it at once as it churns for more mud as it moves on the ground. The troll however can sweep a large area with mud flood and can extend his body. Due to its semi-intangibility, It can't break through most solid matter , however it can be fatal when a human recieves a direct hit. The user however, would be exhausted after the troll is out of play and find it hard to mold earth chakra thus can't use doton for next 2 turns and at the same time he is only able to use 2 moves per turn for next 2 turns
+++Mud flood count as a move out of the 3 moves and is equivalent to A-rank mid range
earth
+++useable only once
+++User recieves +30 damage due to chakra
strain
+++No doton for the next 2 turns after troll is out of play.
+++The user can only use two moves for the
next two turns after troll is out of play
+++Stays on the field for 3 turns after which
it crumbles forming a huge pile of mud. However
it can be destroyed before then where, depending on the technique used to destroy it
may or may not leave the mud pile behind.
+++No A-rank and above Earth when troll is
on the field



(Doton: Bimyōna Shifuto)- Earth Release: Subtle Shift
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: The user focuses earth chakra throughout the ground to make it absorb small objects, weapons, liquid etc and quickly transport them somewhere else either underground or on the surface. The movement of the objects underground is very discrete to keep enemies unaware of it. However, as objects reach the surface shifting earth can be heard. This jutsu is helpful when setting traps and will not work on a living organism.
-Can only be taught by Shin-Akira


(Doton: Boushi Tou) - Earth Style: Spinning towers
Type: Defense
Rank: S
Range: Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user puts his hands on earth and pulls out 4 towers each of height 5m and diameter 1m, one in each direction(i.e. N,E,W,S) at a distance upto 5m from the user. The towers start spinning on their own axis and simultaneously around the user. And thus it will be destroyed after taking one S-rank technique. (exception for lightning i.e. A-Rank)
Note:~Can't use any jutsu of earth in next whole turn.
~The spinning of towers can be stopped by making a single handseal.
~Can be used 2 times per battle.
~Can only be taught by Enzup.


(Doton: Mogura No Kōgeki No Jutsu) Earth Release: Attack of the Mole Technique
Type: Offensive
Rank: B-rank
Range: Long
Chakra: 20
Damage: 40
Description:
By using the Earth Release: Hiding Like a Mole Technique to quickly move around the battlefield, the user appears out of the ground and attacks foes with a Sword or Shuriken. Thanks to the concealment imparted by the ground, the user can pop up anywhere unexpectedly on the battlefield to ambush opponents. Few opponents are prepared to defend themselves from attacks originating beneath them, and this technique excels at exploiting that weakness.
Notes:
- Can only be taught by Nathan.
- Can only be used in conjunction of Earth Release: Hiding Like a Mole Technique


Doton: Daichi Dasshu (Earth Release: Ground Dasher)

Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: A fissure opens up under the enemy. Causing them to fall in the user then does a handseal that will sends wave after wave of spikes that puncture enemies.
(Usable 3 Times)
(No Earth Next Turn)


(Doton: Kyokan Mukade)-Earth style: Giant Centipede
Type: Attack
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: After preforming the required hand seals the user will pick a spot anywhere on the ground and focus chakra on it. A huge centipede made from rock will emerge from that spot and lunge at a target with its jaws open. If the target is not quick enough, the centipede will capture in its jaws and a slam it back into the ground. Once the centipede hits the ground it will crumble.
*Note: Can only be used 3 times per battle.
*Note: Faust can only teach this.



(Doton:Shishi Doton Hora)-Earth Style:Lion's Of The Earth Den
Type:Attack
Rank:S
RangeShort-Long
Chakra Cost:40
Damage Points:80
Description: The user forms a series of hand signs then 3 Lion's form from the earth the lions have the ability to fuse with the earth an swim in the earth like a fish does in water. The Lion's also has the ability to fuse into one huge lion when the lions fuse they have to be fully destoryed or they can regenerate from the costing the user - 20 charka
Note:Can only be used 2 per battle


(Doton: Koudo Hotei)-Earth Release: Earthen Replenishment
Type:Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will perform the Snake>Ram hand seals and focus their Doton chakra into a pre-existing Doton technique and replenish the earth into it. Eliminating any damage that the technique had previously encountered and restoring it completely as if it was new.

Note:
~Can only replenish jutsu if at least half of the jutsu remains, if it is destroyed any further this jutsu is ineffective.
~Can only be used 3 times.
~Can only replenish jutsus A-Rank and below.
~Can only be taught by xHoudinii


(Shiikuretto Doton: Aasu Ikizukuri Nichougama) Secret Earth Release: Earth Slicing Sickles
Type: Offensive
Rank: B-rank
Range: Shot - Long
Chakra: 20
Damage: 40
Description:
The user coats the blade of whatever weapon their using with chakra-infused earth, making it resemble an oversized broadsword at the end. The user then slashes towards a target, sharp splinters of earth resembling sickles fly off the blade and towards the target. The sickles are extremely sharp, capable of severing off limbs and piercing trees. If the attack is at close range, the damage from the sickles increase exponentially.
Though sickles are the common practice, the user is able able to make the earth projectiles take the form of small kunai or shuriken. However, this is just a visual change and the damage will remain the same.
Notes:
- Can only be taught by Nathan.

(Doton: Daichinoikari ) Earth Release: Rage of Earth
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: By concentrating his doton chakra into the earth, performing 4 hand seals, the user creates several (about 20) spears of rocks from the ground and shoots it towards the opponent. The
spears are about 1.5 to 2 meters in length. The thickness may vary according to the user's manipulation. These spears can be shot to reach upto 200 meters above the ground. The height upto which these spears can be shot are directly proportional to the time taken/distance covered by those spears inside the earth surface.For
short distances, these spears shoot up very fast.
Note: The user has to keep atleast any one of his hands on the ground for the jutsu to be executed.
Note: Cannot use doton jutsu A rank or above in next turn.
Note: Can only be used once per battle.
Note: Can only be taught by

(Doton: Gareki no sakusei)- Earth Release: Rubble Creation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A(+20 if used in combination with other techniques)
Description: This is a technique initiated almost in conjunction(that is to say, right after) with another technique. After performing a technique(which could be combined with this), the user simply chains another hand seal, initiating this, granting the technique it's additional boost. It would seemingly be performed in the timeframe of 1 move but would count as two. Through this technique, the user may, in any location of his choosing, choose to cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.

Note:

-Can only be used 4x per battle

( Doton: Gaia ) – Earth Release: Gaia
Rank: S
Type: Attack/Defense
Range: Short - Long (Made short range-long range reach)
Chakra cost: 40 (-30 per turn)
Damage Points: 80
Description: This jutsu represents a mastery over Earth and takes great skill to learn. The user will perform the Snake handseal and slam their hands on the ground causing a Massive Earthen being to rise. The Earthen construct is made in the form of a beautiful, nimble yet strong, female warrior with three faces all with different emotions. An expressionless face in the front, a face full of sadness on the left, another face full of anger and hate on the right. She has 6 arms and each arm contains a Large Earthen axe that she uses to attack the enemy in all ranges. Having multiple limbs makes the Earthen being more destructive and versatile in battle. Despite being created in large size as she is about two heads (relative to the Golemn head size) taller than the Great Earthen Golemn in height, she is able to strike and move fairly fast as she is smaller in mass being about 2/3 of its width. Only masters of Earth can perform this technique successfully. When the user is not controlling the creature with their chakra it merely becomes a statue as an earthen construct unable to move. To control it, the user must be in contact with it and spending chakra, therefore not being able to use other elements at the same time.

-Must have mastered Earth
-Must be taught by Omega5
-Can only be used twice and has a 3 turn cooldown period

(Doton: Entaku no kishi)- Earth Release: Knights of the Round Table
Rank: Forbidden
Type: Offensive
Range: Mid
Chakra cost: 50
Damage Points: 90
Description: The user will perform a series of six hand seals, and then focus their chakra into the ground around the opponent. As this is done, four colossal stone knights arise from the ground, spaced in an X formation with the enemy at the center of it. The knights raise themselves four meters away from the opponent. The stone knights are approximately seven feet tall, and are encased in a super hard rock plated armor capable of withstanding brutal attacks. Each knight also carries an incredibly long twelve foot lance, which is immediately thrusted towards the opponent as the Knight's arms clear the ground. If allowed to completely form from the ground, the Knights have the capability to move even closer towards the opponent. The combined effects of their footsteps while moving is equal to the effect produced by the World Shaking Technique, creating small tremors that can easily knock the opponent to the ground.
*Note: Can only be taught by Selendrile
*Note: Usable once per battle
*Note: Severe exhaustion occurs after this technique, restricting the user from using his legs for two turns
*Note: No earth techniques on the same turn; No earth techniques above B-rank the next two turns

(Doton: Shaku sono Taiga)- Earth Release: Dip in the Styx
Rank: Forbidden
Type: Defensive/Supplementary
Range: Short
Chakra Cost: 50
Damage Points: (-30 to user)
Description:
This is a unique technique that although ultimately damaging to the user, also provides a very high level of defense. Focusing their doton chakra into a section of their skin the user floods their skin with high-level chakra giving it an almost stone like quality, they continue to overload it with chakra to compound its density many times, this would result in the appearance of a very dark black spot on the user. This is similar to the canon Earth Spear technique albeit pushed to unexplored limits, this extreme concentration of doton chakra causes damage to the user that is evident when the technique ends, as the affected area of skin will appear cracked and will be quite fragile to the touch. This leaves the user quite vulnerable as a physical blow to this damaged area would deal double damage to the user and continue to do so for any further strikes for the remainder of the battle.

However this is a small trade off for the great defensive capabilities of the section as it provides an extremely hard defense, being able to protect the user from attacks that are smaller than or equal to it.(Following elemental adv/disadv) In addition to this due to the overload of doton chakra in the area it gives the section certain petrification qualities when met with an attack, meaning that when an enemy (including clone, summons, etc) comes into contact with the section they would have the contact limb flooded with doton chakra, forcefully petrifying it. At the cost of a move in a turn the user is able to shift the position of the section across their skin, moving it to a different part of their body, though it still encompasses the same area. This movement can be done very quickly and although it does cost a move, since it is already present it can be done passively while the user focuses on other things. Attacks that are larger than the section would not be stopped by this technique.

Note:
~The section is approx 30cm by 30cm
~The jutsu ends after 2 turns.
~Can only be used once
~Visual of technique
~Can only be taught by xHoudinii
 
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BusinessManTeno

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(Raitoningu sutairu): Ran'ningu osuushi: Lightning style: Running bulls
Ranks:S
Type: Offensive
Range: Short-Mid
Chakra:40
Damage points:80
Description: This jutsu entails much in the concept of shape manipulation, the user does it by concentrating on his ration chakra over a period of time building it up in massive amount he then releases the chakra which he got from concentration into the floor and emit the electricity through it its runs and races through the opponents and seemingly takes the shape of several racing bull going towards the opponents which when they impact emit their electricity from them

Note: Can be used twice a battle
Note; Must wait three turns to use again
Note: No A rank Lightning or above the following turn


(Raiton: Kaon-Samoshii Shiro Saezuru)Lightning Style: Heat-Seeking White Chirp*
Type: Attack
Rank: B
Range: Short/Mid/Long
Chakra: 20
Damage: 40
Description: The user concentrates his lightning chakara to both his hands and releases it, while extending his arms outwards. He then manipulates the lightning chakara as it is been released to take the form of 3 lightning birds that traveling directly at their opponent. The birds are about the same size as an avarage crow. The birds will continue to follow the opponent unless he counters them. The birds also leave off chirping noise like sasukes chidori.
Note: Can only be used 3 times per battle
Note: If used the user cannot use the next turn
Note: No other lightning jutsus during the same turn
Note: Can only be taught be ShikamarUchiha10


(Raiton|Bouhatei Tekishutsu)- Lightning Release|Mole Extraction
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description: the user focuses a large amount of lightning chakra into their palms. they then slam their hands on the ground sending a shock wave of lightning through the ground. This charges the ground with an electrical charge. Anything that is underground will be paralyzed for one turn.
(Can only be used twice per battle)
(Can only be taught by Daemon)



(Raiton: Kakusan Yūdō Kikoha) Lightning Release: Super Scatter Shot

Type: Offense
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description: The user charges up lightning chakra, and fires several energy spheres randomly in the opponent's direction. Disregarding accuracy and with no intent on actually hitting the enemy. With efficient chakra control, the multiple energy spheres are suspended in the air, completely surrounding them. Finally, the user causes them to rapidly spin around the opponent and inevitably rain down on them, filling the sky with a blinding light and inflicting a massive amount of damage.

-Restrictions-

-Can only be taught by PB-
-Can only be used twice per battle-
-No lightning jutsu in the same turn-

(Raiton: Dràugion Stàfe) - Lightning style: Dragonfly Staff
Rank: S
Type: Attack
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user forms a staff made of condensed lightning. The staff is approximately the same height as the user and about a foot in diameter.
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of Chidori(A-rank)
Mid range use:
The staff can also be used at a range, in which it gained.its name "dragonfly staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a dragonflys. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While be controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..

~ Only teachable by William24
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then.it ends that same turn..


(Raiton: Sen no te no kyū ) - Lightning style: Sphere of 100 hands

Rank: Forbidden
Type: Attack/Defense
Range:Short-long
Chakra Cost:50
Damage Points:90
Description:
The user begins by performing 2 hand seals whilst focusing an astonishing amount of chakra into a single point on his spinal cord (outside of the skin). After about 2-3 seconds of charging the lightning, the user would then allow the chakra to expand controllably into a large sphere of about 15 feet in diameter that floats behind the user, attached to his back by a small string of lightning. With the sphere created, the user is able to control the massive amount of chakra in the sphere to create up to 100 arms made of pure lightning chakra. The arms are similar to that of the biju cloaks arms used by jinchuuriki, though due to them being made of lightning, they move at incredible speeds and are able to pierce through objects with relative ease (A-rank cutting potential) or just shock them thus leaving them paralyzed for a brief time. The string attached to the user from the sphere continually sends electric pulses through the users body, thus damaging his body a little every turn It's active.

~ Only teachable by shady doctor
~ Usable once
~ Lasts 3 turns
~ Can only use lightning techniques during use, and after the jutsu is done the user is limited to only A-rank Jutsu for 3 turns due to chakra drainage
~ Due to the constant pulses of electricity sent through the users body, his speed will drop one rank for the rest of the fight.

(Raiton: Shinme Kyohaku) Lightning Style: Shooting Stars
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will initiate the technique by doing a set of 3 hand seals, ending with the boar handseal. Slaming their hands on the ground, channeling mass amounts of lightning chakra within the area below the target. The user will then shape and manipulate the lightning underground, causing countless of 10 inch in length lightning bolts to spring up from under the target(s) and the area up to 5 meters around them; resulting in a devastating assault. Ripping through the skin causing lethal damage after several thunderbolts hit the target. The thunderbolts once shot up from the ground spring upwards in such a fast pace they look like shooting stars from a distance. Because of the pace in which they hurl from within the ground and the area they cover, it's dangerous for the user to be six meters or less near the opponent, risking to be caught in the array. Thus, being a technique designed for distances that surpass short range.
Note: Can only be used x2 per battle.
Note: The user cannot use other S rank (or high) lightning in the same and next turn.
Note: Must wait a cooldown of 3 turns before using again.

(Raiton: Raiton Tora Ken) Lightning Style: Lightning Tiger Blade
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user will gather up a large amount of his raiton chakra and channel it into his sword covering it with lightning. He will then run towards the opponent into short range and swing the sword downwards in a diagonal motion at his target cutting deep into their body, where he will then follow up with an upwards vertical slash leaping into the air. Since the blade is covered in lightning chakra it will also stun the opponent when cut. As the user leaps into the air he will release most of the lightning from his blade into a large ball of lightning above his opponent that quickly shoots out a large bolt of lightning down at the target shocking him. After the bolt of lightning is released and the ball of lightning is gone the user will come spinning down while slashing his sword into his opponent while also releasing the remaining amount of lightning chakra from the sword into him.
~ Can only be taught by Albel
~ Can only be used twice
~ No Lightning jutsus above A-Rank can be used in the following turn

(Raiton: Seteki Ryou)- Lightning Style: Static Charge
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A (30 if the victim breaks free)
Description: The user shoots a bolt of lightning towards the enemy, however once it hits, it doesn't do damage to the victim, instead it puts static electricity in them and sticks them into any surface they touch (including themselves). The victim must be Sage rank or have enhanced strength to break through the static charge, if they do, the electricity will discharge but they will take a little electrocution.
Note: Must wait 1 turn to use again.
Note: Only three times per battle

(Raiton: Ikazuchi Kuruma)- Lightning Release: Thunder Wheel
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user focuses lightning chakra around their palms, forming a human size lightning shaped wheel. He/she then sends the wheels towards his target at high speeds cutting and demolishing anything in its way. The wheels can also shift left and right while traveling however they cannot change direction(meaning if the wheel heads north, it can't turn east).
~ Can be used four times per battle.

Raiton: (Misutishizumu Ori) – Lightning Style|Mystic Cage
Rank: S
Type: Supplemental/Attack
Range: Short-mid
Chakra Cost: 40
Damage Points:N/A (80 if the user attacks)
Description: The user will send their chakra towards the opponent to create electrical chains about one meter away from the opponent that are to circle the enemy to create a spherical image around the target large enough to trap about one individual inside. Once the chains are fully formed, they will then wrap themselves around the enemy's body within the sphere so that he is unable to escape. The user of this jutsu can perform the ram handseal to proceed to shock the enemy that has become trapped inside if he so chooses to so.

Can only be used twice
Can only be taught by Omega
Cannot be used in consecutive turns
No S rank Raition during or after the turn this is used.

(Raiton: Hishou Kyuutai) - Lightning Release: Flying Orbs
Type: Defensive/Supplementary/Offensive
Rank: A-Rank
Range: Short
Chakra: 30 (+5 per turn to sustain)
Damage: 60
Description: The user performs 2 handseals while concentrating raiton chakra around themselves to form 4 orbs of compressed lightning which would then rotate around the user 1 meter away from them. Each orb has the power of C-Rank compressed lightning and is 10 centimeters in diameter. If someone approaches the user and gets hit by one of those lightning orbs, they would receive C-Rank shocking damage while being placed off balance due to being hit and also being slightly shocked the moment they're in contact with said orb. Once an orb lands on a target, it disappears. While opponent is within 5 meters, the user can direct those 4 orbs at the target from whichever direction they wish by a simple waving motion from their hand or weapon they are holding. When doing so, the orbs can either attack simultaneously or in quick succession. This jutsu can be cancelled at will by the user by no longer feeding it with chakra.

~ Twice per battle
~ Lasts for up to 3 turns
~ Must wait 1 turn to use again once the jutsu ends
~ Can only be taught by Klad

(Soudai Sanda-ba-do Mo-Do )-Majestic Thunderbird Mode
Type:Attack
Rank:Forbidden
Range:Short
Chakra Cost:50
Damage Points:N/A(-50 to the user)
Description: the user unlocks all the lighting chakra they have. The lightining chakra is pushed to every point in the body creating like armor made out of pure lightning chakra. The chakra wraps around their head and is then molded to form the shape of a head of a thunderbird. Near their feet the chakra envelops them and forms into the shape of talons. A structure forms out of the back of the user as the shape of large thunderbird wings that are made of pure lightning chakra but they do not grant the user flight of any kind. This mode creates a large yellow aura around the user in the shape of a large bird. The user is able to move at the speed of which their movements seem like a blur to the opponent yet can still be traceable by the naked eye. While in this Mode the user can only use lightning jutsu, taijutsu, ninjutsu and genjutsu. All lightining jutsu get +15 strength. After this jutsu is deactivated the user is extremely exhausted and they cannot use any lightning jutsu for 3 turns. Also after this mode is deactivated the user can only use A-rank and below jutsu for 2 turns due to the exhaustion and lack of chakra. Also the user is very vulnerable to wind jutsu. Water jutsu won't effect the user in terms of electrocution, for example the person can swim in water completely fine without the fear of getting electrocuted.
(Usable only 1 times per battle)
(lasts 4 turns)
(Can only be taught by Daemon)

(Raiton: Koodori Ha)- Lightning Release: The Dancing Billion Leafs
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user makes the Rat and Tiger handseals. While doing so, they will gather up and enormous amount of Raiton chakra. The user will then convert all that chakra into electricity and release it from their body. Doing so, they will use shape manipulation to make the electricity into a billion leafs that's sharp as a razor. The user can now manipulate the electric leafs to attack and defend themselves. The sharpness of the leafs makes them able to shred a target on contact while their inherent Raiton chakra makes them able to paralyze on contact for a brief moment

Note- Can only be used 2 times per batle
Note- Can't use any A-rank or higher Raiton jutsu in same turn
Note- Can only be taught and learnt from~Jellal.F~
Note- Need to have completed Raiton training

(Raiton: Shusei Bolla)- Lightning Release: Bolla's Modification
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on the jutsu)
Description: The user will perform one hand seal and release their chakra towards pre-existing lightning, specifically lightning that is either "focused" (lightning that retains a shape, or has powerful piercing ability, such as a Spear or Animal) or "unfocused" (lightning that does not retain a shape, and destructive, such as the nagashi). Using a concept that has been shown from various lightning jutsus (specifically with the Chidori variants), the user will take a hold of their lightning chakra, and forcefully turn that chakra into the opposite composition it is retaining at that moment. Essentially the user at will, will be able to turn focused lightning, by willfully dispelling its shape, turning it into a unfocused lightning source. When turning it into an unfocused lightning source, it becomes heavily similar to the Nagashi, having numbness and destructive capability of against solid matter. Unfocused lightning also has a unique property of conducting and combining with other material and elements, when doing that it would add a 20+ damage. The same is for unfocused lightning, where the user will inject their chakra and turn the unfocused lightning source, and turn it into a specific shape, the unfocused lightning would come together to create the shape of lightning spear (Similar to the Lightning Release: False Darkness Spear). To allow for unfocused lightning to turn into a spear, the user will perform this technique first, and then the inject itself into a unfocused lightning source/technique that will either be dormant (read further) or created right after through a technique. From their the user will be able to control the unfocused lightning source to allow for the manipulation to occur. A similar process as streaming techniques, after the spear is created, the user doesn't need to focus on it no longer for that scenario. The spear will have a clean piercing power and a certain amount of tangibility. Note the size, rank, and damage capabilities depend on the initial current of the first lightning (i.e. a B-Rank will inflict 40 damage). That rule only applies to unfocused techniques made focused. Focused techniques transformed into an unfocused surge will have no damage capabilities but they will be capable of paralyzing the opponent in the same way as Chidori Nagashi. The larger the initial technique was will dictate the size of the reformed technique. When a focused technique is turned into an unfocused surge of lightning, the lightning will spread out in such a way that it encompasses short-range around the area the jutsu originally encompassed. This jutsu can fully be used on lightning that is combined with other materials or conducted on other constructs (such as water, metal, earth, etc). By simply turning the surface of the lightning into focused or unfocused lightning, however this comes with a drawback, where the initial elemental combo will no longer be in effect for that material it is conducting, destroying it and rendering it useless. This jutsu can be used on dormant lightning, for there is evidence of lightning remaining dormant, things like holding the nagashi on a sword, or lightning currents in water sources/techniques (the user would still need to inject this technique into that lightning source to take control and manipulate it). Evidence of this kind of advance shape manipulation and reformation is present by taking evidence of the various chidori variants, and how they can turn into different shapes or perform different attacks/tasks. This is simply an advance offset of that mechanism in lightning. Another note is, when the user manipulates the lightning's form, they can re-aim the lightning (like a projectile), or remain focus and stream the lightning.

Note: Can only be taught by Noni
Note: Can only be used three times per battle
Note: Cannot be used on an opponent's technique
Note: This jutsu can only be used once per technique, so when the form of lightning is changed, it can not be reversed
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control

Raiton| Yurezuchi (Lightning Release| Quaking Thunder)

Rank: S
Type: Attack
Range:Short-Long
Chakra: 40
Damage: 80
Description: The user clasp their hands and formulates Raiton chakra on thier palms then the user will then proceed to slam their hand into the ground, cracking the upper surface and unleashing a torrent of lightning pillars through the ground that extend up into the air and towards the target. If target is standing on ground, they may loose their balance besides being possibly electrocuted.
(Usable 2 Times)

Raiton| Manako no Same- [Lightning Release| Shark's Eye]
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: While not truly related to sharks or an eye, this ninjutsu is a method of perception that mimics a shark's ability to sense electric fields. Because air is a much poorer medium to conduct electricity, the effectiveness is greatly less than a shark's natural sensory abilities. The practitioner is able to pinpoint organisms that produce bio-electricity (essentially any animal) within a twenty foot radius. The technique does not yield any descriptive information about the organism, simply its location. Strong electric fields, such as other electric ninjutsu ( even those used by the user ), are capable of rendering this technique temporarily useless. Additionally, the user must channel chakra to maintain this sensory enhancement. Unless their chakra control is precise, it is best used deliberately as opposed to a constant passive activation. By focusing lightning chakra in a controlled state into the cornea the user is able to see these small electrical fields being produced by a organism.
(Last 3 turns)
(Usable 2 times)
 
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BusinessManTeno

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13.) (Suiton: Kougake Kyojin Enkai) Water Style: Gauntlets Of The Giant Ocean
Type: Attack
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90 (-30 to user)
Description: This is a very advance and dangerous water-style jutsu. The user will do a set of 5 handseals initiating the attack. If the user is a water specialist, he is able to manipulate the moisture in the air above the opponent to form a huge water pool, if not the user spits a glob of water up above the opponent that will then spread into a huge water pool. The water pool is created 10 meters above the opponent. Once the water pool above the opponent spreads about 10 meters in radius, utilizing chakra manipulation, five huge pairs of gauntlets is created out of the water with a chain attached to the end of them. Due to gravity, they then separate from the pool of water and crash down towards the opponent with massive force and speed. These gauntlets are roughly 5 meters tall and 3 meters wide, but have enough force once landed to cause massive damage that is enough to crack bones with every hit. The opponent can make the gauntlets all strike at at once combining to be an F rank attack or have them attack back to back making each gauntlet at max B Rank. These water gauntlets are strong enough to cause craters of medium size if they so happen to hit the ground instead of the opponent. This technique was said to be a huge strain on the opponent's body due to the large scale technique this is. It will cause slight dizziness and fatigue.

Note: Can only be used once
Note: This jutsu takes up two jutsu slots
Note: No other Water-jutsu in the same turn
Note: No Water-jutsu above S rank in the next two turns

4.)(mizu youshiki:herumetto tama) Water Style :Sphere Helmet
Rank: C
Type: Sup
Range: Short
Chakra Cost: 25
Chakra Damage :None
Description: The user does 3 hand signs underwater. once he does that. sphere type helmet will occur around the user making the water drain out letting the user breathe due to no water in the helmet.
-Note: Due to lack of air can only stay in it for 2 turns
-Note: Can only use twice. and not in the same turn
-Note: The helmet can only be busted by sharp objects
-Note: Only Hidden Ash Village can use this
-Note: Only can be done under water

Water Chakra Distubance(Suiton:chakra disuta-bu)

Rank:C
Type:Supplemantry
Range: Long
Chakra Cost:20
Damage:0
Description:The user sends his chakra through water and the part of the water where the users enemy is standing gets filled with chakra and breaks the enemys chakra which he uses to stand on water. Shortly:the users opponant cant stand on water and falls in the water.
*Can only be used by burakyilan or if thought by burakyilan and also naruto55
*Can only be used 3 times
*Can only be used if both the user and the enemy are standing on water


Water: Giant Hand (suiton:kyojin hando)


Type:Attack/Supplemantry
Rank:A
Range:Short-Long
Chakra Cost:30
Damage Points:60(+5 with lightning)
Description:The user creates a giant hand out of water that can be hard for a punch or sharp to act as a claw it can also be used to grab the enemy. Can be mixed with lightning tecniuqes to make it stronger.
*Can only be used by burakyilan or if thought by burakyilan

(Mizu Shiroppu Bunshin no Jutsu) - Water Syrup Clone Jutsu

Type:Attack
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The user creates Water Clones out of the viscous fluid created in the (Suiton: Mizuame Nababara) - Water Style: Syrup Capture Field technique. The clone is used as a normal Water Clone, but upon being killed, the clone turns into the viscous fluid and flies in all directions in short range. The clone can also be voluntarily dispersed into the fluid. If the fluid gets on the opponent ,i.e. the opponent's hands, the the next thing they touched with them would become stuck to them. If he/she were to try to make hand-signs, his/her hands would become stuck to one another. If the fluid gets into a person's mouth or nostrils, they will be choked and or suffocated.

Note: Clones can use Ninjutsu, Genjutsu, Doton, Katon, Fuuton, and Raiton up to C and Suiton up to B.

Note: Up to three clones can be made with this technique.

(Can only be used/taught by Demosthenes.)


Calling Upon the Kraken (Tenshoku Sono Kraken)
Type: Offensive
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80 (10 Damage Points to User)
Description: This technique if the target is standing on a large body of water. An extremely powerful technique that requires a strong bond to the water element as well as a lot of chakra. In addition the jutsu requires a small blood sacrifice to be dropped into the body of water where the jutsu will be used. After the handseals and sacrifice is made, the user will place his hands down on the water and channel their chakra throughout the water. After a while, eight large water tentacles, that resemble octopus tentacles,will emerge from the depths and attempt to trap the target by wrapping around it. If and when ensnared, the tentacles will drag the victim into the water and then retreat back from whence it came.
*Note*: Can be only used ONCE.
*Note*: No S-Rank Water Jutsu after this technique.
*Note*: Must Learn from ~Sanji~


Suiton: Chika mizu | Water Release: Subterranean Waters
Type: Supplementary
Rank: B
Range: Short/Long
Chakra: 20
Damage: N/A
Description: Using his own chakra the user can, unbeknownst to his opponent, can create a single or multiple water sources within the earth. The water sources can vary in size, depending on the need of the user. The user can create up to 3 seperate sources but their size altogether can't exceed the size of a human sized pond. They don't form too deep in the ground, but about a meter or two beneath the surface. They can be used only as a source for other water techniques.
Note: Usable only thrice (3) per battle
Note: Only McRazor can teach this


(Suiton: Ekitai no Eikyō) - Water Release: Liquid Impact

Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: An very dense sphere of water is created in front of the user's hand or foot that is 3 meters in diameter. The sphere levitates near the user and is controlled using leg or arm motions that the sphere follows. It can be swung around to strike at enemies with enough force to shatter bones. It may also be shot at a distant target with a thrusting motion and on impact, the orb will lose its structure and release a torrent of water throughout the area.
-Usable 4 times per battle


Suiton: Heisha Sattou | Water Style: Chariot Rush

Rank: A
Type: Attack
Range: Short - Long
Chakra cost: 30
Damage Points: 60
Description: The user preforms the *Snake* seal then releases a large amount of water from their mouth. The water forms into several chariots that rush towards the target. The chariots are able to hit all at once or one at a time this causing the target to move around the constant battering of chariot. If a chariot hits the target, the target is hit with such force that they are pushed back and have several injuries.

Notes:
- No water source required
- Usable once per battle
- Unable to use another "Water Style" in same turn
- Only trainable/usable by Dexter..



(Suiton:Kamigami Suiton yari) Water Style: Gods Water Spear

Type:Attack
Rank:A
Range:Long
Chakra:30
Damage:60
Description:A big Water spear appears that is long 6 M the user can throw it at the opponent Any attack under B rank is useless to stop this jutsu the spear is made out of a 5 m long Water holder and 3 jets that are spinning on the tip of the holder just like a tripod ready to stab and even kill him if not avoided well




(Suiton: Suiton aian ryuushi) Water Style: Water Ion Particle

Type: Defense
Rank:A
Range: Short
Chakra:30
Damage:60
Description:last for 3 turns and can be used only 3 times per battle this jutsu makes a layer of water particles in the surfess of the body that is able to deflect any Water,Fire,Wind elemental attacks up to C rank the chakra will be taken fron that jutsu and be added to andys next jutsu with any of his jutsus that he uses goes up by 1 rank the armor lasts for 3 turns




(Suiton:Kyojin dangan kouu umou) Water Style:Giant Bullet Rain Down

Type:Attack
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description:after there is a water source like a waterfal,l the user can summon water from there, and turn them into bullets and speed them up so they are just like giant bullets raining down on the opponent 4 Bullets are Made


(Suiton: Mori Hando) Water Release: Helping Hands
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will perform the Tiger – Ox hand sequence, whereas the user will pour their chakra into an existing water source which contains at least 3 cubic meters, and by doing so the user will perform the tiger hand seal and the water will when coming into contact with an object or person explode outwards with a surge of water. This surge of water will blast out and entangle, strangle, crush and drown the person.
Note:
- Can be used twice per battle
- Can only be taught by Gutsy Jiraiya
- Needs a water source


(Suiton: Mizu Oni Kuike)-Water Style: Water Demon's Appetite

Type: Attack
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: A jutsu which utilizing the water around the opponent for it to work. Below the opponent, a head made of water emerges and tries to swallow up the opponent, having sharp dagger like teeth. If the initial chomp misses the opponent, a tongue will emerge to wrap around the opponent to try and pull them back under for a second attempt.
*Note: Must be performed when both user and opponent are on water.
*Note: Twenty eight handseals are needed to perform this, meaning any ninja will take three seconds to finish the handseals.
*Note: Once the tongue drags the opponent underwater, it grabs him and keeps him there until he escapes or drowns [ no biting if the tongue catches him ]
*Note: Usable only three times in battle.
*Note: Faust can only teach this.


Water Style: Water Hardener (Jello)
Rank:A
Chakra:30
Damage:60
Type:Attack
Range:Long
Description:When the opponent is underwater the user uses this jutsu to harden the water around him(like a cube 10X10 m) the substance will remind you of jello the waters density is tripled so he cannot swim to the surface.

Suiton: seiryoku suijun|Water Release: Forced Plummet
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user concentrates his chakra into any water source to make a couple of large tendrils quickly rise out and head into the air at high speeds. The liquid is composed of a very adhesive mixture and is able to stick to anything it touches. The tendrils latch on to anything airborne that the user controls them to and then brings it crashing down.
Note: Can only be used 4 times per battle
Note: Can only be Taught by -Danzo-
 
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BusinessManTeno

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3.) Kasia kaen hensei (Fire style Blazing Formation)
Rank:S
Type:Attack
Range: Mid-Long
Chakra cost:40
Damage points:80
Description:I do 1 hand sign. as i do. 4 blazing poles appear around the oppenet in a square formation. as it does i then do 5hand signs. igniting each of the polls. making a fire wall to each poll making it like a fire wall where the user cant get out.. after that is complete. i then do 1 more hand sign. sending all the fire from each poll into the middle causing an explosion 10ft in height (The square is 10ft wide also)
-Note:Cant use no fire jutsu for 2turns afterwards
-Note:Can only use B-rank or lower fire jutsus for the whole battle after use
-Note:Can only be used Once
-Note:Can break through the fire walls with A-Rank Water or S-Rank Wind
-Note:If jutsu is to close to me i take half the damage

(Edit or add or take away ANYTHING if needed or wanted)
can be used by teno757 and sadako


(Katon: Hisan Chourui) - Fire Style: Flying Birds

Type: Attack
Rank: A
Range: Mid Range/Long Range.
Chakra Cost: 30
Damage Points: 60
Description: The user focuses his fire chakra into the dominant hand waving it tords the opponent(s) releasing a wave of fire after the wave is directed at the opponent(s) the user forms the 'serpent' hand seal so out of the wave forming ten birds of fire that fly tords the opponent that explode upon hitting the target(s).

♦ Note: Can only be used twice per battle.

Ōkina ōdo: Great Aether

Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user charges fire chakra into their sword and delivers a mighty uppercut into the opponent, knocking him into the air and giving searing cuts. Then the user jumps into the air with the opponent and delivers six more slashes before delivering a double handed downward slash sending the opponent back to the ground and releasing a 4 ft high and wide flame pillar from the ground into the opponent upon landing that burns the opponent further
-The user may only use this 3 times per battle
-Only teachable by goku2000


(Katon: Kushizashi No Za Moeru Shokushu & Muchi)-Impalement of the Flaming Tentacles & Whips

Type: Offensive/Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: By focusing the users chakra into an existing fire source, with no chakra infused or your own chakra infused, the user manipulates the current existing fire source, preferably rather large, and changes its shape. Wherever he wishes, the user can cause a huge amount of fire tentacles and whips to spring forth from the fire source, like Water Dragon Whip, that are sharp, and fiery, and they then race towards the opponent. Despite their sharpness, it would usually be used to impale the opponent, but the intense heat of the whip does not necessarily need to pierce through, impaling your opponent, but its heat can cause burns also. However, the whips are still strong enough to pierce through flesh, burning a hole through and skewering through. The whips can be controlled individually.
Restrictions:
Can only be taught by Baldy..
Only usable 3 times per battle
There must be a pre-existing fire source to create these technique, the tentacles and whips cannot be created out of nowhere
Flaming tentacles and whips travel at a fairly fast pace
This technique cannot be created with the opponent's fire, since the opponent's fire has his own chakra in it. Can only manipulate regular fire. The fire source used must either be created by the user, or is naturally created, with no chakra within.

(This Was given VIA msn when i was banned before the rule was implamented)

(Katon: Blazing Hatsu) Fire Style: Blazing Hearts


Type: Offensive
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user will make a single hand seal and then channels his chakra into both of his hands. Once the user has done so he shall release two fireballs one from each hand which travel to the opponents left and right side in an arc fashion. When the the fireballs make contact they will explode causing damage, while at the same time it also forms an X shape under the opponent which causes fire to erupt from it hitting them multiple times.
~Can only be taught by AlbelTheWicked
~Can only be used twice
~No fire jutsus above B-rank during your next turn


Katon: Ryuuen Kumo ( Fire Release : Dragon Blaze Cloud )
Type: Offensive
Range: Short-Long
Rank: S
Chakra: 40
Damage: 80
The user spits a cloud of flames that moves and surrounds the opponent. Then flame dragons shoot out of the cloud from every direction at the opponent. The cloud itself will cause burns.
NOTE: can only be taught by iseris Or Emperor
NOTE: can only be used three times per battle



(Katon: Nenshō Sākuru) - Fire Release: Burning Circle
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user gathers up chakra and channels it to either their right or left hand. The user then makes it fist and then jump into the air. The user then comes down and strikes the ground with their fist thus releasing a circular wave of fire that can travel up to 10 meter radius. The wave of fire is capable of knocking the opponent back and is able to repel projectiles,shurikens,kunais,ect...
Note:
-can only be used 3x
-can only be taught by Kage Phoenix


(Katon:Tsuin Doragon)-Fire Style:Twin Dragon Fire
Type:Attack
Rank:S
RangeShort-Long
Chakra Cost:40
Damage Points:80
Description:The user forms a series of hand signs then releases fire from his/her mouth making a double headed twin dragon. This dragon attacks the opponent an if it coillide with other fire jutsu it asborbs the jutsu an grows stronger.
Note:Can only aborb S rank fire an down
Note:Can only be used 2 per battle

(Katon:Kouen Harumagedon)-Fire Style:Flaming Armageddon
Type:Attack
Rank: S Rank
Range:Long
Chakra Cost:40
Damage Points:80
Description:First the user focus pure fire charka into his/her hands then the user hands catch fire then while the user hands are on fire he/she performs some hand sign then releases a huge blast of fire from both hands.
Note: Only usable once per battle
Note:both blastes dont have to to be released at the same time nor do they have to be released in the same direction
Note:This is a HUGE Release of fire both blasts are the size of the jutsu Kazuku used from his mask
Note:No Fire Jutsu for 3 turns after use


Kinjutsu Katon Hijutsu: Su-Pa-Shinsei (Forbidden: Secret Fire Release: Super Nova)

Rank: Forbidden
Type: Offensive
Range: Long
Chakra: 60
Damage: 120 (-60 to the user)
Description: The user charges both fists brightly with a huge fire and the put their hands together above their head and slams their fists onto the ground, making an indentation a mile wide in radius and the flames shoot out from the center and end at the end of the indentation and spin around making a ring of fire that burn to the clouds. The user then hits the ground again and everything inside the pillar bursts into flames making the giant pillar burns at 5,800 kelvins. Anything caught inside is burnt beyond comprehension and the user is blasted out of the pillar damaged.
Note: Once used the user may not use any S-Rank and above Fire Jutsu's nor can they use this technique again for the remainder of the fight
Note: Only Zanji may use this technique


✘ (Katon: Jigoku no Buresugādo) - Fire Release: Hell Guards Breath ✘
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 40
Damage: N/A (+20 to Fire techniques, - 20 to wind techniques; see description for more information -5 per turn)
Description: Sending out chakra from their body, the user will perform nature transformation to change the nature of their chakra into the properties of fire, and manipulate it to mix in with the air to create a heatwave around them. The heatwave will resemble the shape of an orb and cover everything short range from the creator. This technique is used in multiple ways. Firstly, because the air is heated from the user's chakra, any fire techniques created by the user and shot out by the user, or anyone that has compatible chakra with the users like summonings will be strengthened by infusing the heatwave's heat into the fire technique. When the heatwave fuses with the fire chakra from a fire technique, it would greatly increase in temperature, and thus, become more powerful (next rank). Secondly, any wind technique coming from the user to outside of the orb and from the opponent coming inside of the orb will be weakened, due to the heat gradually weakening the wind technique as it travels within the orb and when the wind clashes with the fire chakra, it would lose power and momentum, because fire is superior to wind. Lastly, with a single handseal, you can manipulate the heat from the heatwave with shape manipulation to a more intangible form of the heatwave that can be released from all directions, counting as an A-rank and reaching up to mid range. Once the heatwave expands out, and once making contact with the target, it would cause 3rd degree, painful burns throughout the body or body parts touched by the heatwave.
Notes & Restrictions:
Note1: Useable 3x Per battle with a three turn cooldown
Note2: No fire jutsus above S-rank during this move
Note3: Teacheable by Ace. only
Note 4: This technique remains active for 3 turns, and requires five chakra per turn that it is active.

(Katon: 5 Songen Umanin)- Fire Style: Five Majestic Horsemen
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user makes the Horse handseal, while doing so, they gather an enormous amount of Katon chakra molding it in their stomach. They then channel all that chakra to their mouth focusing it there and take a deep breathe. They will then bump both fist together five times breathing out five fire orbs. Using shape manipulation, these five orbs will turn into men on horse that's made out of fire. The user can use the five horsemen to defend or attack and they move at the same speed as an average running horse. Whenever the horsemen comes into contact with something, they will turn into a flaming vortex that wraps around the object and burns like a flaming inferno.

Note- Can only be used 2 times per battle.
Note- Can't use any A-rank or higher Katon jutsus in the same turn
Note- Can only be taught and learnt fro ~Jellal.F~
Note- Need to have completed Katon training


(Katon: Kaku Harumagedon) - Fire Release: Nuclear Armageddon
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short - Mid
Chakra: 50
Damage: 90 (-40 to the user)
Description: The user gathers and focuses a vast amount of fire chakra to every single chakra point within the users body. Then in a burst, the user releases all the chakra at once causing multiple unfocused flames to burst forth from around the users body. Said flames doesn't have much damaging potential but is able to leave minor burns on targets close by the user (Short Range). As the flames are expelled, the user manipulates it by shape manipulating the chakra and forming a type of flaming armor around the users body. It appears as an armor but really is just the flames that completely covers the users body from head to toe. Along with that formation of the flaming "armor", the user shapes two large angel wings upon his back as well. Said wings are unlike the rest of the fire but has a solid property to it, much similar to that of the "Fire Release: Dragon Flame Release Song Technique". The user then manipulates the wings into flapping and swinging around the users body, the user then expels the flames around his body outwards, said flames intertwine with the swinging wings and creates a huge tornado of flames that forms around the user with the user at the center of it. Said tornado blasts outward covering a distance of mid-range all around the user, along with the swinging wings and it's solid properties, any thing within short range is completely destroyed whilst out into mid all around, would only be heavily burnt by the passing, intense and naked flames.

Note: Can only be used once per battle.
Note: No A-Rank or above fire techniques in user's next two turns.
Note: The user suffers slight burns all over the body, dealing 40 damage to their health. However, this only hinders movement slightly and results in their speed dropping two ranks for three turns.
Note: The user cannot take flight with the wings.
 
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14.)(Futon: Shou Keiteki) Wind Style: Devastating Whistle
Type: Defense/Supplamentary
Rank:S
Range: Short
Chakra:40 (-10 pr turn)
Damage: N/a
Description: This is a very useful jutsu to keep enemies from getting into close range, and blowing away weapons/items. The user will gather up large amounts of wind chakra into every single pore into their body. Once done, they will release it all at once, creating an immense and powerful breeze of wind from their body in every single direction up to short range. The breeze is so powerful that if one person is in short range, the wind pressure would blow them back into mid range with ease, and even then the opponent can still feel the breeze all the way up to long range (It would feel as if its simply windy from Mid-Long range) It is able to blow away objects giving them more speed (If a kunai was to be thrown at the user and this jutsu is active. It would blow the object back twice as fast due to the wind propelling the weapon backwards) This justu essentially makes it extremely hard to get within short range without being blown back violently. Luckily this jutsu does no physical damage except the small blunt impact of being blown back but that isnt strong enough to do damage. This jutsu is very unique, cause just like chidori has the chirping sound, this jutsu gives off a loud whistling noise, to give off its unique nature of a jutsu as the air currents makes the noise from the users body. This jutsu is in no way offensive so it does no damage whatsoever.

-Can use 2 turns times max
-Last 1 turn
-Cant use any jutsu while this is active or else it will cancel

Fuuton:torune-do rasen (Wind Release: Tornado Spiral)

Type:Supplementary
Rank:A
Range:Short- Long
Chakra Cost:25
Damage Points:N/A
Description: The user, focuses their wind chakra, creating rapid rotations around the lower section of the body, this rotation forms a spiralling tornado shaped gust of wind which is used to quickly transport the user [it races across the ground/air]The wind only rotates around the body, it does not partially transform the lower section. This technique can also be released if preferred by forming a hand gesture, the tornado will continue towards the opponent. If not, the user can also perform the hand gesture to stop the jutsu, the decision must be posted in the move.
Note:
~can only be taught by ~Drizzy~
~can only be created around the user
~usable only three times per battle.


(Fuuton:Senpuku Senbon)-Wind Release:Whirlwind Needles

Type:Attack
Rank:A
Range:Mid
Chakra:30
Damage:60
Description:The user will perform a single hand seal and exhale his wind chakra into his into his hand.The exhaled chakra will continue to flow around the users hand.Then the user will slash through the air horizontaly with the hand in wich he had exhaled his wind chakra to and launch dozens of sharp wind senbons from the pattern he had slashed the air.
~Note:No A rank or above wind technqiues in the same turn.
~Note:Can be used twice per battle.
(still looking for this one)

(Fuuton: Enbu Ketatamashii Fuuton) Wind Style: Waltz Of The Piercing Wind

Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will do 2 handseals and Swing Both of their legs back to back Once. The Right Leg when swung will create a huge gust of wind that travels to the left. As quickly the left left when swung will travel to the right. Causing the two winds to meet in the middle causing something similar to a tornado. The tornado will travel towards the opponent in a vertical manner, with the tip of the tornado facing the opponent.
:Note: Can only use Twice
:Note: No A rank or above wind in the same turn



(Fuuton: Henka no Kaze)- Wind Release: Winds of Change
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+15 each turn active)
Damage: 80
Description: The user forms 3 handseals to generates and control wind currents throughout the battlefield that can vary in strength from a breeze to wind capable of lifting large buildings. The user must keep the last hand seal held to maintain precise control of the currents and continue the jutsu.However a fire technique of A rank or above can cut the control of the wind currents
-Usable twice per battle
-No A-rank or higher wind jutsu for the next 2 turns
-Can only be taught by Shin-Akira


(Fuuton: Kito Kaze)-Wind Style: Returning Wind

Type: Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user blasts out a big sphere of wind from his/her mouth sending back every up to A-rank fire jutsu. It can be combined with some fires moves creating a combo.
*Note: Fire has the same damage + 30 wind damage. (If the combo is made)
*Note: The user can't use wind style next turn.
*Note: Can only be used 2 times per battle.
*Note: Faust can only teach this.

Fuuton: Tenrai(Wind Style: Tenrai)
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: The user forms a set of handsigns then releases a layer on wind charka around their body, the user has the ability to manipulate the layer of wind charka an form blades at any part of the body an can increase the size of blades at will, the largest the blade can get varies from what part of the body the it was made at,blades on the arm an legs can get to the size of an Zhanmadao,smaller places like knees elbows etc dont get nearly that large.

Note:Jutsu Lasts for 3 turns
Can only be used twice a battle
Can cut through up to A rank harden materials an block up to S rank lightning

Fuuton: Kantan(Wind Style: Prevailing Wind)
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description:The User Compress wind into a spear shaped object then throw it at their opponent due to the wind being compressed when its decompressed causes a huge explosion.
Note:Can only use twice per battle
Note:No wind Jutsu for 2 turns after used


Wind style:Wings of the Wind God

Rank:S (If added fire forbidden jutsu)
Chakra:100
Damage:100
Range:long
Type:Attack/Defensive
Description:this jutsu litteraly gives the user a pair of invisible wind wings that are able to make him fly and every time the wings stroke down they send C ranked Wind waves upon the opponent that is on the ground if the user wishes they can inflame the wings so then they will be visible but since its a combination the fire will be really hot and will damage the user in his back but when sending the wind waves down upon the opponent they will be B ranked fire waves with every turn the wings send 2 fire waves and the wings cannot be put down without an A rank Water jutsu because its a wind and fire combined. the jutsu will last for 3 turns


( Fuuton: Fūryoku ryūshi bīmu ) - Wind Style: Wind Particle Beam
Rank: Forbidden
Type: Attack
Range: Short-long
Chakra Cost: 50
Damage Points: 90 (-15 to the user)
Description:
This technique is a simple yet powerful wind technique which focuses purely on destructive power. The user draws blood from his and like a summoning technique then weaves together three hand seals (Tiger - Dragon - Snake) whilst gather a massive amount of chakra directly in the center of his chest. When the three hand seals are finished the user moves his hands from out of the path of his chest and releases from the chest a condensed circular beam of glowing wind chakra. The beam begins as a circular, 3 foot in radius beam until it reaches five meters away from the user. Once it leaves close range the chakra can no longer be controlled and it suddenly expands outwards into a large half dome like explosion that moves outwards 30m in every direction except back at the user. The concentrated wind expanding so quickly leaves everything in its path cut up on a small scale, so being hit with it is Certain death. The aftermath of the attack is very identical to that of the mini tbb that the 4tails naruto did when fighting Orochimaru, though due to so much powerful wind chakra being blasted from the users chest, it leaves his chest cut up with 1inch deep cuts that leaves him bleeding moderately.

- Usable one time
- No wind techniques in the same or next turn
- The user can't use A-rank or lower Tai for 3 turns due to the body being worn out - Cannot use techniques above S-Rank for 2 turns afterwards

(Fuuton: Kotai kōkū Tekunikku) - Wind Release: Solid Wind technique
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60 (If used offensively)
Description: By using wind chakra, the user will release it into the air in front of them. With the wind chakra, they will manipulate the air to become more solid, 'solidifying' the air, into something that would allow the user to physically interact with. With the use of shape manipulation, the solidified air could be shaped into a multitude of items, like kunai's, hammers, swords, etc. Each offensive action done by these solidified weapons would be able to slice through even the thickest materials due to the slicing and sharp properties of wind (According to elemental strengths & Weaknesses). It can also create shields of slicing winds, about the size of 3/4 the users body, used for defense that is able to defend against lightning techniques, or offensive physical actions like taijutsu or kenjutsu. With the use of a single handseal, the user can choose to make the solidified weapon or item they created previously to burst into a net of slicing winds upon impact, enveloping the target and continuously deal slicing damage to the target for as long as they remain within the net. (Basically, once the weapon made of solidified wind hits a target, it would explode into a net via shape manipulation. The wind would be more concentrated and the net would be touching the targets body, making it cut the body parts its touching.)
Notes & Restrictions:
- Can only be used 3 times with a two turn cooldown
- Only teachable by Ace.
- The 60 damage only applies to the one handseal and creation of the net; if the net is not created, and only the wind weapon hits, 20 damage points will be decreased from 60.
- The solidified items created from this technique must be bigger than a hand, while being smaller than the user. (To avoid people making tiny, tiny balls or something.)
- Once the net is formed, the user will only be able to perform wind based techniques to maintain the net's shape. So basically, if you use the handseal to create the net, you can only use wind jutsus unless you want the net to disappear into thin air.
- Net can only go up to short range.

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

9.)(Genjutsu : tenma sazanami) Genjutsu : Demon Hands
Type: Sup
Rank: A
Range: Short-Mid
Chakra Cost:30
Chakra Damage:N/a
Description: The User Takes out a Staff Or Sword and Stabs it in the ground infront of him. If the opponent looks at the staff/sword as it stabs the ground, Soon As the sword hits the ground a Huge Demon hand will emerge from the ground, grabbing the opponent restricting his/her movements. The Demon hand will start to squeeze the opponent crushing their bones in the genjutsu but in reality just stunning him

-Can only use twice
-Must have a staff or sword to use this
-Cant use genjutsu in the next turn
-Only Taught By General Phaze

12.) (Genjutsu: Ketsuraku Chuushin) Illusionary Arts: Missing Heart
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will point to the users heart area which is the trigger for the genjutsu. Normally used as a tactic for interrogation. Once done, the user will make a hand gesture as if they were squeezing something that was in their hand. As they continue to squeeze their hand the opponent will feel sharp pains in their chest very similar to a heart ache, . The more the user squeeze his hands the more the heart of the opponent aches. which can feel like a punch in the chest all the way to a full on heart attack (the harder the grip the harder the effects of the genjutsu), which the opponent would have a majorly hard time breathing, restricting their movements due to the pain of feeling like having an heart/asthma attack (Lack of blood flow, lack of oxygen, etc). The air in the user palms represents the heart of their opponent. If the user so please he can indeed crush the air in his palm resulting in the crush of the opponents heart. This will cause pains beyond measure dealing mental pain. In the genjutsu his heart would be crush but since it is an illusion he won't, off course, die. He'll just experience massive pain. The user must state the type of pain they are inflicting

Note: Can use a max of 2 times
Note: Cant use this jutsu on the same opponent twice
Note: Deals mental pain regardless if the user crushes the opponents "Heart" or not
Note: If the user crushes the opponent heart, due to the massive pains the genjutsu will automatically be broken right as their heart is crushed
Note: This can last for 1 whole turn but cant use any other jutsu requiring chakra


Taught To: William, Cursed Prince, Zeref, Nathan, Flash07

16.)(Genjutsu :Ranpu kibou) Illusionary Arts: Blinding Trickery
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: This is a special type of genjutsu as it requires a holster with a sword inside. The User will slowly pull out their sword from their holster in their opponents line of sight While at the same time doing the confirmation handseal, thus inducing their opponent(s) in the genjutsu. As the sword is being drawn out, the opponent will see a very bright blinding light emanating from the sword as it's drawn from the holster, temporarily blinding the opponent. Shortly after being blinded, the opponent will feel a sharp pain in their chest from believing they were stabbed in the back into the chest inside the illusion from the sword the opponent seen the user unsheathe from his holster earlier. Once the opponent is stabbed through the chest, the blinding light will dim down only to reveal that the user is no longer in his initial spot but the one holding the sword that stabbed opponent from the back. In reality the opponent is unable to move and receives mental damage once stabbed in the genjutsu, causing mental pain and giving the user an opening to attack.

Note: Can Use Thrice
Note: Must carry a holster with a sword in it

22.) (Genjutsu: Tetsu Kikyuu) Illusionary Arts: Hide and Seek
Type: Supplamentary
Rank: B
Range: Short - Mid
Chakra: 25 (-10 per turn)
Damage: N/a
Description: This is a very useful technique allowing the user to play mind games with the opponent. The user will do the tiger handseal, which induces the opponent into the illusion. What the opponent will see is the user pressing his hands on a flat surface being the ground, a wall, a building , etc. Creating a large portal which the user will then get inside of. Once the user enters the portal, the portal will close up, letting the opponent believe that the opponent is no longer there. The user will then emerge from a portal anywhere around the opponent, poking his head out. This technique is normally used to enrage the opponent. The user is able to control where the portals will open up around the opponent,In reality the opponent still has reign over his body as if he wasnt in an illusion, the only thing is that the opponent does not see the real user but the fakes coming in and out of portals leaving him open for attack, but can backfire if not careful.

Note: Can use a max of 4 times
Note: This technique last 2 turns, unless broken
Note: Dojutsu users and sensors can sense/see the real body even through the illusion without breaking it.
Note: User cannot use any other jutsu or attack while this is in use.

Illusion Technique: Frenemies (Genjutsu: Tomoteki)
Type: Attack
Rank: B
Range: Short-, Mid-, and Long-Ranged
Chakra Cost: 25
Damage Points: 40
Description: This Genjutsu is created after the user throws a smoke bomb. After the smoke clears, the user is replaced with the opponents best freind, who attacks the opponent. The opponent does not want to attack them in shock, and is attacked. After this, the illusion ends.

Genjutsu: Ningyo Shou ) Illusionary art: Mermaid's Call

Type: Offensive/Defensive
Rank: B
Range: Short-mid
Chakra cost:20
Damage Points: N/A
Description: The user makes the Snake hand seal and uses his chakra to control the sight and hearing of all opponents.Using a water source within short-mid range of both user and opponent as a medium,
the user will make the opponents hear a beautiful voice and see a rainbow of bright colors coming from a beautiful mermaid in the water. As soon as they hear the mermaid singing, their bodies are fooled into releasing several relaxing chemicals, inducing a state of calm and oblivion that sets itself until it induces complete sleep. This is done by fooling the opponents brain into hearing the calming music and soothing voice of the mermaid, that will relax them and induce a state of bliss, responsible for the eventual sleep state
-Takes 2 turns to induce full sleep if not released.
-the mermaid can only appear inside a water source that is in short-mid of both user and opponent.
-Only taught by Professor Sarutobi.

(Genjutsu: okashi sen) Illusionary Technique: Candy Beam

Type:Attack
Rank: A
Range:Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: User points at the opponent which places a genjutsu on them which makes it seem as if a pink beam of energy is fired from the user's finger at lightning fast speed which transforms the opponent into a candy version of themselves, paralyzing them since food can't move.
-Only taught by Professor Sarutobi
-3 times per battle.

(Genjutsu: kinaga uxe-to)Illusion: Lying in wait
Type: supplementary / Offensive
Rage: Short - Mid
Rank: S
Damage: 40
Chakra: 80
Description: the user places the opponent in an illusion where they witness no change of any sort, at the users will the opponent will then see earth cords constrict their feet if they are standing still. and if they are in motion they think the muscles in their legs contract forcibly causing them to capsize and then earth cords constrict them. the effects of this jutsu can be activated turns after the opponent has been placed in the illusion.

Note: this jutsu's effects must be used two turns after the casting of the illusion or it wears off altogether.
Note: can only be used once per battle
Note: Further Genjutsu or Lightning/Fire techniques cannot be used by the user during the two turns of the Genjutsu
Note: can only be taught by Iseris...


(Genjutsu: Kousen Mugen no Jutsu) Illusionary Technique: War Visions
Type:Attack
Rank:S
Range:short-long
Chakra Cost:40
Damage Points:80
Description: User locks eyes with the target and asks "Would you like to see true war?" and the area around them changes to look like the middle of a bloody war between armored ninja clans. As the target is witnessing untold violence from the battle, a huge shadow with glowing dark red eyes appears behind them the target turns around and is grabed (paralyzed in reality now) in the shadow's giant hand before the shadow says "Gaze into the unending war!" a sword then extends out of its left eye and peirces the target's chest, the tip sticking out of the target's back. When the Illusion ends the target comes back to reality to realize the user has stabed them through the chest in the same spot the shadow did.
-Only used once
-Only taught by Professor Sarutob


(Genjutsu: Kōseina Gēmu) - Illusion Technique: Fair Game
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: After forming the handseals Ram -> Snake, the user inserts chakra into the target's brain and creates an illusion in his mind where he finds himself in the middle of a forest and hears someone snap his fingers. When the sound is heard, dozens of arrows fly out of the trees and almost instantly pin the target to the ground or nearby tree. The target can see ignited exploding tags on the arrows that hiss loudly but never explode which may cause him to panic. In reality he feels like he cannot move his body and is standing still, leaving him open for an attack.
-Usable 3 times per battle


Genjutsu: Sokkusu teiri) - Illusionary Arts: The Sock Theorem
Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user performs 3 handseals inducing the target in an illusion which disrupts the target's chakra system and the chakra within their brain causing them to get extremely nauseous feelings. This feeling would progress to the stomach area, where the opponent would feel that inside their stomach, bubbles are boiling up and they will begin to throw up all of their stomach juice, giving them an extremely uncomfortable feeling also preventing them from doing anything else in this illusion. This is not where it ends, while they're under the process of throwing up they will also believe that their stomach is producing an even greater quantity of stomach juice by draining the water inside their body. This causes the target to both have difficulties breathing and have their energy exhausted because of loosing too much water from their body. In reality, the target will be immobilized and due to the mental stress the nauseous feeling gives, the target will be hindered and somewhat dizzy. While the illusion is progressing, while difficult, the enemy is still able to do handseals and mold his chakra and doesn't lose his connection to the real world as it's not a "dream-like" illusion. However if not countered within a set amount of time, the target will end up fainting because of exhaustion and the experienced nauseous feeling's intensity.

Note: Usable twice per battle
Note: Cannot be used the following 2 turns
Note: No genjutsu above A-rank the following turn
Note: Target faints at the end of the 2nd turn if this genjutsu doesn't stop/gets cancelled

(Genjutsu: Asshuku Mizu) l Illusionary Arts: Pressure Water
Type: Supplementary / Genjutsu
Rank: A Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user begins by forming 3 handseals, channeling their chakra into their opponent's chakra network, manipulating it to make the opponent believe they are hit by a large constant freezing ice cold stream of water from just above them that is large enough to cover their body. In the genjutsu the freezing ice cold water stream pins them to the ground facing up, under the force of the water the victim is rendered immobile. Also within the genjutsu the water the victim is hit with is freezing cold, so much so that it is like the water found in the Arctic, this water makes the victim feel terribly cold, numb.

However in reality, the victim is left standing, paralyzed due to the power of the stream that pins them within the genjutsu. If the user does not escape the genjutsu in one turn they will suffer great mental damage , from the ice cold water. If the victim is unable to escape in the second turn they will not be able to cope with the mental stress that has now accrued and will pass out.

Note: No genjutsu of any rank can be used in the next turn
Note: Can only be used two times a battle
Note: Can only be taught by Strawberry

(Genjutsu:Helios)-Illusionary Arts|Helios
Type: Attack
Rank:A
Range:Short-Mid
Chakra:30
Damage: 60
Description: The user will perform the snake handseal and cast an illusion upon the opponent. The enemy will then see a screeching eagle fly by which triggers the genjutsu. Immediately after seeing the soaring eagle the enemy will see a ray of light that descends from the sky and entraps the enemy within a 2 meter radius of what looks to be a hollow cylindrical and condensed beam of light. Since the light only blocks the enemy from seeing what is on the outside he can see the small area he is enclosed in. Because the illusion creates a condensed beam, the enemy believes in its physical properties and feels the condensed beam exert its pressure as it shrinks. This shrinking can be noted by the enemy seeing the enclosed space get smaller. They would have limited movements as they believe they are trapped within the area of the hollow beam. As the beam continues to shrink the enemy will pass out from the mental stress due to the intense pain as they experience unimaginable pressure from all around them.

Restrictions
-Must be taught by Omega
-Can only be used 2 times.
-No Genjutsu above B rank next turn

Genjutsu: Dementor's Seppun(Illusionary Arts: Dementor's Kiss)
Type: Offensive
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After performing four hand seals, the user places the target in an illusion through sending his/her chakra to the targets brain. Inside the illusion the target would see a cloth-like being descend from the sky towards them. The target, upon the appearance of the being, would be unable to move due to ice emerging from the ground encasing them completely and preventing their movement(Target's head does not get encased with ice). As the being gets closer to the target, (s)he would begin to feel colder, the ice would seem to strengthen and tighten as it gets closer. As the being, named dementor, reaches the target it begins to 'suck' out the targets 'soul' through a 'kiss'(not necessarily a actual lip on lip kiss, it can be performed with the dementor's 'mouth' a few inches away.) The target would see a light blue line emerging from their mouth through the ice, said line would represent the target's 'soul'. As the 'soul' is being 'sucked', the dementor would fabricate fake illusions which the target would experience. The illusions would be intense enough to cause mental damage. Said illusions would usually be of anguish, torture, and sadness, of course the scope of the illusions intensity depends on the user's desire. Furthermore, the ice that had been strengthening and tightening as the dementor got closer would shatter inwards when the mental damage is delivered, this deludes that target into believing that (s)he had experienced both mental and physical damage, while in reality it was only mental damage.
-Usable 3X per battle.
-Must have illusionary arts training completed.
-No illusionary arts above A rank can be used in the same and next turn.
 
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5.) (Shakuton: Shakuton Bunshin) Scorch Release: Scorch Clone
Type:Sup
Rank:A
Range:Short
Chakra Cost:30
Damage Points:N/a
Description: The User will do the Tiger handsign and Create a Scorch clone. The Clone has the same affect as the scorch sun tech and can use Fire and wind up to B rank . It can evaporate water out the opponents body with contact.. The clone can be dispersed by high level waters (A rank or Above)

-Can only make up to 3
-Cant use no Scorch jutsus while they`re on the field
-Can only be used by general phaze
-Can only be used once per battle


6.)(Shakuton:Shakuton kyuutai) Scorch Style: Scorch Orb
Type: Attack/Defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The User will do a set of 2 handseals. following after, I will wave my hand towards the opponent causing a heat wave to travel above the opponent. The Heat wave travels real fast. (about 2seconds) Soon as the heatwave is above the opponent. The user will do the tiger hand-seal.it will then quickly imprison and form around the Opponent infused with my chakra The orb is twice the size of Dodai rubber ball (Can fit two people in it). Causing Massive heat burns to the opponent body. The orb shrinks within time (3seconds) when the orb touches the opponent body the water starts to boil in their body causing agony pain, and eventually their water in their body evaporate. (The whole process for that is about 6seconds) The orb can also be used on myself In a case of an incoming water or mud attack or anything that contains mid amounts of water. The user will do 3 handseals and a orb will form around the user. Due to the Scorch chakra in my body the orb does not cause degree burn to me and it can Evaporate up to A Rank with anything with water in it when comes in contact with the orb.

-Can only use Once
-Cant use Fire and Wind above A rank for the next turn
-Only can be Taught by Teno


7.) (Shakuton:Karada Taiyou)- Scorch Release: Body Of The Sun
Rank:A
Range:Self
Type: Defensive|Supplementary
Chakra Cost:30
Damage Points: N/a
Descirption: The user will quickly do the handseal, causing their whole body to take the property of scorch. While this technique is active, it not only causes physical damage to bypass the user due to scorch being nothing but extremely heated air, but it also causes 2nd degree burns to those who comes into physical contact with the user. The special thing about this technique is that, the user can use their body to produce scorch techniques without the use of handseals while in this form from their body. The special thing about this technique is that it cauterize physical wounds due to the heat of the technique. Example: If the user gets stabbed in the leg and uses this technique, once the user reforms the wound from the stab would be closed due to the heat of the technique.

Note: Can use 3 times a battle
Note: Last one turn but can deactivate at will
Note: Requires 2 turn cool down
Note: If opponent comes in contact, it deals 20 Damage
Note: Can only use Scorch, Fire, Wind and non-elemental abilities while this is active

8.)(Shakuton - pirittokuru haretsu) Scorch Style: Fiery Explosion
Rank:S
Range:Short-Mid
Type:Attack/Defense
Chakra Cost:40
Damage Points:80
Description: The User Will build and channel a huge amount of his scorch chakra in the middle of his body.. Once done he will do a sequence of 5 handseals. Once done he will Release all of the stored up scorch chakra from his body in a Explosion type fashion.. The Scorch Will Drain the Water Out of Everything that is in the Scorch Explosion. This can be used in Defensive purposes also. Due to the explosion from the body. The user gets light headed due to the strain on the body and wont be able to do 3 jutsus but only 2 the next round

:Note:Can Only Do 2 jutsus the next Turn
:Note:Can only use once
:Note:Cant Use Fire or Wind in the same Turn as this jutsu
:Note:Cant use Fire and Wind Above A rank the next turn
:Note:Can Only be Taught By Teno

11.)(Shakuton: kouyou heki) Scorch Style: Outline Burst
Type: Attack/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather up large amounts of scorch chakra in their body. Once done, the user will release an outline of himself from his body made completely of scorch. The outline of the user is identical to the user making one think its a clone that emerged from the users body, but it is simply an outline made from scorch. The scorch outline only travel in the direction the user is facing, and the speed of the outline is very fast that the eye couldn't keep track but predictable at the same time because it moves in a straight line.
-Can Use Twice
-Cant Use S rank Scorch for 2 Turns
-Cant Use Fire And Wind Above S Rank This turn, or the next

20.) Shakuton: Uwadzutsumi kontan tenpi) Scorch Style: Resonating Soul Of The Sun
Type: Supplamentary
Rank: Forbidden
Range: Short
Chakra: 50 (-20 Each turn active)
Damage: N/a (-30 due to first degree burn.) (+15 Taijutsu)
Description: This is a special scorch jutsu exclusive to the best of the best of scorch users. The user will gather large amounts of scorch chakra around their body for a period of time. Once done they will release the built up scorch chakra from around their body causing scorch to layer around their skin literally resonating from the surface their body outwards. This jutsu serves 2 Main purposes: 1. Any small-scale water jutsu that comes within short range of the user will quickly evaporate due to the intense heat that resonates from the users body thus making all water jutsus useless against the user. If the user of this technique were to come into contact with large bodies of water however, it would completely overpower the scorch technique, extinguishing it. To compliment their style in taijutsu. If the user comes in contact with the opponent, they will suffer 2nd degree burns on wherever they was hit thus causing pain to a mid degree whenever they move the body part that was inflicted. The reason this jutsu is classified as forbidden is due to the intense scorch chakra resonating on the surface of the body, though the user is coated in scorch chakra to protect him from the scorch it does not fully protect them from the scorch that resonates due to its intense heat, It causes first degree burns to the users whole body

Note: Can only use once
Note: Once this technique is done the user will suffer 1st degree burns all on their body, not only being painful, but tender to the touch All attacks that are landed onto the opponent gains +10
Note: Stays Active 3 Turns
Note: The user cant use any elemental chakra nature except Wind , Fire, and Scorch

21.) (Shakuton: Kokyuu Helios) Scorch Style: Breath Of Helios
Type:Offensive|Defensive|Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage:N/a
Description: This technique is the mother technique of the scorch technique Scorch Body/Body of the sun. The user will utilize the heated air version of scorch by taking a step in any direction. Once done the user will release all of their scorch chakra in their body turning themselves into scorch itself. This technique, though intangible is not used to bypass damage but use as another means of dodging, and/or traveling, as the user for a brief moment will travel through the air while in this scorch form in haste (Users Base Speed). This technique has very little offensive abilities as the damage from this technique cause minimum damage (Equal to D rank burns upon impact on opponent). The special thing about this technique is that it cauterize physical wounds due to the heat of the technique. Example: If the user gets stabbed in the leg and use this technique, once the user reforms the wound from the stab would be closed due to the heat of the technique.

Note: Can only be used twice per battle
Note: This technique is easily visible to the naked eye
Note: Cant use any scorch custom above A rank in the same turn

25.) (Shakuton/Kenjutsu: Kinjutsu moushiire Ra) Scorch/Sword Style: First Forbidden Offer Of Ra
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This is a unique technique, created by Asch the bloody of the scorch clan. By not only studying the ins and out of scorch but also utilizing it through medians such chidori stream, and multiple wind techniques. This technique being one of the three offers created by asch. The user will take out their sword and channel mass amounts of their scorch chakra through the sword to the point where the blade begins to look burnt becoming "roasted" while having scorch heat waves in the form of steam emit from the blade. Once this is done the user will focus all of that scorch to the tip of the blade causing it to take a bright red color. This ability concentrates the intense scorch of the sword along the edge of the blade. Once the tip of the blade comes in contact with an opponent, it neither burns them, or cause them to erupt but cause all of the build up scorch chakra at the tip of the blade to release at the point of contact completely annihilating it. (it can completely scorch up a large water source such as a 20x20 meter lake. Nothing as big as an ocean). Though this technique has a severe drawback and normally used as a last resort. The user when using this technique has to clad the hand hes using in scorch unless he risk his hands being complete burnt beyond repair. But due to the high amounts of chakra ouput in this jutsu, the user is only limited to how much chakra they can output. While this is active, all moisture around the user evaporates due to the heat given off by the sword through scorch release (following rank and elemental interactions).

Note: Can only use once
Note: Due to such high volume chakra, the user cant use any elemental techniques besides the elements that make up scorch (fire, wind, and scorch itself) and non elemental techniques such as tai, ken , etc.
Note: Last 3 turns
Note: Once the built up chakra in the tip of the blade is released, the technique ends (or unless 3 turns run out)
Note: One this technique ends, the user isnt able to mold scorch chakra for 3 turns
Note: No jutsu above A ranks in the next turn.

30.)(Shakuton: Niban Kinjutsu moushiire Ra) Scorch Style: Second Forbidden Offer Of Ra
Type: Defensive | Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-50 to user)
Description: This technique is the second technique developed by Asch the bloody of the hidden sand. The user will draw blood on both of their hands , following right after creating a small scorch orb that will float in front of the user. The user will then clap his hands together with the scorch orb in the middle, using their blood as the sacrifice for the technique. The scorch orb will disperse into heat waves around the user while causing the users body to have a orangish red hue to it. This is to protect the user from the full brunt of this attack. This will also create a small mini scorch orb made out of the heatwaves, not fully manifested making it hard to see it orbiting around the user from out of short range The purpose of this technique is to make the ultimate defense, offensive. Anybody who comes within short range of the user, the heat wave will channel itself into the mini sun orbiting around the user, making the mini sun alot more potent and powerful due to the heatwaves, scorching them simply due to the heat waves emitting from the scorch sun. This does not evaporate the water in their body because it does not directly touch the opponent but it causes the opponents water and blood to boil at an intense temperature causing vigorous pain while at the same time scorching the opponents flesh with ease. This is a very extreme technique, as it can backfire and comes with a cost. Once this technique activates, due to the user being coated in large amounts of scorch chakra, their water and blood wont boil but their flesh will be burnt to the 2nd degree.

Note: Can only use once
Note: This technique ends once somebody activates it within short range
Note: Last for 3 turns before the technique runs out once activated in it's effect it lasts until the end of that turn
Note: Cant use any elemental jutsus besides fire and wind while active
Note: The heatwave surrounding the user from this technique follows the strength and weakness guide of scorch
Note: Once this technique activate, the user takes double damage whenever a technique lands being extremely painful
Note: Cant use any scorch technique above S rank in the same turn as this

31.)(Shakuton: Taisan hatsugen) Scorch Stylel: Disperse Revelation
Type: Supplementary | Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This is an extremely useful technique when you are stuck in a tight situation, and have very little time to react. The user will gather up large amounts of their scorch chakra changing the property of their body into pure scorch throughout their body while almost instantly surging that chakra outward causing their body to disperse. The user can disperse into two ways, one being scorch waves. If the user disperse into scorch waves, they will spread all around (up to long range) like mist (Still visible to the opponent). This will not only heat up the surroundings wilting anything that contains moisture (excluding humans and summonings). Of course, this still follows normal elemental S/W. Or two, the user can disperse into hundreds of mini mini scorch orbs the size of marbles that also disperse up to long range. Unlike the scorch wave, this technique does not evaporate the moisture and limit the sight, but radiates potent heat from the mini scorch orbs which would cause 3rd degree burns upon contact with the mini scorch suns, causing the opponent to not only be incredibly burnt making their body tender but, causing them additional damage throughout the battle. The real unique thing about this technique is that, the scorch is an extension of the users self and can reform wherever scorch is present on the field excluding three meters around the opponent by causing all of the scorch to be directed and reform at said location. Making this technique a great technique for evading and attacking at the same time. Though in this state, the user is still vulnerable to lightning and follows the s/t guide for the interaction.

Note: This technique can only be twice
Note: This technique can only utilized the wave and the mini mini scorch suns once (Meaning once you use the scorch wave version the first time, you cant use it the second time)
Note: This technique last for one move slot
Note: This technique can not be used in the same turn as scorch techniques
Note: Must wait 2 turns before using this technique again
Note: Cannot be used whilst the opponent's raiton is restricted in any way


(Shakuton: Gokuin Helios) Scorch Style: Seal Of Helios
Type: Offensive | Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This is a very powerful technique of the scorch style. The user can use and initiate this in two ways, the first way being, the user channel their scorch chakra while slamming their hands on the ground, causing a 7x7 meter symbol that takes the color of a glowing white hue. Once done the user will do one handseal channeling more chakra into the symbol causing the symbol to ignite with scorch chakra, causing the symbol to give to radiate very powerful and potent heat that will scorch any and everything above the symbol up to 5 meters. Or second, the user can use this defensively by extending their hand causing a huge symbol imbued with scorch to appear several inches infront of the users hand in a 5x5 radius, causing the potent heat from the scorch symbol to radiate forward 5 meters forward, defending himself from certain jutsus and even scorching anybody who comes in radius of the technique .

Note: Can only use twice
Note: Cant use any scorch techniques S rank or above in the same turn or next
Note: Must wait 2 turns before using this technique again
 
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10.)(Ameton:enchou kouu tamaishi) Rain Style: Dome Of The Rain Pebbles
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This is a very advance water jutsu. The User can only do this while its raining. The user will do 3 handseals while its raining, causing the rain to form a water dome around him about 6 meters wide in both width and height. Stopping all the rain from coming into the user area. As the dome of rain is complete. The user will do the tiger handseal, causing water size pebbles to shot out from all directions of the rain dome very fast with piercing strength. Once the rain bullet/pebbles have shot off, the water dome disperse

Note: Cant Use S Rank Water and Rain For the same and next turn
Note: Cant Use Water Jutsu in the same turn as this
Note: Can only use A rank Rain for 3 turns after use
Note: Can only use once

(Kage No Kumo) - Shadow of the Clouds
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Expanding on how Storm Cloud Shell is used to allow the user to produce rain from their body. Kage No Kumo allows the user to build on that concept. It would allow the user, after 2 hand seals, to draw in rain clouds and place them on beings/objects. The rain clouds can act as full body shells or partial. The clouds would allow the creation of rain techniques from and to the body that they surround. The clouds would also serve as a protection from fire/water and fire/water based techniques, defending the body that is surrounds based on elemental interactions. This technique can only be applied on objects, the user's allies, and summons on the field. It can not be directly applied to the opponent.
-Allows the usage of Rain/water techs up to A rank.
-Usable 3 times per battle.
-Lasts 2 turns.
-Rain and Water training must be complete.
-Turn interval between usage.
 
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Custom element Japanese name: 燐 Rinton

Custom element English name: Phosphorus release

The element is based on: Earth, Fire, Chakra control



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

In Naruto series, we have come across many ninjas using smoke bombs for smoke screens to hide their movements or as a distraction or to escape from the tough situations. Also we have seen many ninjas using paper bombs, incendiary bombs to destroy their opponents, buildings or equipments and set them on fire.

From these above observations we can conclude that some sort of chemical substance or reaction is involved in creating smoke bombs or explosive tags which leads to the conclusion that a chemical substance which produces smoke and produce explosions exist in Naruto world. Phosphorus fits all these usage description for being able to produce smoke screens, explosions on ignition. Which strongly suggest that Phosphorus may actually exist in Naruto world.

Also in the Naruto manga, we have seen fire works during festivals or special occasions like the fire works show during the beginning of chunnin exams (Part I). Also we have, in several instances seen in manga, many glass materials in form of drinking glasses, window glasses, spectacles (worn by Ebisu, Killer Bee, etc). Phosphorus salts are one of the important components in making those glass & fire works, which again points towards the possibility of existence of Phosphorus in Naruto world.

Phosphorus is 11th most abundantly element present on earth's crust, mainly as inorganic phosphates in rocks and as impurities in other metal ores, making it one of the easiest available element on earth. As we have seen in manga/anime, Naruto world is similar to ours with abundance of mountains & rocks, water, trees, swamps, desert, etc with several metals (eg: Iron) and non-metals that are obtainable from the ground or water or air as much as like in real world. Since iron (in form of kunai, swords, shurikens) exist in Naruto world, iron ores must exist & which indirectly provides the proof of existence of phosphorus as impurities in that metal ores.

Apart from these above proof, we have also seen porcelain (fine china) ware exist in Naruto manga like sake jars, plates, etc which also contains phosphates along with several other materials.

From manga we know that ninjas in Naruto series are humans with flesh, bones and blood. We have seen in manga medical ninjas like Tsunade, Sakura talk about cells, healing fractured arms and Kabuto speaking about DNA for impure world resurrection. Though not in large quantities as compared to that present on earth, human body contains phosphorus as phosphates in very small amount, especially in bones, cells and in DNA. This provides additional proof that phosphorus, as phosphate exist in Narutoverse.
For more info:



How it works:

Phosphorus - Properties:
  • Phosphorus is a waxy solid, non metal, highly flammable & emits dark gray-black smoke on burning which is an irritant to eyes, mucus membranes, throat, lungs.
The Phosphorus element is created by the user by mixing up their fire chakra and earth chakra along with chakra control.
This element can be created & utilized by the user in two ways. By focusing the earth and fire chakra in their body & creating phosphorus or by channeling their chakra into the ground creating Phosphorus from out of existing ground (earth).
Phosphorus is highly flammable & can be easily ignited with fire jutsus or explosive tags. Phosphorus once ignited can burn with intense flames and will release a dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact.

Usage Examples:

Phosphorus Release: Phosphorus Earth (Rinton: Rinton Doton

Type: Supplementary
Rank: A
Range: Mid-Long
Chakra Cost: 30
Damage: N/A
Description: The user will perform the Ram -> Ox -> Snake hand seals while focusing their chakra and slam both of their hands on the ground. They must keep their hands on the ground surface for 5 seconds. As they do that, the earth surface (up to 5 cm from surface) turns into phosphorus (at their desire location within range) allowing the user to use this created source of Phosphorus for future jutsus instead of making it.

Phosphorus release: Exploding bullets (Rinton: Kibaku dangan)
Type: Attack
Rank: B
Range: Mid
Chakra: 20
Damage: 40
Description: The user performs a Ram hand seal while focusing their chakra and shoots out 5 spherical balls (each 10 cm in diameter), of phosphorus towards the target which can be made to explode by igniting it with fire jutsus or explosive tags.

Phosphorus release: Hidden smoke (Rinton: Hitoshirezu kemuri)
Type: Defense/Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description: The user after performing Ram -> Ox hand seal will create and spread phosphorus as a thin layer over the ground. The user can then ignite it using fire jutsus or exploding tags causing a reaction with air, which releases thick blackish-gray smoke which causes irritation to eyes, nose, throat on contact or inhalation.

Conditions to be able to use it:
  • Must be Kage ranked
  • Earth - Mastered
  • Fire - Mastered
Is weak to:
  • Fire & its CE (Can ignite & destroy phosphorus)
  • Lightning & its CE (Can destroy Phosphorus)
  • Strong metals & minerals (Eg: Titanium, Diamond, Iron, etc - Can easily pierce through Phosphorus)
  • Ice (Will freeze Phosphorus)
Is strong against:
  • Water & its CE (Phosphorus is insoluble in water)
Neutral to:
  • Wind & its CE (As wind does pretty much nothing to Phosphorus & vice-versa)
  • Earth (Phosphorus can be created from earth itself)
Co-creator:

Students I passed this custom element on too: Mudo and Sasori



P a t e n t C e r t i f i c a t e
I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:


-Jiraiya-, our loyal member, gave on the date January 21st 2013 a request for a Patent on his custom element (Phosphorus); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;


Rinton
Powered by Caliburn
Copyright 2013, -Jiraiya-, NarutoBase.net​

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Phosphorus Release: Craft technique (Rinton shugi no jutsu)
Type: Offense/Defense/supplementary
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: 30-80
Description: The user focuses his phosphorus (earth+fire) chakra and creates phosphorus from the existing earth or from the user's body to create spikes, pillars, shield, tools, wall, weapons etc. The user can also spit or shoot balls or spikes or any object (within reason)of phosphorus from his mouth and hands with good accuracy. This a versatile jutsu and is only limited by the user's imagination. The created structures can be ignited using the user's fire chakra by performing a confrontation hand seal. S rank usage of this technique can not exceed that of 10 meters high and 10 meters wide
Note(s): A and S rank can only be used 3 times with a 1 turn cool down between usages and requires two handseals
Note(s): S Rank usage disables the user from using Phosphorus above A rank in the same turn
Note(s): Igniting cost a move slot and happens in the same timeframe as the technique, or the user can activate it later at a later date, posting this technique as reference. The power of the explosion will be the same as the initial creation

(Rinton:Honba Makai) Phosphorus Style: Home Of Hell
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will start out by slamming their hands on the ground causing the earth beneath the opponent to transform into red phosphorus causing a large dome to erect from around the opponent that reaches 7 meters wide and 5 meters wide. The User is able to leave the dome open (Open lid dome) Or completely encase the opponent in the dome. (No opening at the top Once the dome is erected, the user can ignite it with explosive tags, fire jutsus, or infusing it with fire chakra which produces a massive explosion causing severe third degree burns along with the release of dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact.
If the smoke comes in contact with the eye it will produce intense irritation, burning sensation, blurring of vision along with watering until it has been cleared from the eye. If the fumes are inhaled, it causes difficulty in breathing making the enemies unable to use jutsus via their mouth (which requires inhalation & exhalation) for one turn.

Note: The opponent once inhale will faint from the chemicals entering their body (Unless they get the chemicals out of their body
Note: Can only use 3 times per battle
Note: No S rank Phosphorus or above technique in the same turn as this

Phosphorus release: Land of Hades (Rinton: Rando Yomi)
Type: Supplementary/Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs a set of 3 hand seals and slams his hand on the ground and spreads his Phosphorus chakra into the ground turning the regular earth into phosphorus up to a maximum of 8 meters radius around the target. As the ground turns to phosphorus the user will then use an explosive tags or fire jutsus or channel his fire chakra over the created phosphorus to ignite it.
When the opponents comes directly in contact with the ignited phosphorus covered ground, they'll suffer severe third degree burns.
Further the combustion releases a large amount of dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact.
If the smoke comes in contact with the opponent's eyes it will produce intense irritation, burning sensation, blurring of vision along with watering until it has been cleared from the eye. If the fumes are inhaled, it causes intense burning pain inside the chest and results in difficulty in breathing leaving the opponents unable to use jutsus via their mouth (which requires inhalation & exhalation) for one turn.
Note(s):
Can transform any patch of natural earth into phosphorus within the range with the exception of patches being used or used by other techniques.
Can be used 3 times per battle with at least one turn apart.
The user can't perform any other S rank phosphorus jutsus in the same turn and the next turn.
Channeling fire chakra to ignite counts as a move.

Phosphorus release: Kamikaze beasts (Rinton: Kamikaze kemono)
Type: Attack/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user takes 2 explosive tags, one in each hand and places them on the ground and creates two monsters made of phosphorus out of earth while simultaneously inserting the explosive tags into the monsters. The monsters are created in the short range of user and can reach up to long range.
The monsters are shaped like Chinese stone lions about 1 meter in length and height and proceeds running towards the target with the speed of ninja hounds and they can jump up to 3 meters into air or on the ground.
Once near the target, the user will perform a confrontation seal and ignites the explosive tag which was embedded within the monsters making them explode creating a crater of 3 meters each (each produces B-Rank damage).
Note(s):
Can only be used 2 times per battle and the monsters can stay for 3 turns.
The beasts' movements can be controlled by the user to avoid or jump small obstacles/pits within logic and reasoning.
Performing confrontation hand seal to ignite the explosive tags counts as a move

Phosphorus release: Domino Effect (Rinton:Domino Sawaru)
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user channels their phosphorus chakra into the ground and creates very fine granules of waxy whitephosphorus over the ground surface (up to mid range around the opponent) out of existing earth particles.
Once created, the user stomps their feet on the ground which causes the fine phosphorus powder to quickly rise above the ground forming a transparent, yet visible, cloud of phosphorus dust around the opponent.
This will cause small phosphorus particles to linger in the air and be deposited on the opponent's clothing and over his body surfaces like skin, eyes, nose, etc.
Once the phosphorus particles are shot up in the air forming dust cloud around the opponents, the user can perform the confrontation hand seal channeling fire into one of the phosphorus particles that is closest to him from his place and can ignite it creating a fire spark which will ignite the particles next to it thus growing larger in near instant time producing a violent cascading explosion. This is similar to the domino affect. Due to one of them got ignited, the rest did as well. The explosion reaches up to extent of the phosphorus dust.
Notes:
Can only be used twice per battle
This technique last for 2 turns before the phosphorus powder fades
Jutsu officially ends after 2 turns
The user can't use any S rank and above Phosphorus jutsu in the same turn.

(Rinton kuchiyose: Rosuto funbo) Phosphorus Release Summoning: The Lost Tomb
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (80 when made to explode)
Description: The user will perform the Dragon → Boar→ Tiger hand seals and slam their hands on the ground summoning a huge tomb out of the ground from beneath the opponent that is made of pure solid phosphorus which is infused with the user's chakra. The tomb measures up to 3 meters in width & 6 meters in depth with the walls up to 2 feet in thickness.
The tomb will split open fast as it rises a few feet above the ground causing the opponent to fall into the tomb of phosphorus. The tomb and the surrounding ground will then seal back up encasing the opponent within the tomb and the tomb will rapidly descend up to 8 meters below the ground level.
As the opponent is trapped inside the tomb, the user can perform a confrontation hand seal channeling his fire chakra all throughout the tomb of the phosphorus and make the phosphorus tomb to violently explode, causing a violent underground explosion up to short range on all sides of the phosphorus tomb.
Notes:
- Can be used 2 times per battle, at least 2 turns apart from each use.
- The user can't use any phosphorus jutsus in the following 2 turns after its use.
- The use can't use any jutsus above S rank in the immediate next turn.
- Igniting the tomb using fire chakra counts as a move.

(Rinton: Onchou Bakuha Kokuou) Phosphorous Release: Grace Of The Exploding King
Type: Supplementary / Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This is a unique type of jutsu, only used when the opponent physically hits the opponent. The user will engage in physical contact with the enemy on any part of the opponents body. Once done the user will channel their phosphorus chakra onto the point of contact causing a small phosphrous patch to grow on said part that is 12 inches in both width and height. The user will then do a conformation handseal causing the phosphorus patch to ignite on said body part. The explosion is strong enough to blow off said body part and can be lethal depending on where it has struck. If the opponent somehow removes the patch from their body, it can no longer be ignited/detonated.

Note: Can use 3 times per battle
Note: Technique can stay lingering for 3 turns before the phosphorus patch fades away
Note: This technique can be chained with a taijutsu technique aswell
Note: Cant use any phosphorus techniques of S rank and above in the next turn

(Rinton: Onchou Bakuha Kouhi) Phosphorous Release: Grace Of The Exploding Queen
Type: Offensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This is the sister technique of Grace Of The Exploding King but instead of using taijutsu, the user utilizes it through kenjutsu with several noticeable differences. The user will will channel chakra into any weapon (Preferbally a sword, but a scythe, dagger etc will work) Causing the weapon to take a waxy black silver-ish look infusing the weapon with phosphorus chakra. This gives the weapon the durability and strength of phosphorus thus able to break through regular ninja tools but will easily be destroyed by lightning (following the S/W of the element). The user will swing the weapon in the direction of the opponent in attempt to slash through the opponent. The unique thing about this is several things. The user can allow the phosphorus blade extend 3 meters long to give it a greater reach. The weapon (if the user chooses to channel fire chakra into it) can ignite, giving the sword sword a now burning element to the strike, thus giving the opponent 2nd degree burns upon contact. Or shall they decide not to ignite the sword, the sword strike (even if its the tip) once come in contact with the opponent will cause a phosphorus patch 12 inches wide and long to form where the sword struck. Allowing the user to ignite it with fire chakra, blowing off said body part.

Note: This jutsu can be chained with kenjutsu techniques, acting in 1 timeframe
Note: Can only use three times per battle
Note: Technique can stay lingering for 3 turns before the phosphorus patch fades away
Note: Cant use phosphorus techniques S rank or above for 2 turns after use

(Rinton: Tentou Mayu) Phosphorus Style: Heavens Cocoon
Type: Offensive | Supplementary
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will do a set of 3 handseals, following right after palming their hands on the ground This will cause phosphorus from five meters in every angle from the opponent to rise up from the ground around them enclosing them inside what would seem to look like a cocoon that is infused with the users chakra. Inside the cocoon is pitch black due to no sunlight bypassing the phosphorus. This technique can be used in two ways, both initiated by the confirmation handseals sending fire chakra into the phosphorus. The user could send a moderate amount of fire chakra into it, causing the inside of the cocoon to be filled with the fumes from the phosphorus, causing mass irritation not only to the eyes hindering your eye sight, but to the throat, hindering techniques used from the mouth. If the opponent is not out of the cocoon after two turns, the fumes would have settled inside their system causing the opponent to collapse, and require medical attention or the phosphorus will cause lung failure. OR The user can send fire chakra into the phosphorus unrestricted (meaning he sends alot) , this will cause the phosphorus to violently ignite, setting everything inside the cocoon in a a wild blaze of fire inside as it remains contained inside, burning the opponent alive

Note: Can use twice per battle
Note: The user cant use both effects of the phosphorus in one usage
Note: The phosphorus cocoon stays on the field for a max of 2 turns unless destroyed
Note: Cant use phosphorus S rank or above in the next turn
Note No jutsu S rank or above in the following turn

(Rinton: Sozens Kometto) Phosphorus Style: Sozens Comet
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: This is one of the stronger techniques of the phosphorus style. The user will do 3 handseals while slapping their hands together. Very similar to how (Doton: Nentsuchi Otoshi) and (Doton: Otoshibuta) are initiated. A portal will open up in the sky above the clouds releasing a huge waxy white Phosphorus boulder 10 meters wide to come crashing down onto the location of the opponent. The user will then ignite the Phosphorus boulder with fire chakra, causing it to resemble a real comet, or an earth boulder that was caught on fire. This takes one whole turn to fully crash down onto the opponent. Once the phosphorus comet crash down onto the surface of its destination, it will not only explode due to the fire reacting to the phosphorus (the fire will coat the phosphorus but only react on impact when the fire ignites the entire comet) but create an impact so powerful that a crater 20 meters deep would be created. The best part about this technique is that, once the comet crashes down, It will begin emitting chemical smoke that envelopes the battle field up to long range causing somewhat of a smoke screen and irritation to the opponents eyes. This jutsu is considered forbidden due to the overwhelming amount of chakra used to create such a large technique.
Note: This technique can only be used once
Note: This technique takes two turns for it to strike due to the distance
Note: The user only need to post this to initiate the technique while the next turn all it does is effect time frame but doesnt cost a move slot
Note: Due to the huge strain of such a large technique. The user is not able to mold phosphorus chakra for 3 turns after use
Note: The user isnt able to mold chakra above A rank for 2 turns after use
Note: Due to the strain the user loses 2 ranks from their base speed for two turns.

(Rinton/Fuin: Udenonai Kingu) Phosphorus/Sealing Arts: Armless King
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-70 to user)
Description: This technique is considered one of the most dangerous techniques and considered a last resort technique and even the ultimate technique of the Phosphorus style. Utilizing both Phosphorus and sealing arts, the user will simply do three handseals while creating a seal on either their right or left arm (up to the user) doing this, the user will gather incredible amounts of phosphorus into that whole arm while maintaining stability to a degree. Doing this will be painful but not as pain as the output. Once three turns has pass the user will have enough phosphorus in their arm to where they can execute the technique. The user will come in contact with the opponent body instantly releasing the seal. Doing this, it will flood the opponents body with phosphorus. As this happen, the users arm and the opponents body will violently ignited, creating an massive explosion afterwards, obliterating any objects beyond the users arm up to 20 meters back and five meters wide. The users arm makes sure to not have the explosion not backfire towards the user, making the ignition an outwards affect.
Note: Can only use once
Note: No Phosphorus while technique is charging
Note: No techniques that require handseals
Note: This technique sacrifices the users arm, thus dealing -70 damage and -20 per turn unless the wound is healed somehow.
Note: No Phosphorus techniques A-rank and above for the remainder of the battle, and no S-rank techniques of the elements that constitute it for two turns









Custom element japanese name: soudai

Custom element english name: Hardened Tungsten

The element is based on: Advanced Earth Element

Facts that prove the element to be possible (in the manga context): Since Guren can manipulate crystal like jutsu ( my first thought was of diamonds )

Idea behind its creation: I was searching for the strongest metal and found that tungsten is the strongest metal and can even surpass titanium In heat resistant.

Description: A steel-gray metal, tungsten is found in several ores, It is remarkable for its robust physical properties, especially the fact that it has the highest melting point of all the non-alloyed metals and the second highest of all the elements after carbon. Of all metals in pure form, tungsten has the highest melting point (3,422 �C, 6,192 �F), the highest tensile strength. Tungsten's resistance to high temperatures and its strength in alloys made it an important raw material for the weaponry industry. Tungsten resists attack by oxygen, acids, and alkalis. The electronic structure of tungsten makes it one of the main sources for X-ray targets, and also for shielding from high-energy radiations (such as in the radiopharmaceutical industry for shielding radioactive samples of FDG). The data concerning the toxicity of tungsten is limited, but cases of intoxication by tungsten compounds are known, the lethal dose is estimated to be between 500 mg/kg and 5 g/kg for humans. Tungsten is known to generate seizure and renal failure with acute tubular necrosis. It can also be sued for making tungsten Acid.

Conditions to be able to use it: Complete mastery over Earth Element

Is weak to: Lighting ( element weaknesses ) , Dark Release , Void , Heaven's Earth , Advanced FIRE

Is strong against: Water , Fire, acid , White Fire , Light ( since light is made up of photons tungsten would repel it ) , Strong Earth

Co-creators (if any):

Students i passed on this custom element: Izure & Answer


____________________

P a t e n t C e r t i f i c a t e
I, ♦Rei♦ of the Custom Elements Bureau, by the power invested in me by Versuvio, Nexus and ZonDer, give u the following:

alimujtaba786, our loyal member, gave on the date 27-August-2009 a request for a Patent on his custom element (Hardened Tungsten: Soudai);

after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving alimujtaba786 his rightfully earned patent on this element by the following;

Soudai
Powered by ♦Rei♦
Copyright �2009, alimujtaba786 , NarutoBase.net​

(Tangusten: Shaininge Bure-ka) Tungsten Style: Shine Breaker
[/B]
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will start off by creating a small orb of tungsten that will float roughly 3 inches from his palm. Once this happen he will grab and crush it in his own hands into hundreds of smithereens to where it look like glitter. Even though they are small the strength of each spec of tungsten hold the power of a full size boulder made of tungsten. The user will then throw this in a direction, completely annihilating anything in its path. Example would be throwing this at an earth jutsu would completely destroy the earth, shattering it into pieces. Making this jutsu look very deceitful. The user can decide to throw it compact wise 20 inches in all directions. Or Wide spread 1 meter high and half a meter wide.
Note: The user can use this technique twice, two turns between uses
Note: The speed of this jutsu is as fast as a kunai being thrown
Note: Cant use tungsten for 1 turn after usage


(Tangusuten :Tengengo) Tungsten Release: Dome of protection
Rank: S
Range: Short-Long
Type: Defense
Chakra: 40
Damage: N/A
Description: The User slams their hand on the ground creating a dome that erupts from the ground in 360 degrees, giving the user protection from oncoming attacks (Still vulnerable from attacks from below) This dome is 3 meters in both height and width. This dome is infused with the users chakra thus allowing him to pinpoint whoever is within the dome, and can even use this jutsu around the opponent if the user wishes. The only downfall about this technique is that it restricts the vision for the user if he use it on himself

Note: User can only use this twice
Note: Dome last for two turns unless destroyed
Note: Cant use tungsten above A rank in the next two turns


(Tungusten: Nai tacchi) Tungsten Release : Deadly touch
Rank: S
Range: Short
Type: Attack
Chakra: 40
Damage: N/a (+20 If Hit By Lightning Techniques)
Description : The user will channel their tungsten chakra into their hand while coming in physical contact with the opponent be it a slap, punch, push etc. When the user comes in contact with the opponent the tungsten spreads and covers the opponents body with tungsten's layer making the opponent more vulnerable to lighting attacks but gets protection from fire based attacks. Since tungsten is great conductor lighting attacks will not only deal +20 more damage to the opponent but it will slow the opponents speed down due to the hard and heavy property of tungsten and not being trained in it. Resulting in slower movements (Drop 1 Speed rank)and difficulty breathing restricting the opponents from using jutsus from the mouth. This technique takes 2 turns to fully spread. First turn upon impact causing the tungsten to spread dealing an additional +10 to lightning techniques to the opponent while dropping their speed by -2 while the second turn it fully spreads causing them to take +20 to lightning techniques and have their speed drop by -5

Note: Can use twice per battle
Note: Requires Physical Contact
Note: No tungsten jutsu's for Next 2 turns
Note: Jutsu last for 3 turns with a 3 turn cool down period


(Tangusuten: doton kaishin) Tungsten release : Earth conversion
Rank: S
Range: Short
Type: Supplementary
Chakra: 40
Damage: N/A (+10 To Earth Jutsus)
Description: The User concentrates Tungsten and convert all the earth based justsus created from the user into tungsten by first channeling their tungsten chakra all around them in 5 meters reaching up to short range all around This will cause the normal earth up to short range to convert into tungsten, to compliment other earth jutsus by giving it that extra strength, allowing it to become more powerful then normal earth techniques. All earth techniques have the same properties of tungsten, meaning it would be stronger then earth, fire, water etc.

Note: The opponent can overcome tungsten techniques from below by disruptting the chakra with a more powerful chakra source then the users.
Note: Can only be done twice and last for 3 turns
Note: Must wait for 3 turns after it ends to use again


(Tungusuten: Kawa Kodoku) Tungsten Release : Shell Of Solitude
Rank:Forbidden
Range: Self
Type: Defense| Supplementary
Chakra:50
Damage: N/A (+15 To Taijutsu) (-30 To User)
Description : The user will gather up large amounts of chakra around their body while right after causing their tungsten chakra to expel his tungsten chakra from his whole body, causing tungsten to spread around the whole body. This technique is used as an exoskeleton for the user allowing him an extra layer of protection on his skin. It covers the users whole body excluding the nose, mouth , and lips for breathing, and vision (Can hear just fine). The tungsten is so powerful that it can withstand the heat from fire jutsus following the strength and weakness for tungsten. while also can withstand the pressure of water, and impact protecting the user from water techniques (must follow the strength and weakness) while being perfectly harden enough to break regular earth with their bare hands. While protecting the user from A rank and below Taijutsu and kenjutsu. This has a major drawback, not only does this slows down the user by halfbut cause major chakra and physical exhaustion only allowing the user to use 2 jutsus while this technique is active. Also being highly conductable to lightning techniques, being fatal if it strikes the opponent

Note: Lasts 3 turns
Note: Can be used Once
Note: Due to the massive strain on the user, it restricts the user from using more then 2 turns until this technique deactivates
Note: User cant use any lightning base jutsus
Note: Lightning techniques that hit the user deals major damage and most times lethal (Depending on the rank and the size)
Note: This technique physically hinders the user causing mild bruising on the muscle strain it takes to control and sustain this technique, causing the user to take +10 damage the whole battle after this technique ends. The users speed is also reduced by 3 levels for two turns after this ends.


(Tungusuten: Tentei Souzoubutsu) Tungsten Release: Deity Of Creations
Type: Offensive | Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: 30-80
Description: This is a very simple technique where the user releases his tungsten chakra from his body or the ground, creating weapons or techniques to their liking's. The weapons and technique can range from walls, spikes, pillars, swords, etc. The techniques used can not exceed the diameter of 10 meters high, and 5 meters wide, being somewhat limited, while A and S rank dimensions are tripled, meaning they can reach 30 meters high and 15 meters wide thus not being limited to what the user can create by imagination but must be reasonable.

Note:
Note: S rank can be used twice, A rank can be used three times
Note: A-rank version requires two handseals, while S-rank version requires three
Note: Must wait 1 turn to use tungsten again if using A-S rank version of this

Approval

(Tungusuten: Rando Kousei) Tungsten Release: Land Of Rebirth
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a
Description: This is one of the signature techniques of the tungsten style, intended to limit the opponent. The user will do 2 handseal while slamming their hands on the ground causing tungsten from their initial spot to spread in extreme haste that spreads up to long range front and back and side to side of both the user and the opponent. This technique restricts the usage of the elemental weakness of tungsten to bypass from the ground unless the user bypass it with more chakra output (Advance SS rank or Empowered Forbidden Rank). Not only is this technique used to restricts the opponent usage of techniques from the ground by also a source for other tungsten techniques
Note: Stays on the field for 3 turns before deactivating
Note: Can use 2 turns with a 2 turn cool down after deactivating
Note: Cant use Forbidden rank techniques with this technique

(Tungusten : Tungusten Rasengan) Tunsten Release Rasengan
Show
Rank: Forbidded
Type: Attack / Defence
Chakra: 100
Damage: 160
Description: User makes rasengan and adds tungsten element to it make it Silver Syrup sphere, it can be used for attack as when it comes in contact with opponent it covers the whole body, hardens and crushes the body And for defense it can be used as when stricken on ground it makes a huge wall capable to blocking attacks
Notes:
1. Twice a battle
2. No S rank tungsten jutsu for 1 turn after using rasengan 1 time
3. No A rank Tungsten or Earth jutsu after using this twice.

(Soudai: Tōtemu Dansu) Tungsten Style: Totem Dance
Type: Offensive| Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Totem dance is one of the more powerful techniques of the Tungsten style. The user will do a set of four handseals, while spreading his chakra all round him in a mid range formation (five meters out from his body) converting the ground into tungsten. Doing this the user will cause four pillars to erupt from the ground in great haste in a diamond formation that stands ten meters high and 1 meter thick. Doing this, the user will cause the pillars of tungsten to move, circling around the user with them being in the epic-center at extreme haste. Making a sort of shield. The unique thing about this technique is that the user with the half handseal can cause the pillars of totem to shoot of bullet size tungsten as they are spinning, causing bullets to shoot off at an angle all around the user (This excludes above the user) Once done, the pillar of tungsten will break down
Note: Can only use three times per battle, lasting three turns per usage with a two turn cooldown
Note: Cant use any tungsten S rank or above in the same turn
Note: No tungsten above S rank next turn

(Soudai: Dangan Domein) Tungsten Style: Bullets Domain
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This is a very simply, yet powerful technique of the tungsten style. The user will weave three handseals and extend their hand in a gun shape fashion. One done they will shoot off a bullet size tungsten towards the opponent. This tungsten bullet travels as fast as the hozuki water bullet technique and extremely powerful. The unique thing about this technique is that, with a half handseal the user is able to expand the size of the bullet to a shield three times as big and wide as the user. This would utilize the defensive properties, allowing the user to use the bullet as a shield. The good thing about it is, regardless if the bullet is enlarged or not, it packs the same offensive and destructive properties.
Note: Can use a max of 4 times per battle with a two turn cooldown
Note: No Tungsten S rank or above in the same turn

(Tangusuten :Mayu Saisei) Tungsten Release: Cocoons Rebirth
Rank: S
Range: Short-Long
Type: Defense
Chakra: 40
Damage: N/A
Description: This technique utilize tungsten in a way that it protects the user and can be done in multiple ways. This can be done up to long range around his opponent by doing three handseals then slamming their hands on the ground. By doing this, a tungsten dome erupt from around the opponent up to short range all around this. This would restrict them and trap them. By keeping their hands on the ground they can keep fueling the dome, not allowing it to be destroyed by weakening it, but can only be destroyed by overall collective damage. If the user isnt fueling it, then it can be destroyed by weakening it. While it can be used in the same way around the user up to short range, only using three handseal. This would serve as protecting the user and those whom are around him, by channeling tungsten up to short range, then causing a dome to erupt. Lastly the user can do this simply around himself, inches from his body, similar to a cocoon. This can only be used for a certain period of time due to the lack of oxygen.
Note: User can only use this twice
Note: Dome last for two turns unless destroyed
Note: Cant use tungsten above A rank in the next two turns

Approval





Custom element Japanese name: Kisenonton

Custom element English name: Xenon Release

The element is based on: Wind Chakra| Lightning Chakra | Medical Chakra

Facts that prove the element to be possible (in the manga context):
Xenon is an actual element, it is colorless, heavy, odorless, and is a noble gas. Xenon has been used for many things, from being used for flash lamps to being used for anesthesia, and even in some lasers. It exists naturally within the earth's atmosphere, and even found in some natural springs around the world. While in most cases, being inside camera bulbs which produce the flash. One thing that makes this element unique is that it is the 2nd heaviest gas rivaling radon, being stronger than its counterparts (neon, argon, helium, etc) while the most noticeable difference between the Argon element is that xenon does not have a cold effect upon impacts like argon and frostbite. While also not having any negative side effects upon inhalation like Argon In these cases we seen plenty of cases of all these examples above. Naruto of course has an atmosphere, which would apply a sort of real-world physics into play. We have seen natural springs (Where pervy sage used to spy on woman, and multiple cases where we saw shinobis relaxing). The use of drugs (Medicine) In naruto has also been seen, including lasers, not only for medical reasons but the asura path himself, which produces lasers. All these are reasons to believe that just like the real world, xenon is also present in NV as well. All around us, mainly in the atmosphere

How it works:
This element works by combining wind and lightning releases to create a dense blinding gas. While not only being capable of causing damage from the blunt impact, Xenon is capable of being used as an Anesthetic for healing purposes, giving Xenon both damaging and healing properties. When Xenon is used, a blinding light is created capable of affecting enemies and allies alike with the user being immune to the blinding effects.

Usage Examples:

Kisenonton: Gurandochariotto No Idaina Furasshu | Xenon Release: Great Destruction of the Grand Chariot

Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user will create several hand seals while gathering xenon chakra into their lunges. The user will then expel the xenon from their mouth expelling a large stream of xenon from his mouth towards the said opponent. This technique is powerful enough to cause devastating force in its wake

Kisenonton: Ionsurasuta wa, akutibu ni! | Xenon Release: Ion Thrusters Activate!
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description:
The user will create beams of Xenon from their hands that will quickly propel them in the opposite direction they pointed said beams in, if they were aimed at point-blank range of a target it would cause tremendous blunt damage to them but is mainly used for evasion.

Is weak to:
Earth & Earth Base CE: (Elements Harder then earth, such as ruby, iron, etc): Earth is a strong defense and can protect one from Xenon.

Water & Water Base CE: (has more of a form than Xenon, thus causing it to impact xenon more, while at the same time xenon dissolves in water


Is strong against:
Lightning & Lightning-based CE (Lightning-based elements): Xenon still being wind, and conduct lightning very well

Wind & Wind-Based CE: Being heavier than Wind, it allows to majorly overpower wind.

Conditions to be able to use it:
-Mastery over Wind
-Mastery over Lightning
-Mastery over Medical Ninjutsu

Co-creator: N/A

Students: N/a & N/a

☣ P a t e n t C e r t i f i c a t e ☣

I, Lord of the Kaos, Administrator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
BusinessManTeno, our loyal member, gave on the date September 4th, 2020, a request for a Patent on his custom element Kisenonton; after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;
Powered by Lord of Kaos
Copyright © 2020, BusinessManTeno, Animebase.me

(Tsutaurushi:Senpū gādo) Xenon Release: Whirlwind Guard
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per usage)
Damage: N/A (+15 Health Per Turn)
Description: Whirlwind Guard is a technique used as a defensive barrier that heals minor damage. The user will do a set of three handseals, causing a Xenon barrier to instantly erect around the user. Doing this will create an incredible amount of xenon to surround the user, destroying techniques that come in contact with it. Upon being inside the orb barrier, the Xenon will quickly enter the users body, causing an instant anesthetic affect but the user doesnt falls asleep. This tricks the body into thinking the body is resting in deep sleep healing the users close minor wounds while also healing all the same. Upon being inside the Orb, the user is able to utilize techniques that dont require extreme focus to keep the technique active.
Note: Technique last for 3 turns before dispersed
Note: Can use twice per battle with a two turn cool down
Note: While this is active, the user's elements are limited to Xenon and its components, and their Medical techniques are limited to A-Rank and below.
Note: All small wounds are healed upon activation. (No major organ repair)

(Kisenonton: Bakuretsu Kūhashō) Xenon Style: Explosive Air Palm Thrust
Type: Defensive/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Explosive Air Palm Thrust is a powerful technique, which can cause heavy damage to opponents with ease. One would often get this technique confused with an Taijutsu technique. The user generate a tremendous amount of Xenon into their fist, then once formed the user will thrust their hands forward creating a powerful explosive shockwave of xenon. This technique is able to disperse or break techniques and even repel them up to 5 meters away. The blunt damage from this attack, can easily break bones if it connects to somebody body, while even knocking the wind out of their body.

Note: Can only use twice per battle
Note: Cant use Xenon S rank and above in the same turn or following turn.
Note: The user can only use this burst of wind to push objects weaker than it is. If the object is of equal strength or greater, it will break said object or fail.
 
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Elemental Combination

15.) (Raiton/Fuuton: Dimenshon toguchi) Lightning/Wind Style: Dimension Door
Type:Defense/Attack
Rank:Forbidden
Range:Short-Mid
Chakra:50
Damage:90 (-50 to user)
Description: This is a very rare and unique type of jutsu, not only combining both lightning and wind into a combo, but also utilizing kenjutsu. The user will take out his sword while at the very same time release lightning all from his body that begins to circulate in a 5Meter radius all around the user. The lightning courses through the air and the ground as it spins paralyzing any and everybody caught in the radius of the lightning. The lightning is non focus so all it does is paralyze. Once the user has paralyzed their intended target they will begin to quickly channel wind chakra all throughout their body and into their sword. Once done the user would dash with great speed towards the opponent delivering a fatal horizontal slash towards their opponents Mid Section with the sword infused with wind. The user uses the wind that gathered around their body to augment their speed Increasing their speed , though still trackable to the nake eye The moment the user begins to channel wind chakra and dash the lightning stops circulating allowing the opponent to freely move without being paralyze Though it would still be a delay in the opponents reaction (Around a second, enough time to properly counter) . This jutsu is considered forbidden due to the huge amount of lightning chakra the user has to emit, while adding wind chakra to the combination it makes the jutsu a drastic chakra drainer. Leaving the user with mass fatigue.

Note: Jutsu count as 2 user slots due to the fatigue and the wind/lightning combo
Note: Only usable once
Note: No Lightning or Wind Jutsu in the same turn
Note: No lightning / wind jutsu above A rank for the next two turns
Note: Must have trained in kenjutsu to use this technique

17.) (Doton/Fuuton: Chika kaze kaze) Earth/Wind Style: Underground Air Grave

Type: Attack
Rank: Forbidden
Range: Mid-Long
Chakra:50
Damage: 90 (-40 to user)
Description: A very advance jutsu utilizing both wind and earth in conjunction. The user will channel massive amounts of chakra into their hand on a massive degree while slamming their hands on the ground. With precise chakra the user will crush the earth below the surface, not being noticible to the naked eye that the ground below was just crushed to rubble and stone 10 meters deep and 8 meters wide. The surface of the earth will become very weak but still elgible to hold the weight of several humans. The user will then do 2 handseals causing a massive tornado underground to form, causing the remaining earth (The surface) below the opponent to collapse, while sucking them in at the same time. The tornado has very little cutting capacity (though some but not lethal) the real damage comes from all the stones and rubble spinning inside the tornado doing major blunt and slicing damage to the opponent while the tornado spins violently. This jutsu causes a strain on the user body due to him channeling mass earth chakra to crush the earth below the opponent to stones and rubble thus causing fatigue.

Note: Can be used once
Note: Use 2 move slots
Note: Cant use Earth Or Wind In the next turn
Note: Cant use any jutsu above A rank in the next 2 turns

Raiton/Fuuton| Mabushii Unari (Lightning/Wind Release| Radiant Howl)
Rank: S
Type: Attack/Defense
Range: Short-Long
Chakra: 40
Damage: 80
Description: The User concentrates a large amount of wind and lightning Chakra in his mouth that when releases sends out massive shockwaves of lightning and wind around that can obliterate whatever is in it path. The rippling wind and lightning creates a deafening howl that is able to drown out all sound and causes the and opponent to be deaf for the turn afterwards.
(No Lightning Or Wind Next Turn)
(Usable 2 times)


[Fuuton/Suiton:Mokurei, Kumo] Wind/Water Combination: Dragon Cannon
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:The user gathers wind an water charkas in the pit of their stomach the releases it in the shape of a dragons head at the opponent this jutsu has the power to break through high ranking earth,ice jutsu
Note: Can only be stopped with a Combination element jutsu
Note: Can only be use twice per battle


( Doton/Fuuton: Kaze no būdo~ū ) - Earth/Wind Release: Wind Voodoo
Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing earth chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large earthen pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

• Usable twice with 2 turn cool down between uses
• Counts as two moves since using two chakra natures back to back
• The jutsu can be performed at long range, but the radius of the pillars is mid range only..
• No Doton or Fuuton above A-rank next turn.
 
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Ninjutsu​

18.)(Ninjutsu: Itami shinkeigasurudoi) Ninja Art: Pains Of Sensitivity
Type: Supplamentary
Rank:A
Range:Short
Chakra:30
Damage: N/a (+20 Damage to physical attacks (i.e. Earth, Water, Lava, etc ))
Description: This is a very unique style of ninja art, developed by the interrogate squad. The user will do 2 handseals (Ox-Ram) While touching the opponents body (or themselves) forcing the chakra inside of their body to react causing the chakra to resonate violently inside their body making it sore without notice. This will make their body extremely sore to the touch (similar to the after effects of guy from using his 7th gate) This will cause the opponent when hit to take double damage, while being extremely sensitive to any type of pain. A kunai stab to the hand would feel like you smashed your whole hand. Doing monstrous damage.

Note: Last 3 turns
Note: Can use a max of 2 times
Note: Cant use this technique for 3 turns after the affects wear off.

23.)(Ninjutsu: oshi kokuou) Ninja Art: Pressure Of A King
Type: Supplementary
Rank: E - S
Range: Short - Long
Chakra: 5 - 40
Damage: N/a
Description: This technique is used as another form of intimidation, by showcasing the amount of chakra the user currently wields/posses. The user will exert chakra from all over their body releasing their chakra causing it to take on a transparent hue but visible to the eye. Resembling a distortion in the air. This chakra due to it being very powerful becomes very dense, meaning others though its not offensive, can feel it. As if their body got slightly heavier then normal. Depending on how much chakra is released, depends on how far the chakra can be felt from a distance.

Note: This jutsu is mainly for rping purposes but the effects of S rank can stun a chounin and genin
Note: The S rank can only be used twice
Note: A-S rank reaches up to long range C-B reaches up to mid range E-D Short range
Note: This is offensive in no way at all. This jutsu though it makes the opponent feel slightly heavier its for cosmetic purposes and does not effect the speed what so ever

(Mumyo Jinpu Ryu Satsujin Ken-Chakra Dasshu)The Sword Of The Devlish Wind-Charka Dash
Type:Supplementary
Rank:S
Range:Short to Mid
Chakra:40
Damage:
Description:The user leans slightly forward and puts most of their weight on their front leg while doing this the user also builds charka in their into legs enhancing the muscles in their legs the user then dashes at their opponent in one straight line at the same speed as the 1st gate
Only usable 2 pair battle
After the second use the muscles in the users legs will be highly strained and wont be able to channel current into their legs/feet for 2 turns meaning wont be able to walk on water run up trees etc or use techniques involving forcing chakra to the feet

Buki-Ho-Mingu Kunai)Weapon-Homing Kunai
Type:Attack
Rank:C
Range: Short-Long
Chakra:15( Plus 10 every turn the homing continues)
Damage:30
Description: Before the the battle the user readies special kunai with seals on them that allow them to track chakra sources, before the user throws the kunai he has to infuse his chakra into the kunai to active the seal and it also recognizes any other chakra as an enemy and tracks it
Note: User has a Maximum of 5 Kunai

(Mumyo Jinpu Ryu Satsujin Ken-Toorima)The Sword Of The Devlish Wind-Phantom Killer
Type:Attack/Supplementry
Rank:B
Range: Short-Mid
Chakra:30
Damage:60
Description: The user forms 1 handsign while simultaneously charging their body with chakra, the user then releases the chakra and multiple phantom like figures shoot from the users body at a very quick speed and attacks the opponent. The Phantoms only perform one attack then disappears. The Phantoms dont make any noise when created.
Note: The Phantoms cant perform any attack requiring Chakra Only Simple Taijutsu or Kendou attacks
Notenly 3 Phantoms can be made in a turn
Note:Can only be used 2 per battle





Taijutsu

12.) (Ni Dageki Gokai kaze) Two Strikes Of The Lustful Breeze
Type: Attack
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This is a unique type of taijutsu as it dwells on the wind elemental property. The user will channel mass amounts of wind chakra into his dominant hand to where wind radiates from the fist. The user will then launch towards the opponent and deal an uppercut to the opponent and once the strike is dealt, all the wind chakra in the users hand violently releases upwards shooting the opponent up into the air. The user will then channel wind chakra into his feet and propels himself off the ground firing upward just above the opponent; the user will then proceed to do a front flip with his dominant leg coated in wind chakra coming down into the opponent’s mid-section launching him back down to the ground with great force enough to cause cracks on the ground from the impact

Note: Can use twice pr battle
Note: No Wind jutsu the same turn as this
Note: Must wait 2 turns before using this again
Note: No Other Taijutsu move in the same turn as this

Karage Hogeki | Body Barrage
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (30)
Damage: 60
Description:
A simple but effective technique where the user will launch themselves towards the opponent using enormous strength in their legs. They will launch themselves at twice their running speed but are unable to change direction during attack. Increasing the strength of the attack, the user can gather chakra around their body, creating a perfect sphere to encase themselves using shape manipulation on the chakra.
Notes:
-Adding a barrier of normal chakra is A rank with 30 chakra
-Can only be used 4 times with a 2 turn cooldown.
Medical
(Noroi Kowareru Chi-darake no mayu) - Curse-Breaking Blood Filled Cocoon
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (-20 per turn)
Damage points: N/a
Description: This is one of the most powerful medical jutsus, created by an unknown medical ninja but passed it on to very few trusted medical ninjas. This technique can only be utilized with a water source. Either made by the user or, already emerged into a water source. The user will draw blood then do a set of five handseals creating an orb of water around themselves or an ally. Once this technique is activated, the user will make sure they have physical contact with the water if its an ally. The user will fill the water with medical chakra, causing the body inside the cocoon to relax, and ease the pain. Once done, the user will do one confirmation handseal causing the water to mix with the blood from the user drawing blood , but not enough to where it would be fatal causing the blood to mix in with the water. Doing this the blood and water will start to heal injuries.
Note: Can only use three times per battle
Note: Last three turns and heals 50 Health per turn
Note: Cant use any medical jutsu for three turns after this technique is used
Note: This can be done without the use of drawing blood. It will just be regular healing water (Blood water is purley cosmetic)

Fuinjutsu
(Fuuinjutsu: Kanpekina rippōtai)- Sealing Arts: Perfect Cube
Rank
: A
Type: Supplementary
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Perfect cube is a very intricate fuin technique. The user will do a set of three handseals, ending with the tiger. Doing this, the user will cause a barrier to erect from short range around the user in haste taking on a translucent purple color and expanding from there. Once the cube fully forms, anything inside the barrier excluding humans and summons, will be drained and absorbed, completely dispersing said technique. The unique thing about perfect cube is that, once you are in the cube, no jutsu containing chakra is able to be used without the cube completely absorbing it, and any jutsu that is directed towards the cube from the outside will be reflected back towards the opponent. Though the cube is not unbreakable, being able to be broke by completely overpowering the cube by means greater than the rank of the custom or non chakra infused techniques of equal rank (such as taiutsu, kenjutsu etc)
Note: Can only be use twice with a two turn cool down
Note: Last a total of three turns before dispersing
Note: No jutsus that contain chakra are able to fully form inside the cube without being absorbed
 
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(Sakashima Yaiba) Reverse Blade Style

Type: Ninkenjutsu

Background: Genesis was a master at kenjutsu, and trained under lots of kenjutsu masters and legends in his days. Genesis was a very justice for justice person. In lots of cases he didnt believe in killing but in some cases he did. Only when he felt it was needed to kill, he Killed. One day he developed a sword with no cutting edge making the main striking part of the sword similar to the back side of a regular sword. He then developed a kenjutsu way to fight using his reverse blade sword to the point he will harm the opponent without cutting them or killing them. He later got in touch with his old friend/rival the earth prodigy Asch. He showed his style to asch and was very looked upon but asch informed him their was a way he can do something unique with it and deal more blunt damage. By coating the sword in earth/earth chakra to deal more forceful damage. Genesis then knew he had came across a master piece.. The reverse blade style

Description on the Abilities and Inner Workings of the Style: The inner of this style is simple yet complex. This style is made to harness and utilize the side of the blade that nobody normally uses while at the same time infusing,and coating the sword with earth/earth chakra In some cases this style is used as a way to toy with the opponent allowing the user to break down the opponents style in kenjutsu/taijutsu without killing them. This style is made for spars, if you dont wish to cut/slice the opponent, you will use this style that is meant to do blunt damage instead of cutting damage With a regular sword one would not have to put much strength into cutting down an opponent creating a cut/slice. But with this style the user needs to put fourth a considerable more amount of their strength and considerable amount of earth/ earth chakra to boost the attack not holding back. This style is normally utilize by 2 things. 1 is theEvade, Strike, Evade, Strike method. With this you find the opponents opening and strike at the moment you find it. 2 Being to break the guard strong defense, regular swords, weapons. Etc. (Example, If a regular sword was to clash with this sword coated in earth, this sword style would break through the opponents sword due to the increase in strength of the reverse blade sword).


Example Techniques:

Reverse Blade Style: Arc of the rotating rose
Type:
Attack/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This attack can only happen if the opponent does a vertical attack with their hands or sword. The user will quickly duck down to avoid the attack with their sword in their hand, and rotate around in a full 360 degree angle lifting up at the last moments while channeling earth chakra into the sword, giving it a slight boost in strength striking the opponent in the back of the neck sending the opponent flying.



Reverse Blade Style: Blade Of Steel
Type:
Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is useful specially against guard weapons (Kunais, Shields, Swords) and even some guard taijutsu/kenjutsu. The user will take and grip the sword in his dominant hand and channel earth chakra into the sword hardening the sword very similar to the earth spear technique. He will then swing it horizontal towards the opponents ribcage sending him flying to the side. This would bruise the opponent very badly. This can be used against a weapon as if they were to clash a regular sword with this technique, this technique would break through the sword due to sheer strength and continue its initial path (to come in contact with the opponents side to do damage)

Additional effects and Restrictions:

-Must state in the bio you have a reverse blade sword. Or use the dull side of the blade.
-Must be S-Class to learn
-Must have kenjutsu mastered for 3 Months
-Must Have Mastered Earth Training


____________________
P a t e n t C e r t i f i c a t e
Teño, our loyal member, gave on the 21th of December, 2013 a request for a Patent on custom fighting style (Sakashima Yaiba) Reverse Blade Style. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;



Sakashima Yaiba | Reverse Blade Style
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Copyright 2013, Teño, NarutoBase.net

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1.)(Sakashima Yaiba:Enko hagane) Reverse Blade Style: Arc Of Steel
Type: Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is useful specially against guard weapons (Kunais, Shields, Swords) and even some guard taijutsu/kenjutsu. The user will take and grip the sword in their dominant hand and channel earth chakra into the sword hardening the sword very similar to the earth spear technique. He will then swing it horizontal towards the opponents ribcage sending him flying to the side. This would bruise the opponent harshly. This can be used against a weapon as if they were to clash a regular sword with this technique, this technique would break through the sword due to sheer strength and continue its initial path (to come in contact with the opponents ribcage to do damage)

Note: Can use max of 3 times
Note: Requires a break of at least 2 turns.
Note: This technique can break up to B rank Kenjutsu techniques that are not chakra enhanced

2.)(Sakashima Yaiba: Nakigoe Zou) Reverse Blade Style: Weeping Statue
Type: Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique dwells in the realms of the earth technique (Earth Style: Added Weight Rock Technique.), and is one of the signature techniques of this sword style The user will coat the sword in earth chakra similar to added weight technique then swing at the opponent (any body part) dealing blunt damage enough to severly bruise said body part and/or send the opponent flying several meters back, but not only that, It increases the weight and hardening the body part that was hit petrifying it, not allowing the opponent to use said body part (due to the body part weight being increased/hardening and immobile similar to a statue) for 1 full turn

Note: Can use only Thrice per battle
Note: Cant use any reverse blade style techniques in the next turn

3(Sakashima Yaiba: Tsuppari Hyaku seken) Reverse Blade Style: Thrust Of A Hundred Worlds
Type:Attack
Rank:S
Range:Short
Chakra:40
Damage:80
Description: This technique is one of the stronger techniques of the reverse blade style. The user will take a stance where their feet are spread slightly apart holding their sword with both hands with the tip of the sword facing outwards. The user will then apply massive earth chakra throughout their whole body, to the point where their earth chakra is so immense and powerful you could see their physical chakra resonating out of their body to where it would cause a very small crater in the ground right below the users feet to signify the major pressure and immense chakra thats being used. Once the enemy has entered into short range, the user will channel the aforementioned earth chakra to the broad side of his sword before swinging it, dealing massive damage on contact. This strike is of sufficient power to break armors of equal power and cause bone breaking injuries, sending the target flying out of short range.

Note: Can be done twice
Note: Must wait two turns before using again
Note: Cant use a RBS technique above A rank in the next turn

4.)(Sakashima Yaiba: Handou) Reverse blade style: Recoil
Type: Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A (-20 to opponent due to recoil)
Description: This technique is a defensive technique, being able to deal damage based on the defensive properties. The user will channel earth chakra into their reverse blade style technique, making it harder then normal. This is done right when an opponent is about to strike you via a weapon, or taijutsu wise. The user will will guard himself by blocking with his sword. The technique not only blocks but due to the impact it will cause damage to the opponents hand due to the recoil putting them in slight pain. This is a key technique to the style. If this technique is used on the opponent 3 times or more, their hands will become fractured due to the strain on their hands dealing major damage, not allowing them to use their hands for a certain amount of times.

Note: Can block non-elemental Kenjutsu/Taijutsu techniques up to A rank (excluding eig techniques) and elemental Kenjutsu/Taijutsu techniques up to B rank.
Note: Can use a max of 5 times and can't use in consecutive turns.
Note: Recoil deals -20 damage to the opponent per strike.
Note: Once the recoil hits the opponent 3 times or more, they will no longer be able to use their hands due to the fracture for 3 turns. If they are struck with recoil for the 4th time, they are unable to use their hands for the rest of the battle

5.) Sakashima Yaiba: Yofun Hitogoe) Reverse Blade Style: Beserkers Cry
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-50 to user)
Description: This is one of the most destructive, yet simple techniques of the reverse blade style technique. The user will start off by channeling mass amounts of earth chakra into their sword causing it to take brown color. The user as he is pouring chakra into the sword, they will then begin to coat their hands with chakra for whats later to come. The user will pour in a large percentage of their earth chakra (over half) to compliment the sword strike. Once the set up is done, the user will charge towards the target with both their hands on the hilt striking said person/object. Once the sword strike connects the user will release all of the earth chakra from the reverse blade causing a massive and destructive force from the strike to the opponent causing it to shatter anything physical it comes in contact with while also sending the opponent flying off up to 20 meters, causing a 20 meter crater to be the aftermath of the impact all around both the user and opponent. Not only will this shatter, and break anything it connects with. This technique is dangerous and considered forbidden to use due to the recoil. Tt fractures the users hand and wrist causing the user immense pain after the technique is used while also using a large amount of earth chakra

Note: This technique can only be used once
Note: Technique can overpower kenjutsu and earth techniques up to forbidden rank
Note: Technique can overpower harder material such as steel, diamond, tungsten up to A rank
Note: Technique can even break through Incomplete susanoo
Note: Due to the fracture , the user is not able to use their hand that struck the opponent withno more throughout the whole battle once the technique connects
Taught:
Omega, Zekken, Marco, Selendrile, Nathan, Draigo




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(Sandangamae kyouhaku) Triple Threat Blade Style


Type: NinKenjutsu

Background:
On a quest to become the greatest swordsman there was to be, teno set out on his quest to hone his skills in mastery of the way of the sword. As he later on learned to fully grasp sound release he wanted to Incorporate sound style into his way of the sword. By using both the offensive and non offensive side into usage. The destructive and non destructive side. By completely mastering all aspects, Teno came up with a new style called the Triple Threat Blade Style.

Description on the Abilities and Inner Workings of the Style:
This style is utilized to increase the chances of the strike landing by utilizing both the offensive and non offensive properties of sound during a kenjutsu movement. Making it a three step process. The first process is the act of the non offensive sound. Once the opponent begin to initiate a strike, during the swinging process, the sword will release sound from their blade (The effects of the sound differs upon techniques, but must stay in the realms of realism) throwing the opponent off guard. In short it releases frequencies as it swings. This can cause the opponent to see doubles, stumble, go deaf etc. That would be considered the set up stage. The next stage or the second step would be the sword strike enhanced with chakra. Short and simple. The last stage or final set up would be a destructive sound wave following right after the sword strike. The range of the destructive sound wave can reach up to short range while higher ranks (S and Forbidden) can reach up to 10 meters and can be 1 meter wide, but must follow the trajectory of the sword strike meaning if I swing the sword horizontal, the destruction sound wave must be horizontal as well. This way if the opponent was to dodge the original sword strike, it has a second chance to strike through the last step.

Example Techniques:

(Sandangamae kyouhaku) Triple Threat Blade Style: Disguised Triple Tap
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will charge towards their opponent with their sword in their hand. As they begin to swing, the sword will release sound chakra into the opponents ear that releases a high pitch frequency which will cause the opponent to experience mild pains due to the loud sounds in their ear. This will serve as a distraction as it causes the opponent to lose focus, following up with a regular vertical strike down the opponents body. Once this happens a destructive sound wave will follow right after the sword strike in the same movement pattern as the motion of the sword strike, dealing mild blunt damage to the opponent. The sound wave at the end reaches up to mid range long, thus enabling the user to strike the opponent even if he dodges out of range from the original physical sword strike.

Additional effects and Restrictions:
-Must have started in kenjutsu and mastered sound
-Can only be taught by teno

(Sandangamae kyouhaku: Sanpo Kenju) Triple Threat Blade Style: Three-Step Sword Beast
Type: Offensive/Supplementary/Defensive
Rank: A-rank
Range: Short
Chakra 30
Damage: 60
Description:
This is a basic concept of the style, aiming to affectively remove a target's limb with a single blow if not properly defended from. The user will start by swinging his sword to directly attack the target, whether it's a diagonal slash, horizontal, vertical etc, letting off high frequency sound waves that almost instantly take affect on them. The sound waves enter the body, causing the opponent ear drums to vibrate violently throwing off their equilibrium causing them to stumble as they head spins causing them to become majorly dizzy not being able to properly track the motion of his opponent (-5 tracking) . In that same motion, the chakra fueled slash would be aiming to hit the a limb in an area that would allow them to easily dismember their target's limb, i.e the shoulder, elbow, knee, or even the neck. The swing would be followed by a destructive sound wave that is thinly aligned with the blade, being clearly noticeable by the eye, but looking as if it was a simple distortion within the air from the raw strength and speed of the blow. This sound wave would serve as a "third" strike, following the hindering sound wave and the strike of the sword; Causing pure cutting force a split second after the sword. Even if the sword strike were to come up short or be stopped by being physically stopped, the destructive sound wave would continue with full force to cut through the limb the sword intended to cut. This sound wave would extend and reach up to 5m away from the initial sword strike, though it will die out and dissipate once it passes that point.

Note: Can use a max of 3 times
Note: Cool down of 1 turn required
Note: No Sound jutsu S rank or above in the same turn or next turn

(Sandangamae kyouhaku: Sandangamae Nakigoe Mitsugo) Triple Threat Blade Style: Triple Crying Triplets
Type: Offensive
Rank: S
Range: Short - Mid
Chakra:40
Damage: 80
Description: One of the stronger techniques of this style, utilizing the three step process to gain an even bigger advantage over the enemy. This technique can only be used if hes airborne. Once the user is in the air, he will thrust his sword downward in a swift motion. As he is swinging a very loud screech is projecting into the opponent(s) ear causing them to see two doubles of the opponent making it a total of 3 they see overall. This would also cause them to stumble due to the equilibrium being thrown off, not being able to properly stand without stumbling. Unlike most of the other techniques, the second stage of this attack is used to project the trajectory of the destructive sound wave. The user will thrust three times in a triangle type motion, causing a very violent destructive sound wave to travel towards the ground, 10 meters long and 1 meter wide, enough to cause a moderate size crater in the ground, while also powerful enough to shatter the opponents bones. The unique thing about this technique is that the opponent will see three people performing the same motion, and move, confusing them, making it seem like the attack will be wide spread (The doubles would be roughly one meter apart on both the users right and left, with the real always being in the middle)

Note: Can only use twice
Note: The user will experience +20 damage to its arm
Note: No sound jutsu above S rank in the next two turns

(Sandangamae Kyouhaku: Kōtō San-Ban) Triple Threat Blade Style: Soaring Thirds
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: This technique is a very powerful technique, and very difficult to dodge but doable. The user will channel Sound Chakra into their blade. Once done they will launch their sword at their opponent with great force and haste. As this is done, it lets off a powerful screech, enough to throw the opponents equilibrium and sense of balance off within a 5m radius of the sword, causing the opponent to lose balance, making it difficult to perform intricate evasive maneuvers, or string together handseals within this area of effect. Just like all Triple threat blade styles, as the sword is launched off, a powerful sound shockwave follows in its wake of the sword, destroying anything within short range wide behind the sword.

Note: Cant use any Sound Jutsu above S-Rank in the same turn.
Note: No other CFS Jutsu in the same turn as this.
Note: Can use a max of 4 times.




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Dansu Sono Senpuu Mori | Dance of the Whirlwind Lancer
Type: NinKenjutsu
Background:

This style was founded by a powerful wind master, some even call him the original Sage of Wind, known as Xaldin. Xaldin not only became a master of wind release, but also a master of kenjutsu. Shortly after taking an interest in kenjutsu, Xaldin took a step further and instead of using swords in battle, he used lances.

Lances themselves were difficult and sometimes cumbersome to use during battle. Being able to effectively balance them, aim them with pinpoint accuracy, and use them quickly enough to defend against sword and taijutsu strikes became a problem for Xaldin. He soon mastered the use of lances, but then decided to use his prowess with wind release to create a new style that would not only solve all problems that he had with perfecting his lance wielding, but also made battling with them simpler, more effective, and deadlier than ever. Xaldin became the original Whirlwind Lancer, combining wind release with his lances, and became a force to be reckoned with while using this style. Recently, his lances, known collectively as Lindworm, have been rediscovered along with his long forgotten style by Riku of the Yuki clan.

Description on the Abilities and Inner Workings of the Style:

This style employs six retractable and attachable lances, each of them only slightly less than three meters long, along with wind manipulation. The user uses their wind chakra to make the lances stay in the air in various formations, either motionless or moving, around him.

The style must first be “activated” by a technique that allows the lances to “dance” around the user. Once active, the user can control the lances in any way that he sees fit with simple hand motions. One motion may, for example, make one of the lances swipe to the left, while another may bring all of the lances in front of the user to act as a protective shield. The users control over these lances is limitless. The free form aspect of this allows the user to freely move the lances in basic attacks, while the actual techniques in this style make the user focus either more or less wind chakra and move them in a more forceful or concentrated manner. The user can freely switch between attacking with hand motions and without holding the lances to quickly calling one of the lances to his grasp to fight using his hands.

The lances, of course, aren’t carried by normal means due to both their size and abundance. Rather all of the lances are retractable and can be reduced to the size of a small dagger. Users of this style will normally carry the lances in their retracted form somewhere on their person (on their waist, leg, lower body, etc.) and upon initiating use of the style, a user will throw out all of these lances in front of him, and will then control their wind chakra to coat each of the lances. Using their wind chakra, they will then pull out the lances to their actual form. In addition to being retractable, as mentioned before the lances can be attached to one another from end to end in various forms. This can go from simply making a longer lance for more reach to connecting them in various shapes in the more complex techniques in the style.

The user is in fact capable of using other techniques while this is active. However, while actually using any other techniques the lances will remain temporarily stationary; suspended in mid-air from wherever the user stopped controlling them. This is due to one of the special effects of mastering this style. The wind chakra that the user coats each of the lances in keeps the lances suspended slightly above ground at all times, and will keep the lances suspended from wherever the user stops controlling them as a result of the wind chakra still coating them. Since activating this style is a technique in itself (see below under example techniques) there is no need for the user to continually run chakra through the lances. They need only control the wind chakra already coating the lances, reactivate the chakra when it deactivates due to being hit by another technique, and add the necessary amount of chakra when using any additional technique involving the lances. The amount of lances necessary for techniques in this style vary, and the user does not have to necessarily use all of the lances at once (though obviously when doing this techniques that require all six lances simultaneously will be unavailable to the user).

Example Techniques:



Additional effects and Restrictions:

-Must have mastered ninjutsu, kenjutsu, and wind element manipulation.
-Masters of this style have highly above-average chakra control.
-Masters of this style also have increased reflexes, especially in close combat and general awareness of their surroundings; in order to use this style the user must be able to simultaneously control and be aware of what all three of the lances are doing simultaneously. This requires the user to focus on multiple things at once and be able to react quickly, increasing their reflexes and awareness.

Dance of the Whirlwind Lancer: Awaken
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: This is the core technique of the Whirlwind Lancer fighting style. By using this technique, the user will “awaken” as many of the six lances as he wishes. This simply means that he will coat them in wind chakra to allow them to levitate around him in mid-air. The default positioning of these lances is having three on each side. One in front of the user to the right, one in front to the left, one on each side of the user, one behind the user to the right, and the last one behind the user to the left. From this point, the user is able to, through hand motions described in the actual fighting style itself, control each and every one of the lances. (See the actual fighting style for more information)
Note: All of the lances, being coated with wind chakra, have each of their strikes treated as D-rank techniques that can be dodged without the use of a jutsu (as a normal sword strike or taijutsu attack could be dodged) but due to their enhanced cutting power are capable of slicing through normal weapons as well as D-rank and below techniques. The other techniques in this style are treated with the rank given in their description without any regard to this note.
Note: This technique stays active until the lances come in contact with a technique of equal or higher rank (excluding ration techniques). Once this happens the lance, or lances, that were hit will no longer be coated in wind chakra and the user will need to either reactivate the technique or continue fighting with the missing lance.
Note: Even when attached the lances are still treated as one D-rank technique.

Dance of the Whirlwind Lancer: Bite
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage:60
Description: The user will focus wind chakra into all six of the lances at once. This technique requires two quick movements. First, the user will throw bring each of his hands outward away from each other. The lances will respond by positioning themselves directly in front of the user. Three will be in front of the user to his left, and the other three in front of the user to his right. With one quick movement, the user will clap his hands together from their former position, and the lances will clash into each other. They won’t hit each other head one, but rather they’ll go into each other, so that the result is each of the six lances being “stacked” on top of each other. The three lances to the right will be spread out just enough so that the three lances to the left can fit perfectly in between them, and vice versa. The result of this technique will either skewer the target in front of the user or provide a perfect shield of the lances and wind chakra right in front of the user.

Dance of the Whirlwind Lancer: True
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is one of the three signature techniques of the dance of lancer techniques. The user will gather the six lances all together, and transform them into one huge lance with sharp edges that spans roughly 8m long, 2m wide, and 1m broad. Doing this the user will link their life forced into the weapon, causing the weapon and the Chakra surging from around the user yellow (cosmetic). By doing this, using the wind surrounding the user and the lance, the user can freely control the huge lance. The lance even though it is infused with wind, can cut down harden materials of equal rank or lesser and even disperse other techniques by simply cutting through it.
Note: Can use three times per battle
Note: Last two turns
Note: Cant use any elements aside from wind in the turns this technique is active, and every action done consist of a turn, but can be done in the same time frame as other techniques.
Note: Must wait three turns to use again




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Ogame Ryu

(Dokou Kata: Igari) | Form of the Earth God: Boulder Eater
Type: Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 for earth chakra)
Damage: N/A
Description: This technique is used to both block an incoming attack and open an enemy's defenses. When faced with an incoming attack the user will position their blade to completely stop the attack. Rather than deflecting it, its positioned so the blades/weapons reach a stalemate and become locked. At this point the user takes a step forward while twisting their blade, pushing their opponent off balance and to the ground while also disarming them of their weapon. This leaves them wide open to a follow up attack. The user, if capable, can channel earth chakra through their blade to increase its defensive capabilities. This technique is only useful against other physical attacks such as kenjutsu or taijutsu. Elemental techniques such as fire, lightning or wind would be un-blockable through this method, though earth and water techniques can be split in half.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can be used three times per battle.
-Can defend against B-rank and below attacks physical attacks (A-rank if used with earth chakra).

(Dokou Kata: Ganjoubachi) - Form of the Earth God: Stout Retribution
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30 (+5)
Damage: 60
Description: The User will hold the hilt of their sheathed sword in one hand and the opposite end of their sheath in the other. When an opponent moves to attack with kenjutsu or taijutsu the user will block the incoming attack by holding their sheathed sword perpendicular to the incoming attack. With the attack blocked they will unsheathe their sword while pushing the blocked item out of the way with the sheath, creating an opening. In the same motion they will slash the opponent with their sword. Someone capable of using elemental chakra can increase the defensive strength of this technique by channeling earth chakra through the sheath. This doesn't do much, but it helps resist A-rank or below attacks designed for breaking through weapons.
-Can defend against A rank and below attacks physical attacks.
-Can only be used three time per battle.

(Mizuchi Kata: Gekirin) - Form of the Water Dragon: Imperial Wrath
Type: Attack
Rank: B
Range: Short
Chakra Cost: N/A
Damage: 40
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman stands with their left foot forward and knees slightly bent. They hold their sword over their right shoulder with their left forearm horizontal across their chest and their right forearm vertical at their side and their hands gripped on the sword just at their shoulder. The swordsman then steps forward and begins to swing the sword in a straight vertical motion. The obvious defense to this is to meet the sword high as it comes down. But as the swordsman swings down they quickly switch their hand position so the blade deviates to the left before continuing downward, creating an S-shaped attack. The quick movement allows the swordsman to move their blade around the target's defense and hit them.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used four times per battle.

(Kagatsuchi Kata: Hibashira) - Form of the Fire God: Pillar of Fire
Type: Attack
Rank: B/A
Range: Short
Chakra Cost: 20/30
Damage: 40/60
Description: The form of the fire god is a stance of the Ogame school in which the swordsman focuses on raw power for their attacks. In this technique the swordsman holds the sword over their head in their right hand with the tip pointed down so the blade is vertical and splitting their face. Their left hand is held horizonatally over their head with the fist bisecting the right elbow. They then flick the sword up while at the same time flicking their left hand up so both the sword and their left hand are now pointing up, and then they will bring the sword down in a whipping motion putting the full force of the attack in the tip of the blade. They use their entire body by dropping to the ground and bringing the left arm down as well to create as much power as possible. This makes their attacks capable of breaking through standard weapons such as kunai, shuriken, and even other standard swords. This technique can be upgraded through the addition of fire chakra causing the blade to glow red and sear through its target.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can only be used twice per battle.




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Reaper Art Of Dracova

(Dracova no shinigami āto: Majin Hanto) Reaper Art Of Dracova: Genie Hunt
Type:Attack
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: This is one of the 3 main techniques of the Reaper art this being the second. By circulating mass amounts of chakra through the sycthe. This technique resembles a massive halberd-like blade, expanding to 3 meters wide and 2 meters long. This technique is very dangerous to use with others around in a 5meter diameter. The user will swing the sycthe in a 360 degree angle towards the opponent increasing the cutting capability to its fullest degree. As the scythe is swung it will release chakra as a powerful thin line that cuts through anything in a 5meter radius with ease, easily able to cut through human flesh with extreme ease and earth (A rank). The line of chakra is so thin that it can barely be seen by the normal human eye.

Note: Can only be used twice with a two turn break in between usages.
Note: Cant use reaper arts , kenjutsu, nor taijutsu for 2 turns
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(Dracova no Shinigami āto: Tsuin majo hanto) Reaper Art Of Dracova: Twin Witch Hunt
Type: Supplamentary | Offensive
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/a (+20 to RAOD Techniques) (+10 to kenjutsu techniques)
Description: This is one of the two ultimate techniques of this fighting style. After the user has used the technique "Pulsating beat" they will channel mass amounts of chakra into their scythe, causing the scythe part to take the shape of a large crescent moon that glows with an eye in the middle of it that ranges three meters long. The moment this happen, the user will channel more chakra into into the scythe, causing chakra to travel alongside the body of the user into their free hand causing another identical scythe made from pure chakra with an bright blue glow. These two scythes are link via a chakra chain which can extend in the front of the user or the back of the user. This technique is/can be used as a host for other techniques, allowing the user to mix and be diverse with their techniques, incorporating regular kenjutsu in their fightings The unique thing about this technique is that the user is able to use two techniques in a single time frame using the twin scythe to their advantage.

Note: Can use twice and last 3 turns
Note: Cant use for 2 turns after its ended
Note: Can only use kenjutsu and RAOD techniques while active
Note: Though the attacks are in a single time frame, it still takes up 2 of the 3 user slots.
Note: This technique can be paired with regular kenjutsu techniques

(Dracova no Shinigami āto: Myakuhaku Hyoushi) Reaper Art Of Dracova: Pulsating Beat
Type: Supplamentary
Rank: A
Range: Self
Chakra: 30 (-10 per turn)
Damage: N/a (+10 to RAOD Techniques)
Description: This technique is one of the base techniques for the style, utilizing the pulsing and fueling of chakra into the users body. The user will raise their chakra levels by fueling the scythe with their own chakra allowing the recycle of that chakra to enter the scythe then back into their body. This allows the scythe to act as a host to chakra that constantly pumps into the users body, putting the user in a state of an adrenaline rush with the constant fueling of chakra, causing his scythe, arms, and arms to pulse with great strength. This makes both his physical strength, and the scythe stronger allowing free-form scythe strikes to be able to deal E rank damage, increasing the strength of the techniques as well. This technique is the host for other stronger techniques, needing this technique to be active for all of the forbidden techniques of this style.

Note: Can use twice with a three turn cool down.
Note: Last 4 Turns
Note: The user is physically stronger due to this technique being active causing his arms to be slightly bigger then normal (more muscular to give it a visual)
Note: Cant use any other cfs while this is active
 
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Kenjutsu

19.) (Kenjutsu: Hayai Nokogiri) Sword Arts: Graceful Saw
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will first channel their chakra into their sword(s), increasing the cutting potency of the blade(s), causing it to glow blue. The user will then leap towards the opponent extending the blade(s) while spinning yourself, causing your body to take a saw type shape. This technique is said to even cut through solid earth of equal rank and below and cut through the flesh with ease. This technique travels up to 10 meters while being very fast when traveling

Note: Can use twice
Note: Cant use back to back
Note: Needs 2 swords to use
Note: No kenjutsu for two turns afterwards

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Kenjutsu: Kendō | Sword Arts: Way of the Sword
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Kendo is one of the most basic styles of kenjutsu. Even those not trained in kendo unknowingly use it. It is basically fighting with a sword while having both hands gripped on the handle. As said, very basic. This is only special, when in use by a kenjutsu master and specialist. Those with specialties in kenjutsu would normally only grip their sword with one hand when using their sword, as one hand is more than enough to overwhelm a normal opponent. However, when using Kendo, they will not only grip their sword with both hands, but will also flow an excessive amount of chakra into the blade of the sword. The chakra flowed through the sword is thin concentrated, translating into destructive and cutting power. With one slice, they can easily slice an opponents body straight through the middle with ease. It posseses enough power to shatter Earth Jutsu of the same rank, and will easy slice through a defence.
~Only usable by bio's that have a specialty in kenjutsu.
~Can only be used 4 times per conflict

(Kenjutsu: Ikoku Sovereignty) Sword Arts: Ikoku Sovereignty
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user)
Description: Ikoku Sovereignty is the strongest technique of the sword style created by the masters of sword styles and can only be used with both hands. The user will grip the sword while pooling a massive pool of chakra into the blade. The user will then swing the sword with massive strength that releases a colossal shockwave of chakra that ranges 20 meters high and wide and is not omnidirectional. The chakra shockwave is so powerful and destructive that it rips through harden material with major ease, rivaling even steel release in terms of destructiveness. This technique spite being incredibly powerful has major physical drawbacks. When using this technique, the strain on the arms are great as it sprains the arms to a high degree.
Note: Can only use once per battle
Note: Once used, cant use kenjutsu/taijutsu for three turns after use
Note: Jutsus doing handseals deal -5 due to pain of sprained arms For Three turns

(Kenjutsu: Chikyū Seishin No Mukui) Sword Art: Earth Spirit's Reckoning
Show
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user gathers an immense amount of chakra that is kneaded inside the body and channelled into a sword held vertically behind the user's back with both hands. The chakra will pool to the edge of the blade that faces towards the user and be released all at once as the sword is swung in a vertical downward motion. The released chakra will appear as a quick flash of green that acts as a kind of thruster to increases the speed and force of the swing tremendously, so much so that it is able to shatter the ground around the user up to mid range, and destroy earthen structures of the same rank or below. The shattering of the ground gives rise to a dust cloud that obscures the vision of both the user and the opponent. The Main focus of this techniques, which is to destroy the ground, also serves to unearth objects lying beneath the surface, such as people or summonings which are traveling through the earth. Due to the force of the impact and damage caused to the sword, this technique can only be used three times. Upon being used the third time, the sword's blade will shatter.
~Can only be used three times per battle.
~Cannot be used consecutively.


(Kenjutsu: Senbu) Sword Art: Whirling Dervish
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is a powerful utilization of the user's sword and their quick movement speed, by channeling chakra into their blade(s) and spinning rapidly in a circular motion, the user is capable of covering a 360 degree area around himself due to their spinning motion and the constant slashing of their sword(s). If used in close range against an opponent, it would be difficult for those without a form of enhanced perception to follow the wild swings of the blade, and would likely end with them being cut down before they understood the direction an attack was coming from. When used in a defensive capacity this technique is capable of slicing through tangible techniques up to it’s own rank, leaving the user completely unharmed. However it won’t block energy based techniques such as lightning and fire. The speed of the whirling blades is such that it can cause violent aftershocks of wind pressure as the user moves, effectively creating something akin to a razor wire shell of air pressure around their body. Recognizable by what appear to be afterimages of the sword slashes.
Note: Can only be used twice per battle.
Note: Needs two turns between uses.
Note: User can't use Kenjutsu techniques above A rank in the next turn.
 
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Hellhound/ Hellhound Arts/Sage Mode
Summoning Animal: Hellhounds
Scroll Owner: Phaizon
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: Phantom & Caution
Description and Background: Hellhounds are a mythical breed of K-9s said to reside in hell. These hellhounds typically are stronger and more powerful than the typical "dog" breed, making one believe they are a dog "sub-breed" Each Hellhound has access to fire chakra/jutsu and excel at it making their fire slightly more powerful than and hotter than normal, giving +1 Rank (+10 for S-rank) to their fire jutsus without needing handseals using it through their mouth. While majority of the hellhounds are actually coated in fire overall, some fire being more powerful and hot than others (specified with each summon). Each Hellhound has extensive sensing via smell and extraordinary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark. While also due to the mass amount of fire surging through and around them, they are immune to Fire release techniques of the same rank and lower. The unique thing about this summoning contract is its ability to be in contact with souls. This allows the hellhounds to not only can see but their fire is capable of injuring souls and spirits (Only their fire, nothing else).

(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Phantom
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Hell hounds essentially have three leaders. Two of them being the head over the lot overall, and one in charge of the pack. Phantom is considered the third leader. He is able to control the heat that the flame on his back produce. This is to mainly to accommodate his owner, or others he dont wish to harm. Though the flames can get really hot and intense, that the ground below his paws will melt. Phantom stands roughly six feet and five feet wide and speed is roughly twice the speed of jounin rank. He is able to speak proper english and have a very gruff voice but dont talk often. The special thing about phantom is his true mastery of fire, and fire sensing allowing him to increase his heat sensing by 1 additional landmark while not needing handseals to use fire jutsus that require handseals

Note: Can only stay on the field for a max of 4 turns
Note: The fire on its back can be as warm as a bonfire all the way to S rank heat/fire which upon contact can deal 3rd degree burns But it cost a move slot and has a one-turn cooldown to adjust the heat, but heat does not hurt the user

(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Caution
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Caution is the only puppy of the hellhound contract but one of the deadliest, also the only one who has access to senjutsu chakra aside from the sages of the hell hounds. Caution chakra reserve is very that he was cursed to stay as a puppy cause if he was to fully mature it would be too wild, and strong to contain (This is simply for cosmetic purposes). Caution is roughly the size of pakkun (kakashis dog). He has a skull around his head all the way down his body similar to a jinchuruki version 2 while always glowing bright red. His body is so hot that it can burn through your clothes but due to always covering their body in chakra to protect their owner, this is something that doesnt hinder the user themselves. Though if he decide to attack an opponent the heat of his skin can cause 3rd degree burns. Caution speed is that of jounin rank. Caution isnt an offensive hellhound thus is also the only one who doesnt use fire jutsu though he does have several unique traits. One thing is his incredible chakra control and reserve. He is constantly fueling chakra into his owner upon contact, refreshing the owners chakra network while giving the user +20 to pure fire techniques. Last but not least his ability to constantly draw in natural energy (similar to ma and pa) as long as they are on the owners body. Being an fuel source for senjutsu giving the user +15 to their senjutsu techniques Up to 105 per battle. Though this only pertains to imperfect sage mode.

Note: Can stay on the field for a max of 4 turns
Note: The body of Caution even though it causes 3rd degree burns doesnt have a rank, simply deals 60 Damage

(Makairyouken Fukanzen Sennin Modo ) - HellHound Imperfect Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra: N/A ( -10 turn to sustain )
Damage: N/A (Active +20 Damage to all Ninjutsu and Taijutsu up to S-Rank)
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is able to reduce 20 damage from damage for the duration of this technique and reduces cold based techniques by 30. The user is able to passively sense chakra not only through nature sensing but heat sensing and his/her perception and reflexes and speed are doubled by x2. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, Genjutsu cast by the user are empowered Increasing the range of each genjutsu by +1. Lastly, The user gains specific traits to the hell hound contract. The user tracking via the nose is increased, allowing the user to track scents up to 2 landmarks away. The user also gains incredibly sharp K-9 Teeth (The four sharpest teeth in the mouth, simply for cosmetic purposes)
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

(Makairyouken Fukanzen Sennin Modo ) - HellHound Perfect Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active +30 Damage to all Katon and Taijutsu up to S-Rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and, for the duration of this technique. The user is able to passively sense chakra and his/her perception through not only nature sensing but heat sensing while reflexes and speed are enhanced by x3. Their fire ninjutsu and strength increases, empowering katon and taijutsu techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to hellhound anatomy. Keeping the sharp teeth, she gains a red marking around her eyes like most sage modes, getting rid of the fur around her body, but her body still being extremely hot, making those who make physical contact with her, deals -15 Damage.

Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve



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Cone Snail/ Cone Snail Arts

(Ensui Katatsumuri Kuchiyose: Otomeza) Cone Snail Summoning: Virgo
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Virgo is considered the most beautiful and one of the strongest cone snails of them all Being one of the two grand masters of the family. She is considered the mother of them all thus making her one of the 2 boss summon. She stands roughly stands 7 feet High, and 7 feet long (The shell is included in the size), only wide enough to carry two people on her shell. Her regular body is gray though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a deep water blue color with white streaks all down her shell with the virgo symbol (♍) on the side of her shell. She has a very soothing voice said to be as calm as the ocean, allowing her to speak fluent english. The shell takes the shape of a cone and is very sturdy, giving her immunity to B rank and below elemental techniques and up to A rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a kunai. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Only up to mid range and equally and The same speed as the users while the strength of the harpoon equals S rank. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste inside the opponents body system causing the opponents body to become fatigued. This will not allow the opponent to mold chakra above A rank (S-Rank and Forbidden), and depending where the harpoon is shot it can be lethal (Piercing through the head, or heart). Virgo can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Virgo being the mother of all cone snails is one of the 4 cone snails that has access to unique abilities far surpassing others. Virgo has ties to every single summon inside the cone snail family, thus branching off her powers upon birth. Once per battle she is able to draw fourth power from any of the cone snails not currently summoned. This will allow her to use the unique ability of said cone snail (Example, If she takes power from Aquarius, she would be able to sense bodies of water and use water up to S rank for the remainder of her time on the field). Once activated, it cant be deactivated.


Note: Last for 4 turns
Note: Every action done by this snail counts as a move (Excluding its defense), such as striking with the harpoon or activating her special ability
Note: The cone snail that power is being drawn from cant be on the battle field
Note: The poison stays in the opponent body for 3 turns
Note: Can only be summoned once per battle

(Ensui Katatsumuri Kuchiyose: Mizugameza) Cone Snail Summoning: Aquarius
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/a)
Description: Aquarius is the only cone snail that is a master of an element (water), making her one of the elites among the cone snail family and one of the very few who can use an element freely. Aquarius is even said to be one with nature (Water). Aquarius is 2 feet long and 3 feet tall (The shell is included in the size), Being able to ride or attach herself to the user for mobility. Her regular body is dark blue though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a clear water blue color with white speaks all across it, making it look like glitter all down her shell with the Aquarius symbol (♒) on the side of her shell. Her voice being almost identical to virgos, being as smooth as the ocean but can be distinguished if you been around them long enough. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy but due to her size a disadvantage, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that came from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being the size of a senbon. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed twice as fast as virgos due to her small body but at such a weaker strength being A rank in strength. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued. This will only allow the opponent to use two jutsus in their next two moves, and Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Aquarius isnt normally a fighter summon due to her unique abilities. Due to Aquarius being one with water, she is able to sense water up to 50 meters away allowing her to be alert with water be it from a distance or even below.[/COLOR] Also due to her mastery of water, she is not only able to use the water element up to and including S-Ranks.

Note: Last for 4 turns
Note: Striking with the harpoon or using water jutsus count as one move per turn
Note: The poison stays in the opponent body for 2 turns
Note: No other summons on the field at the same time
Note: Can only be summoned once per battle

(Ensui Katatsumuri Kuchiyose: Iteza) Cone Snail Summoning: Sagittarius
Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: Sagittarius is the archer and assasin of the cone snail family. Due to their fighting mechanism this is very important and easily places him at the top with other with special abilities due to his quickness alongside his extreme great accuracy,and eye sight. Sagittaruis is 2 feet long and 2 feet tall (The shell is included in the size), Being able to ride or attach himself to the user for mobility. His regular body is a faded black color though you can never see his full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His Shell is a midnight black color with small white patterns all around it with the sagittaruis symbol (♐) on the side of his shell. His voice is very low but stern. He doesnt talk much unless he is talked to. The shell takes the shape of a cone and even though he is one of the smaller ones, his shell is very tough for his size giving her immunity to A rank and below elemental techniques and up to A rank Taijutsu (this does not include eig taijutsu) when he withdraws into her shell, this being his defense (This is excluding all techniques that came from below as he is vulnerable to all attacks from below due to the shell not covering the bottom half). Just like every cone snail he has a harpoon for a tongue his being the twice the size of a senbon. Allowing him to launch his harpoon (Tongue) towards an opponent with great speed twice as fast as Aquarius. Whats unique about this cone snail, is unlike all the other cone snails. His harpoon (tongue) contains no poison, but his harpoon shoots the fastest and is the strongest for its size being S rank in strength. Sagittarius is known for quick assassinations due to its incredible archer skills. He is able to track things faster then a normal shinobi (That of a tai master) , and can see twice as far as a regular shinobi. This is due to his harpoon (tongue) being able to reach long range unlike most cone snails as all of them except for one (excluding himself) reach up to mid range. His harpoon can pierce the flesh with extreme ease and like all of the cone snails. He can either hook his prey/opponent and retract his harpoon causing the opponent to retract alongside it, or not hook his opponent and retract it either way. Sagittarius tongue is extremely flexible, which wont allow his tongue to be severed unless its by strong piercing techniques (most wind, and lightning techniques (A rank and below). Kunais, Shurikens, swords, etc dont work)

Note: Can only be summoned once and can stay on the field for 4 turns
Note: The harpoon strike counts as a turn
Note: This cone snail does not contain any poison in its harpoon thus its only lethal if struck in a place such as the heart or brain.

(Ensui Katatsumuri Kuchiyose: Shishiza) Cone Snail Summoning: Leo
Type: Summon
Rank: S
Range: Mid-Long
Chakra: 40
Damage: N/a
Description: Leo is considered one of the two strongest of the cone snail family in both offensive and defensive, and the only cone snail summon who is useless on land, but as strong as his sister summon Aquarius in water. Leo is known to have the bare roots of the cone snail family traits being a true aquatic hunter under water. Leo is roughly the size of katsuya (The shell is included in the size) and is the only summon that is summoned in a water source below surface. Though he is summoned on the ground level of the water source he is able to swim underwater with ease but due to his large body he dont need to move to strike his target. Her regular body is back though you can never see his full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His Shell is a goldish yellow color with what appear to be scar patterns all across his body with the Leo symbol (♌) on the side of his shell. Due to him being underwater most time, his voice is rarely heard verbally from the summoner but was said to be normal sounding from the regular snails as they can communicate with each other mentally, while able to communicate with his summonery mentally as well. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy, strong, and durable, giving her immunity to A rank and below elemental techniques (Can defend against one S rank) and up to S rank Taijutsu (Excluding EIG Techniques) when he withdraws into his shell, this being his defense (This is excluding all techniques that come from below as he due to her shell not covering her bottom half). Just like every cone snail he has a harpoon for a tongue his being the size and thickness of a rope. Allowing him to launch the harpoon (Tongue) towards an opponent with great speed, increasing its speed by +3 of the users speed under water (Once the harpoon comes into the atmosphere, it slows down to the users base speed) Being S rank in strength. The poison with this cone snail is one of the weaker ones, but stronger ones at the same time. This cone snail harpoon is coated in toxins instead of it needing to be released. The toxin from the harpoon is a fast acting toxin which paralyzes the opponents whole body due to a simple scrap from the toxin from the users harpoon. The harpoon is clear thus making it hard to see underwater, but very easy to see above land. Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. The unique thing about this cone snail is that it uses its harpoon for synergy for his special ability. Leo while underwater can extend its mouth up to 5 meters in all directions, using wind chakra to create a vortex from his mouth. The suction is very powerful being S rank in strength and extremely hard (though not impossible) to get out of the suction current. Being able to suck up large water sources into its body before having to stop. This will create a massive whirlpool above water, causing it to have a similar effect to the earth style antlion technique, dragging them into water, unless they get out of range.

Note: Can only be used once and last 4 turns
Note: Must draw blood and palm the hand on a water source to summon leo
Note: Every action done by this summon counts as a turn (This excludes his defense)
Note: The range of the whirlpool is roughly 10 meters wide, this can be dangerous for the user as well
Note: The summon suctions for two turns before having to stop, or if they decide to stop on their own
Note: The opponent have one turn to escape the current unless they will be swallowed up by the cone snail

(Ensui Katatsumuri Kuchiyose: Futagoza) Cone Snail Summoning: Gemini
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Gemini is the most interesting summon out of the bunch due to their personalities. Gemini are twin fraternal siamese twins. One female and one male, being the prodigy of the slug snail family being one of the two boss summons next to Virgo. Their size is roughly a little bit bigger than a basketball and the shell is included in the sizing, thus they typically stay on the shoulder of the summoner. Despite being twins, their regular body colors are different. The male is white and the female is black, though you can never see their full body as its attached to the shell, you can tell by their eyes, as they stick out from the shell along with their mouth. Their shell is very unique also, as the color splits in half. It is black on the male side and white on the woman side with the gemini symbol (♊) on the very center of their shell. Both of them speak separate but their thoughts are linked together and communicate different. The female is very vocal and thorough, as the male doesn't like to talk much, but rather fight (though he will talk if he wants to). The shell takes the shape of a cone and is very sturdy, giving them immunity to B-rank and below elemental techniques and up to A-rank Taijutsu (excluding EIG techniques) when they withdraw into their shell, this being their defense (this is excluding all techniques that come from below, as they are vulnerable to all attacks from below due to their shell not covering the bottom half). Just like every other cone snail, they have a harpoon for a tongue—theirs being twice the size of a kunai. Furthermore, they are able to launch their harpoon (tongue) towards an opponent with great speed (only up to mid range and travels as fast as a thrown kunai), and with great power (being S-rank in strength and counts as a move). The poison residing in this cone snail is of medium scale potency. Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (harpoon) and spread inside the opponent's body with extreme haste towards the opponents body system causing the opponents body to become fatigued from the poison. The poison will spread each turn causing the opponent to become more sick and sick to where their senses are thrown off due to the poison shutting down their system and if not dealt with being lethal (after 4 full turns); depending on where the harpoon is shot, it can be immediately lethal as well (piercing through the head, or heart). Gemini can then withdraw the harpoon bringing the opponent with it or release the harpoon from the opponent's body, retracting the harpoon it itself. The cone snail's preferred tactics are withdrawing into the cone shell for defense and extending the harpoon for offense. Gemini being the most unique and considered prodigies, they learned to work in unison with not only each other, but also their summoner. They are skilled in the art of chakra sensing and chakra suppressing. The female is able to suppress her chakra and anybody else's if they are in physical contact with her. The male is able to sense chakra to a very powerful degree, and can extend this ability to the summoner so long as they're in physical contact.

Note: Can only be summoned once per battle, and stays on the battle for 4 turns
Note: No other cone snail be on the battlefield the same time as them
Note: Sensory takes up 1 move slot (does not effect time frame)
Note: Suppressing takes up 1 move slot (does not effect time frame), and whilst suppressing chakra, the recipients of the technique cannot use any other ninja skills

(Ensui Katatsumuri: Sasori-za) - Cone Snail Summoning: Scorpio
Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Scorpio is by far the most hideous and vile Cone Snail to have ever existed, often considered as the black sheep of the Cone Snail family. He stands at roughly 2 feet high, and 3 feet long long (The shell is included in the size), just small enough to ride on the user. His regular body is gray though you can never see the full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His shell is a pitch black color with deep red streaks all down his shell with the scorpio symbol (♏) on the side of his shell. He has a rather disturbing voice, said to be similar to that of a dying person. Most notably, he is known for often disregarding the commands of his summoner and speaking (English) in a foul manner very similar to manda. His shell takes the shape of a cone and is very sturdy, giving him immunity to B rank techniques and below. The Shell is capable of defending against an A Rank technique once but breaks right after. The shell does not however protect Scorpio from attacks that come from below, as his shell does not cover his bottom half. However, to make up for it, he carries the unique ability to completely enclose himself with his shell whenever he withdraws back into it. Just like every cone snail he has a harpoon, his being roughly twice the size of a kunai. This trait allows him to launch his harpoon towards an opponent, with the harpoon itself being A Rank in strength. However, what truly makes Scorpio the most dangerous is that his harpoon carries a toxin that is more dangerous than that of any other existing Come Snail. Even the slightest graze or cut can prove to be deadly as the toxin breaks down the targets body on cellular level, killing off all of the victims cells in the direct vicinity of the wound. While there are no notable signs in the first turn, the wounded region turns black by the second turn, indictating the spread of the toxin. By the third turn, the entire limb or region is affected after which the target will fall unconscious due to severe pain. Failure to acquire treatment even after this will result in the targets death. However, depending on where the harpoon was shot, the attack can effectively kill off the target much earlier (such as piercing through the head or heart) while also scorpio can release the toxin via imapling the opponent and releasing the toxin in their body, thus causing the opponent to faint in 2 turns instead of 3. Scorpio can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Besides his general Cone Snail abilities, Scorpio unlike most excluding Sagittarius takes pride in fighting with their harpoon and the only cone snail with access to sound chakra. Besides being able to use Sound Ninjutsu involving destructive sound waves. Once per battle, Scorpio can impale the ground sending their chakra beneath the opponent. He will then cause the chakra to resonate at very high frequencies causing a large sound explosion that gives off a very loud screech upon explosion that spans mid range in all directions. Causing anybody within short range of the explosion to become distorted, throwing off their balance not being able to use jutsus that require focus (S rank and above) for 2 turns.

Note: Last for 4 turns
Note: Striking with the harpoon counts as a
Note: Each and every ranked ability counts as a move.
Note: Using the special ability Sound jutsu reduces Scorpios duration by one turn.
Note: Can only be summoned once per battle


(Ensui Katatsumuri Kuchiyose: Tenbin-za) - Cone Snail Summoning: Libra
Type: Summon
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Libra is one of the most unique cone snail, with the most unique ability with an a belief and mindset to balance the scales of power. She stands roughly stands 20cm high, and 10 cm long (The shell is included in the size). Once the user claps their hand initiating the summon, she will appear on the users head or shoulder, depending on the users choice. Her regular body is pink though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her shell is a dark green color with white symmetrical lines all down her shell with the libra symbol (♎) on the side of her shell. She has an extremely high pitch and powerful voice speak which she speaks fluent english. The shell takes the shape of a cone and is very sturdy but unlike most cone snails, her size give her an disadvantage in both defensive and offensive powers, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half unless she fully withdraw into her shell). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a senbon but due to her size it does not have great offensive capabilities, only being B-rank in strength (Still able to pierce the human bones with ease) But she fully makes up with, with speed. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Sage-rank). The toxin from her harpoon is a rather slow acting one, and does not serve to kill or immobilize the target but deliver gruesome amounts of pain. As such, each the slightest of touch with the harpoon by an opponent can be dangerous as it completely swells up the area that is targeted, preventing the target from adequately moving that particular limb or region. Besides there general passive abilities, Libras unique powers lies within its aid to the user. Being the only other cone snail with access to an elemental affinity. Thus she is able to harden her shell increasing her damage immunity by one rank (but decreasing the damage immunity by one rank to Lightning). The special thing about Libra is her ability to use the added weight and light weight jutsu. The cone snail, as she lays on the user, will insert her earth chakra into them. Increasing the user's weight will halve their speed, but boost their Taijutsu damage by one rank. On the other hand, decreasing the users weight will double the user's speed, but decrease their taijutsu by one rank. Using the weight decrease can be used to dodge attacks while also the cone snail is able to freely use this ability as well as bring the users weight back to normal.

Note: Can stay on the field for up to 4 turns.
Note: Libra can only fuel chakra into the user once per turn.
Note: The earth techniques count as one of the user's 3 turn.




-(Ensui Katatsumuri: Kawa mikiri) Cone Snail Art: Shell Of Solitude
Type: Supplementary | Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/a (60 if crushed)
Description: This is a common technique for the cone snail art family, or any snail family. Derived from the toad stomach techniques exclusive to toads but with alot of unique twist. The user will reverse summon him and his opponent inside the shell of a large cone snail. The shell is 5 Meters wide, 20 meters high (this is due to the shell unique cone shape) and 10 meters both and forth of both the user and the opponent. The shell of the cone snail is infused with large amounts of chakra, making it very hard and sturdy, but not impossible to break. The unique thing about this technique is that, once the user reverse summons both him and his opponent, it is pitch black, and they are summoned on the body of the cone snail. Once this happen, similar to toad crushing stomach, the user will cause the body of the snail to absorb the body of his opponent down into the main body. As the opponent is being absorbed, the snails body will contract, crushing the opponents body the deeper it gets dragged down into its body. If the opponent gets fully absorbed, his whole body would not only be crushed but will also suffocate.

Note: Can use a max of 3 turns
Note: The shell due to its hard nature, it will take A rank to break the shell. Once broken both the user and opponent are returned to the field.
Note: Must wait 3 turns before this technique can be used again
Note: Can only be used by those who have the cone snail contract

(Ensui Katatsumuri: Shita Koudoutai) Cone Snail Art: Tongue Of Zodiacs
Type: Offensive | Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This is one of the common techniques of the cone snail family, with shell of solitude being the defensive cone snail art, this would be the offensive one. The user first draws some blood from a finger, then either makes a single handseal or slams the bloodied hand on the ground. The resulting phenomenon calls forth the tongues (Harpoons) of the cone snail family from their body or the ground. If it is used from their own bodies (via a handseal), they cause the harpoon to launch from anywhere from their torso, the palm of their hands, their legs, mouth (just nowhere that wouldnt make sense like the eyeballs, or the neck, etc) towards the opponent, or can be used for supplementary purposes. Or the user can slam their hands on the ground summoning fourth harpoons from a summoning seal below the target impaling them. The unique thing about this technique is they are coated with toxins that even if it grazes the opponent, the effects kick in. This would be one of the mild toxins of the cone snail family of course. The toxin once enters the stream would cause the opponents body to be really fatigue, restricting them from using jutsus that require focus (mental jutsus, S rank and above) Though it is not lethal. The harpoons must be summoned outside of a three-meter radius around the opponent.

Note: Can only be used thrice per battle
Note: The harpoons are roughly the size of a kunai and strong enough to neutralize earth of equal rank
Note: Has a two-turn cooldown.
Note: The user can create up to 4 harpoons at one time, splitting the rank of the jutsu.




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Anubis/ Anubis Arts

Summoning Animal: Anubis
Scroll Owner: Teno
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: N/a
Description and Background: Anubis is the name of the god of death, mummification, embalming, the afterlife, cemeteries, tombs, and the , in , usually depicted as a or a man with a . Ninja Archeologists have identified Anubis's sacred animal as an Egyptian , the . As a result, Anubis is often referred to as having a "jackal" head. These summons are far and few being rare amongst the summoning world, only having the strongest of strong being able to have a contract. Thus is the reason why there is only three summonings of this summoning race overall. Each Anubis has a size. The Size of an Average human, twice the size of a human and three times the size of an human with human speech and understanding

Basic Abilities:

  • All Anubis possess a passive Chakra Sensory, able to detect, identify and differentiate between different Chakra signatures within the same landmark.
  • All Anubis have bodies that are harder than the average human. Making their skin and durability extremely durable. Each Anubis is able to Endure damage of A - S Rank, depending on the rank of the summon.
  • All Anubis are connected with the user via mental connection. By making a contract with this summon, automatically ties a reverse summon body seal on the users body for the summon. In times of danger, all Anubis possess the ability to self summon themselves within short range of the user if they sense the life of their master is in danger, however, this can only be done once per battle.
Unique Abilities:

  • All Anubis have control of a portion of the afterlife, making them beings of Kinjutsu itself, earning them the moniker of Necromancers. This allows them to resurrect, and control the dead to a certain degree. This is not on par with the likes of Edo Tensei, where a sacrifice is needed and the revived target itself needs to be sealed before it is deemed unusable, but allows them to create beings with their mind intact from the ground with their own small pool of Chakra, and health, being 150 and 60 respectively. Each undead has access to all Basic Fields, including Ninjutsu, Elemental Ninjutsu, Taijutsu and Genjutsu, all at one rank lower than the Rank of the Anubis that created them. Additionally, this ability follows the guidelines of the Shadow Clone spawning Rules, and requires one of the user's 3 Jutsu per turn to perform.
  • All Anubis have the ability to shift the ties of war by making things balanced, essentially balancing the strength of war. While Anubis are out and summoned, the release a sort of Chakra Jammer energy that emits across the whole battlefield, essentially acting as a seal to the bodies of both user and opponent. As long as this remains on the battle field, boosting of any kind is null, and cancelled. The opponent nor the user is able to emit more Chakra than the original Jutsu or their original physical physique. This means even modes aren't able to be activated or techniques that boost your strength, speed, or the various aspects of the user's Jutsu Jutsu.

(Anubisu Kuchiyose: Bamyūda) Anubis Summoning : Bermuda
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Bermuda is one of the Anubis trio of the Anubis summoning. Bermuda is also the only male and physically the strongest. Bermuda sits roughly eight feet high and very muscular. Have three sets of wing making a total of 6 individual wings. Two sets of wings resembling bug wings while the other set resemble bird like wings, in which he is able to take flight. He wears typical pharaoh clothing with bandages with human like legs and animal type feet with very sharp claws. Normally all Anubis has staff due to their nature of necromancer but Bermuda has a dual side weapon that resembles the edge of an axe on both sides in which he holds in the middle. This weapon is extremely heavy, weighing well over 500 lbs. Bermuda, unlike his other trio, has mastered the art of brute force. Using his weapon he is able to cut through almost any and everything be it energy, spiritual, or physical up to S rank, and can do this once per battle at Forbidden Rank. The cutting ability itself has a range of Short - Mid, counts as one of the user's 3 Jutsu per turn, and has a 1 turn cooldown. He is a master of Taijutsu and Kenjutsu and is able to use all Taijutsu and Kenjutsu related techniques that their master knows. Once per battle, Bermuda will utilize his Necromancer skill, slamming his weapon into the ground controlling the dead through the soil and earth on the ground. By doing this, he will cause the ground to cave in, sinking in the opponent(s). This is not an Earth technique so lightning will not negate this technique. Upon being sunk into the ground, the opponent will eventually suffocate and be dragged into the core of the earth by the dead that resides in the soil, which takes one full turn to achieve. This ability is S-Rank in strength, counts as one of the user's 3 Jutsu per turn, can affect an area up to Long Range away from Bermuda himself, and has a radius of 5m.

Note: Can only summon once per battle
Note: Due to his physical nature, he has S rank durability
Note: Last a max of four turns on the field
 
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BusinessManTeno

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(Inja no shūdō-shi no himitsu no geijutsu: Poketto Infiniti) Hermit Monk Secret Technique: Pocket Infinity
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This is a very rare technique derived from Arthur, one of the 12 Ninja Guardians of the fire temple. This technique can only be done by those with a clear mind and extreme meditation and practice. Taking the typical stance of those from the fire temple, the technique becomes dormant. Anything that enters within short range of the user that will trigger a danger response from the user. This will cause an identical replica of the user with a sword made out of the special chakra from the hermit monks to immeditaley propel outwards in any direction the user pleases at the same speed of the mode itself, delivering a very powerful and dangerous sword strike that reaches five meters outward. The strike is enough to even cut through or disperse techniques of equal rank and lower.

Note: Can use a max of 3 turns
Note: Stays active for 3 turns
Note: Requires two turn cool down after technique ends.
Note: Technique activate with the hand gesture, afterwards it can stay dormant. This allows the jutsu to not effect a time slot, only time frame.
Note: Cant use the mode of the hermit group while this is active

Suna: Suna yūbokumin no ibuki ) Sand Release :Breath Of The Sand Nomads
Type: Defensive/Supplementary
Rank: B
Range: Short (Long)
Chakra: 20 (-5 per turn)
Damage: N/A
Description: Breath of the sand Nomads is a unique technique, used to replicate a sand storm, using it for supplementary usages. The user will start by doing four handseals causing a raging sand storm to instantly summon on the field, causing large winds to also pick up, excluding a 3 meter radius around the user, being essentially the "eye" of the storm. This sand as it rages across long range is similar in sensing as the rain will of tiger technique, allowing the user of said technique to be able to sense everything that the sand touches. Upon this technique being utilized the user is able to break apart and reform anywhere where sand is present, allowing the user to travel via sand particles, or simply dodge an attack by breaking down their body and reappearing next to them. Though the sand storm does not affect sensing via chakra sources, but it does affect those who dont have sensing or sense through the five senses. This sand storm cuts the tracking down by 25%. This technique can be dispersed with a large scale Water/Lightning technique or damaging the user.

Note: Can use twice per battle and last a max of four turns
Note: Cant use any sand techniques of S rank or above when this technique is in use
Note: Dodging, or traveling via the sand cost a move (Cannot reappear in under 5 meters of the opponent)
 
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BusinessManTeno

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♫ Sound ♫

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

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

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

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

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

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

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

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

33.)(Kuchiyose/Ototon Genjutsu: Carte Garte) Summoning/Sound Illusionary Art: Carte Garte

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

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

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

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

36.) (Ototon: Shu Ranmyaku) Sound Style: Lord Of Chaos
Type: Offensive | Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Lord Of Chaos or sometimes spelled "Kaos" Is one of the signature styles of the sound style that the user uses utilizing only the snap of their fingers to initiate the technique. Overall the user by snapping his hands release sound chakra in the shape of a bubble that violently explodes. By pointing their finger in the direction they want the bubble to be made at, the user will snap their hand causing sound to take a translucent and transparent (Looking like a distortion in the air) circle shape next to the opponent, which will quickly explode dealing a very high pitch screech enough to damage said person ear drums distorting said person vision while causing the screech to vibrate on said opponent body causing a violent reaction to their bones dealing damage that way as well Another way the user can use this is The user will snap their fingers in the direction of a technique causing tiny sound bubbles to form inside (If its water or anything that can be penetrated) or on the layer (such as earth etc) which will then quickly explode, destroying said technique. The great thing about this technique is that once the sound orbs explode they let out a very devastating screech, bursting the ear drums of anybody within 3 meters of the explosion causing them to go deaf for 3 turns and -30 due to the eardrums bursting..
Note: Cant use this technique back to back
Note: No sound jutsu above A rank in the same turn
Note: Can only be used 1 meter and beyond from the opponent
The Damage come from both the screech and the vibrations from the sound to the opponents body.

(Ototon Genjutsu: Ototataku) - Sound Illusionary Art: The Sound of Drums
Type: Supplementary
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: By activating this genjutsu though the click of a finger, or any sound the user releases sound waves that travel towards the opponent and induces a genjutsu that follows the following the victim's mind begins repeating a simple pattern. Four drum beats in a second by second loop, constantly repeating in their mind. The sound of it tears away at the victim's mind, leaving them mentally weak until their mental state deteriorates to a point where their reaction time is halfed from the annoyance from the drums playing in their head.. The way this works is it plays havoc on the brain's capabilities of identifying touch, smell, sounds, sights, etc. The brain detects this sound as an anomaly, so it shuts down the auditory senses, rendering them basically deaf. That doesn't work and the sound still plays, so it starts shutting down the senses, one at a time until there's nothing left to shut down. The sound's still playing though, so it does one last thing; One last ditch effort to try and remove the sound. The brain shuts down areas that pertain to logic and reasoning, leaving the victim in a state of disarray, but the sound plays on still. Whilst in reality the opponent is a broken mess, and unable to move.
Notes:
- Can only be used twice per-match. Must wait two turns to use it again
- Cannot be layed.
- No genjutsu for one turn after the use of this.
- Lasts two turns unless broken.
- Can only be taught by Nathan.

(Ototon: Sensō no chōritsu) - Sound Release: Rhythm of War
Type: Supplementary
Rank: A-rank
Range: Short (Self)
Chakra: 30
Damage: N/A (+10 to taijutsu) (+10 to sound)
Description: A spin on sound that is meant to be beneficial to the target, this innovative technique developed by Nathan. It uses sound to alter the targets' brainwaves in order to increase their physical proficiency. The user produces a low sonorous sound, this sound isn't used on anyone but rather used on the user themselves. Once under the influence of the sound the user will begin to feel their blood "boiling with anticipation", their body will seem lighter and more supple, and they will have enhanced physical prowess due to the brainwaves altered by the sound. This also gives the user increased damage to their sound based techniques, as the user is already in a state surrounded by sound, thus they only need to further shape manipulate the sound. The sound is able to persist only as long as the sound is present which requires the user to constantly manipulate and duplicate the soundwaves which affect the the user. The only downside to this technique is that is the user choices to channel any other chakra based techniques, excluding sound & the elements that make up sound, thus lightning and wind, this technique will cease. The way the user uses the sound waves on themselves is by releasing tiny amounts of sound chakra all throughout their body a method also know as "whole body vibration" but just distributed at a much higher frequency.
Notes:
- The technique lasts three turns.
- Can only be used twice times per-match.
- Must wait one turn before reusing.
- No sound techniques for one turn after this ends.
- Whilst in this state, due to the humming this technique removes the need for handseals only for sound techniques.
- Can only use free-form, taijutsu (elemental taijutsu can be used if it falls under sound, lightning or wind), as well as sound, lighting and wind techniques that are A-rank & below while this is active.
- Can only be taught by Nathan.


(Ototon: Kakki ni Michita Ken) - Sound Release: Vibrant Fist
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: This technique begins with the user attacking the enemy with a punch or a slap towards either side of the enemies head. The moment that his his hand connects with the enemies body, inaudible sound waves will be released, from the hand, towards the user’s skull. These sound waves will travel through the canals in the ears heading towards the Semicircular Canals which controls the balance of the body is very important for taijutsu techniques and perceiving the location of the individual properly. The soundwaves will damage this organ, so that the enemies body movements will not match with what the other senses tell the body to do. They in short can’t make out the correct location so that the hits that the enemy intends to land, won’t connect.
Notes:
- Can only be used three times per-match.
- Lasts for six turns.
- Must wait three turns to reuse.
- Can only be taught by Nathan.
 
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BusinessManTeno

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ジン


Djinn
Founder:

Teno


History of the Clan:


The Djinn clan was a very interesting and unique clan. Born into a part of the world rumored to be a relic on its own, called Labyrinth. It was said that Labyrinth was a huge kingdom, or what is now called a landmark, isolated from the rest of the world that was created during the reign of Kaguya to seperate the clan from it all. Instead of chakra, their landmark was filled with what they called Rukh. This was the power source and emotion of their kingdom. The creator of this kingdom, and the Djinn Clan, was named King Solomon. King Solomon created what was then called, Dungeons. These dungeons contained Djinn beings in it, causing people who captured that dungeon, to be rewarded with not only riches, but the Djinn beings contained within the dungeon would become their servant. King Solomon made these Djinn beings look identical to genies. These Djinn beings can only be attached to their owner through a metal vessel or something of similar stature. This is where they will be stored.


King Solomon made it so that once he passed on, his wisdom of the world would be passed on to three beings, and once they die their place would be taken with another baby, being the reincarnation of another. These people are called Magis. Magis are the ones who guide people to these "Dungeons" to conquer them. These people are called "King Candidates", people who have the potential to rule the kingdom and even their "world". During one century, one magi decided to practice the art of what is called "Fallen Rukh". That is when peace was broke, and certain parts of the kingdom wanted to bring about destruction and despair. They sought out the ultimate fallen being, "Median". Median was something that was born out of hatred, and anger due to the mass amount of fallen rukh that accumulated. Once it emerges from the sky and touches the ground. Everything in that kingdom rots away. So it started.


Part of the kingdom called the Ryo temple decided to kill large amounts of people, causing an internal war to break out. The more war continued, the more lives were lost. During the pinnacle of war, enough Fallen Rukh was gathered to where the median "hand" started to descend from the sky. With much effort from the Magis and the Kings Candidates, who harbored the Djinn beings to stop the Median hand from touching down. The efforts were for naught. This is something even King Solomon could not stop. He decided to randomly select three babies to become the next Magi to be reincarnated, and the Djinn beings and searched for a place he could send them to that was safe. Before their kingdom could be completely destroyed by the "Median", he sent them off. There it was, three babies crying outside of a lake with a bunch of weapons, and accessories around them (This being the Djinn beings). Luckily they were found by somebody trustworthy. He went by Earl, of The Noah Clan


Years later, the babies grew up, to be orphans. Not yet understanding of the world they was once in. One thing they did know was the Djinn beings was always with them and even protected them if need be. The time came where they sought out on their own. Building a relationship with the Noah clan, they remained incredibly close. As years went on, the 3 magi went off to have children and their children's children, each time evolving. Meaning their Rukh learned to fuse with chakra and be used like chakra. Each time a Magi dies, somebody with the Djinn blood becomes its reincarnation, with all the wisdom to the previous life. But the question still remains, is the Labyrinth completely destroyed? If so, how could they see for themselves? Rumor has it that, the dungeons in that world still stands and are some of the most dangerous and powerful Djinn beings. The history of the Djinn has always been hidden unless you were part of the Djinn race itself. Rumors have always spread about it, but no evidence has been shown. The only people who know the truth about the clan is the Noah clan, but that can soon change.


Passive Traits & Special Abilities:


The signature application of the Djinn clan is their ability to be one with Rukh. Something they were born with, which creates things and even act as a form of chakra. Rukh creates what the world calls Djinn beings or Jinns for short, which take on the form of what looks like a genie. These Genies attach themselves to their owners via weapons or an accessory and is able to possess their body through the medium of such, allowing them to essentially merge. Even though Rukh is similar to chakra and one can even say its a subset of chakra in itself, Rukh is essentially more toxic to those who dont have Rukh. This makes it hard for those to absorb it without having bad drawbacks, essentially poisoning them.


In terms of passive abilities, the Djinn clan has very few, meaning that most of their abilities resides in the main abilities in itself. The Djinn clan are able to communicate with each other through their Djinn in a spiritual realm ( similar to how Naruto and Bee speak to Kurama, or Boruto speaks to his snake summon ) which can be seen as long range mental communication. Another passive, is more so for the Djinn beings, Each Djinn being has the ability to see in the spiritual realm, and sense the spiritual realm. This is not to be confused with Aura sensing, as this does not sense the life force, or aura in a person, but their overall spirit (If they are alive or have one) or spirits, in the spiritual realm. For example this would allow the Djinn to see dan koto and combat him while in spirit form. Lastly, The clansmen have access to what they see as purity based Rukh appearance that shapes in form of butterflies. Based on the purity of said person, the butterflies will take pure colors (light) versus non pure (dark colors) . The rukh not only can't be seen by others outside of the clan, but acts as a radar jam for any type of sensing other than ones that target you visually, or through emotion. this also excludes enhanced smell, sight, hearing. Thus only working on chakra based sensing This will cause others to feel or sense a blur in chakra, not being able to accurately sense them. This is specially useful if the clansmen is traveling with people, or a group or even infiltrating, making sensing them incredibly difficult.


The main abilities of the Djinn clan has two applications. The main source, which is Rukh, . Rukh is essentially a sub sectional chakra energy source, Much like Tailed Beast chakra, negative and positive chakra, hermit chakra, peacock chakra, etc. Rukh to some can be said to be one with the user, always wanting to protect its clansmen, thus the rukh at times can act on its own (Will highlight in custom techniques) Its used in the same way such as offensive, defensive, or supplementary. If the user is a "Fallen" the Rukh would be blackish purple, and if they are not fallen, the Rukh would be yellow. Though Rukh is different. Rukh is very dangerous to absorb unless you are a Djinn clansmen. The chakra , if absorbed will damage the body equal to the rank absorbed internally or the technique will collapse trying to absorb said technique, instead of staying sustained. Rukh is special in its source, due to being neutral to elemental ninjutsu, senjutsu, and bijuu chakra and strong to raw chakra


The second ability of the clan, or rather sub ability of the clan is the Jinns, or Djinn Beings. These beings are made from the Rukh, which in most eyes, come off as genies. They yield to their master and takes all form shapes and sizes. The Djinn beings are encrypted or rather sealed inside something of the users, that they hold valuable and has to be metal or something close ( like jewelry ). This acts as the vessel for the Djinn. The clansmen are able to utilize the Djinn being powers through these metal vessels. An example would be a fire Djinn being encrypted into a sword, is able to release fire from the sword, or a water djinn being, being encrypted into a bracelet being able to fire off water blast from their wrist. This is the simple application. Once enough training has taken place, the clansmen are able to do a full body equip becoming one with their Djinn. Doing this, the clansmen are able to take on unique characteristics of said Djinn Being, which also boost their element depending on which Djinn ( will be said in technique ). Even though most Djinns are elemental, there are rare Djinns that encompasses other traits beyond elemental, such as fuin, or sound, or something as simple as a djinn who can grow really large ( this would cause their weapon to grow really large ) etc, and depending on the Djinn, some hold dual affinities, but only the strong of the strong can capture those djinns. Each Djinn even though is sealed inside a weapon of the user, they are always present inside their home, the dungeons. These dungeons can only be accessed by other clansmen. Djinn beings cant exist where Rukh is not present, due to their home (The dungeons) being filled with Rukh, they are able to stay formed. If the clansmen is strong enough they are able to reverse summon them and their opponents inside a dungeon. There, the clansmen is able to fight alongside their Djinn being.

Location & Purpose:


The Djinn clan is known for its dungeons, and once a dungeon is captured, it disappears. Luckily, there was one dungeon that appeared at this side of the world that hasn't disappeared, far from their home. Only those with the Djinn blood line can enter and exit as pleased or those who have permission. From an outside perspective, it would just be a huge castle that cant be destroyed or opened, but to Djinn, once they want to enter, the Dungeon transport them inside. The inside of the dungeon is as large as a kingdom.This Dungeon is on a random island, in the middle of the waters. The purpose of this clan is different for everybody. Some people want to find their home, and see if any of it still remains. Others wish to be the king of the world and take it over or rule it. Some simply wish to become stronger and make the clan known.


Special Info:


The Djinn clan has a chain of command that goes:


Magi: Magi is the highest rank you can achieve in the clan, which is essentially the head of the clan. This clan is unique in its branch due to their being 3 Magi, meaning 3 leaders. This is essentially to act as board, but essentially the creator of the clan can always overrule the other two Magi.


Kings Candidates: Kings Candidates are people personally chosen by the Magi who excel in the art of Rukh, even beyond mastery, and their djinn. Each Magi is able to have 2 KC, meaning there can only be a max of 6. KC are as strong as Magi and even have techniques exclusive to them.


Dungeon Capture: These are the people who learned how to fully use their Djinn being, and Djinn equip. At this level they have a relationship with it, learning to fight alongside it, while also mastering their Rukh.


Household Member: Household Members are the people who just got into the clan, learning to first utilize their Rukh. While only being able to use Djinns through weapons, and not equipped.


Requirements:


No specific requirements.

Must be accepted by the Magi, or personally by the creator

In order to make a PCCJ dealing with a new Djinn, they must go through a mission dealt by the creator(s) to capture it.


____________________

C u s t o m C l a n C e r t i f i c a t e
I, Lord of Kaos, RolePlay Foreman of NarutoBase's RolePlay, in this day, 11th of May of the 10th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn, myself and all the RP gods before us, after reading the above submission and validating all the needed requirements, give you, BusinessManTeno, our loyal member, property and patent of the following custom clan:

Djinn

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Djinn
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Copyright ©2019, BusinessManTeno, NarutoBase.net​


Kyozetsu no bogu ✽ Borg of Rejection
Type: Defensive | Supplementary
Rank: A / S
Range: Short
Chakra: 30 / 40 (-10 to repair)
Damage: 60 / 80
Description: Borg is the only rukh technique that acts on its own, as it responds to the rukh around the user if they are in any danger. The user activates the protection by spending chakra (30 or 40), the rukh would then remain dormant only activating when the user is in danger. Once an attack is launched towards the user (Outside of the user's range of awareness), the rukh will respond in order to protect the user and form/erect a borg, or what others may perceive as a spherical barrier yellow in color. The borg however only reacts to non rukh techniques. The borg expands several feet outwards(up to 5 meters) in all directions protecting the user from oncoming threats, if enemies are caught in the range they'd be damaged and sent flying backwards. This allows for attacks of equal rank or below to be easily defeated. The borg can alternatively be activated by a user to defend an attack or as a means of transportation, allowing it to float and/or soar through the air by controlling it. Should the borg not be completely destroyed, it'd leech 10 chakra from the user to repair itself before remaining dormant once more.

Note: Spending the initial chakra cost doesn't count as a move however forming the borg(A or S rank) does.
Note: The A rank version can be activated 5 times per battle however it can be made to lay dormant for up to 4 turns.
Note: The S rank version can be activated 3 times per battle. It can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid
Note: When S rank version is used, no S rank and above djinn techniques can be performed in the same turn.
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Har-Har Infigar ✽ Scorching Heat Double Palm
Type: Offensive
Rank: Forbidden
Range: Long
Chakra: 50 (-30 to user)
Damage: 90
Description: Har-Har Infigar is one of the strongest technique including rukh in itself. Controlling Rukh in the air, the user uses it similar to how chakra is used but in an more destructive way and can only be done by King canidates, and Magis. The user will do four handseals causing the rukh around them to heighten, erupting from their body. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take a form, each of them will extend their hands (can target up to three targets). The user will then channel their chakra inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh towards any direction, creating a huge and devastating blast upon impact, enough to destroy a mountain and create a crater 15 meters long, though the damage is reduces upon separating the attack in 3s.
Note: Can only use once per battle.
Note: Can only be used by Kings Canidates and Magis
Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank
Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn
Note: This technique takes two move slots
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Danjon Djinn ✽ Dungeon Of Djinns
Type: Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: n/a
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you dont have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play) , but they are able to manipulate the terrain, from something as creating walls,houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings.

When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with

Note: Can only use once per battle
Note: Djinn beings share the strength, speed, chakra nature, and health points of the user
Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns at the cost of a move
Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.

Dorīmukonbājon ✽ Dream Conversion
Type: Offensive |Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect)
Damage: 30-80
Description: Dream Conversion is one of the most used techniques in both offensive and even defensive ways. By utilizing the rukh in the area and/or from their body they will create a technique that can be used against their opponent. The user is able to manipulate and constrict the rukh in such way where it can take on shapes of animals the size of manda, physical constructs as big as mountain smash, or even energy techniques the size of majestic annihilation.. Due to the structure and color of rukh taking the colors of black and light colors, the user is able to fool their opponents into thinking its elements such as regular lightning, black lightning, or even black fire (amateratsu). The unique thing about this technique is that, the user (If they have access to the base elements) can add elemental chakra inside said technique giving it affects of the element. Fire like rukh would have a burning affect, lightning will have an electrocuting affect, water will have a wet affect, and earth would have a blunt/impale affect. The only thing that is not able to be created or mimicked is wind techniques. If the user dont want to add elemental affects, it does simple damage depending on the description of the technique.
Note: A and S rank can be used a max of 5 times collectively with one turn cool down
Note: Cant create below the earth but is able to be created above the ground, and even under water.
Note: A Rank requires two handseals, S rank requires three handseals

Jin sōbi ✽ Djinn Equip
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh

✽Baal: Baal is the lightning Djinn Being. His appearance is similar to that of a dragon, with bat-like wings, scaly skin, and horns. He has dark, shaggy hair and a third eye in his forehead. He wears two necklaces and a belt. In this equip, the user takes on the appearance of a dragon and gets two horns and a jewel on his forehead and an elaborate necklace along with blue scale-like armor over parts of his body which grants a -20 to all incoming damage and a long tail. During this form, the user gains immunity to all lightning techniques up to S rank and can tank one F rank lightning per battle. The user also gains +1 Rank to all lightning jutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive lightning technique called where the user draws lightning from the sky into a sword, polearm, or any weapon. After one turn the user can release it causing an enormous lightning blast able to fill the sky with light (Reaches long range).

✽Vinea: Vinea is the water Djinn Being. Vinea has the appearance of a snake like seahorse. In this equip, the user takes on the appearance of a water dragon, gets gills and fins in her body allowing the user to breathe under water and hair color changes to blue. During this equip the user gains complete immunity to water techniques of S rank and lower and can tank one F rank water technique per battle. The user also gains +1 rank to all water techniques and/or +25 to S rank and above. Once per turn they can use a Djinn exclusive water technique called where the user summons hundreds of water spears in the sky that are capable of spearing an opponent in multiple places at once. (Reaches long range)

✽Amon: Amon is the fire djinn Being. Amon is a Djinn with the appearance of a bald, bearded old man. He wears a white cloth that covers his back and arms. Amon has long claw-like nails and, like all the Djinn, he has a third eye on his forehead. During this equip the user has black metalic like armor on their arms and legs, flame-like protrusions from his arms and legs that destroys all moisture within short range of themselves causing close range combat to be lethal after one turn, a third eye on his forehead and a naval piercing. During this equip the user gains complete immunity to fire techniques of S rank and lower and can tank one F rank fire technique per battle. The user also gains +1 rank to all fire techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Fire technique called where the user summons and concentrates a large amount of flames around their metal vessel. This turns it into a vortex of flames capable of incinerating everything it touches instantly. (Reaches long range)

✽Focalor: Focalor is the Wind Djinn being. Folcalor appears to be very handsome and attracts many women to his side. He has long hair that sticks out with feathers around his body. He wears lots of jewelry, and has feather markings beneath his eyes. During this equip the user takes on the appearance of a bird, with dark feathers covering various parts of his body which grants the user flight. Hair grows longer and is feather-like at the ends. They adorned with a golden collar and gains a third eye on the forehead. During this equip the user gains complete immunity to wind techniques of S rank and lower and can tank one F rank wind technique per battle. The user also gains +1 rank to all wind techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive wind technique called Magul Al-Hazard which creates a huge tornado with the user in the middle. The tornado starts to spiral and destroys everything in its path (Reaches long range outwards)

✽Agares : Agares is the earth djinn being. Agares resembles a fox, having crocodilian scales as skin and jewelry on their body. During this equip the user hair becomes wild and resembles a lion, like the Djinn the user will appears childlike. The user left or right hand transforms into a demon-like hand, with scales, claws and the Djinn circle on the back that is able to use and control earth techniques without having contact with the ground (Even beneath water sources). While also they grow a tail. During this equip the user gains complete immunity to earth techniques of S rank and lower by being able to break it and can tank/break one F rank earth technique per battle. The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range.

Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other Elements that I'd not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack is classified as S rank
Note: Each Equip gains a +3 to speed

Jin sōbi V2 ✽ Djinn Equip V2
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.

✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range).

✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with an attempt to simply crush their body. (Reaches long range)

✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. . During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf . During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch.


✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range outwards)

✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive Fuinjutsu technique called : Where the user instantly erects a barrier from around them 2 meters out. Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)

Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack/technique is classified as S rank
Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)

Soromon saigo no negai ✽ The Last Wish Of Solomon
Type: Supplementary
Rank: Forbidden
Range: Self
Chakra: 50 (To Activate) (+10 to all techniques, +20 To Rukh techniques)
Damage: n/a (-15 per turn)
Description: This technique is the last technique to ever be used by the Djinn clansmen, needing to either be uncious via health, or chakra exhausting, in which the technique automatically activates. This technique is essentially a forced activation of Djinn equip, but more unique in its usage. By doing this, they forced their bodies inside the user and take it over due to them always having a mental link. This is similar to that of Kurama when he took over naruto body to speak. While in this state the Djinn is able to speak to the unconscious mind mentally. Unlike the brother/sister techniques they dont take on any physical traits of the Djinn being. The area around the pupil turns black while the eyes become oval in shape and deep red. Several Scar markings on their face and body. The personality depends on the Djinn being used to take over (The Djinn must be approved via the Djinn Equip techniques in which they will mimick the tone and personality that way). Due to the Djinn essentially having their own body as a vessel their rukh becomes alot more powerful, causing them to glow constantly and even move via levitation. Though this does not come without great cost to the humans body. As this technique is active, the users body constantly takes damage. Once damage reaches it limit again or chakra consumption the Djinn is kicked out of the body, losing the battle indefinite. If the user became unconcious due to Chakra the djinn will take over with 1000 chakra and whatever the amount of health they normally had. If its due to health, they will spawn in with 150 Healty and however else chakra they left off with.

Note: Can only use once
Note: Technique ends once health depletes or chakra depletes
Note: Cant use any form of Djinn Equip in this form as Djinns cant merge together
Note: Each turn the user takes Damage, while every attack dealt to the user deals an additional +10 Damage.





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Clan History

After war there was peace, and after peace their was war. The Noah clan was one of the clans who were said to cause destruction in its wake. Following the battle between Kaguya and her sons that would become cemented as legend, chakra was spread rapidly throughout the world under the Sage of Six Paths' tutelage, known as the art of Ninshu. To the Sage's dismay, it was before long that his teachings were perverted; Ninshu and usage of chakra were weaponized into Ninjutsu, allowing chakra to used for deadly forms of combat by many clans that would come to form in the Ninja World. The Noah Clan was no exception. Possessing powerful chakra, the Noah clan rose to prominence throughout the Ninja World, their abilities seemingly derived from one of none other than Kaguya's herself.

Feared for their immense power, the Noah clan found that they had made for themselves many enemies along with their name. Constantly enclosed in warfare, the clan ironically thrived, developing their abilities further and further as they expanded their reach throughout the world. Threatened by the Noah's clan very existence, several clans banded together and waged a terrible war against the Noah. The war engulfed several lands in the world, and after near endless battling and bloodshed, the Noah clan found themselves near extinct. For the first time, the Noah clan had tasted defeat with very little of their people left.

Among the few survivors of the Noah clan was a young boy named Earl. Finding an opening into the home country of the Noah clan, a powerful rival clan invaded and staged a brutal assault on the Noah clan. Staining the country red with their blood, only but a few children survived the ordeal. Believing that the children, new to the world and who didn't know combat, shouldn't bear the sins of their parents, the leader of the clan issued a formal decree that they were to be spared. Rounding up the survivors, the leader had them separated and escorted to separate corners of the world, far away from each other to ensure they could never meet again and for the Noah clan to die out for all time. The leader, however, had gravely miscalculated. The eldest of the survivors, a 13-year-old boy by the name of Earl, had retained his memories of his time in the clan, and his teachings. Becoming a nomad, he trained in his abilities in secret, adopting the goal of restoring the Noah clan and reclaiming their rightful place as rulers in the world.



Special Abilities

Passive Traits & Abilities:

The signature power of the Noah clan stems from their admiration and study of Kaguya Ootsutsuki's abilities. Specifically, the Noah clan's pregenitors became intrigued by her ability to tear open portals to pocket dimensions. They sought out the ability for themselves, growing to covet the notion of manipulating the space-time continuum themselves. While their attempts to mimic Kaguya's abilities would ultimately fall short of her own, their dedication rewarded them with a weaker variant, albeit mighty powerful in their own right: the power of Spatial Distortion.

Unlike many clans, the Noah clan possesses very few passive abilities, as the main strengths of the clan revolve around active manipulation of the space surrounding them. The main passive of the clan, however, revolves around their finely tuned senses in relation to the space around them. Being experts at manipulating the space-time continuum for their Spatial Distortion, members of the Noah clan have a heightened sense of perception towards the surrounding space around them. From minute changes in space, such as an object occupying space, to moderate changes an object changing position in the normal world and the space they occupy to drastic changes in space are always known to the members of the Noah clan. This finely tuned sense extends up to long-range around them. Due to this passively enhanced sense, known as Spatial Tuning, members of the Noah clan have faster tracking/reaction speed, being on-par with those capable of using the Inner Sonar Sound Skill technique and have a wider range of perception.

Kekkei Genkai (or equivalent): The Kekkei Genkai of the Noah clan revolves around their ability to manipulate the fabric of space-time around them. Members of the clan are capable of releasing their chakra from their chakra points, surging it out of their body and into the surrounding atmosphere in order to initiate all of their clan techniques, to which they have given the appropriate name of Spatial Distortion. Spatial Distortion rarely affects other objects directly, instead almost exclusively work through the distorting of the fabric of space to indirectly affect other objects around the user. Spatial Distortion techniques typically fall into one of three broad categories: Spatial Gradient, Spatial Displacement, and Spatial Collapsing.

Spatial Gradient:

Spatial Gradient refers to the first teachings of the Noah clan's members. This field of Spatial Distortion introduces clanmembers to their abilities, involving the most "basic" form of Spatial Distortion. Techniques within the category of Spatial Gradient operate by distorting space to either extend or decrease the space between two or more locations or objects. This can be used to enhance or hinder movement, allowing the user to decrease the space between themselves and a location to mimic high speed movement, or increase the speed to mimic slowing down the opponent or making it harder for techniques to reach them. Like all of forms of Spatial Distortion, this technique does not have any direct effect on the bodies of opponents or other sentient beings, instead solely affecting the space around them.​


Spatial Displacement:

Spatial Displacement is considered an advanced form of Spatial Gradient, adding a further dimension to the way space is distorted: dimension. While Spatial Gradient focuses on linear distortion of space, simply decreasing or increasing the space along a fixed trajectory, Spatial Displacement allows the user to change the direction of an object through manipulating the space it occupies during movement. This is similar to the effect seen when the sheer speed of Might Guy's movement in the 8th Gate causes the space around Madara to distort, bending his staff without damaging it. Naturally, Spatial Displacement offers a greater range of usage than do the Spatial Gradient grouping of techniques. Defensively, the user can alter space to change the trajectory of techniques for defense(bending the space of an incoming jutsu to miss them) or offensively(redirecting space to send a jutsu of theirs along a new path or bending space to send an opponent's jutsu back towards them). Naturally, Spatially Displacement can also be used to facilitate movement much like Spatial Gradient, but on a higher level and with greater fluidity, offering a much greater mimicry of speed(will be submitted as a technique with appropriate restrictions).​


Spatial Collapse:

Spatial Collapse is considered to be the ultimate form of Spatial Distortion within the Noah clan, reserved for high ranking members. Mastery of Spatial Collapse signals that a Noah has been recognized as reaching full maturity in the context of the clan and its abilities, reaching the pinnacle of their power. As the name implies, Spatial Collapse involves causing space to rapidly decrease around a focal point, similar to Kakashi's Kamui. However, rather than collapsing space to tear a hole to another world, Spatial Collapse instead collapses space to increase the density within a certain point; the rapid and highly compressed distortion causes an immense increase in pressure, similar to the crushing density found in a black hole. Obviously, Spatial Collapse can be used for several offensive and defensive usages. For example, the user can use Spatial Collapsing around their first in a "circular" pattern to create an immensely heavy close-combat blow, or in a "thin" pattern to create a blow that slices and cuts into objects. The user can also cause the space around an object to rapidly collapse in order to damage or even destroy them. This however, cannot be used on other humans, with the close-quarter variant of Spatial Collapsing being the only kind that can harm such targets.​



Location

The Noah Clansmen made their mark on the world when they were the supreme clan but once they were massacred their home was destroyed. Luckily due to Earl being not only the master of the new reborn clan, he created a location for the clansmen to be able to call him. Called "Noahs Arc" This arc is located in a permanent rift in the water, created through special disruption.



Purpose

The Purpose of the Noah clan is more-less govern the ninja world. They are the balance, some may see them as bad people, and some may see them as good guys. One day true war will break out. Where all the world will turn on each other. Noahs call this the holy war cause they will be the center of it. Until then, they will simply pass judgement on those they see fit.



Special Info

Akumas: Akumas are the lowest levels of the clan. Learning how to get the hang of things. Not being able to control the power all that well. They are restricted to learning one type of space distortion

Central: Central are next to the lowest, being slightly stronger than Akumas, being able to harness the power of space distortion a lot better, being able to control two of the three types.

Exorcist: Exorcist is the strongest of the lower ranks. Being the average rank of a lot of clan members. During this rank they have unlocked all the teachings of the spacial distortion.

Seconds: Seconds is the rank gifted to those who excel in the teachings of space distortion. Being slightly stronger than the average person of the clan. At this rank, they are able to create their own techniques.

Generals: Generals is special rank amongst the clan. Being the prodigies of the clan, and as powerful as the head themselves. During this rank not only can they create their own technique, but have special techniques dedicated to the Special Ranking group, that only they can use. Only 4 people can hold this rank at any giving time and can be appointed by the head clan or defeat an existing member of the rank to achieve the rank as a general

Millennium: This is the highest rank of the clan. This has access and total control over the clan. Their power isn't any greater than a General, so they don't hold any more power besides their own personal strength. The unique thing about this rank is, it typically holds two spots. They both retain the same authority. This is needed incase one person gets kidnap or dies, the other completely takes control and fill that spot so that no confusion will ever arise



Requirements

Can join at any rank.

One of the two spots at the top rank can be won through battle. The founder is exempt from this rule and they can replace the second head as they see fit.




C u s t o m C l a n C e r t i f i c a t e
I, Lord of Kaos, RolePlay Foreman of NarutoBase's RolePlay, in this day, 18th of December of the 9th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn, myself and all the RP gods before us, after reading the above submission and validating all the needed requirements, give you, Edward, our loyal member, property and patent of the following custom clan:

Noah



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Noahs

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Copyright ©2017, Edward, NarutoBase.net


Kūkan Mahō: Rosuto Mugendai| Spatial Magic: Lost Infinity
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/a
Description: By using Noah clan abilities the user makes 3 handseals and targets the space around an entity and invokes a spatial gradient of infinite proportion focused around said entity. The distortion is unique in that it is self-contained within its own area, where movement causes space in front to be extended while space behind is retracted irrespective of direction- basically mimicking an omnidirectional treadmill. This results in all movement of the entity being lost in the infinite distortion and the entity being completely trapped in position for 2 turns.
+No Noah techniques above A-rank the same or next turn when this is used.
+Usable 3x by Generals and higher with 2 turn cooldown period on between usage. Usable once by other ranks.

Kūkan Mahō: Okyupaido Kuuhaku | Spatial Magic: Occupied Space
Type: Supplamentary | Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: This displacement technique focuses on the objects within a space. The main concept is to disrupt the proper functions of inanimate objects by influencing them sterically. Examples of application include bending an arrow slightly enough such that it's no longer accurate or bending a sword into a "U" shape. The technique is performed my forming 2 handseals while focusing on the space occupied by a targeted object. The space the object occupies becomes isolated from regular space, evidenced by a subtle visual distortion of the object. The now discrete space, and by extension the object within it, promptly undergoes a change in shape specified by the user.
+The displacement causes no lasting harm to objects used on.This technique can also interrupt the functions of inanimate objects and nonliving things by bending space in such a manner that forces that object to be locked into space, nullifying its movement. However, this advanced application is only possible using the stronger variants of this technique (A and S rank)
+Cannot be used on objects of higher rank
+ A rank usage can be used three times per battle, S rank usage can be used twice per battle.
+ Each increase in rank adds +1 handseal.

Kūkan Mahō: Kuuhaku Magarime | Spatial Magic: Space Bending
Type: Supplamentary | Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/a
Description:This is the most basic act of spatial displacement utilized by Noahs. The user displaces space such that incoming objects are diverted away from or around a particular entity eg him/herself. The technique uses spatial displacement to indirectly influence the direction of incoming objects/attacks. Visualizing the space an attack travels through as a revolving corridor, this technique is used to rotate the corridor in any manner, effectively imposing control on the object’s trajectory. Visually the moment of distortion may elicit irregular shape but no harm happens to objects which pass through such distortion.
+Can use a max of 4 turns
+No Spacial displacement techniques can be used in the same turn as this.
+Living targets cannot have this used on them and cannot be used on jutsu of higher rank.

Kūkan Mahō: Nōdo kōbai| Spatial Magic: Concentration Gradient
Type: Supplementary
Rank: A
Range:Short-Long
Chakra: 30
Damage: N/a
Description: Concentration gradient is the first of the two most basic applications of spatial gradients. To perform it, the Noah makes 3 handseals while focusing on a space up to mid range away. Concentration gradient (CG), like the name suggests, is a spatial gradient applied to a focused region such that space is manipulated to become more or less concentrated. This intensification or reduction of spatial density directly affects the speed of objects traveling through it while conserving distances. The gradient manipulates a 5x5 meter space such that when an object enters it, the space becomes magnified either positively or negatively. With positive magnification, as an entity progresses through the concentrated space, every single movement has to overcome more space per area than normal. This results in a decrease in speed relative to the concentration created by the Noah. The reverse is true for spaces with decreased concentration (Negative magnification). Reducing the concentration of space allows the user to make things that pass through this space seemingly faster by collapsing the space within the area. The user can use this for a single technique, causing the space around it and in front of it to become compressed or extended, causing the speed of it to become x2 faster. In such cases, the technique occupies the same timeframe as the jutsu it’s meant to supplement.
+Gradient works by targeting any 5x5 meter area up to long range away from the user. Should an object pass through this area, it experiences the effects listed above.
+Normally lasts a single turn but Noah Generals can sustain it for up to three turns however being only able to perform 2 additional moves in each turn.
+Reduces or increases speed in a direction by a factor of 3.
+Movement in only one direction can be slowed/quickened at a time.
+Usable 4x with a one turn cool down required in between uses. Sustenance for extra turns allows only one additional use.

Kūkan Mahō: Kyori kōbai | Spatial Magic: Distance Gradient
Type: Supplementary
Rank: A
Range:Short
Chakra: 30
Damage: N/a
Description: Distance gradient is the second of the two most basic applications of spatial gradients. Distance gradient is the faster application of the two due to its application. This technique is fundamentally meant for high speed repositioning of the objects in relation to one another and it primarily focuses on stretching or compressing space thus changing distances. With distance gradient (DG), the user manipulates space to either fold in on itself thus strategically repositioning objects relatively closer or sending objects farther away. To perform this, Noahs channel chakra into a region after forming 3 handseals. Upon doing so, a threadlike rip appears in the targeted space, followed by the space being suctioned into the rip or the rip being apparently pushed farther as it divulges new space. The technique can be applied with surgical accuracy for extremely minute changes such as creating enough space so that a sword’s slash simply doesn’t reach its target. Nevertheless precision can be disregarded in favor of range and size. The technique can extend or retract up to 10m of space (10m^3 in volumetric terms). The maximun rate at which the targeted space can be made to extend or reduce varies depending on the user’s strength. Generals and higher can achieve this feat with great haste, making it two times the speed of the user whereas Seconds can command speed up to 1.5x their speed. Any use cannot reduce space to put an opponent in under 5 meters of an attack.
+Cannot be used in the same turn as Concentration gradient
+No clan techniques above S rank in the same turn
+Can be performed up to 3 times with a 2 turn cool down required in-between.


Kūkan Mahō: Nain kara no shukufuku | Spatial Magic: Blessings from the Nine
Type: Supplementary | Defensive | Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (80 if living entity passes through)
Description: This application of Spatial Magic focuses on the concept of a spatial infinity proposed by "Lost Infinity". The Noah creates a three dimensional spiral of infinitely folding space after performing three handseals. This spiral or distortion infinitely folds the space of those that enter it, reducing the amount of space it occupies infinitely practically reducing it to no damage. Much like it's parent technique, this technique is confined within its own area essentially trapping techniques within its boundaries. As with the nature of such Spatial Magic Techniques, it cannot be created within short range of the opponent, or other living entities . However, should a living entity enter Short Range of this distortion they can be affected by it, being trapped within the infinite distortion. If a living entity passes through this spiral distortion, they will experience an unbelievable amount of weight and pressure similar to the force of a black hole. While it won't infinitely reduce the area the opponent takes up, reducing them into nothing as it would techniques but the amount of force applied is enough to crush bones.
- Generals and higher are capable of using this technique 3x per battle with a two turn cool down in between usages. Seconds can use this twice per battle and every one below can only use this technique once.
Can only be used on techniques of equivalent rank and lower.
Each distorted space lasts for Two turns at max.
No Spatial Magic techniques above A rank can be used in the same turn as this technique or the turn after.
- Spite the terminology "Infinite" it does have a time limit on the infinite proportions (Meaning the wording of infinite doesn't imply that its everlasting)

Kūkan Mahō: Seichi | Spatial magic: Holy Domain
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: n/a
Description:
Holy Domain is a wide-acting technique that is triggered by making 3 handseals and clapping. This prompts a ripple to race throughout the field, inducing a carefully crafted spatial collapse as it goes. This spatial ripple has no real direct effects on opponents and cannot be directly discerned except by keen spatial/territorial awareness meaning ordinary means of sensing wouldnt work on this unless the sensing is something such as nature sensing, or something that will allow the opponent to sense their physical surroundings. The induced spatial collapse is only mild and exists not to harm but as a way to exert dominance over an area. It serves as an intimidatory claim to space imposed to augment the Noah’s command of the area. The mild spatial collapse makes space heavier than normal, making it as if empty space isn’t really empty. Humans arent able or rather arent affected by this incredible domain but is able to be used on Jutsus/Surroundings/Items and on Animals/summons. In animals/summons Holy Domain creates an air of unnatural spatial and positional uncertainty which buffets animals and incites a mentally inhibitory anxiety. Basically it makes them feel as if they’re constantly being smothered by a presence which is physically absent. This causes a mental strain which Which reduces the time the summon is allowed to be on the field by one turn as long as they feel this effect. When it comes to jutsus/items the "Absence" of space will cause said surroundings around the user to collapse, completely destroying and annihilating anything with substance of the same rank or lower (Meaning this doesnt work on energy based techniques such as wind/fire/lightning but those such as earth or water)
- Lasts 3 turns
- Usable twice with a two turn cooldown in-between

Kūkan Mahō: Kami no honshitsu| Spatial magic: Divine Essence
Type: Supplementary/Attack/Defense
Rank: C-S
Range: Short-mid
Chakra:15-40
Damage: 30-80
Description:
Through spatial manipulation the Noah collapses space around a focal point to create a construct of immense spatial density. The enormous concentration of density deposits a physical “essence” that evokes physical effects despite no physical entities being present. Fundamentally the space becomes filled with space and thus prevents other entities from passing through like they normally would with respect to rank. Being composed entirely of space, the effects of this spatial condensation are visually imperceptible naturally unless by spatial sensory or chakra sensory. The technique can be applied in two ways. First, the spatial manipulation can be anchored to an object. In this case it can be used to shroud an entity partially or completely thus acting like an aura and moving with the object. This supplements the objects physical qualities adding strength to Jutsu to make them stronger. The second application involves using the condensed space on its own. Here as space is condensed shape manipulation is applied to give the condensed product a preferred shape. This can range from a simple wall to giant spikes. Whatever the case the final product is anchored to the location it was created in and remains for up to three turns before diffusing away.
- C rank usage requires one handseal and each rank gains +1 handseal as the rank increases
- A-rank and above can be used 3 times only. B-rank usage requires a 2 turn cooldown in-between uses except for Generals and higher who require only a single turn cooldown.
- S-ranked spatial creations must always originate from the Noah’s immediate vicinity (short range) but can extend to mid-range.
- Cloaking items can only be done via techniques. Meaning this cant be used on a freeform kunais but if a kunai is used in the form of a technique then this technique still applies simply by adding an additional handseal to said technique

Kūkan Mahō:Shifuto | Spatial Magic: Shift
Type: Supplamentary | Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: This technique is designed to apply the Concentration Gradient and Distance Gradient simultaneously. The user focuses chakra into the space on either side of two entities in an arching fashion. On one side of the entity, space begins to rapidly unfold while on the opposite side the space begins to fold in on itself. This forces the entity to quickly progress towards the location of the second entity while the second entity is pushed away from the first. This technique essentially allows two entities to rotate into different spaces by unfolding and folding space simultaneously swapping positions relative to each other. The direction of these arcs are completely dependent on the user as they can choose to either put these arcs on the left and ride side of this entity, above and below the entity, diagonal to them, etc. This can be used to completely rotate the orientation of a room, or the orientation of two techniques. Due to these predetermined arcs, the movement is always in a semi circle for both entities but the summed of movement of space would be a circle (To visualize this movement, pick two end points of a circle directly opposite of each other and rotate the circle.) Despite being extremely fast, this technique is not instant as the revolution occurs at 2 times the users' speed for Generals and higher. Seconds can perform this technique at 1.5x their speed and lower members execute this technique at their base speed.
Note: The displacement causes no lasting harm to objects used on.
Note: Can be used up to 4 times per battle with a two turn cool down in between usages.
Note: No Spatial Magic above A rank can be used in the same turn

Kūkan Mahō: Sunpō kōbai | Spatial Magic: Dimension Gradient
Type: Supplamentary
Rank: A
Range: Short - Long
Chakra: 30 (+1 Rank)
Damage: N/A (+1 Rank)
Description: Dimension Gradient is a technique that empowers other Spatial Magic Techniques done by the Noah Clan. By performing four handseals and activating Dimension Gradient, the user is able to increase the amount of chakra spent on Spatial Magic Techniques by 10 for an extended period of time. Dimension Gradient can either collapse or expand space in conjunction with the effected Spatial Magic technique. This collapse or expand of space is depended on the Spatial Magic technique used, if the effected technique Collapses space, Dimension Gradient will reinforce the collapsing effect by additionally collapsing more space than normally allowed. This effect can also be applied to expanding space. When Spatial Magic is used, Pressure can be felt by the opponent (depending on the technique). This pressure is caused by the rapid expansion or reduction of space that can be used to achieve various affects. Dimension Gradient's effect would result in an increase in pressure felt by the opponent, due to Dimension Gradient adding more increased space (or collapsing more space) in conjunction with the affected jutsu. Dimension Gradient can also be used on techniques that focus on bending space, by increasing the amount of chakra put into a technique which directly increases how much space is bent and how strong the bent space is. As a result Dimension Gradient can increase the strength and effectiveness of Noah Techniques by one rank up to and including S rank techniques.
Note: Dimension Gradient can be activated three times per battle with a three turn cooldown in between usages, with each usage lasting 4 turns.


Kūkan Mahōu:Sai haichi to wariate | Spatial Magic: Relocation and Allocation
Type: Supplementary/Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: N/A
Description: Relocation and Allocation is a Spatial Magic technique that allows the user to allocate and relocate space itself by folding in and expanding space simultaneously in two separate locations. The user begins by focusing their chakra into two focal points in space. The first space begins to fold in on itself, infinitely, especially "removing" that space. The space at the second focal point expands rapidly in proportion to how much space was removed from the first focal point. In fact, the space that was removed from the first focal point is the exact same space being unfolded at the second focal point. This effectively allows the Noah to relocate that space to a different area. When an object occupies the first focal point, that object is also caught within the folding of space essentially being removed along with the removed space. Naturally, the removed object will then be unfolded at the location of the second focal point along with the removed space. However, the opponent cannot be directly affected/targeted by the folding and unfolding of space which prevents the user from relocating the opponent.The rank of Relocation and Allocation affects the size of space that can be relocated. C rank can relocate a 2m x 2m x2m space with each rank increasing the affected area by an extra 3 meters. B rank application of this technique requires a handseal with each rank adding an extra handseal.
+ The secondary focal point cannot be created within 5 meters of the opponent.
+ A rank variation of this technique can be used three times per battle and the S rank application only twice per battle.
+Generals can use S-rank version; lower ranks can use A-rank version and below
+ Generals and higher can relocate space up to 2 times their base speed. While all lower ranks can only do it at x1.5 speed.

(Kūkan Mahō: Yakujou Rajikon) Spacial Magic: Contraction Planes
Type:Offensive | Supplamentary
Rank: Forbidden
Range: Short - Mid
Chakra: 50(-20 per turn)
Damage: 90(-20 to user)
Description: Contracted Planes is a unique technique of the Noah clan, using the spacial bending in an offensive way, without directly being offensive. The user will do three handseals, focusing on the space around the opponent in a dome shape fashion 5 meters from the target's body. By doing this, the user cause the space around the opponent causing contractions, using the target's body as a focal point. This will cause the space around the opponent to shrink and shrink, causing incredible pains due to the constriction from the space around the opponent shrinking. If the opponent doesnt release from this technique after two turns, the physical strain will cause them to take damage. The target is capable of breaking through this technique should they produce enough damage to nullify the concentrated space around them.
Note: Cant use any spacial techniques will technique is in play
Note: No Spacial techniques above S rank in the same turn
Note: Cant only use a max of 2 times, 3 times for generals and above
Note: Last a max of three turns
Note: Technique happens gradually. First and second turns do no damage, with the opponent taking damage in the third turn.


(Kūkan Mahō: Mugen Hayashi) Spacial Magic: Infinite Forest
Type: Supplamentary
Rank: S-rank
Range: Long
Chakra: 40 (-20 Per Turn)
Damage: N/a
Description: Infinite Forest is one of the four main techniques, used and created by Hakumen himself. This technique takes the application of spacial bending in its more purest and simple form, which is simply bending space. The user will do a set of five handseals, ending with the half tiger handseal. This will increase the "weight" of space all across the battle field to the users will. This will cause the space to be distorted, similar to when gai fought madara, but the distortion can be controlled by the user himself, and the distortion stays active, meaning the distortion is always taking place. This allows the user to nullify the effects of spacial bending in their immediate vicinity. Once per turn, at the cost of a move, the user can manipulate the spatial orientation of an opposing technique S-rank and below through the manipulation of this heavier space, allowing the user to alter its trajectory.

-Cant use any spacial techniques while technique is active
-Technique last for three turns
-Cant use any techniques above S rank while technique is active
-This technique does not physical harm to the opponent.
-Can only be used twice per battle



Ñoldor Clan

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

(Manto Erufu) Cloak Of The Elves
Type:Supplementary
Rank:S
Range:Short
Chakra: 40
Damage: 80
Description: Cloak of the elves is one of the unique techniques of the Noldor clan, specially to Mereoleona who created it. The user will do a set of 3 handseals, causing a cloak made of holy fire to form around the users body. Doing this, it will not only moderately heal the users body, it will also compliment the users body physical functions. The user gains a boost to speed (by +2) and taijutsu (by +15). But the unique thing about the Cloak of the Elves isnt the portion increased physical abilities or healing but the ability for the user to gain control over the holy fire that is around the user. Due to it being holy fire, anybody who looks at the user will become blinded by the bright light from the fire for one turn. The user is able to mold the holy fire to shape to anything within short range, all from a shield of fire, or a sword, or even a claw. The user is able to make the holy fire non dangerous, by making it as warm as a bonfire, or as destructive as it can be.
Note: Technique last 4 turns
Note: Can only use be twice per battle
Note: Cant use any jutsu above S rank while technique is active
Note: Mode Heals +10 per turn (+20 if have the medical specialty)

(Seisei hakai) Purification Of Destruction
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-30 to user)
Description: Purification of Destruction is one of the most powerful techniques of the Noldor Clan, passed on by the hermit of the Noldor clan to those only worthy of it. Due to its destruction power, the user will need plenty of space to activate said technique which can only be used when the opponent is mid-long range. The user will gather a massive amount of holy fire from their hands. Once done the user will release it in countless streams of holy fire that travel in the direction of the user hands in a incredibly violent fashion up to long range high and far and mid range in width.. The holy fire is so destructive that getting hit by one will purify enemies, leaving the entire field with burning Holy Light beams. Purifying Though this technique is indeed very powerful, it comes with great risk. Due to the powerful outlet of the technique, the user hands become incredibly damage, due to the strain. Doing this, the user will not only take -30 damage but wont be able to use techniques dealing with the hands for two turns.
Note: Can only use twice per battle, once every 3 turns.
Note: Once used, cant use any holy fire techniques for two turns

(Houshakido Heiretsu) Parallel Of Radiance
Type:Offensive
Rank:A/S
Range:Short-Mid
Chakra: 30/40
Damage:60/80
Description: PoR is a very unique technique technique as it utilized the holy aspect of holy fire as a whole. The user will start off by forming 2 handseals and extending their hands, creating a large ball of holy fire. Doing this, the user will cause the heat from the holy fire to extend outwards in like a wave of powerful heat up to short range. Doing this, if the user has any violent intentions towards the user, the heat from the holy fire will in sense "purify" the opponent. This will cause the opponent body to burn causing them to be in incredible pain. If the user wants to use the S rank version, the user will send the fireball towards the opponent in a forceful fashion, sending them back not giving them mobility. The user will then snap their fingers, causing the holy fireball to explode into a huge fireball with a mid range explosion.
Note: Can use Three times per battle (S rank twice only)
Note: Once done the user cant use noldor techs S rank or above
Note: If used the S rank version, the fire shoots off with the opponent into long range, causing a mid range explosion.


[/QUOTE]
 
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Rosutohoshi Mangekyō Sharingan ~ The Lost Star Mangekyō Sharingan


(Dojutsu: Rosuto Enko) Eye Technique: Lost Ark
Type: Supplementary
Rank: Forbidden
Range: Short/Long
Chakra: 70 (-30 Each Usage)
Damage: N/a
Description: Lost Ark is a set of abilities in Marion Cross' eyes. A Space/Time Ninjutsu to grant the user access to a dimension known as the Lost Ark is the key ability of both eyes, albeit in different ways. While his right eye has the ability to open a door, or hole, to his dimension, the left eye allows the user the ability to walk through multiple doors to change location in the same dimension or partial access through the portal. His right eye allows him to create a 1m to 3m door in his line of sight up to long range away from him to enter the Lost Ark dimension, which takes the place of a giant town without buildings, just various doors. The user can also use this to create a door that opens in another location on the field, existing similar to a wormhole to travel through. In battle, this allows him to travel up to long range by opening a door elsewhere in that landmark. Outside of battle, this can be used to travel anywhere in the Ninja World, taking triple the time it takes to regularly travel. Should the door remain open or someone is in comtact with the user, they will be able to enter the dimension along with the user. His Left Eye works similar to this function, while maintaining the portals for longer. Opening multiple smaller portals at a time, the user is able to use these portals for redirecting small techniques or using them to deliver Taijutsu or CQC attacks at a ranged distance. Go by having the multiple portals be opened at one time while being connected, the user is able to use this connection to send short range attacks through the portals such as a Chidori Senbon through one portal to attack a foe from behind. This can also be used on small attacks within reason to redirect them. The user is able to open up to 3 portals long range away from him and 5 meters away from opponents. If they are both in short range, then he is able to open these portals within a meter of them. Attacks passing through the portals move at their regular speed and must be smaller than 3 meters in size to pass through the portals.
Note: Each eye technique can be used a max of 3 times and can not be used in consecutive turns. After 3 usages of one eye, the user will lose vision in that eye. Technique can be used a collective 4 times in total.
Note: Each usage decreases the MS duration by one turn.
Note: If an opponent with no means to return to the normal world is sent to the alternate dimension, he cannot return unless the user brings him back.

(Dojutsu: Boketsu Maria) Eye Technique: Grave Of Maria
Type: Offensive | Supplementary | Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 100 (-30 per turn)
Damage: N/a (-20 per turn)
Description: Boketsu Maria, or in another name Grave of Maria, a powerful Greek Goddess, and the daughter Greek titan and goddess, Leto and Greek God, Apollo. This technique is the second and most powerful technique granted by the Lost Star Mangekyo Sharingan; Their Susanoo. It creates a gigantic, humanoid, beautiful diety that surrounds the user. As one of the strongest techniques granted to those that have acquired the Mangekyo Sharingan, it is the user's guardian deity, but at the same time, it consumes the user's life.

Maria is a very beautiful deity that is created with a dress, and a mask with a four flower pedal over the eye region. She is very powerful being, being one of the few susanoos thats a women, with a male host. When she forms, she forms with the legendary lost weapon called "Pykouta". Pykouta is a sword/umbrella that is half the size of the diety herself. The sword is hidden within the umbrella itself and can only be used with sheathed. Though the hood of her umbrella is actually linked to the door dimension created by Cross "Lost Star" Mangekyo Sharingan. Being another entry way into the lost ark. Though things can only pass through twice per battle. The hood of the umbrella is roughly 15 meters high and wide, and can even be used to defend from a technique causing said technique to pass through the "door" (requires jutsu).

Note: While active user can't use Eye Techniques (custom wise, can still use genjutsu, and basic sharingan techs thats allowed)
Note: Takes 1 full turn to stabilize into the full final form, during which her body bestows only a B-Rank defense, without being neutralized or overpowered.
Note: The body of Susanoo grants an A-Rank defense almost perfect against most elemental attacks, specially tangible ones, without being neutralized or overpowered.
Note: When active, the user is only able to use two other techniques per turn due to the extreme chakra consumption and cant create clones
Note: User can manifest it partially (an Arm, or a leg, only the ribcage, etc) 4 times per battle, with each partial manifestation lasting only a moment and having an A-Rank defensive/offensive power. with limbs reaching mid range such as arms and legs
Note: The warrior's weapon attacks will have an S-Rank strength and Long range reach and using them counts as a move from the users own move count. The power of the attack is divided through all the weapons 4=B-Rank each, 3= 2 B-Rank, 1 S-rank, 2= A-Rank each, 1= S-Rank. Weapons can't be ranged.
Note: User can manifest it partially (an Arm, or a leg, only the ribcage, etc) 4 times per battle, with each partial manifestation lasting only a moment and having an A-Rank defensive/offensive power.
Note: Can only be used once and last for a maximum of 6 turns after which the user will be left blind in both eyes and extremely exhausted.
 
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Med/Fuin/Sage Techniques


(Fuinjutsu: Kyūmin Erementarudomein) Sealing Style: The Dormants Domain
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn, -20 per turn if used twice)
Damage: 80
Description: This technique has an application of both a body seal and a active regular fuin seal, being able to brand their body with the Kanji utilizing the technique. By applying this technique onto the user, (Be it in the start or mid way through the battle) the seal will activate causing said element to form into a small creature on their shoulders roughly the size of pakon (Kakashis Dog) This element can range from the basic elements, Advance Element, or Custom element but it needs to have an element component to it. Once the seal is active it stays dormant until an enemy is within short range. Once an enemy is within short range, the elemental creature that is on said body will instantly use a technique from said element that their body is composed of, of equal rank or lesser by using their own body as that source but having to be a projectile technique or a defensive technique that doesnt spawn larger than five meters around the user. Once the technique activates, the said creature would then disperse which the user is able to apply another seal on them, replicating this technique but will cost double the chakra to sustain it.

Note: Technique stays dormant until use
Note: Technique used from the creature can be defensive or offensive in nature, not supplementary and cant be a stream nor continuous
Note: This technique can be applied before battle in said bio. By doing this it can be activated as soon as the battle start.
Note: if applied a second time it uses double the amount of chakra to sustain said technique until active
Note: Can only be used twice per battle.
(Fuinjutsu: Gyaku rirīsu) Sealing Technique: Release Inverse
Type: Supplementary
Rank: S
Range: Self
Chakra: N/A (-40 Upon Activation)
Damage: N/A
Description: Reverse Inverse is a very intricate fuinjutsu technique, applied to the users body as a body seal. This technique is used in response to techniques that bind the users, this ranges from anything such as genjutsu or yamanaka techniques all the way to a fuuinjutsu , physical handcuffs or even an earth technique that physically binds the user (This applies to any elemental technique that binds/hinders the user). Upon being the binded, the seal will instantly activate, flooding chakra. If the user is binded by elemental means or physical means, chakra will flood into the technique or weapon breaking it, dispersing it or destroying it as a whole. If the technique is mental, it will flood the users body with chakra, refreshing the users chakra network system. This will break the mental binding.

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

(Fuinjutsu: Kuadoraboruto) Sealing Arts: Quadra Bolt
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: Quadra bolt is a fuin technique used to propel themselves in haste, be it mid air, towards the target or even to simply dodge. This technique is utilize by causing seals to appear at the bottom of the users feet. Upon doing this, the seal will instantly seal in air pressure and release it very violently. This would cause the user to have a huge burst of speed in the direction of choosing at their current speed rank. This technique is also able to dodge attacks on the ground or even mid air as long as it doesn't extend five meters as the user cant propel themselves further than five meters.

Note: Cant use technique back to back
Note: Can only be used four times total

(Fuuinjutsu: Majutsu-shi no kyōse) Sealing Arts: Compression Of A Magician
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Compression of A Magician is a technique utilizing the barrier function of the Fuin while also incorporating normal sealing functions. This technique can only be activated upon touch, making this technique dangerous in its execution. The user will use one or both of their hands at their intended targets and/or allies. By doing this, a large barrier will instantly erect around them, quickly compressing to the size of a marble. By doing this, normally it would destroy the body but upon compressing the size of the barrier into a marble, the body also compresses as well, leaving their bodies unharmed. This technique also can be used on individual body parts, being used offensively. Upon the compression of the opponents chakra is sealed as well. This restricts the opponent from breaking out through ordinary means, or it allows the user to use it as an infiltration tactic with their allies. Though due to its nature the marbles are essentially indestructible and cant be broke from the outside thus keeping them safe from outside damage. The user is able to reverse this technique by snapping their fingers, putting them back to their original size.

Note: Can use twice per battle
Note: Can use on a max of two people at a turn
Note: Cant use techniques back to back
Note: Cant compress anything or anyone above 3x the size of the user.
Note: If used on a body part it turns offensive and does 80 Damage, while castrating that body part. (Cant be used on the head or torso, meaning no insta kills)
(Noroi Kowareru Chi-darake no mayu) - Curse-Breaking Blood Filled Cocoon
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (-20 per turn)
Damage points: N/a
Description: This is one of the most powerful medical jutsus, created by an unknown medical ninja but passed it on to very few trusted medical ninjas. This technique can only be utilized with a water source. Either made by the user or, already emerged into a water source. The user will draw blood then do a set of five handseals creating an orb of water around themselves or an ally. Once this technique is activated, the user will make sure they have physical contact with the water if its an ally. The user will fill the water with medical chakra, causing the body inside the cocoon to relax, and ease the pain. Once done, the user will do one confirmation handseal causing the water to mix with the blood from the user drawing blood , but not enough to where it would be fatal causing the blood to mix in with the water. Doing this the blood and water will start to heal injuries.
Note: Can only use three times per battle
Note: Last three turns and heals 50 Health per turn
Note: Cant use any medical jutsu for three turns after this technique is used
Note: This can be done without the use of drawing blood. It will just be regular healing water (Blood water is purley cosmetic)

(Fuuinjutsu: Kanpekina rippōtai)- Sealing Arts: Perfect Cube
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Perfect cube is a very intricate fuin technique. The user will do a set of three handseals, ending with the tiger. Doing this, the user will cause a barrier to erect from short range around the user in haste taking on a translucent purple color and expanding from there. Once the cube fully forms, anything inside the barrier excluding humans and summons, will be drained and absorbed, completely dispersing said technique. The unique thing about perfect cube is that, once you are in the cube, no jutsu containing chakra is able to be used without the cube completely absorbing it, and any jutsu that is directed towards the cube from the outside will be reflected back towards the opponent. Though the cube is not unbreakable, being able to be broke by completely overpowering the cube by means greater than the rank of the custom or non chakra infused techniques of equal rank (such as taiutsu, kenjutsu etc)
Note: Can only be use twice with a two turn cool down
Note: Last a total of three turns before dispersing
Note: No jutsus that contain chakra are able to fully form inside the cube without being absorbed

(Fuinjutsu: Naiha suru ō no kyūden) Sealing Arts: Palace Of The Imploding God
Type: Offensive
Rank: S
Range: Mid
Chakra: 40
Damage: 80
Description: World trigger is a unique fuin style technique, utilizing both the supplementary aspects of fuin, such as the draining of chakra portion, while utilizing the offensive portion, creating barriers for damage/destructive manner. By stringing together a set of three handseals, the user will create a barrier that forms mid range around the opponent the size of a cube, similar to when oonoki used dust style on sauske at the kage sumit (in shape not usage). Once done, the barrier will begin draining chakra from the user, restricting the use of high levels of chakra or techniques that require concentration. As time go on the cube will continue to get smaller, constricting the opponent, while also continuing to drain chakra. After a certain amount of time, the barrier will implode, crushing the opponent to death. The unique thing about this technique is that upon contact with the barrier, will trigger an explosion up to mid range, but this only refers to contact after the barrier has fully formed.

Note: Can use twice per battle with a cool down
Note: No Fuinjutsu above S rank for the next two turns
Note: Takes two turns to fully implode
Note: Cant use Techniques above S rank and Techniques that require concentration for the first turn. Second turn restricts the usage of S rank and above
Note: Technique has to be destroyed with collective damage. Meaning the user can restore the barrier if not completely destroyed with the cost of -20 chakra.


(Fuinjutsu: Hikari Arawasu Katana) - Sealing Arts: Swords Of The Revealing Light
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage points: N/a
Description: SotRL is one of the more powerful and unique fuinjutsu that was created. The user will start off by doing three handseals, one for each "sword". Doing this, the user will cause three swords made of pure chakra to strike down from above the opponent in a triangle formation in an mid range radius. Once the swords strike the ground, a seal formula will form doing two things. The first thing that will happen, will create a powerful force pushing them down, similar to MIE, restricting them from movement. The second thing that will happen will be the disruption of the opponents chakra, not allowing the opponent to form chakra above A rank. The swords can be broken by A-Rank equivalent damage. The sealing potency of the swords cannot be augmented.

Note: Can use a max of 3 turns per battle
Note: Last a max of two turns with a 3 turn cool down
Note: Cant use any fuinjutsu the same turn as this

Approval

(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique

Approval

(Fuinjutsu :Kasukana ōmen) - Sealing Arts: Faint Omen
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Faint omen is a very unique type of technique, imposing on medical but doesnt actually heal the body. The user will do two handseals, while placing their hand on themselves, allies or the opponent. By doing this, the a kanji symbol will appear on the persons body. With this happening it will seal away all the damage the user or said person has received from the start of the battle. This is done by the seal, blocking all the pain receptors in the opponent's body, causing them to not register the pain they felt beforehand. Doing this will allow said person to be able to stay in combat. Though this should not always be used and has a major downside. This damage is temporarily sealed and once the seal is removed, the damage is applied back to the user. Meaning if the user takes more damage than what they can take, it will take longer for them to recover.

Note: Can use Once per person
Note: Damage is sealed for only four turns.
Note: The user can self activate this by sacrificing twice the amount of chakra (meaning 80)
Note: Does not revert castration
Note: Cant use any fuinjutsu S rank and above for two turns after usage.

(Fuinjutsu: Anubisu no norowareta shukufuku) - Sealing Style: Blessed Cursed Of Anubis
Rank: S
Type: Supplementary
Range: Mid
Chakra Cost: 40
Damage points: N/a
Description: Blessed Cursed Of Anubis is a very unique type of fuin technique, created to offset those who boost themselves and to balance the haves and have nots in term of power a powerful fuinjutsu was created. The user will do a set of five handseals ending with the tiger seal, creating a large sealing symbol to take form on the ground. Once the seal appears it will encompass all those who are within it acting as a barrier, sealing off the exits, unless a collective damage of S rank was done. The Seal can have both a cursed or blessed response, and even the user is not immune to the affects. The Seal acts as a reverse for bodily boost (This excludes things such as leg weights or boost done by physically training the body as such). By activating a boost, it will actually curse the body causing the opponent (and/or user) to experience negative affects. Meaning if the opponent was to boost himself or technique by +20 then it will actually have a -25 to their damage. This is done with speed and strength as well such as chakra enhancement and even EIG. If the opponent activates a technique to increase their speed by +3 it will decrease their speed by -3. Though this technique has a blessed portion. If negative affects were to be applied onto the user be it by themselves or the opponent (via means of things such as poisons, or side affects of a jutsu it would boost them. So if a jutsu was done on the user to decrease their tracking by -3 it would boost their tracking by +3 instead, making this a technique to keep everybody on even fields.
Note: This excludes specialties in the bio, physical alteration to the body such as leg weights being released.
Note: Can only be twice per battle with a 5 turn cool down
Note: Once the technique is cast, the user cant use any fuin until technique is finished
Note: Last four turns

Approval

(Fuinjutsu/Senjutsu: Kurukuru umi no doragon) - Sealing Sage Art: Cradle Of The Sea Dragon
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40
Damage points: N/a
Description: Cradle Of The Sea Dragon is a very intricate type of fuin jutsu, utilized only by those who are in sage mode. The user once enters into sage mode will utilize the moisture in the air instead of having to use a water source (Thus why its sage mode exclusive). Doing this, the user will create a huge orb of water roughly the size of Kisames water wave dome used against the 8 tails (Mid range reach). Due to the water being infused with senjutsu it makes it harder to break through the technique, while even restricting the opponent on breathing underwater and making absorbing the water dangerous, turning their body into the psuedo form of the sage mode uncontrolled, throwing off their chakra balance, not allowing usage of jutsus of A rank or above. Once the dome is placed, A Seal will appear and form on the top of the water dome, sealing any and everybody who is caught within the dome and sealing any and all forms of chakra. This technique is similar to gaaras sand pyramid sealing technique. Thus making it that once you are sealed within, you cant get out unless the seal from the outside is undone.

Note: Can use twice per battle
Note: Cant use any fuinjutsu above S rank in the same turn
Note: No Water technique above S rank in the same turn
Note: No Fuin of S rank or above in the next turn
Note: For the affects of the sage petrification the opponent has to absorb a total of 80 Chakra cost worth of Senjutsu

(Iryō Fuinjutsu: 1000 Koe) - Medical Sealing Style: 1000 Voices
Rank: S
Type: Supplamentary
Range: Self
Chakra Cost: N/a (-10 per technique used)
Damage points: N/a
Description: 1000 Voices is special sealing tag placed on the body of the users (The back side of their hand) taking the shape of an closed eye. This sealing technique was used in a way to have a back up plan in case of an emergency regarding their chakra, or even mental attacks thats incredibly hard to escape. By studying the seal on tsunades forehead the user found a way to mimick how it activates without actually mimicking what it actually does. This seal works by storing chakra into the seal (the closed eye) on their hand by expelling more chakra, causing an additional +10 Chakra to every technique used by the user. By doing this they expel more chakra but also store more chakra for times when they really need it. When the time comes the user is able to manually activate the body seal, causing the closed eye to open on the back of their hand. Doing this, it will flood the user with the chakra that was stored, replenishing their chakra while at the same time spiking their capabilities. Once the chakra floods/surges the users body their physical attributes increase in terms of speed increasing their speed by +6, while also activating healing to a small degree, healing small damages such as cuts, burns, blunt damage (does not regrow limbs) healing by +20 a turn (If needed). The good thing about this technique isnt the boost in speed and healing but the simple ability to constantly store chakra in this seal for emergencies. Though the user is only able to activate it as a whole or half the amount, reducing the buffs by half if they only use half the stored chakra.
Note: Can essentially use twice
Note: The amount of Chakra stored is adding to the chakra pool
Note: In order to activate the buffs the user needs more than 200 chakra points in the seal
Note: The Seal has a pre amount of 300 chakra into it
Note: Technique last for five turns before it wears off.
Note: Once the technique wears off, the users body will become more fragile, causing every damage applied to the user to have an additional 20 Damage
Note: Cant use Fuinjutsu S rank or above for 2 turns after technique ends

Approval


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

Name Of Medicine: Genix
Creator: Teno
Type: Supplementary
Description and Background: Genix is a natural drug from some of the finest herbs found. During the great ninja war, people noticed those with dojutsu had a greater advantage in battle. Their tracking was on par with none and was always faster than most. So to combat that, the great medical ninja did research. Something that could increase the tracking, while being able to multi-task with increased agility, flexibility, and reaction time while keeping the speed, and what he created was remarkable. By Ingesting the pills, the user perception of time in the outside world is slowed down while keeping the speed, and increasing the reaction time. By doing this, this allows for the user to see people moving slower than usual, while also heightening their senses allowing them to notice even the slightest of movements, and hear the quietest of noise, as long as it has noise. It does this by stimulating the nervous system, which has the added effect of increasing touch sensitivity, and auditory perception.
Description of Side Effects:

Once the user takes the pills, it instantly activates. Once done the user perception of time decreases by 2X thus increasing their tracking by 2x. Their reaction speed also heightens, allowing the user to hear, or feel the slight disturbances in the air within five meters of them. This of course does not come without the side effect that physical damage also does an extra 20 damage due to the increased sense of touch.

-The x2 to reaction speed caused by the increase to the base senses of hearing, sight and touch lasts for 5 turns before wearing off

-Once the drugs wear off, the user will have to get adjusted to the perception of time being normal, thus restricting the usage of mental techniques for two turns while also decreasing their base sensing by 3 for two turns due to overstimulation

(Senpō: Sol Linea) - Sage Art: Sun Line
Rank: S
Type: Offensive
Range: Short - Long
Chakra Cost: 40
Damage points: 80
Description: The user once in sage mode, will do two handseals, while also extending their index finger. By doing this, a small sun made of fire infused with senjutsu will appear roughly four inches in diameter. Once formed, the user will concentrate the fire, and shoot it off in a beam type fashion towards the opponent (Similar to the asura path, traveling at the same speed). The concentrated fire takes the form of physical fire (much like sauskes flames). Due to the fire being amplified and infused with senjutsu chakra, the user is able to pierce through defense of equal or lesser rank. Once the technique has made impact with something physical, it will combust, spreading fire up to mid range around the area.

Note: Can use twice per battle
Note: Cant use any sage art techniques in the same turn as this
Note: No fire above S rank in the following move

Approval

( Senpō: Sanshō̄o Isoide dansu) - Sage Art: Spirits Hushed Dance
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30 (-10 per turn)
Damage points: N/A
Description: Once the user is in sage mode, the user will do two handseals infusing senjutsu into their wind chakra, releasing a small breeze across the battlefield. This breeze is not strong enough to do any sort of damage, but not windy enough to empower or be overpowered by fire. Due to the senjutsu being added to the breeze, this allows the user to essentially "Sense" nature around them in every way, acting as sort of a "sixth sense". Once an attack is launched towards the users direction, the user will dance to the breeze of wind but to the normal eye it seems just as he moved at a very fast pace (Of course dojutsu users are able to slow down the movement with their perception). This is specially used towards jutsu that strike multiple times, allowing the user to continue to "Dance" avoiding the techniques as a whole. The wind is used as a sort of "sensory" allowing the user to properly perceive the trajectory of incoming attacks.

Note: Can use max of 4 turns
Note: Lasts for four turns.
Note: Can only dodge from non stream techniques, and techniques no bigger than twice the size of the users body
Note: Sage Mode must be active

( Senpō: Sanshō̄o) - Sage Art: Spirit Salamander
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: After forming the necessary hand seal Bird, the user will create a fire salamander infused with senjutsu. The dragon stands roughly the same height as the user but is able to latch himself onto the user via the users command. The salamander takes on a physical fire form. Salamander is able to be used in a form of transportation just incase the user wishes to fly somewhere, allowing the user to have solid footing. Salamander body is extremely hot, scorching the air within Short range of him, causing those who arent fire specialist, to take -10 damage to the heat per turn. Salamander is able to use a technique called salamander breath which releases a huge stream of hot and powerful fire, equal in size to madara's majestic annihilation.
Note: Can only be used once in perfect sage mode
Note: Can use twice, and last three turns per usage
Note: The fire used from salamander is also infused with senjutsu
Note: Cant use any senjutsu technique while salamander is in play
Note: Must have a two turn cool down
Note: User is able to have salamander to attack with mouth and jaws at S rank, sharp enough through rip through flesh with ease or use Salamanders breath at 80 Damage but will disperse right after
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