The Playbook

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
The Playbook & Index

You must be registered for see images

The Playbook is the oldest book in existence, predating even the Holy Bible. It is the ultimate collection of plays, both, created by and taught to Barney. This book was written by Barneyson Stinson the 1st, the grand-grand-grand-(and a few more grand)-grandfather of Barney Stinson and it was carefully passed down through generations of the awesomest bloodline in existence. Each generation added a new play to it and now it's Barney's turn to use this ultimate tool and achieve perfection and nirvana. With this book the dream to become Legen-wait for it-dary can become reality.


Index

Press your chakra infused index finger onto the paper tag with the corresponding field you want to open, and it will take you there. Using your chakra, you will activate the seal on the paper tags, and through time and space manipulation, you will end up where you want to. Easy, isn't it?



You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images

You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images

You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images
You must be registered for see images

You must be registered for see images


Barney's own Plays
Listen, let me teach you how to navigate the Plays if you're scared of warping through time and space with the Index. First, CTRL+C the name of the technique that interests you. Afterwards, CTRL+F and then CTRL+V to jump to the technique instantly. Isn't that neat? Don't forget to VM me if you want to trade. Good luck in your exploration.​

CW) Osoroshī no Hakui | Horrible's Lab Coat

CSCJ) Crane Summoning Contract Techniques
1) Kure-n Geijutsu: Toranpetto ni yoru aizu | Crane Arts: Trumpet Call [2/6]​

CSC) Seahorse Summoning Contract [4/6]
1) Shīhōsu Kuchiyose no Jutsu: Kingdra | Seahorse Summoning Technique: Kingdra​
2) Shīhōsu Kuchiyose no Jutsu: Guraukasu | Seahorse Summoning Technique: Glaucus​
3) Shīhōsu Kuchiyose no Jutsu: Kaosu | Seahorse Summoning Technique: Chaos​
4) Shīhōsu Kuchiyose no Jutsu: Aiorosu | Seahorse Summoning Technique: Aeolus​
5) Shīhōsu Kuchiyose no Jutsu: Hepaisutosu | Seahorse Summoning Technique: Hephaestus​
6) Shīhōsu Kuchiyose no Jutsu: Xewioso | Seahorse Summoning Technique: Xewioso​
7)
8)
9)
10)

CSCJ) Seahorse Summoning Contract Techniques
1) Shīhōsu Geijutsu: Kamofurāju | Seahorse Arts: Camouflage [4/6]​
2) Shīhōsu Geijutsu: Chakura no kyōka āmā | Seahorse Arts: Chakra Enhanced Armor [4/6]​
3) Shīhōsu Genjutsu: Shussan | Seahorse Illusionary Arts: Giving Birth [4/6]​
4) Shīhōsu Mōdo | Seahorse Mode [4/6]​
5)
6)
7)
8)
9)
10)

CE) Kapusaichinton | Capsaicin Release [1/2]
1) Kapusaichinton: Kujū-kyoku | Capsaicin Release: Agonizing Authority​
2) Kapusaichinton: Bafubodi | Capsaicin Release: Buoyant Body​
3) Kapusaichinton: Keisan Sa Reta Wareme | Capsaicin Release: Canny Crevices​
4) Kapusaichinton: Desuparēto shi onegai | Capsaicin Release: Desperate Deathwish​
5) Kapusaichinton: Īsariaru no bōmei | Capsaicin Release: Ethereal Exile​
6) Kapusaichinton: Furakutarufinesu | Capsaicin Release: Fractal Finesse​
7) Kapusaichinton: Osoroshī habokku | Capsaicin Release: Horrendous Havoc​
8) Kapusaichinton: Dokutoku no ryūshi | Capsaicin Release: Peculiar Particles​
9) Kapusaichinton: Rakukantekina chikaku | Capsaicin Release: Sanguine Sentient​
10) Kapusaichinton: Mōretsuna Warukyūre | Capsaicin Release: Vehement Valkyrie​
11) Kapusaichinton/Katon: Ekika shita jiyū | Capsaicin/Fire Release: Liquefactioned Liberty​
12)

CFS) Oto Suishin | Sound Propulsion [6/6]
1) Oto Suishin: Suishin | Sound Propulsion: Propulsion​
2) Oto Suishin: Suishin no Sakkaku | Sound Propulsion: Illusion of Propulsion​
3) Oto Suishin: Hanpatsu-ryoku | Sound Propulsion: Repulsion​
4) Oto Suishin: Yugan Rojikku | Sound Propulsion: Awry Logic​
5) Oto Suishin: Buki no nagare | Sound Propulsion: Weapon Flow​
6) Oto Suishin: Suishin kurōn sakkaku | Sound Propulsion: Propulsion Clone Illusion​
7) Oto Suishin: Uso o tsuku buki | Sound Propulsion: Deceitful Weaponry​
8) Oto Suishin: Gōin'na | Sound Propulsion: Brute Force​
9) Oto Suishin: Kiken'na bachi | Sound Propulsion: Risky Repellence​
10) Oto Suishin: Sekushīna gurō | Sound Propulsion: Sexy Taunt​

CJ) Regular Custom Justu
1) Hyouton: Akuma no yōna kōri no meikyū | Ice Release: Demonic Ice Labyrinth [4/6]​
2) Hyouton: Kōri no meikyū o oritatamu | Ice Release: Collapsing Ice Labyrinth [4/6]​
3) Hyouton/Futon: Kaze Okan Nohara | Ice Style/Wind Style: Wind Chill Field [5/6]​
4) Hyouton: Shiroi zukin o kabutta sōryo | Ice Style: White hooded monks [4/6]​
5) Suiton: Kyabitēshon | Water Release: Cavitation [6/6]​
6) Fuuton: Haipā sanso-ka | Wind Style: Hyperoxygenation [6/6]​
7) Genjutsu: Sairento kōri | Illusionary Arts: Silent Ice [5/6]​
8) Genjutsu: Kage bunshin no sakkaku | Illusionary Arts: Shadow Clone Illusion [6/6]​
9) Genjutsu: Gedoku | Illusionary Arts: Detox [6/6]​
10) Genjutsu: Shojishōgai | Illusionary Arts: Dysgraphia [6/6]​
11) Fuuinjutsu: Mizu No Kami No Shirushi | Sealing Arts: Seal of the Water God [5/6]​
12) Ototon/Genjutsu: Doppurā kōka | Sound/Illusionary Arts: Doppler Effect [6/6]​
13) Ototon: Kussetsu | Sound Release: Refraction [5/6]​
14) Ototon: Hirō | Sound Release: Exhaustion [6/6]​
15) Ototon/Genjutsu: Furasshu-Gurō | Sound/Illusionary Arts: Flash-Taunt [6/6]​
16) Genjutsu: Kyodaina peppā | Illusionary Arts: Monstrous Pepper [1/6]​
17) Ototon/Suiton: Ekitai kyōki | Sound/Water Release: Liquid Madness [1/6]​
18) Ototon GenFuuinjutsu: Shadō Ashiato | Sound Illusion Sealing Arts: Shadow Footsteps [1/6]​
19) Ototon: Gyaku Nagare | Sound Release: Reverse Flow [1/6]​
20) Fuuinjutsu: Fuyu no sumai | Sealing Arts: Wintry Abode [0/6]​
21)
22)
23)
24)
25)
26)
27)
28)
29)
30)
31)
32)
33)
34)
35)
36)
37)
38)
39)
40)

MJ) Medical Custom Jutsu
M1)
Iryō Ninjutsu: Kasui-tai shūsa | Medical Arts: Pituitary Aberration [3/6]
M2)
M3)
M4)
M5)

SNT) Scientific Ninja Tools
SNT1)
SNT2)
SNT3)
SNT4)
SNT5)

CJ) Sensei Bonus Custom Jutsu
S1) Hyouton: Sennen Hyōrō | Ice Release: Thousand Years' Ice Prison [1/6]​
S2) Hyouton: Tsurusu tsurara| Ice Release: Hanging Icicles [3/6]​
S3)
S4)
S5)

CJ) Donated Techniques - Canon
Hyouton: Kōrudotatchi | Ice Release: Cold Touch​
Hyouton: Mabayui bakari no rifurekushon | Ice Release: Blinding Reflection​
Hyouton: Paudāsunō | Ice Release: Powder snow​
Suiton: Chika mizu | Water Release: Subterranean Waters​

CJ) Donated Techniques - Universal
Hyouton: Khione no saikuron | Ice Release: Khione's Cyclone​


This is my personal custom jutsu thread so please refrain from posting. I will report every such post and consider it as spam. Only staff members can post in here if there is anything faulty with the thread. If you want to trade then please VM or PM me. I am always willing to trade my custom creations, however I expect you to have something worthy in return. Thank you.

If you want to use any art found in the thread then please ask first. I can't forbid you from doing what you want on the internet, but it would be responsible if you respected my work. I'm probably not gonna make any custom banners for you though, even if I allow you to use the existing ones, so take that into consideration.
 
Last edited:
  • Like
Reactions: Flash

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images

Ryo Balance
AmountTypeDateTotal
+250 Mission11/08/2021250
+250 Mission 11/08/2021500
+250 Mission11/08/2021750
+250 Mission11/08/20211000
+450 Mission15/08/20211450
+450 Mission15/08/20211900
+650 Mission18/08/20212550
+650 Mission18/08/20213200
+650 Mission18/08/20213850
+650 Mission03/09/20214500
+1000 Mission03/09/20215500
+450 Mission13/09/20215950
+450 Mission13/09/20216400
+250 Mission23/09/20216650
+250 Mission23/09/20216900
+450 Mission23/09/20217350
+1000 Mission29/09/20218350
+250 Mission30/09/20218600
+250 Mission30/09/20218850
+650 Mission30/09/20219500
+250 Mission30/09/20219750
+650 Mission02/10/202110400
+250 Mission02/10/202110650
-2250 Purchase02/10/20218400
+1000 Mission09/11/20219400
+650 Mission09/11/202110050
-9500 Purchase17/11/2021550
+1000 Mission25/01/20221550
+450 Mission02/02/20222000
+650 Mission02/02/20222650
+1800 Mission02/02/20224450
+1200 Mission03/02/20225650
+1500 Mission03/02/20227150
+650 Mission03/02/20227800
+650 Mission03/02/20228450
+1800 Mission03/02/202210250
+650 Mission03/02/202210900
+1500 Mission03/02/202212400
+650 Mission03/02/202213050
-7500 Purchase05/02/20225550
+650 Mission13/02/20226200
+650 Mission16/02/20226850
+650 Mission16/02/20227500
+650 Mission22/02/20228150
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards

I think it's necessary to quantify the values it can achieve with its effects.

Sound Propulsion | Oto Suishin
Type: NinGenTaijutsu
Background:
Upon overusing the sound element and becoming too accustomed to it, Barney decided to come up with something new and more unique than what the actual element offered him. Being also well known as a genjutsu user, Barney figured that he could try and incorporate the ability into his new style that he called Oto Suishin. Oto Suishin revolves around using high pressure soundwaves in order to propulse oneself and to increase momentum. After a certain amount of trying and combining different movements and techniques, the fighting style finally started looking like something. Barney could execute swift and easy moves in the most unpredictable ways by simply ejecting high pressure soundwaves out of his tenketsu. This was an obvious breath taker but Barney wasn't satisfied. Something was missing in his mind and he wanted to push it further. This led him to using the ejected high pressure soundwaves as mediums for inducing genjutsu. Just a glance of an unaware opponent and Barney would burst forth leaving a silhouette behind him, tricking his opponent into different realities. This was the moment when Barney was finally happy with his product and felt it was worthy of being shown publicly.
Description on the Abilities and Inner Workings of the Style:
Sound is a mechanical wave that results from the back and forth vibration of the particles of the medium through which the sound wave is moving. Since a sound wave consists of a repeating pattern of high-pressure and low-pressure regions moving through a medium, it is sometimes referred to as a pressure wave. The main indicator of the pressure which a soundwave produces is the frequency, meaning that higher frequencies will produce more pressure when expelled. Using this theorem it is safe to assume that a very high frequency soundwave will be able to produce a sufficient amount of pressure to increase or reduce momentum, depending on the existent trajectory of the moving limb/body part and the direction in which the soundwave is expelled.
As already mentioned, Sound Propulsion revolves around using those very soundwaves to increase or reduce ones own momentum which can also be referred to as propulsion. What the soundwaves allow the user is very unpredictable movement by creating momentum out of, apparently, nothing. Of course it's not actually nothing but rather the users own chakra that initiates the soundwave. This allows the user to perform quick lunges, position shifts, stronger punches with increased momentum and even increased mid-air maneuverability. The soundwaves can be expelled from any tenketsu of his body, in any desired direction, giving the user the ability to fine tune his actions and movements and to easily fight his opponents. Using the same principle behind increasing momentum, the user can decrease it to slow down his movement and to even stop it completely. This allows him to even slow down opponents strikes in very limited situations, mostly before imminent collision, to the point where they can be intercepted and exploited.
An example scenario for increasing momentum to show how exactly I see it working. I would charge at my opponent and prepare to punch him with my hand. When I'm close enough I would expel the soundwave out of my elbow, in the opposite direction of where I want my arm to go. Assuming that my shoulder is the center of rotation and the fixation point, once the soundwave is ejected in the opposite direction of my intended movement then my hand would burst forward with increased momentum resulting in a stronger as well as unpredictable punch.​
You must be registered for see images


A simple explanation of the process behind the propulsion.​

In case I want to slow down my momentum I would follow the same principle but by expelling the soundwave from my fist instead of my elbow. This would result in slowing down my already existing momentum and stopping my hand from moving forward. There is also a useful application of the built up pressure. Although not solid it can be felt and present itself as an obstacle. This application would also be used in order to slow an opponents punch if we were to, for example, simultaneously punch our fists. As our fists are about to collide I would expel the soundwave from my fist and create a "cushion" of high pressure that would slow both our movements; mine because of the previously mentioned reasons and the opponents because the high pressure buildup would present itself as an obstacle for the opponent, thus requiring more force to break through it. This could essentially be used to stop the opponents movement and then for example use the other hand or other means to exploit that advantage.​

Now that the very basic workings of the style are explained we can touch the genjutsu ability. Basically, once the soundwave is expelled, it leaves behind a transparent but still visible trace. Since this soundwave is fueled with the users chakra he would use the remains of it to create very basic visual illusions. They would be very simple and used only for tricking the opponents eyesight without impairing any of his abilities to continue the battle. Stronger and experienced opponents wouldn't have problems with the illusions because it is quite easy to distinguish them and to see the clear image of the whole situation.
You must be registered for see images


Note the pressure wave behind the jet. It's actually not a heat wave but a pressure wave created by the extremely loud jet. Proof is in the article on the link.

(source: )​
An example of both the propulsion an genjutsu ability in use. I would charge at my opponent with the intention to kick him with my foot. Once in range I would expel the soundwave from my foot, thus propelling my leg into my opponent with increased momentum. As my leg moves from its previous position it leaves a trace of the soundwave and as the opponent sees it the illusion activates, using the remains of the expelled chakra to disturb his chakra flow. What he opponent would see it the users body and its movement while he would also see a "fake" limb left behind, making it seem as if the users leg moved in a blur.​
You must be registered for see images


The illusion that the opponent would see wouldn't differ much from this illusion except that there wouldn't be so many limbs but only one, in the previous position where the users limb was.​
Depending on the techniques and complexity of the movements, the genjutsu ability won't always be possible, thus the user can compromise between raw and strong propulsions with the genjutsu ability and fine tuned movements without the ability of casting the genjutsu.

Quantified, these propulsions can achieve moderate displacements of body parts measured in centimeters, usually ranging from 10-100, unless otherwise stated in the techniques themselves. In the case of full body propulsions, they can take the user in the desired direction up to 5 meters in distance, unless otherwise stated in the techniques themselves. The speed at which these momentary propulsions happen is equal the users current speed increased by half of the technique's innate speed, which for example on a B rank Sound propulsion technique (10) would be a momentary +5 to the users current speed in order to perform the propulsion in the desired direction.

Example Techniques:
Oto Suishin: Suishin | Sound Propulsion: Propulsion
Type: Supplementary
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory.
Oto Suishin: Kusshon | Sound Propulsion: Cushion
Type: Supplementary
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: Ejecting sound from one of his tenketsu allows the user to create a high pressure soundwave cushion that can stop and slow down enemy movement, specifically punches and kicks. Due to the high pressure the opponent would need more force to execute his movements thus he risks to be caught in a disadvantageous position.

Additional effects and Restrictions:
A Sound Propulsion specialist will have slightly increased reflexes due to the body being accustomed to the momentary propulsions and position shifts, which is achieved through extensive training and specialization. He will also have greater general perception because a wrongly executed propulsion could cost him his life. He is of a calm and composed demeanor and always with his guard held up. He is always observing the situations and calculating his propulsions for the best possible outcome. Other than that, unpredictability of his movements when using Sound Propulsion is one of the key features.

Quantified, having his guard always up means that those who chose Sound Propulsion as their CFS specialty get to replace this specialty with the Dispatch specialty.

Regular eyes (non-dojutsu) would have slight difficulty distinguishing the user and his limbs from the illusionary ones created by the expelled soundwaves. Dojutsu users (sharingan, byakugan, rinnegan) as well as highly skilled taijutsu users (Taijutsu masters, EIG masters) wouldn't have problems distinguishing the real user and his movements and intentions because of their expertise in martial arts and close quarter combat. Taijutsu specialists will also be able to effectively counter the movements, albeit with somewhat slightly higher difficulty.
To be able to learn Sound Propulsion, one has to complete Sound, Genjutsu and Taijutsu training as well as be of Jounin rank. Training is performed exclusively by McRazor.
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images

鶴 Crane Summoning Contract
Summoning Animal:
Crane ო
Scroll Owner: Scorps
Other Users who have signed contract: McRazor, Skorm
Summoning Boss if existing: Sono Aoi Keimei
Other Summoning Animals tied to contract: Grus, Sarus
Cranes are a family of large, long-legged and long-necked birds in the order Gruiformes. There are fifteen species of crane in four genera.
The cranes are very large birds, including the world's tallest flying bird. They are long-legged and long-necked birds with streamlined bodies and large rounded wings. The males and females do not vary in external appearance, but on average males tend to be slightly larger than females. Most species of crane have some areas of bare skin on the face; the only two exceptions are the Blue and Demoiselle Cranes. This skin is used in communication with other cranes, and can be expanded by contracting and relaxing muscles, and change the intensity of color. Feathers on the head can be moved and erected in the Blue, Wattled and Demoiselle Cranes for signaling as well. Also important to communication is the position and length of the trachea.
The cranes' beauty and their spectacular mating dances have made them highly symbolic birds in many cultures with records dating back to ancient times. Crane mythology is widely spread and most ancient cultures had their own belief about them. They were thought to be holy birds and grant luck.
Genus
, Balearica pavonina​
, Balearica regulorum​
Genus
, Grus grus​
, Grus canadensis​
, Grus americana​
, Grus antigone​
, Grus rubicunda​
, Grus leucogeranus​
, Grus vipio​
, Grus monacha​
, Grus nigricollis​
, Grus japonensis​
Genus
, Anthropoides paradisea​
, Anthropoides virgo​
Genus
, Bugeranus carunculatus​

You must be registered for see images

1)
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/a
Description: A crane performs its loud trumpet call which triggers a very powerful illusion where the opponent sees the crane perform the trumpet call as a call for aid in the battle. Suddenly a huge number of cranes, from the same species, attack the opponent from all sides, which start poking his body with their beaks, ultimately poking his eyes out. If the opponent doesn't free himself before his eyes get poked out, which happens after 3-4 seconds, the genjutsu will actually trick his mind into going blind, which will stay for one turn, until his brain realizes that his eyes are sending information and until the brain starts to process it again.
Note: Must have signed the Crane Summoning Contract
Note: Can only be performed by a Crane, after being summoned to the battle
Note: Usable only once per battle

Taught to
1)
2)




Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
The Blue Dawn is a big blue crane, with red eyes and a orange long beak, with a wing spam of 15 meters. Calm, composed and with a naturally leadership demeanor, when she is on the ground, standing on her two legs, she is about 3 meters tall. Being the Matriarch of the Cranes, she stands as their leader. Capable of communicating with his summoner either through speech or through a special mind link. Her powers are unrivaled as are her flying grace and speed while also being a master manipulator of Water. Unable to use Water jutsu themselves, she can, however, use 3 water based abilities which more than make up for that small short coming.
Abilities:
-She is capable of exhaling a strong, wide, S-Rank, short to long range, dense stream of Water, which can be used as a water source for the users techniques
-She can materialize water from the atmosphere around her to create a spherical, transparent S-Rank Water Shield around her, protecting her and her summoner
-She can sense any water molecule in the field, up to Long Range
-Can be summoned anywhere between short to mid range of the summoner
Restrictions:
-Can only be summoned once
-Can stay on the field for a max of 4 turns
-Using the Water Stream and the Water Shield count towards the users move count


Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
Grus is the embodiment of a Crane. A beautiful, elegant, grey and white bird with beautiful red beak and green eyes. He's not the biggest Crane, with a wingspan of about 8 meters and the body in proportion to it but he has a strong build, capable of flight with 2 humans on his back with no apparent effort. Capable of speech and possessing an acute intellect, he acts as a support summon to help the user in any way he can, making up for the fact that, apart from the Crane Arts, he can't use Ninjutsu. When in flight he is both fast and graceful, possessing an unsettling agility, unrivaled amongst all the cranes and most birds.
Note: Can only be taught by Scorps and requires the user to have the Crane Contract and its Tattoo.


Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: Sarus is considered one of the fastest flying birds. It's not massive in size which grants its flying speed. With a wingspan of 6m, it can easily carry the user on its back. It is conspicuous and iconic and it's easily distinguished amongst the other cranes because of its red colored head that spreads to its neck, therefore the name, Redneck. The red head and neck aren't actually feathered, but rather bare flesh. Sarus is known for its loud trumpeting calls. These calls are, as in other cranes, produced by the elongated trachea that form coils within the sternal region. His calls are quite loud and can be quite unsettling to hear. His actions can be easily merged with the users own as Sarus, same as the other cranes, has the ability to easily communicate with its owner through a special mindlink or through speech. The main ability of Sarus, however, is its mastery over the wind element. Though it's considered a master it doesn't have the ability to perform all of the wind jutsus that the user knows, but rather a special ability, known only to Sarus. It can create a very thick atmosphere around a specific point, just inches thick but enough to disperse any lighting jutsu that tries to pass through it. It can form the thickening of the air in various of shapes, be it a sphere around the user or a shield-like formation in front of him (or to his sides, etc.). The thickening effects the short area around the thickening point. The process works by simply compressing the desired field of air and infusing it with its own chakra, in a way that cancels out lightning. This ability counts as 1 jutsu that the user is allowed to perform per turn.
Note: Wind ability counts as an S rank wind technique from one of the users 3 techniques per turn
Note: Must have signed the Crane Summoning contract
Note: Can only be summoned once and stays on the field only 4 turns


Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
This technique is the ultimate showcase of the Cranes and their ancestry skills. The crane summon inhales and focuses chakra into its throat. As it exhales, it produces a loud, high screech that travels at the speed of sound. The screech leaves any enemy in the field momentarily deaf while disturbing their inner ear and equilibrium, making them stumble and lose balance, unable to move correctly or coordinated. The screech however, has additional effects, specially on enemy summons. Upon hearing the painful sound, the enemy summons immediately disperse back into their "homelands". This technique can also be used to release the summoner from genjutsu or mind manipulation techniques when used by a Crane Summon, by sheer shock the screech produces in the user's hearing.
Abilities:
-Deafens the enemies for 3 turns
-Severely decreases the enemies balance and equilibrium for 2 turns
-Dispels any summon on field
-Releases the user from Genjutsu up to S-Rank (including MS related Genjutsu)
Restrictions:
-While usable by every crane summon, each crane summon can only use it once per battle
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images
竜 Seahorse Summoning Contract
Summoning Animal: Seahorse ♞​
Scroll Owner: McRazor​
Other Users who have signed contract: Dragy, Cobalt, Yashiro, Zaphkiel, Mirai​
Summoning Boss if existing: Kingdra​
Other Summoning Animals tied to contract: Glaucus, Chaos, Aeolus, Hephaestus, Xewioso​
Description and Background:
Seahorses live in almost every sea and ocean around the world and there are currently 54 recognized species. They are one of the most majestic creatures found on earth, with seahorse mythology being found worldwide. Seahorses are renowned for their unique morphological features. The seahorse is a blend of a host of diverse creatures. The seahorse is said to have a head of a horse, a snout of an aardvark, eyes of a chameleon, pouch of a kangaroo and the tail of a monkey.​
You must be registered for see images
Seahorses are truly unique, and not just because of their unusual equine shape. Because of their body shape, seahorses are rather inept swimmers. In fact, Seahorses prefer to rest in one area, sometimes holding with their tails on to the same coral or seaweed for days. They beat their fins very quickly, up to 50 times a second, but they do not swim quickly. They are, however, very maneuverable and able to move up, down, forward or backward at great speed but only short distances. Although they are bony fish, they do not have scales but rather thin skin stretched over a series of bony plates, which are arranged in rings throughout their body. Each species has a distinct number of rings which gives them an unique protective armor. Its body can be compressed to half its normal size without lasting damage. The body’s resilience comes from its structure: approximately 36 square segments, each made of four bony plates. The plates connect to the spinal column’s vertebrae with collagen and can glide past one another, keeping the spine safe. This allows them to survive physical and pressure damage up to a single B rank, two C rank or four D rank techniques, before dispersing to their homelands.​
You must be registered for see images
Since the Seahorses are marine animals they require a water source in order to be summoned or can summon a water source with themselves, if none is on the battlefield. If being summoned in a water source they can be summoned up to mid range from the user, however, if they are summoned with a water source then it can only be done up to short range form the user. Seahorses are experts at camouflage which enables them to change color to match their habitat, helping them fend of predators. While feeding they produce a distinctive click each time a food item is ingested. The same clicks are heard with social interactions. This gives them the ability to communicate with their summoner, once he learns their clicking language which is achieved after finishing the training and adopting to the animal. Unusual among fish, seahorses have a flexible, well-defined neck and eyes that can move independently of each other which provides great awareness.​
They mostly range from a few centimeters to a meter in size, while the boss summon is up to five meters and capable of protecting its summoner within its belly. Unlike any other animal species on the planet, Seahorses are the only males that become pregnant thus their belly pouch in which they carry the eggs during breeding season. The belly pouch has an oviduct which the user can use to enter or exit the pouch when in danger. Seahorses have a very unique chakra circulatory system which allows them to produce and manipulate water and wind techniques using their elongated snouts. They are also considered genjutsu masters and capable of producing powerful and unique illusions. Since they don't have hands they use the clicking noise as a medium for genjutsu.​
You must be registered for see images
Type: Supplementary​
Rank: S-Rank​
Range: Short-Mid​
Chakra: 40​
Damage: 80​
Description: Kingdra, also known as King Dragy, is the boss summon of the seahorse contract for apparent reasons. Other than the majestic and distinguishing looks, it has a completely unique abilitiy. Kingdra is the biggest of the seahorses, their protector and so called ruler of the seven seas. Kingdra is a large seahorse with a tightly curled tail. It is covered in blue scales except for its yellow, compact belly scales. There are thin spines with a single branch atop its head and thin, white fins under its cheeks. Its thin snout is powerful and it is the center of its chakra system. Using its snout, Kingdra is able to mold and shape manipulate its chakra in order to aid the user in battle. Its long and elongated snout is also capable of producing loud and painful clicks which are usually used for communication. Two-pronged fins extend slightly past its cheeks. On its back are two white fins supported by thin, blue spines similar to the ones on its head. A great leader is said to be able to boost the morale of its army, thus why Kingdra is the boss summon. With its look and battle prowess it has proven itself to be a worthy leader of the Seahorse contract and an amazing companion to the Seahorse contractors. Upon summoning Kingdra, both the user and the opponent can sense its ominous presence. To the user, Kingdra's presence is a great morale boost as well as an ability boost. Kingdra has the unique ability to boost the users usage of the water element, but unlike any other generic boost. When in play, Kingdra helps the user by molding its own chakra and adding it to the users attacks. Effectively, this halves the users chakra usage and allows him for more precise and compact techniques. Following the damage and chakra scaling, the user would use only half of the required chakra while retaining the same damage value. Simplified, it is two users molding their chakra together in order to create a combo of the same technique. Regarding limitations, Kingdra has a chakra pool of 500 and it spans over a course of 3 turns while Kingdra is in action. Kingdra doesn't have the ability to use normal water techniques on its own, with the only exception being the technique that the user himself is performing at that very moment. However, all the regular Seahorse Arts are free to use for every summon within the contract and the same goes for Kingdra. Ancient mythology and various stories that are passed down from knee to knee say that the yawn of the sleeping Kingdra is powerful enough to create undercurrents capable of destroying small ships. It's also said that once Kingdra decides to emerge from the depths of the ocean, with its brute strength, it can create large whirlpools and sea-born tornadoes on the surface. Because of its immense power, Kingdra often hibernates deep in uninhabited areas of the sea to rest and build up its energy. When a storm arrives, Kingdra is said to awaken and wander about in search of prey. Stories like these aren't yet proven and they are mostly told by sailors who cross the deepest oceans but they clearly depict how much respect Kingdra has.​
Note: Must have signed the Seahorse contract and have its tattoo​
Note: Can use the boosting ability 1 time per turn​
Note: Boosting ability doesn't increase damage in any way​
Note: Boosting ability counts as one of the users 3 techniques per turn​
Note: Can stay on the field for 3 turns​
Note: Can only be summoned once​
You must be registered for see images
Type: Defensive/Supplementary​
Rank: S-Rank​
Range: Short-Mid​
Chakra: 40​
Damage: N/A​
Description: Glaucus is a robust and human sized seahorse that is known for helping fishermen and sailors when caught within storms. He is yellowish in color an cheerfully looking, giving away the friendly aura. He likes the presence of humans and he is always there to help them. It is his natural instinct to do so. His scales are matching the color of the rest of his body and he has two fins that are capable of swinging quickly, just below its neck. He has a sort of spiky mane on his back and deep blue and cleverly eyes. Glaucus is the main enemy of Kingdra because Kingdra is the one causing those devastating storms for its own amusement. Being in countless battles with Kingdra, Glaucus developed a resistance to storms and is able to survive stormy environments due to the innate chakra enhanced shield. It is the only seahorse with an innate chakra enhanced shield, capable of surviving two techniques up to A rank (or one S rank technique), however, due to the shield being innate, Glaucus doesn't have the ability to use the Seahorse Arts: Enhanced Chakra Shield technique. Being a very good friend with humans, Glaucus doesn't have a killing instinct and never uses its abilities in offensive purposes. It focused on its own survival and helping those in need. Using its snout for chakra manipulation, Glaucus can rapidly expand its water source up to short range, thus serving as a protective barrier for itself and the user. Due to its quite advanced chakra and shape manipulation, Glaucus can form the water shield as a solid structure capable of withstanding A rank techniques within a very brief moment. Defense is of essence and sometimes few seconds can be the difference between life and death. This is the reason why Glaucus pushes its focus to the maximum when in unfavorable situations and always turns out as the heroic savior.​
Note: Must have signed the Seahorse contract and have its tattoo​
Note: Water shield (both on itself and the summoner) can only be used twice per battle but can be maintained for 2 turns. It also counts as a move usage.​
Note: Glaucus can stay on the field for 4 turns​
Note: Can only be summoned once​
You must be registered for see images
Type: Offensive/Supplementary​
Rank: S-Rank​
Range: Short-Mid​
Chakra: 40​
Damage: N/A​
Description: Chaos is described as the small figure that everyone would bully around, yet it has immense power that rare have witnessed. Chaos is a very dark and unpleasant looking seahorse. Just by its looks it could awake fear within the opponent although nothing alike killing intent. It has a much longer tail than any other seahorse, which it uses in various ways. It is dark green in color and has a spiky mane that is connected with what seems to be swimming skin. Chaos got its name from its ability to turn water into nothingness, void (metaphorically of course). What the ability in reality represents is creating a very strong suction effect within its water source, so powerful that it would act as a water magnet, pulling all water within medium range on the battlefield into its own water source and expanding it for the same amount of water as its own advantage. Unfortunately, the suction effect has its limitations. It can only suck up water sources/techniques up to A-rank and it can only be used twice per battle, with a 1 turn cooldown. Once sucked in, the water can later on be used for further techniques by the seahorse or user as a regular water source, however, the seahorse itself doesn't have the ability to immediately expel the water and would have to use a designated technique for that. Despite its size, Chaos is a formidable and bulky seahorse. It's slightly smaller than an average human but its curled tail is very long. It uses it to keep hold of the ground when performing the suction technique but it can also use it for grabbing and binding opponents within short range. It's said that explosives are kept in small packages and Chaos is a real example of the nonexistent proportionate relation between size and strength.​
Note: Must have signed the Seahorse contract and have its tattoo​
Note: Water suction can only be used twice per battle with a 1 turn cooldown​
Note: Chaos can stay on the field for 4 turns​
Note: Can only be summoned once​
You must be registered for see images
Type: Supplementary​
Rank: S-Rank​
Range: Short-Mid​
Chakra: 40​
Damage: N/A​
Description: Aeolus is the personification of wind. The wind master and creator of disaster. Although appearing to be calm in nature, Aeolus is very explosive in nature and can become very angry. This is usually the state when his powers are pushed to the maximum and when he can utilize them in the best possible way. Aeolus is a fairly strong looking seahorse. It's barely above the average size of a human and with a majestic, almost godlike appearance. It is an orange seahorse with various discolorations along its body. Its scales are clearly visible and distinguishable and its belly is much darker than the rest of its body. The majestic and godlike appearance is caused by the big and gentle eyes and the very complex and differently shaped fins along its back. Being the best wind user amongst the seahorses, Aeolus uses its snout to create bubbles and air pockets within its own water source. After creating the bubble/s, Aeolus has two choices. It can either rapidly expel a massive amount of smaller bubbles that hinder the opponents vision and help the user prepare a covert attack or expel a big bubble that can be used to trap the opponent within it and contain his techniques. When used in rapid succession the bubbles don't pose a physical threat to the opponent purely by themselves but mainly serve as a distraction. The strength of the ability altogether is A rank and depending on the amount of bubbles, their individual strength is divided (ranked for defensive scaling purposes). The other way of using the bubble is trapping the opponent, but it is a slower technique because it needs to travel to the opponent first. Aeolus infuses every bubble with chakra to make sure that he can control their path and make sure they reach their targets and not simply drift off under the influence of the wind currents. Once the bubble reaches its target it wraps around the opponent and instead of popping, due to the chakra coating, it maintains its form making it seem as if the opponent passed through one side of the bubble. Once in there, the opponent has to comply with the strengths and weaknesses of the water element in order to destroy the bubble and free himself. The bubble doesn't physically constrain the opponent but it prevents him from escaping from within the bubble before destroying it and one of the main purposes for the bubble is helping the user to further manipulate the bubble as a regular water source.​
Note: Must have signed the Seahorse contract and have its tattoo​
Note: Bubbles can only be used twice per battle with a 2 turn cooldown​
Note: Aeolus can stay on the field for 4 turns​
Note: Can only be summoned once​
You must be registered for see images
Type: Offensive​
Rank: S-Rank​
Range: Short-Mid​
Chakra: 40​
Damage: 80​
Description: Hephaestus is a regularly sized seahorse, with about average human height and body constitution, that was expelled from the community and exiled into the 6th aquatic circle of hell. This is where the souls of the deceased are trapped in flaming tombs and scalded with boiling water by Hephaestus. The gruesome character traits are also visible on its body. It is red in color with sharp lines defining its figure. It has devilish red eyes and a spiky, blood-red colored mane on its back. Along with a couple of fins, it uses the mane for movement within the water. According to mythology Hephaestus is believed to still habitat deep underwater, in the 6th aquatic circle of hell. Deep there, the pressure and heat are so great that only the souls of the deceased can exist for Hephaestus to rule them. As their ruler, Hephaestus uses fire to control and contain them, from which its abilities originate. Being able to produce and use fire chakra, Hephaestus often resorts to a very torturous and punishing technique, heating up water molecules and sources using its own chakra. The heating process happens quickly and is accompanied by Hephaestus' eyes starting to glow red as well as the water source turning red itself. The heat quickly reaches just below the boiling temperature of the water source in order to prevent evaporation but still inflict serious skin damage. If an opponent happens to be trapped within a heated water source he would suffer serious scalding injuries which are classified as 2nd degree burns. These burns are deeper and result in splitting of skin layers or painful blistering of skin. The heating ability is S ranked and it can only affect water jutsus of same strength, meaning that the maximum rank of the affected water shouldn't exceed A rank, due to fire being weak to water. Using the same principle, Hephaestus can also evaporate water molecules and sources completely, although this ability can only affect the water up to B rank. To be able to completely evaporate the water, the heat from Hephaetus' fire chakra has to be stronger than the water source thus the one rank minimum difference.​
Note: Must have signed the Seahorse contract and have its tattoo​
Note: Heating up of the water source can only be used twice per battle with a 1 turn cooldown​
Note: Evaporation can only be used once per battle​
Note: Using any of its abilities counts as a move turn​
Note: Hephaestus can stay on the field for 4 turns​
Note: Can only be summoned once​
You must be registered for see images
Type: Offensive​
Rank: Forbidden Rank​
Range: Short to Mid​
Chakra: 50​
Damage: 90 (-10 to the user)​
Description: Despite what stories might say about him, Xewioso is not your usual seahorse. He was exiled from the community and banned from the gulf, sentenced to live a lonely life in the deepest depths of the oceans. For starters, his body has slight differences from your regular seahorse, which made the others distance themselves from Xewioso. He's got a green and yellowish body, longer than usual and he's got some unusual horns atop his head that developed for an unknown reason. His skin is covered in a large amount of uneven sharp bumps that look like scales, but aren't actually. He also has many sharp protrusions on his body and a longer mane than usual. Due to these, Xewioso could never fit in with the other seahorses and by being an outcast, he developed this chaotic and psychotic persona. He came to the point of insanity, with sharp red eyes capable of piercing through your soul with their stare. At some point in his life, Xewioso was in such a bad state that killing other seahorses and devouring their offspring became a fun game. Obviously, the others were disgusted by his monstrous behavior and they had to do something to punish him and to prevent further deaths. They locked him up, in the darkest and deepest part of the ocean where he can be found to this very day. In confinement and darkness, Xewioso has developed some unique abilities. At first they started as desperate attempts to break out and seek revenge, but although futile, through time these abilities became distinct and unique to him. When Xewioso was locked up, he would start spinning and shaking his body uncontrollably, convulsing his muscles unpredictably, trying to break out from confinement. This, in turn, caused friction to build up in between the water and the uneven sharp scales that covered his body, causing him to slow down and get tired quickly. After numerous attempts to escape, he found out that if he uses his chakra to create a very thin layer around himself, he can spin, shake and convulse for much longer periods. One such attempt resulted in electricity being created from the friction that took place. It allowed him to shine light on his cell for the first time and to try to find an escape. He kept going, he had to leave. With continuous usage of this newfound ability, Xewioso learned and adapted and thus became able to create electricity around his body by free will, almost instantly and he used his horns to harvest that electricity and in order to serve him as light bulbs. Although he was able to explore his cell thoroughly, he failed to find a way to escape. From that point, the only freedom he gets is when he's summoned into the battle. That's when he pushes his abilities to the maximum and when his hunger and lunatic desire to kill, come out. When in battle, Xewioso can use his body to create electricity and in order to electrocute his water source, which he can then further use to attack the opponent. The electrocution of water is strong enough to be considered as an S rank lightning technique that happens passively and instantly as he is summoned, due to his nature. He can use the electrocuted water to shoot out a barrage of sharp electrocuted S rank water senbon that are connected to Xewioso with thin lightning threads through which he can further channel the harvested electricity. If the electrocuted water senbon connect, then all Xewioso has to do is to send the S rank electricity through the threads in a murderous attempt. Such a combination is powerful enough to battle earth techniques with same strength. Once the water senbon wedge themselves into the earth, the electricity that Xewioso sends through, shatters the earth completely. Shooting the water senbon and the lightning surge are two different moves but due to the fact that the electrocution happens instantly as soon as he's summoned, the lightning surge and water senbon can be performed in the same time frame, although taking up 2 of the users moves. The problem that persists is being able to call forth Xewioso from such depths and because of his violence as soon as he enters the battle. Summoning Xewioso requires an extraordinary amount of focus in order to be able to control his actions and this, in turn, puts a strain on the users body and damages him. This is why it is generally forbidden to summon Xewioso and it is considered only as a last resort option. If the user gets caught within the electrocuted water source, he would suffer from electrocution and same goes for the opponent.​
Note: Must have signed the Seahorse contract and have its tattoo​
Note: Can't summon other Seahorses in the same or next turn​
Note: Can't use Seahorse Arts in the same turn​
Note: User can't use S rank or above, Lightning or Water techniques in the same turn​
Note: Senbon and lightning surge can only be used twice with a turn cooldown in between​
Note: Senbon and lightning surge count as 2 moves​
Note: Can stay on the field for 3 turns​
Note: Can only be summoned once​
You must be registered for see images
18)
Type: Supplementary​
Rank: C-Rank​
Range: Self​
Chakra: 15 (-5 per turn)​
Damage: N/A​
Description: Camouflage is a general trait of the seahorses. Being a stationary and passive creature, without any predatory skills, it developed camouflage as its own defense in order to survive on the sea bottoms. Camouflage works by changing the color of the seahorse to fit the natural nabitat. To a regular observer it would seem as if the seahorse vanished from sight and back into its homeland, leaving a bare water source behind it. It lasts for 2 turns or until deactivated. Dojutsu can see and locate the seahorse because it possesses a chakra circulatory system like humans.​
Note: Must sign the Seahorse Summoning Contract​
Note: Can only be used once​

Taught to
1)
2)
3)
4)
5) Mirai

19)
Type: Supplementary​
Rank: A-Rank​
Range: Self​
Chakra: 30​
Damage: N/A​
Description: The chakra enhanced armor consists of chakra being channeled into the scales that are encasing the body of the seahorse. Since the armor is one of the most unique defense mechanisms created by mother nature the seahorse has the ability to enhance it with chakra. What the chakra does is creating a new layer around the scales and adding extra durability to both the scales and the adhesive that is connecting them. This allows the scales to glide smother past each other and with greater care and precision, making sure that the seahorse can survive stronger techniques. The chakra enhanced armor allows the seahorse to survive an A rank technique before dispersing back to the depths of the ocean. It lasts for 3 turns or until deactivated or broken by an outside source.​
Note: Must sign the Seahorse Summoning Contract​
Note: Can only be used once​

Taught to
1)
2)
3)
4)
5) Mirai


20)
Type: Supplementary​
Rank: B-Rank​
Range: Short-Mid​
Chakra: 20​
Description: Using its chakra and the clicking noise as a trigger, a seahorse can place the opponent within an illusion where it starts giving birth. Seahorse giving birth is very specific and unique from most other animals. Seahorses are the only males that give birth and when they do, they undergo a rapid color change before releasing the newborn from the pouch in a burst-like manner. In the illusion, the opponent would see the seahorse's pouch momentarily grow and the seahorse rapidly change its color (to a brighter shade). Finally, with the first contraction the seahorse would release a burst of very small seahorses at the opponent with the intention to block his vision and to distract him. The usual amount of seahorses being born is around 1000 but can even go as high as 2500, depending on the species. The size of the newborn seahorses within the illusion also depends on the seahorse giving birth. For example, the boss summon would obviously give birth to larger seahorses than usual, because his size is unusual as well. Since the amount of seahorses being born is extremely high and inappropriate it can be well explained. Like almost all other fish species, seahorses do not nurture their young after birth. Infants are susceptible to predators or ocean currents which wash them away from feeding grounds or into temperatures too extreme for their delicate bodies. Less than 0.5% of infants survive to adulthood, explaining why litters are so large. In reality, the illusion is a simple distraction used in order to give the user an advantage against the opponent.​
Note: Must sign the Seahorse Summoning Contract​
Note: Can only be used twice​

Taught to
1)
2)
3)
4) Mirai


21)
Type: Supplementary​
Rank: S-Rank​
Range: Short​
Chakra: 40 (-20 per turn)​
Damage: N/A​
Description: The Seahorse Mode is a representation of the Seahorse Arts ultimate ability. To execute the technique the user is required to gather chakra and release it in the form of mist by exhaling it. The mist is infused with the users chakra and using shape manipulation the user shapes it into the form of Kingdra, the boss seahorse summon. While shrouded by the mist the users vision is not impaired because the mist isn't dense enough. Same way, the opponent is able to see the user properly. The misty shroud has many advantages but it is also a disadvantage for the user. When using the Seahorse Mode, the user gets vulnerable to lightning techniques due to the conductivity of the mist. Regarding the advantages, it allows a degree of protection from enemy techniques (A-Rank Fire techniques, B-Rank physical attacks), but the main ability of the Seahorse Mode is that it allows the user to perform water techniques without a water source by using the misty shroud as a medium (water source). Each usage of this ability, however, decreases the duration of the Seahorse Mode by 2 turns. This ability can only be used twice and there needs to be a one turn cooldown before using it again. This ability doesn't count towards the users techniques per turn but the water technique used via this ability does. Although the user can form water techniques from the shroud he still has to perform all the necessary handseals in order to properly mold and shape the chakra for the designated water technique. The secondary ability of the shroud appears to be a bit more freeform by allowing the user to shape the misty shroud into a long tail that can grab opponents within short range and pull or push them away. In order for the mist to be able to grab something it needs more solidity which is achieved by simultaneously making the misty shroud much denser by shape manipulating it. This ability has an A-Rank power and a mid range reach. While using Seahorse Mode the user becomes an embodiment of the seahorse due to the misty shroud and he can perform the Seahorse Arts techniques which, regularly, count as one of the users techniques per turn.​
Note: Must sign the Seahorse Summoning Contract​
Note: Can only be activated once​
Note: Mode lasts for 6 turns​

Taught to
1)
2)
3)
4) Mirai



Rank: A​
Range: Short - Long​
Type: Offensive​
Chakra: 30​
Damage: 60​
Description: Once the target is in contact with the same source of water as a seahorse, the seahorse would place its snout into the water and start powerfully sucking through its snout whilst releasing​
its chakra, causing a whirling vortex to form beneath the target, said vortex draws the target into the center of it forcefully drawing the target deeper and​
deeper into the water as well as throwing them entirely off balance and making them dizzy whilst the jutsu is in effect, once the target is drawn deeper into the water, the seahorse blasts heavier causing large amounts of pressure to be placed upon the target in attempt to drown him/her.​
Notes - Requires the user and target to be in contact with a sufficient water source​
- Can only be used 3 times per battle​
- Can only be taught by Yashiro.​

Type: Offensive, Defensive​
Rank: B-Rank​
Range: Self​
Chakra: 20​
Damage: 40​
Description: Serrated Armor is a Seahorse Art based on Chakra Enhanced Armor however instead of performing the technique on a Seahorse the user will instead perform the technique on him or herself allowing them to enhance both their defensive and offensive abilities. At its most basic essence this technique mimics the scales of seahorses and applies that along with the basics of Chakra Enhanced Armor creating an armor of chakra scales around the user. As the technique suggests the scales are serrated allowing for a tearing form of damage akin to that of the sword Samehada. This technique also grants limited defensive capabilities. The armor can absorb damage from C-Rank and below ninjutsu and elemental taijutsu while also being able to resist damage from B-Rank and below taijutsu. The armor will persist for 4 turns​
Note: Can be used three times per battle.​
Note: Must sign the Seahorse Summoning Contract​
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images

5)
Type: Offense/Supplementary
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60
Description: Cavitation is a very advanced technique where the user, after performing a single handseal, uses his own chakra to create air pockets in a body of water. The size and number of the pockets, so called cavities, differs from each body of water. After being created the cavities collapse on itself, i.e. implode, under the pressure of the water. When the cavitation bubbles collapse, they force energetic liquid into very small volumes, thereby creating spots of high temperature and emitting shock waves, the latter of which are a source of noise. The implosion effect is so strong that it can easily create holes in metal objects over a prolonged period of time. It also causes instability in the body of water and harm to anything caught within it. The cavities usually differ in size, from the moment they are created to the moment they implode. Even so, they never exceed the size of a somewhat regular marble (1/2 to 1 inch). The number of the cavities depends on the size of the water source because they can be created in every inch of the water source giving a better implosion effect overall. Bigger water source equals more cavities.
Note: Needs a water source
Note: Usable only twice (2) per battle
Note: Only McRazor can teach this

Taught to
1)
2)
3)
4)
5)
6)

C4)
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

Taught to
1)
2)
3)
4)
5)
6) Skorm




Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user needs to be close to a water source.Set of handseals to perform this jutsu go in order: Bird-Dog-Boar-Monkey-Snake-Tiger.The user concentrates on his chakra inside his body then releases it into a water and performs handseals adding his chakra into water then imaginating a one horned white whale making its body as hard as possible.Then when whale is fully shaped it will rise from water thundering down on an opponent, crushing them and the surrounding area under its large mass of water.When whale attacks the opponent all that is left is a giant pool of water.


Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to the user)
Description:
The user will do 3 hand seals (Tiger+Ram+Horse) while focusing and molding a large amount of chakra into his core. As he releases this massive amount of chakra in an omnidirectional burst, thick gluey water (like that of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field) oozes from his pores in copious amounts and at great speed. If at first the water seems to quickly ooze from the user, it quickly begins to burst into a gigantic 20 meter high explosion of water that reaches long range in under 2 seconds. However, this technique carries enormous risks. Once triggered the user can't stop or control the technique. The amount of water that is produced is so high that the battle field will be left with a 30 meter deep layer of water in only a few seconds. Once the water is completely created, it loses its sticky properties and reverts back to normal water. However, this water will stay in play until the ending of the match. The user however, will be left exhausted and severely damaged from the overuse of his chakra.
Note: can only be taught by Scorps
Note2: user can't use any Water Jutsu above S-Rank for the reminder of the match and can only use up to A-Rank water in the same and next turn.
Note3: user can't use anything above S-Rank the following turn
Note4: usable only once


Type: Defensive/Offensive
Rank: S-Rank
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description:
The user does one simple hand seal (Ram) and releases a burst of chakra all around his body. By doing so the user forcefully rejects all water molecules around him up to short range by pushing them away with his chakra. As the moisture in the air and all around the user is pushed away from him in an omnidirectional burst, a thin but strong sphere of moisture/water is formed at the limits of the technique (roughly short-range around the user). This technique serves as a defense from incoming water techniques (by forcefully pushing them away and around the user) and fire techniques (by creating the thin spherical "bubble" of water around the user). The technique is so fast and precise that if an enemy is caught within its range, he's pushed back also, as the chakra is able to repel even the water in the enemies body. While the damage isn't that severe, its still powerful enough to knock the enemy backwards several meters. The user can maintain this repulsion effect by continuously feeding it with chakra although doing so restricts the chakra available for other techniques.
Note: Can only be used 3 times
Note: Can be maintained for 3 turns at a time but if so, the user is limited to 2 techniques per turn and only up to S-Rank
Note: Can't mold Water above S-Rank the following turn
Note: Can only be taught by Scorps


Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape.
Note: Can only be taught by Scorps
Note2: Doesn't require a water source and can be used as one
Note3: Usable only thrice
Note4: In the same turn the user can't use techniques above S-Rank


Type: Offensive
Rank: A
Range: Close –Mid (most effective up close)
Chakra: 30
Damage: 60
Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.
*entitled to any elemental variations of this jutsu*


Rank: C
Type: Supplementary
Range: Depends on Earth/Wood jutsu used before hand.
Chakra cost: 15
Damage points: N/A
Description: The user would activate this jutsu which allows him to add his water chakra to all Earth/Wood jutsus used no more than a second after the usage of the Earth/Wood jutsu. Although it does no physical harm, this jutsu allows the user to shoot out an extremely quick burst of water straight after an Earth/Wood jutsu is used from wherever that Earth/Wood jutsu appears from. For example, if Spikes are used, this jutsu would allow a quick burst of water to shoot out to anywhere short range from the spikes themselves. This jutsu does not work on the mud related Earth jutsu. The water itself does no damage, however it has some pushing force which is able to knock an opponent back a meter or two, other than that it mainly distracts the opponent. The user can deactivate this jutsu at any time, and can stop the addition of water chakra so that he/she can control when the water bursts out.


Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Ryuutai Suteppu is a very simple taijutsu technique with the enhancement of water. When being attacked in close range, the user will focus his chakra in the moisture of the air and materialize water beneath his feet. He will then use that water to slide back and forth in the ground as if he were standing on ice. However un-like ice, the user has complete control over his fluid movements. Can be used quite effectively to boost the randomness of movement when using Drunken Style. This technique will last for two turns, but the user will be restricted in only using regular ninjutsu, water, taijutsu, genjutsu, and kenjutsu, no other elemental affinities.
Note: Can be used twice
Note: Must have mastered Taijutsu
Note: Must wait two turns to use again.
Note: Must be taught by Mathias


Type: Supplementary
Rank: C-Rank
Range: Short - Long
Chakra: 15
Damage: N/A
Description: This technique depends on manipulating water molecules present in the location (water source/water from previous water jutsus) to spread out in the atmosphere. By infusing the user's chakra into these molecules, the user can sense the enemy in/on the battlefield by sensing the body temperature or heat given out by the person. This is exactly like the mist jutsu, but here the molecules doesn't block the vision. The best part about this jutsu is that, the molecules in the air keep building up even if/when it is blown away by the wind till the water source/the water from the previous jutsu dries away. This helps in tough situations when due to some reasons, the user can't find the opponent.
Note: Can only be taught by Flash07.
- Requires a previous or existing water source.
- Lasts only six turns before water molecules evaporate or until water source is destroyed.


Rank: S rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage Points: N/A
Description: The user can freely transform his body into mist like that of the hidden mist jutsu. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form. The user can reform into there normal body at any time, but in this form the are vulnerable to lightning and fire attacks.
Note: Lasts for up to 2 turns
Note: Must know hidden mist jutsu
Note: Cant attack in the form
Note: useable Once.


Rank: A-S
Type: attack
Range: short - long
Chakra: (A rank: 30) (S Rank: 50)
Damage: (A rank: 60) (S Rank: 100)
Descriptions: wit just one seal, the user can make any water substance and water source explode in a huge blast. this just can be mixed wit other water jutsu, even water clone jutsu. note once used the jutsu the water will be still there.. it wont disappear.. it will be just scattered every where and the larger the source of water the greater the damage.
once used = No S-rank jutsus next turn
used twised= no S rank or A rank jutsu next turn
*Created by Hellsbadass*


Rank; S
Type; Attack/Defense (can be both at the same time)
Chakra cost; 40
Damage points; 80
Description; The user collects moisture from the air into an orb shape, the user keeps on collecting water and condenses it into the orb, the friction upon condensing produces electricity, thus an orb of condensed electrified cold water, upon impact the orb releases large ammount of water capable enough of blocking strong wind/fire(combo) and lightning techniques.
Note; No water source needed to perform this technique, though a water source can increase the speed of forming the orb.

Rank: S
Type: Supplementary/Defensive
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user will perform the Boar Handseal whilst focusing their chakra into a nearby solid element e.g. Earth, Paper, Sand, Clay and etc. The resulting effect will be the miniscule drops of water residing in the air around it, quickly converging on the target material/element, aiming to seep through the pores, cracks and crevices in the material, if not simply being absorbed by it. Whilst doing this, the water will take on a very dense, viscous and adhesive quality similar to that of Water Release: Starch Syrup Capture Field. The resulting effect of this forced absorption of moisture will cause the affected substance to gorge and inflate to an incredible size, but also become so heavy that it can no longer move, remain airborne or even be manipulated in the slightest. To signify this, the affected material will begin oozing out adhesive water from its openings, almost overflowing due to the great amount of sticky water its been forced to absorb e.g. Clay creatures will be "drooling" adhesive water from their mouths. This technique will have varying effects on different elements e.g. Paper will become too heavy/sticky and will begin to cling to other sheets of paper, Sand will become almost impossible to control/manipulate, Clay will become incapable of detonation and etc. However since the basis of this technique relies on water absorption, the user will be physically incapable of using it on metal or crystal-based elements. Furthermore, the affected material/element must be completely in solid form and not partially e.g. cannot effect Mud, Lava and similar solid-like liquids.
Note: Can only be used four times per battle
Note: Can only be Taught by Negative Knight
Note: Cannot be used on consecutive turns
Note: Can only be used on elements/materials and not on people directly
Note: Follows elemental weaknesses and strengths


type: Supplementary
Rank: B
Range: Long
Chakra Cost:25
Damage:N/A
Description: The user binds their opponent using highly concentrated water that comes up, directly under the opponent, from underground which take the form of chains. The water will chase the opponent for a short distance until the opponent gets far away from it. This attack is extremely difficult to evade and can only be escaped with a replacement jutsu, or earth jutsu.


Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 25 (+10 per turn)
Damage Points: N/A
Description: The user does 2 hand seals and is able to cause any small amount of water (C-rank and below) to harden temporarily. This only works on the user's water created water or manipulated water. This jutsu follows the same principle as the Water Sword of Draining in which it will harden the water so much so that it can match steel's hardness. However, it will only last a few moments, as chakra needs to be fueled into it to keep it harden.
Note: User can keep it harden for a maximum of 2 turns, as long as he keeps focusing chakra into it and doesn't perform other techniques.

水雷
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/a
Description: The user focuses chakra on the tip of his finger and produces a thin thread of water, nearly invisible to the naked eye, before shooting it in any direction, at the speed of an arrow. The thread itself has the flexibility of water, and can curve and bend at wish. Once it reaches a target, it is able to pierce through clothes and skin, connecting the user's finger to the target, at which point the user releases a powerful current of lightning, which is able to paralyze the opponent completely frozen, for 2 turns. Depending on the area struck, the opponent can even loose consciousness (head) or have difficulty breathing (chest). After contact is made, through what seems like a vaccine sting, the lightning reaches up Mid-Range ( 15m ) in half a second.
Likewise, the user is able to create a net made of water strings, covering an area of 2 meters radius, anywhere short range from the user. Using the same principle as above, the user can send a current though the strings in order to shock the opponent and paralyze him for 1 turn.
*The jutsu ends once the lightning is released
*The chakra natures are divided unevenly, with the lightning part being considered as B rank, and the water part being considered as C rank
*The laid down threads last 2 turns, in case the lightning is not triggered
*No other jutsu can be done while the thread is active
*Cannot use Lightning jutsus above S rank for 2 turns
*Cannot be used again for 4 turns after it is used


Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.
In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.
*Can only be used thrice per match*


Type: Supplementary
Rank: E
Range: Short
Chakra Cost: 5
Damage points: N/A
Description: The user will lay down in an water source and flop around like a fish. this causes small amounts of water to splash up on any nearby opponent(s). This is often used as a taunt to anger an opponent before battle.
Note:
-Requires a Water Source
-This Jutsu can only be taught by Serpent


Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: The user will make a single handseal forming a basic Dome of water around them that is able to block incoming techniques of the appropriate rank. The dome is able to be maintained so after blocking the attack, the user will form another handseal causing the water to explode outward forming small hair like needle of dense water in all directions. These Needles cannot penetrate targets of greater density.
Notes:
-Can only be used twice per battle
-Requires a 2 turn cool down
-Requires a water source
-If maintained, the user spends another move.
-Can only be taught by Serpent


Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage points: 80
Description: The user will make 4 handseals, forming a whirlpool from under the opponent, this whirlpool will pull the opponent deep into the water and then form into a dome that will be spinning at high speed. because of the speed, the water is capable of shredding flesh. If the opponent is already under water, the Dome can be produced without the need of the whirlpool, allowing for a faster delivery of the attack.
Notes:
-Can only be used once per battle.
-Requires a Water Source.
-No S-ranks or above next turn.
-This Jutsu can only be taught by Serpent


Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 100
Description: After the user catches their opponent in "Water Style: Water Prison" the user will make a single handseal with their free hand. this causes the pressure of the water to build as if going deep into water, this causes the trapped opponent ear drums to burst. the pressure will continue to build until the opponent is completely crushed by the Jutsu, however because the user's hand is within the water, their hand will be crushed as well.
Note:
-Can only be used after "Water Style: Water Prison"
-Can only be used once per battle
-This Jutsu can only be taught by Serpent


Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage : (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source


Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage: N/A
Description: After performing the following Tiger - Dragon hand seal the user creates a powerful Water Release technique that has the ability to draw water towards the user or push it away from him. With this, the user has the ability to churn large whirlpools in the ocean and can even deflect other Water-based ninjutsu. The user can only control up to B-rank Suiton techniques.


Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.


Type: Defence
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A wall of water rises in front of you. When an object contacts the water, it turns into ice.


Type: Supplementary/Attack/Defence
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 90
Description: Before or After making contact with an opponent the user will drawl water from there own body and form small thin yet dense spikes as thin as needles stick out throughout there body or designated area of the user. This will form a defensive lair of countless needles that can easily pierce into an opponent. When these needles stab into an opponent they take old keeping the opponent stuck in the connected area almost like glue, although this is causes by small barbs located at the ends of each spike. Upon the users will they can release the water outwards in a large blast that will blast back the opponent causing extreme crushing power and force sending them flying backwards. Because of the use of the users own water within his body this Jutsu causes extreme dehydration. This makes the user feel drained and dizzy as well as blurs his vision stunting his ability to see well. This will also cause the user to look slightly "aged" after use of this Jutsu.
Note:
-Can only be used one time per battle
-Dehydration last for two turns
-This Jutsu can only be taught by Serpent

( Suiton: Fuka Irassharu ) Water Release: Hydrophobia
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: Hydrophobia is a water technique that manipulates and takes advantage of the water molecule's inherent polarity and adhesion properties. The user will focus water chakra through the air of the battlefield creating a thin mist, visible only to doujutsu, where the water particles have a repelling polarity to current water. What this means is that, any water technique that the user creates within the mist will repel the thin particles of the mist. What was otherwise invisible mist now appears visible, bending the light in such a way that it augments the water technique that the user performed. In essence, as the mist is repelled, the water around the technique increases, and the volume appears to increase as well, though it is merely an optical illusion. Practical speaking, water techniques that the user performs within the mist will appear to have been boosted +20, or increased 1 rank, while it is not so. The mist will stay in place for 3 turns, before the user is required to recast the technique. Throughout that time any water jutsu by the user is affected.
Note: The mist only reacts to the user's chakra, or the user's summon's. The effects are merely illusionary, and this technique in no way increases the actual damage of the water jutsu. Only chakra or water sensors 1 rank above the user are capable of seeing through the minute differences between the mist and an actual boosting technique.
Note: Primary Water specialists can use this at 1/3 of the cost, spending just 5 chakra. If the user has no second Elemental Specialty, other than Water, then the apparent boost doubles, +40 or the same as 2 ranks.
Note: Useable twice
Note: Only one mist can be active at a time

( Suiton: Ka Irassharu ) Water Release: Hydrophilia
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: Hydrophilia is a water technique that manipulates and takes advantage of the water molecule's inherent polarity and adhesion properties. The user will focus water chakra through the air of the battlefield creating a thin mist, visible only to doujutsu, where the water particles have an attracting polarity to current water. What this means is that, any water technique that the user creates within the mist will attract the thin particles of the mist. The motion of the mist will be bending the light in such a way that it decreases water technique that the user performed. In essence, as the mist is attracted, the water around the technique will be sort of camouflaged, through bending light, and the volume appears to decrease, though it is merely an optical illusion. Practical speaking, water techniques that the user performs within the mist will appear to have been deboosted -20, or decreased 1 rank, while it is not so. The mist will stay in place for 3 turns, before the user is required to recast the technique. Throughout that time any water jutsu by the user is affected.
Note: The mist only reacts to the user's chakra, or the user's summon's. The effects are merely illusionary, and this technique in no way decreases the actual damage of the water jutsu. Only chakra or water sensors 1 rank above the user are capable of seeing through the minute differences between the mist and an actual deboosting technique.
Note: Primary Water specialists can use this at 1/3 of the cost, spending just 5 chakra. If the user has no second Elemental Specialty, other than Water, then the apparent deboost doubles, -40 or the same as 2 ranks.
Note: Useable twice
Note: Only one mist can be active at a time

( Suiton: Kafun ) Water Release: Polination
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 handseals and creates an opening within the sky similar to Earth Release: Sticky Earth Drop, which exudes onto the opponent a large amount of mist. The portal keeps on pouring out mist, making it efficiently more resilient to scattering techniques, as it keeps replenishing itself. One property of the mist is that it acts as a single vessel, allowing the user to use it as a medium for some compatible techniques, particularly Aburame Insect's chakra draining skill, where the user can simply target the mist in order to drain the chakra of enemies within. The idea is not to have a chakra draining water technique, as this is not it, but to have a mist technique that acts as a conductor, so that chakra draining techniques exterior to this technique, can be used through the mist.
Note: The portal stays open for 4 turns.
Note: Can only be used 4 times per battle.

( Suiton: Kuchiutsushi ) Water Release: Trophallaxis
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn )
Damage Points: N/A
Description: The user is able to charge water chakra through the air or through an existing water source, turning it into mist. While the user is able to control the aggregation of the water particles, creating such a thin mist than is only visible to doujutsu and chakra or water sensors, or creating a thick and opaque mist similar to Hiding in the Mist technique. This technique possesses the chakra-draining special property of water, though it works differently than other techniques. The mist particles of Trophallaxis will cling to the opponent's body and chakra pathway, opening up the pores, like sauna vapour, which will mess up the opponent's chakra moulding process. When one moulds chakra, one converts spiritual and physical energy to make a chakra reservoir and then uses it, but poor chakra control can produce either too little chakra, making a technique weak, or too much chakra, creating waste. Trophallaxis creates a leak in the opponent's chakra that is unnoticeable to non-Chakra Sensors and Med-Nin ( who have unparalleled chakra control, like Sakura and Tsunade ). Every time someone moulds chakra for a technique within the mist, they will produce the technique as expected, without any sort of hindrance or counter-effect, but will spend 50% more chakra than necessary, which will be stolen by the mist and converted to the user's domain, making the particles lighter with the newly gained energy and thus rising it to the top of the mist. If capable, the user can send his insects to the top of the mist to retrieve the chakra directly onto the user, to absorb it.
Note: Only stays in the field for 4 turns.
Note: Requires the user to be an Aburame in order to use insects.
Note: Can only use Water Techniques and Non-Elemental Techniques while this is active.
Note: The user is unaffected by the mist.
Note: Can only be used 3 times.
Note: Requires 3 turns in between usages.
Note: Forbidden techniques used within the mist will break the Trophallaxis.

( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.
Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages

(Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90 (-40 to user)
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques.
Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death.
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images



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


Rank: A
Type: Supplementary
Range: Short/Long
Chakra cost: 30
Damage points: N/A
Description: By performing a single handseal, the user makes three great plateaus of earth and stone rise up through the ground wherever he wishes. The plateaus rise through the ground very quickly and without warning, and they cause small tremors around them as they rise. The user is able to slightly manipulate the shape and form of the plateaus, before they rise through the ground, to suit his needs. By forming a single handseal, the user is able to emit spikes from the plateaus. This technique is an advanced version of the Earth Style: Earth Flow Rampart.
Notes:
• Can only be used 4 times per battle.
• Can only be taught by Leeroy G. Zero


Type: Supplementary, Defensive, Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user will forcibly clap his palms together and spits out a great volume of soft earth/dirt from their mouth, which would be enough to match a lake's worth. This will create waves of soft earth which will crush any person who stands underneath the wave with it's weight, the user will be capable of riding any of these waves if he wishes. This technique is similiar to Kisame's Water Release: Exploding Water Colliding Wave.
-Can only be used 3 times per match


Type: Attack
Rank: S
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: After the necessary hand seals, the user will infuse a large amount of earth with chakra then uplift it, raising it into the sky. Then form the material into a large amount of earth spikes. These will be sent crashing down upon the target covering a large area, cutting and piercing the target with large sharpened rocks. These projectiles are infused with chakra adding to their strength and lethality, making them hard as steel.
*Note: Can only be used two times in battle.
*Note: The user can't perform Earth Style next turn after using this jutsu.
*Note: Takes ten seconds to prepare the attack.
*Note: Faust can only teach this.


Type: Attack
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user makes six arms appear out of a vertical portal behind the opponent ; two grab an opponent's legs and makes them fall backwards. Two pairs hold the foe up at their back, and a pair grabs his upper body. The pairs at the upper body and legs pull, cracking the foe's back.
Note:
♦ Can be used 4 times per battle.
♦ Can only be taught by Blizzard.


Type: Supplementary
Rank: A
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The user makes a large dome surrounding him and the opponent, creating a coliseum of sorts. The only way out of the dome is to use certain S-rank and above lightning. The dome cancels out all light, leaving it completely dark inside it.
*the dome last for the whole battle until destroyed with S-rank lightning*
*can only be used once*


Rank: S
Chakra Cost: 40
Damage Points: 80
Description: The user is able to quickly call forth a burst of Earth chakra from his body, almost immediately vanish inside a large turtle shell. The shell is made of thick earth and crystals, deeply compressed, which makes it an almost perfect defence against blunt or sharp attacks (The table of elemental weaknesses still maintains). With one handseal, the user can make the shell dismantle, and shoot outwards chunks of rock.
*Due to the chakra strain, the user won't be able to perform summoning jutsus in the next turn, nor use Earth jutsus higher than A rank, and in the next turn won't be able to use higher than S rank*
*The shell happens as fast or faster than Gaara's dome*


Type: Defensive, Supplementary
Rank: D-Rank
Range: Short
Chakra: 10
Damage: N/A
Description: The user sends their earth chakra into the ground directly in front of them causing a four legged table to rise from the ground. The earth will naturally detach itself from the surface which will enable the user to kick or flip the table over. The table can be used to block kunai, swords, and other basic ninja tools. Elemental weaknesses and strengths do apply.
Note: Can only be taught by Drackos
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images



土雷
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 100 (-10 to the user)
Description:
The user makes 2 hand seals (snake+monkey) and 9 normal sized squirrels made of rock and dense earth chakra rise from the ground within range. The squirrels are then infused with an enormous amount of lightning chakra, glowing in a bright blueish color. The lightning enables them to move (above ground or underneath) at enormous speeds that only 3T Sharingan and Byakugan can follow. The squirrels surround the enemy in a nonagon pattern facing him. They then link to each other and unleash the combined Earth and Lightning chakras into the nonagon. Within the nonagon, a mayhem of raging vortexes of electromagnetic and geoenergies starts to petrify, rip and shock everything caught in it, releasing heat, (the user can engulf the whole battleground but, if so, takes his own life also) and leaving only a crater behind. The squirrels can also surround the user short range from him and face outwards, using the combination of Earth and Lightning chakras to produce a perfect spherical shield that can protect the user against up to F-Rank Earth, Lightning and Water and S-Rank Fire and Wind. If a squirrel is hit, a non-focused lightning burst is released around him, stunning everything short range around it. However, as long as there is at least 3 squirrels, the technique can be used (3 Squirrels=A-Rank, 4-8 Squirrels=S-Rank). Due to the massive amount of chakra and concentration needed, the user will experience great pain and exhaustion upon use of this technique.
Note: User can't mold Lightning or Earth in the next turn.
Note2: In the turn its used, user can only cast one more jutsu
Note3: Usable only once
Note4: The severe exhaustion left by the amount of chakra spent to use this jutsu leaves the user unable to use ninjutsu (elemental or not) above S-Rank for 2 turns
Note5: Can only be taught by Scorps


Type: Attack
Rank: A
Range: Short-Long
Chakra Cost:30
Damage Points:60
Description: The user gether a large amount of raiton chakra inside his body and then channels it all into his arm making huge electric field around his arm and electric sparks flying around it the user then shapes the electric field and the sparks into a normal sized lightning tiger wich will as soon as created attack opponent with electric current that destroys everything in its way leaving everything electrified.The tiger only strikes once and wanishes.


Rank: A
Type: Deffense/ Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/a
Description: The user channels his Raiton chakra into his feet and generates little steams of lightning under them. By doing so the user will be able to walk on mud. Normaly a strong lightning technique will go trough the mud and make a big hole. However by decreasing the electricity the user is able to create small steams of lightning which does not go deep trough the mud, only enough to keep the user on top of it. However while using this the user is very vulnerableto water techniques.
*Can only be taught by PowerOfDarkness
*Jinbei is the co-creator of this jutsu
*Can only be used 2 times per battle
*No S or A rank Raiton techniques the following turn this jutsu is used.
*Lasts for 2 turns


Type: Offensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40
Description: A technique where the user builds and gathers their raiton chakra before releasing it out towards their opponent. Instead of targeting the opponents body, the user targets their clothes. Imbuing their Raiton chakra into all of the opponents garments. The purpose of this is to enhance and increase the chances of static electricity build up created by the opponents clothes when they move via friction and what not. Embedding so much chakra into the clothes of the opponents, that even with the slightest of movements the user experiences small static shocks. This makes tasks such as performing handseals or making bodily movements particularly hard as the opponent will be repeatedly shocked while doing so. Not to mention that tasks such as running and sprinting become extremely cumbersome as large electrical discharges are sent through the opponents body repeatedly. Due to the fact that the larger and more boisterous the movements, the more frequent and powerful the static discharges. This effectively makes the opponents own clothes both their prison and possibly even their demise and undoing. Weather also has a play in the technique, should it be breezy then the opponents clothes will be moved by an exterior force, thus static electricity will be produced. When the opponent uses a water jutsu it plays little role in the static discharges, and if by any chance the discharges and the water meet, the electricity will simply conduct into the water technique as a exceptionally weak current that follows the waters flow and thus slightly empowers the jutsu. Even if the flow of the water was to result in the current conducting towards the opponent, since the static discharges are relatively weak unless exceptionally large movements are made, such as running, the damage dealt wouldn't be that great. Simply minor shock and possibly momentary paralysis at worst.
Notes:
- Can only be used 2x
- Lasts for two turns
- No Raiton jutsu above A rank for the rest of the turn.
- Can only be taught by Scaze
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images

6)
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: User gathers chakra in his mouth and mixes it with the air that he's breathing in. With a deep breath he increases the amount of oxygen that the air carries and that get's bound to hemoglobin. With the increase of oxygen the hemoglobin carries through the users body, it reacts by much faster burning it up, resulting in increase of speed and strength of the user. His stamina raises and his reaction time cuts down. His awareness, sort of, reaches a higher level. When it comes to numbers, these boosts result in a +10 to taijutsu punches and kicks and a slight boost in speed, equal to one ninja rank. A Sannin ranked member would have the speed of a Kage and so would his tracking speed increase, proportionally, i.e. his awareness. The whole hyperoxygenation process happens inside the users lungs and doesn't have any contact with the air around the user, except the portion of air that he's breathing in. The effect would last 3 turns, before it wears off.
Note: No Wind techniques above S rank, same or next turn
Note: Only McRazor can teach this
Note: Can only be used twice per battle

Taught to
1)
2)
3)
4)
5)
6)




Rank: S
Type: Attack
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user will gather wind into their hand and condense it with chakra. creating long and thin projectiles in their hand. Then the user can aim these projectiles, launching them at a target. The projectiles do not deal a very much damage, though they are made for precision instead. for if aimed at a very vital, or severe pressure point, the user can cause their target to be unable to battle. Though this is quite hard to do and requires a great amount of focus and accuracy. They are really sharp and fast and could pierce through steel.
~Usable only one times per battle.
~Their as fast as Rock Lee without weights
~Five projectiles are made from the users fingers.
~No wind techniques the next turn.
~Faust can only teach this.


Type: Attack
Rank: A
Range: Short-Long
Chakra Cost:30
Damage Points:60(+10 dmg if used with fire)
Description: User gatheres a bigger amount of wind type chakra into his body and then channels it into his weapon.Then by slashing the air with his weapon the user releases all of its gathered wind chakra and creates a trasparent image of his weapon made of air wich quickly attacks and cuts down enemy from several angles, used from distance for better hit and precision.Can also be used with fire for extra-burning damage.
Note: Weapon needed such as kunai,shuriken,katana etc.
Note: Can be used twice in battle but can be combined with fire only once.


Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps


Rank:B
Type:Supplementary/Defence
Range:Short-Long
Chakra:25
Damage:40
Description:The user does 3 hand seals and focuses a satisfying amount of Wind chakra in the form of a whirlwind beneath his feet and into the surrounding area up to long range.He then releases the wind chakra blowing away any obstacles like snow,leaves or anything else that may prevent the user from touching the earth with his feet.Anything that touches the chakra from beneath will be cut so it defends from any attempts to attack the user from below.
Note: Must be taught by -Cobalt-

風火
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description:
For this jutsu the user makes a Ram handseal and then in the air above the opponent there starts forming a fisherman's net like structure made up of pure air once its forms it quickly falls on the opponent standing below it. This net then restricts the opponents movement and also stops him from doing any raiton jutsu since the net absorbs any lightning that leaks out. By doing another Tiger handseal the user can set the net ablaze with fire reducing the opponent to ash.
-Can be used twice per battle.
-Requires mastery of wind and fire.
-the net can be easily destroyed by B rank fire while its in the air. The trick is to notice its formation.


Rank: A-Rank
Type: Defense
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: This technique allows the user to defend against Sound by bending the Wind itself. By infusing chakra into the air, the user can create transparent shapes of wind that will reject Soundwaves by acting as shock-absorbers and redirecting the pressure. The user, applying the same concept on a larger scale, can also use this technique to compress attacks composed of some form of pressure, such as Sound and Wind.
-Can only be used three (3) times per battle.
-Can only be used once every second (2) turn.
-Can only be taught by Zero Kelvin.


Rank: S
Type: Supplementary
Range: Short/Long
Chakra cost: 60 (10 every turn it’s active)
Damage points: N/A
Description: By using wind chakra to create wind bubbles beneath the user’s feet, the user will mimic flight by using the air bubbles created to literally run on nothing more than air. The air bubbles are invisible to the naked eye. This technique can be used to evade some technique.
Notes:
Can only be used twice.
Lasts for 5 turns.
Can only be taught by Leeroy G. Zero


Rank-S
Type-Attack/Defense
Range-Short/Mid
Chakra-40
Damage-80
Description-
The user manipulates the wind around him to create a rapidly spinning cocoon of wind, throwing anything around. The user may expand it to create a bigger dome. If A Fire type attack(of equal or lower rank) is launched against it it will surround the dome, getting caught in the spinning vortex.
*Can only Be taught By icemyster*
*Can only Be used 3 TImes per Battle*
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images




Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user starts gathering a larger amount of fire chakra inside his lungs then after a needed amount of fire chakra has gathered the user performs a "Tiger" handseal and exhales all of the fire chakra he gathered and starts molding the fire to create an immense wall of flame that surrounds the target and then forms a huge contained sphere of flame in wich the enemies are imprisioned.Its shown to be extremly powerful and can be even capable of imprisoning a summoning.
Note: Can only be used once per battle.
Note: The user takes 25 Damage because of exhaling the fire.
Note: Opponent trapped in the sphere of flame take damage because of the lack of oxygen in the sphere and from the burns received.Opponent and Summon are trapped for one turn.
Note: No fire jutsu can be used the following two turns.


Range: Short/long
Rank: A
Type: Attack/Supplementary
Chakra Cost: 30
Damage: 60
Description: The user does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blow a stream of fire which erupts into a large soaring phoenix of flames. The mythical bird will then swoop up and into the foe at high speed. Not only can it cause very hot burns but can give a powerful hit upon contact as well. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground, but the user can explode it whenever it's needed.
~Usable twice per battle.
~Faust can only teach this.


Range: Short/long
Rank: Forbidden
Type: Attack
Chakra Cost: 50 [+30, when the user takes the second deep breath]
Damage: 90 [+20, when the user takes the second deep breath]
Description: This technique can only be used after using ♦ Rising Phoenix Technique ♦ in which it utilizes the blazing ashes left over from the jutsu. The ninja does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blast a streaming jet of fire into the centre of all the ashes, which then spreads out into all the blazing flames and they all ignite and burst up in a giant circular wall of fire, spinning violently the blazing glare consolidates into a rapid moving giant sphere. Once the sphere is made, it then burst out and two phoenix like wings of fire blast outwards to the sides. Finally, with another deep breath through the nostrils, the fire out put will be increase and the blazing fire will rise back up into an even larger and stronger phoenix then before and the technique is basically repeated but with greater power. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground that can burn the surroundings.
~Usable once per battle.
~Only one other technique that turn, can be used before this technique. After this technique none can be used until next turn.
~No fire element for the next turn.
~No Taijutsu for next turn
~Faust can only teach this.


Type: Offensive/Supplementary/Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (20 if clothes ignite, +20 when used with a Fuuton Jutsu)
Description:
User does 2 hand seals (Ram+Tiger) and focuses his fire chakra into a specific spot on the enemies clothes igniting them in a small cinder that creates smoke. This produces a small cinder spot that erupts in small flames. Its main purpose is to distract and confuse the enemy. However, if the enemy fails to put out the ignited spot it will eventually start to consume the clothes and create small open flames that will slightly burn him. This technique can also be used on paper or other easily flammable materials or to ignite a Fuuton jutsu.
Note: The ignited spot can easily be put out by taping it with an open palm or with a little water.
Note2: Enemy has to put out the ignited spot in the turn its used or in the next turn it will ignite the rest of his clothes.
Note3: Can't ignite flesh or wet materials.
Note4: The speed of ignition is slow except on paper or other more flammable materials.
Note5: Usable 5 times.
Note6: The ignition spot has to be within the users visual field.
Note7: Can only be taught by Scorps
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images




Type: Supplementary
Rank: E
Range: Short
Chakra: 5
Damage: 10 (to self)
Description: "Dear Lord, I can't stand it anymore!" There are so many absurdities and absolutely preposterous happenings in the Ninja World every day and all the frustration and sighing must go somewhere. Thus, as a result, the user of this jutsu slaps his forehead with one hand (probably with dominant for more effect), resulting in something like a "wake-up" call. The quick, yet effective pain will allow much of the grievances to go away as blood would rush quickly to the affected area and the user would be forced to focus upon it, forgetting all of his worries for just a slight moment. Of course, this can happen in a fraction of a second, or a long facepalm can do as well. And on a more battle-related note, most fights cause much anxiety and stress because we often struggle for our lives on a daily basis, so this would help relieve such psychological impacts and clear the user's mind in combat in order to make improved rational decisions.


Type: Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
Using basic chakra shape manipulation, the user coats his palm with pure chakra and expands it forming a thin circular construct in front of it that can be directed and used to defend against an offensive jutsu. The construct is light blue in color but remains quite transparent. Once per battle the user can make a construct strong enough to defend against 1 S-Rank jutsu but, if so, he can't use it again for the rest of the match. This chakra construct is weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.
Note: Can only be taught by Scorps
Note2: Can only be used once per turn to a maximum of 3 times
Note3: Can defend against 1 S-Rank, once per match but can't be used again and the user can't use Non-Elemental Ninjutsu in the following turn


Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 20 (+10 if he hits something)
Description:
User holds his middle finger against his palm with his thumb while he focuses chakra into it. He will point it at his enemy and release the finger, flicking it. This releases a blunt impact that sends the enemy flying backwards. This can only be done in close quarter fights but doesn't require physical contact. Can also be used to deflect small projectiles and weapons.
Note: Can only be taught by Scorps
Note: This jutsu is as harmful as a direct punch
Note2: Can only be used once per turn up to 4 times


Type: Offensive/Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Using basic chakra shape manipulation, the user is capable of making small, simple and "solid" chakra constructs like cubes, spheres, kunais, pillars, etc. These are manifested and visible in a light blue color, although remaining quite transparent. These chakra constructs are weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.
Note: Can only be taught by Scorps or Zenryoku
Note2: Constructs are created within short range of the user
Note3: Can only be used once per turn, up to 4 times.


Rank:B
Range:Short
Chakra:25
Type:Supplementary
Description:At the start of a battle the user calms his mind to make the chakra in his system flow faster through his body to release the tension from the users body.This allows the user to become faster and stronger due to the faster flow of chakra in his body.The user gains better reflexes and can also react faster to attacks.
Note: Can only be taught by SilverMoon1996
Note: Must be activated at the start of the battle.
Note: Lasts for 8 turns when activated.


Type: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
A special ninjutsu of the highest caliber that can only be done by those who have excelled in ninjutsu. The user takes out a scroll which he previously prepared by writing a text in Jõko Nihongo (Ancient Japanese) with Hiragana and Katakana scripts instead of Kanji. As he takes the scroll out and unfolds it in air in front of him in a semi crescent gesture, he claps his hands focusing chakra, performing 3 hand seals (Horse+Hare+Boar) and touching the scroll. The Hiragana and Katakana caracters, glow in a light blue color and rapidly converge from the scroll, like snakes, raging towards the target. As they reach the target, they wrap around it like chains and bind its movement completely. This jutsu has a more powerful yet more limited performing method: the user will take a smaller scroll (only slightly larger than his hand) with the same caracters and slam it with his palm on the enemy. The moment there is contact, the rows of Katakana and Hiragana caracters spread across the enemy's body as chains, resctriting his movement. Although faster and having no need for hand seals, this alternative method has the same binding strength as the normal method. This jutsu can be done to restrict anything solid, with equal strength regardless of size or mass.
Note1: Can only use jutsu up to S-rank in the same turn
Note2: Usable only twice
Note3: Because of the advanced shape manipulation required, this jutsu can only be broken by equal rank elemental or regular ninjutsu or taijutsu
Note4: User can't use other regular ninjutsu in the same turn
Note5: The binding doesn't require user to maintain contact and lasts until broken or released
Note7: Can only be taught by Scorps


Rank: A
Range: Short-Mid
Chakra Cost: 30 (-5 per turn to maintain)
Damage Points: 60
Description: The user will expel chakra outwards, from her hands. The chakra will create a set of 5 wires, thin and sharp but strong, which will immediately wrap around the opponent. While they can be used on their own to powerfully constrict the opponent, they can be used more efficiently by adding an elemental nature to them. Strong elements (Earth, Metal, etc) or Slicing elements (Wind, Lightning, etc) will strengthen or sharpen the thin wires, which will allow them to slice through flesh and bone by the inherited constriction force. Other elements may weaken the body itself, allowing the said slicing effect (Fire burning, Rotting elements, etc). Elements that do not fall in these characteristics will simply add their characteristics to the wires, but will only have the tight grip of normal chakra wires, and not the slicing property.
With one handseal, the wires can be shot from the ground upwards, binding the target. The user can gradually increase the sharpness and the tight hold of the technique by hand gestures (when he uses it from his hands directly as "whips") or by maintaining the hand seal (if used from the ground).
*If used from the ground, can't preform any further jutsu until the grip is released*
The wires are only able to severe the thinner limbs/weak spots and severely injuring the thicker body parts (I.e Severe arms, legs, necks, and Injure torso, head).
*This jutsu can only be used thrice per battle, at max 1 usage every two turns*
The wires follow the element's and rank's weaknesses and strengths
*Cannot be used by CE elements.


Type: Offensive
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user reaches into a pouch filled with explosive tags and channels their chakra through the tags, allowing them to control each tag with their chakra, similar to the "Hidden Explosive Tags Technique". The user then causes several exploding tags to "crawl" around his hand and stick together with his/her chakra, ultimately creating a kunai shape. The tags on the outer-most layer of the "kunai" take on a grey color, giving the illusion that it's a real kunai. The user then throws the "kunai", the collection of tags travelling almost like a normal kunai. The difference is that since the kunai is much lighter than a normal one, it travels with both different speed and kinetics. On contact with another object, or when the user forms the "tiger" handseal, the "kunai" will no longer be held together by the user's chakra, and the explosion tags will begin to flutter in the air for a moment, hovering, giving the target a second to realize what's happened before all of the tags explode at once.
Note: ~Can only be taught by Sharingdork


Type: Supplementary
Rank: E
Range: Short
Chakra: 05
Damage: 10 (to user's health)
Description: The user of this jutsu takes out a scroll within his pouch that was prepared before battle and holds it in one of his hands. By channeling his chakra into it, it will then poof and summon a coffee mug in its place that had been in Adachi's house prior. After downing the coffee, the caffeine will take quick effect upon the user due to the scientific fact that it blocks the receptors that slow down nerve cell activity. As a result, the user will have a slightly faster heartbeat and bloodflow, and thus, will be unaffected by any jutsu that has a potential factor that could put him to sleep. This coffee was pre-prepared by Adachi himself and sits amongst dozens of other mugs that contain anything from lattes to doubleshot espressos, either steaming hot or icy cold. The reserves within the refrigerator or hot vending system are restocked daily so there will never be a shortage of coffee. Ever.
Note: Effect lasts three turns.

( Ninjutsu: Henshoku ) Ninja Arts: Plasticity
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will, after forming 3 handseals, manipulate natural mist or mist created by the user or his summons to give it nature conversion properties. In essence, the user will impose his chakra onto the mechanics of ninjutsu, to reverse and re-convert a technique onto a different nature. For example, when used against a fireball that penetrates through the mist, it will reverse into raw chakra and then, if the user wishes, it will turn into a different element that the user knows. In essence, the user will strike his chakra onto the incoming ninjutsu converting the technique into a same rank basic ninjutsu and then into a same rank elemental ninjutsu of a different nature. This technique works against A rank elemental ninjutsu. It can be used against up to 4 A ranks, and can convert any number of lower ranked techniques. The user will imprint one mechanic into the mist, and for the whole turn it will convert any technique to that element. Each turn the mist is in play will cost 10 chakra, and the user can change the element ( This is stated at the end of the turn, so that it's effect will last the next turn ), though it will need to take the place of a jutsu per turn to change it.
The user can convert his own techniques, samewise, he can use the same restrictions to perform just the reversal part, turning every elemental ninjutsu into Basic Ninjutsu, instead of reconverting, or just the conversion part instead of reversing ( for Basic Ninjutsu techniques ). The user can also use the restriction of the previous rank depending on the nature of the vessel mist. A Water mist allows a primary specialist to obtain more conversions ( 2 additional A rank conversions ) , while a primary Ninjutsu specialist, or a user of just one Basic Elemental Nature can obtain the same benefits from a Raw Chakra Mist.
Remote techniques, where the conversion happens not within the body but outside the body, are particularily susceptible to this technique. If the targets are within the mist, their techniques will be converted near immediately because this technique will counter them in their genesis, where raw chakra is in the process of being converted and the user merely guides this to what he wishes instead. So a projectile that forms in the gut will be an Internal Conversion, while applying your chakra to create a pillar will be an External Conversion, and thus count, for the purpose of this technique, as one rank lower.
Note: Regardless of how many times this technique can function,which is up to 4 turns for an A rank and B rank and below unlimited, it is attached to a vessel mist. This will turn natural mist into Basic Ninjutsu Mist, S rank. Mist sources that come from techniques will have their proper ranks, regardless of being lower than S. This means that, even if Plasticity can affect 2 A ranks, without strenghtning the vessel, it will merely break after one conversion.
Note: This technique will function for a maximum of 4 turns within a mist. It will break once it spends all it's conversion power or the mist is dispersed, or at the user's will and can only be used 2 times.
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images

7)
Type: Attack
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Before using an ice technique, the user will do one additional hand seal, using his chakra to put his enemies into a genjutsu. The genjutsu makes use of the "hissing" sound produced by Ice techniques in contact with the air, to manipulate the enemies senses and slowly numbing them as they hear that sound. Barely noticeable at first, as the user keeps using ice techniques, the enemy will further be affected by the illusion. The genjutsu lasts 3 turns, during which the user needs to produce at least 3 Ice techniques (more will not alter the effect), one in each turn (the first one, being the one after the genjutsu). Upon hearing the hissing sound of the 1st Ice technique, the enemy will feel the slight pinch and low intensity needle-like pain associated with cold, mainly on his extremities. Upon hearing the 2nd one, the enemy will lose feeling on his fingers and toes, nose and ears, his mind becomes sluggish, the pain intense and generalized, shivering is present reducing the agility and precision of movement, the cold sensation equivalent to that of a -15ºC atmosphere. Upon hearing the last technique, the effects will be severe. The enemy becomes unable to move his extremities and the pain is the same as if they were entering necrosis. The shivering is unbearable and the mental capacities barely there. Handseals and molding chakra are things hard to accomplish taking into consideration the numbness and sluggish mind. If he fails to release the illusion, his body will shut down and he will lose conscious as his body is fooled into thinking that he just fell into a hipotermic state.
Note: Can only be performed 1 time
Note: Its effects span for up to 3 turns if unreleased
Note: Requires the user to have an Ice biography and use an ice technique right after the genjutsu
Note: Using another genjutsu on the enemy while its active will dispel the genjutsu
Note: Can only be taught by McRazor

Taught to
1)
2)
3)
4)
5)


8)
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 25
Damage: N/A
Description: The user performs the clone hand seal and makes his opponent see a shadow clone appear next to the user. The opponent then sees the shadow clone and the user start running towards him, both in an arc, left and right. Then the opponent sees them using jutsus that come at him from both sides, somewhat diagonally. As the jutsus are coming at the opponent, the original user can freely attack him.
Note: Using an other Genjutsu while this is active would end the illusion
Note: Only McRazor can teach this

Taught to
1)
2)
3)
4)
5)
6)


9)
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: After the user performs a string of three (3) handseals, he will put his opponent into a very powerful genjutsu that will trick his mind into an opioid withdrawal state, also known as detox. The effects of this genjutsu span over three (3) turns and if the opponent doesn't release from it, he will be left completely drained of strength and with no will to continue the battle. There are physical and psychological symptoms of withdrawal that affect the body, for the duration of the genjutsu. In the first turn of the genjutsu, the opponent will start feeling slight tremors, chills, itches and cramps in his muscles, all over his body. He will also feel dizziness and nausea. In the second turn he will start feeling more severe effects like, increased perspiration (sweating), tachycardia (increased heart rate) and general weakness all over his body. Regarding psychological symptoms he will start feeling anxiety, depression and paranoia. If the opponent doesn't release the genjutsu by then, he will enter the last stage of the genjutsu where he will experience extreme muscle and bone pain, followed by RLS (restless legs syndrome) which causes the body to shake uncontrollably. On the psychological side, the opponent will be completely overwhelmed and left without any will to continue battling and only wanting the pain to go away, crying for help. Using another genjutsu on the opponent, while this martyr genjutsu is active will dispel it because it requires precise and delicate chakra control in order to provoke such symptoms on the opponents brain.
Note: No other genjutsu while this is active
Note: No other genjutsu in same turn
Note: Usable only once (1) per battle
Note: Only McRazor can teach this

Taught to
1)
2)
3)
4)
5)
6)


10)
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user performs a single handseal and places a genjutsu upon the opponent. The genjutsu consists of tricking the opponents brain into suffering from Dysgraphia. Dysgraphia is a neurological deficiency that impairs the ability to write, same as basic motor skills. The inability to write is also referred to as Agraphia, which is a complete loss of ability to write and spell when writing. Also, persons with agraphia can't transform graphemes in written language. The impairment of motoric skills manifests in the inability of the victim to perform handseals properly, confusing them and not being able to place his hands correctly, which results in not being able to successfully mold chakra for the upcoming jutsu. The purpose of the genjutsu is to make the opponent unable to write seals for sealing techniques as well as other techniques that require seals and symbols to be written on scrolls in order to be performed, same as performing handseals for techniques that require them. With the inability to write proper seals, same as performing correct handseals, the opponent's attempt to perform such techniques would result in a fail. The genjutsu lasts for 2 turns, unless the opponent frees himself by then. The opponent is still, however, capable of performing techniques that don't require handseals, and those that don't require writing seals in general.
Note: No other genjutsu while this is active
Note: Usable only twice (2) per battle
Note: Only McRazor can teach this

Taught to
1)
2)
3)
4)
5)
6)


16)
Type: Supplementary
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: N/A
Description: Upon performing two handseals, the user disrupts the opponents chakra flow and places him into a gruesome genjutsu. Within the illusion, the user harshly stomps the ground and a giant monstrous red pepper emerges from the ground behind the opponent. The pepper is red and connected with its stem to the roots in the ground. The stem is decorated with a couple of green leaves that serve no real purpose to the illusion, other than to further distract the opponent. As the monstrous pepper emerges from the ground, the earth shakes from behind the opponent and the rumbling of earth can be heard. The pepper has hollowed out eyes and sharp teeth and its insides can be seen as a sticky yellowish substance that is dripping through its eyes and mouth. As it emerges from the ground it launches itself with its gaping mouth at the opponent, with the intention to swallow him whole, in a similar fashion to the venus flytrap. The height of the pepper is about twice the size of the opponent and it emerges about short range behind the opponent. However, due to its long stem it can easily reach the opponent within a moment. Once the pepper eats the opponent within the illusion, it traps him inside its body and squeezes him tightly against its sticky insides. In reality, the opponent is immobilized and unable to move if he gets eaten, leaving him at the users mercy.
Note: Can only be used 3 times per battle
Note: No other genjutsu in this turn. Must wait 2 turns between uses

You must be registered for see images
Taught to
1)





Rank: S
Chakra: 80
Damage: N/A
Range: Short-Long.
Description: The user activates this sound based Genjutsu by tapping any two objects together in a rhythm. (This can be hands, kunai, or an instrument, in which case, only one is needed.) As soon as the first beat is heard, the person is captured in the Genjutsu. The person, or persons, caught in the Genjutsu lose the ability to channel chakra and their movement is reduced to the coordination of a severely drunk person. The user of this jutsu is unable to attack, because this jutsu must stay activated by the caster, so if the user attempts to attack, the Genjutsu is broken, and the enemy(s) caught in the Genjutsu immediately regain all their abilities. (20 chakra per turn to sustain this jutsu.) Because this jutsu interferes with the enemy's ability to control chakra, this justu cannot be dispelled by a Kai used by the person caught in its effect. The user cannot move during this jutsu.Only usable one time per battle. The Genjutsu only last one turn before the additional 20 chakra must be paid.


Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
A powerfull technique were the user takes control of the enemy's 5 senses and makes him experience anything he can imagine. These illusions however are bound by the normal natural laws of Narutoverse (gravity, kinetics, etc) making it impossible to create unreal (in the context of Narutoverse) situations or scenarios. They can and may also be used to cause the enemy pain or distress or simply serve as a distraction or to camouflage the user in an escape or an attack. The genjutsu itself is done by performing 3 hand seals (Tiger+Ram+Horse) while inserting your chakra into the enemy's brain, disturbing his chakra flow and quickly gaining control over his senses. If the user is within short range of the enemy he can perform this technique with either 1 hand seal (Ram) or by looking directly into the enemy's eyes.

Note: Can only be used thrice per battle
Note2: User can't perform other Genjutsu in the same turn
Note3: User can't perform any technique above S-Rank on the same turn
Note4: Can affect multiple enemies
Note5: Can only be taught by Scorps


Type: Offensive
Rank: S-Rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description:
The user does 2 hand seals (Ram+Dog) and inserts his chakra into his opponents brain. By doing this he triggers an illusion were the enemy will suddenly feel as if water is gushing inside his mouth, both bursting and flowing out of his mouth but also into his air ways, drowning him from the inside. The water gushes and flows with increased volume and speed as time passes, quickly overflowing his air ways, lungs, gastric tract, stomach and also his ears, leaving the enemy in a state of desperation as he struggles to breathe and gain balance within this demonic overflow of water. As the human reflex in a drowning situation is to gasp for air, the enemy will eventually start, in reality, to hyperventilate (without noticing) which will lead progressively to him fainting. Of course, all of what the enemy experiences is but an illusion and his lost of conscience is due to his own hyperventilating panic.

Note: Enemy has to release the gen in his immediate counter or he'll lose conscience the beginning of the users following turn
Note2: User can only use Ninjutsu (elemental or not) up to S-Rank in the same turn
Note3: User can't use other Genjutsu in the same turn
Note4: Can only be used twice per battle
Note5: Can only be taught by Scorps


Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
A simple but powerful illusion that is used immediately before an elemental technique. The user does one hand seal (Tiger, Ram or Horse) before the ones required for the elemental technique that follows. The result is that the enemy will see the next released technique as that of another element. However, to perfect the illusion, the user must train and have the ability to string the hand seal of the genjutsu with the ones of the elemental technique so that they seem to be only one set of hand seals.

Note: Usable 4 times
Note2: Can only be used before techniques of the 5 basic elements that the user knows
Note3: Can only use up to S-Rank on the same turn its used
Note4: Can only be taught by Scorps


Type: Offensive/Defensive
Rank: A-Rank
Range: Short to Mid
Chakra: 30 (+10 next turn to keep active)
Damage: 60 (at the end of the 2 turns)
Description:
The user makes 3 simple hand seals (Boar+Serpent+Rat) and makes the enemy feel as if he's being tightly squeezed; as if pressure is being applied to every point of his body, rendering him restraint and unable to move. The pressure on the enemy's body is so great that he'll feel it hard to breathe and will begin to hyperventilate and eventually will enter a panic state as the pressure keeps building on his body. If he doesn't dispel the Genjutsu he'll faint from hyperventilation in the second turn.

Note: Can only be used twice
Note2: Has to be taught by Scorps
Note3: Can't use Genjutsu in the same turn or the next


Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: With a single handseal the user can put his opponent into a genjutsu where his vision will be split into 6 hexagons, much like the vision of bugs. Since he's not accustomed to that kind of vision he would be confused and disoriented because he sees the user, 6 times, same as every action the user performs. The user also has the ability to place himself into the genjutsu in order to increase his vision and awareness much like the Sharingan. Because he sees the image 6 times he can concentrate on different specific spots of the opponents body in each hexagon and this way, perceive his motions better than with regular vision. If cast on himself, the effect lasts for 3 turns.

Note: Useable two times a battle
Note: If the user casts this genjutsu on himself he can't cast any other genjutsu because they will end the effect
Note:Can only be taught by AoiAkuma


Type:Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: 40 to user
Description: This technique is a self inflicted genjutsu meant to ward off other genjutsu. When the shinobi realizes that they're trapped inside a powerful genjutsu, they shall use this neutralize the affects in order to render the jutsu ineffective. What this technique does is cast the simple illusion of pain onto the user, they layer this technique on top of the affects they already feel or notice from. The user of this technique upon doing two hand seals will focus on his own chakra flow to forcefully alter it, receiving the sensation of breaking or dislocating an arm, being stabbed, etc. The affects of this technique cause the sensation of physical trauma enough to release them from their opponent's genjutsu.
~This jutsu causes the illusion of physical pain, which does hinder the user of this technique after this jutsu is released.
~Can be used 2 times in a match
~Technique ends after user's phase is over
~Can only release genjutsu A-ranked and below
~Can only be taught by Reborn


Type: Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: "Illusionary Arts: Dreadful Evisceration is a terrifying technique that strikes fear into the hearts of all who witness it. It was originally developed for the purposes of judicial execution, but was soon adapted by ninja for use in battle." After the hand seals Ram → Dog, the opponent will be placed in a genjutsu. The opponent will believe that their stomach is getting cut open. The victim is then compelled to disembowel himself with their hands because of the of the effects of this Genjutsu. Since vital organs are being pulled out from said stomach in the process the opponent will believe that he is dying but in reality is in shock and unable to move.
Notes:
- Can only be used twice per-match.
- Have to wait one turn before it can be used again.
- No Genjutsu next turn.
- Can only be taught by Nathan.


Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user preforms 1 handseal, casting a genjutsu that affects the opponents' brain, making him loose control over his own techniques, by exaggerating on the proportions of said technique. For example, if the person goes to spit a fireball, the stream that is spat is bigger than usual, burning the face and anything near it. Or when the person runs electricity through his the body, loss of control makes it short-circuit and shock the body. Or when the user encases him/herself in earth, the earth constricts around the body, harming and preventing breathing. This does not serve to augment the damage of the technique, if the opponent manages to fulfill the technique, it just makes it backfire. This genjutsu doesn't work on every technique nor on every situation, the user must balance the usage of this technique with situations where increasing the technique would make it backfire. Only one jutsu is affected by the technique, the following ones will not be.
*The genjutsu will only affect people from the same rank and bellow. Sharingan users or other Genjutsu specialists will be able to affect one rank above*


Rank: A
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user will make a single handseal and focus their chakra to disrupt the opponent's chakra flow, this in turn causes the opponent to be caught in this Genjutsu that will make the opponent think that they are deep underwater with high pressure allowing this Genjutsu to bind the opponent making them unable to move.
Notes:
-Paralyzing lasts 2 turns
-Can only be used twice per battle
-Requires a 4 turn cool down
-Cannot use Genjutsu Next turn
-Can only be taught by Serpent


Rank: A
Type: Supplementary/Defense
Range: Short-Mid
Chakra Cost: 30
Damage: N/A
Description: The user performs a quick sequence of two handseals (Horse -> Monkey) and traps the target in an illusion where the opponent's vision span/field is locked in one place. That is, their line of sight will not move even if they turn their head or body, making the opponent only seeing what they were seeing when the genjutsu was first induced. This technique is primarily used to serve as a diversion allowing the user to escape or attack and does not deal any damage to the opponent.
*Note: Can only be used twice.
*Note: No genjutsu in the same turn.
*Can only be taught by McKnockout


Rank: A
Range: Short - Mid
Type: Supplementary
Chakra: 30
Damage: N/A
Description: The user performs a set of 4 hand seals and casts the target within an illusion, In said illusion the target would see it starting to rain across the entire battlefield, as the droplets of rain touches the targets body it undergoes a drastic change. The target would experience an altered skeletal muscle performance in his/her muscle tone, like an unusual "tightness", stiffness and/or "pull" of the muscles, making it hard for the target to grasp things like kunai's, swords etc, along with failure to perform hand seals and/or move around correctly. This change in body structure within the illusion would trick the opponents brain into believing that grasping things and performing handseals in reality is just as difficult, resulting in failure to perform hand seals and/or proper movement.
Note - Can only be used twice per battle.
- Effects of the illusion lasts for an entire turn.
- No genjutsu may be used in the following turn.



Rank: S
Type: Offensive
Range: Short/Medium
Chakra Cost: 40
Damage Points: 80
Description: The user performs five handseals and inserts his chakra into his opponent’s brain, disturbing his chakra flow and placing a genjutsu upon him. It is a very powerful technique which is classified as a special genjutsu of the highest caliber in the arts of torturing. The technique consists of tricking the opponent’s brain into believing that he is experiencing a series of very painful cluster headaches which completely overwhelm the individual’s ability to cope or integrate because of the pain involved within that experience. In the genjutsu the actual pain is focused in the opponent's head region, however the most excruciating pain is located behind both eyes. The genjutsu spans over three turns, with its effects worsen by each turn accumulated. In the first turn, the opponent will start feeling uncomfortable due to having blurry vision and itchy eyes. In addition, he is going to experience light pain as well as slight, excessive pressure in both eyes, feeling a slight migraine, that will subtly hinder concentration and reflexes. In the second turn, the suffering starts to grow as it advances into the next stage, triggering severe pain from which the eyes will begin to pulsate with great intensity, making the opponent experience unbelievable pain. Of course, to compliment the situation, the scalp may be tender and the pulsing in the arteries often can be felt. The opponent will also witness blind spots in his field of vision as well as slight blindness in the eyes (it is not exactly blindness, but rather very blurry vision). However after but a few blissful moments it erratically begins to increase and getting worst as time goes on, evolving into incredibly agonising pain. This is where everything becomes gruesome and comes to a culmination. In the third turn, as the genjutsu goes into its final rather repellent stage, the opponent is going to experience gargantuan mental suffering and pain, resulting searing headache, especially in the temples and behind the eyes. The relentless frequency granting no time for relief, torturing the opponent to the highest extent. Furthermore, the sudden torturous experience along with the burnt from awful pain eyes will cause enough acute strain to knock the person unconscious. The opponent won't have any other choice but to wave the white flag - in other words, he will be left without any will to continue battling. At that point, the opponent will eventually, in reality, faint away. Of course, all of what he experiences is but an illusion and his lost of conscience is due to the excruciating impact caused by such headache occasions. The agonising pain felt within the illusion will likely have an impact on the opponent's mind, leaving him completely drained of strength as well as ailing him with mental exhaustion. The whole genjutsu being accompanied by an escalating increase of pain restricts the person, as long as he remains in the illusion, to such an extend, that making movement will be either incredibly difficult, or in a few occasions impossible due to the pain and the feeling of the opponent's eye being burned and torn within the genjutsu. The cluster headaches occur when a nerve pathway in the base of the brain (the trigeminal-autonomic reflex pathway) is activated. The trigeminal nerve is the main nerve of the face responsible for sensations (such as heat or pain). When activated, the trigeminal nerve causes the eye pain associated with cluster headaches.
*If the opponent doesn't releases himself from the genjutsu before the end of the third turn, he will lose conscience due the pain and mental strain*
*No other genjutsu techniques above A rank in the next turn*
*Requires a break of two turns in between usage*
*Can only be used twice per battle*
*Only Drāgy can teach this*


Type: Offensive | Defensive
Rank: A -Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will form 3 handseals, causing a genjutsu to occur. While the target holds a weapon or instrument(anything you can hold), the user is able to use this genjutsu to make it appear as if the held object turns into an animal(based on the user's contact). The illusionary animal then attacks the target, grabbing there limbs and preventing them from moving. This can also work on elemental techniques used by the enemy, having the technique appeared to have changed into a animal as well. This adds some uniqueness as the user can make the animal appear as if it was created from the element its self, meaning creating a fire fox if used on a fire technique etc as an example. The technique lasts for 3 turns to which the user can transform as much objects as they want within this interval. The user can also add extra effects like smoke , heat(for fire) and so forth as well to add more realism.

*Each usage lasts 3 turns*
*Can be used twice per battle*
*Can only be used by signers of an animal contract*

Genjutsu Masters Hideout

( Genjutsu: O Ushiro ! ) - Illusion Technique: Behind You !
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user runs forward at the target, and makes one handseal, casting an illusion on a single target. To that person, it appears as if the user has put on a burst of speed and vanished, appearing behind him and attacking the target physically. In reality, however, the user is merely hidden from the target's sight due to the Genjutsu and is still in front of them, allowing him to quickly attack before the target realizes he is in an illusion.

( Genjutsu: Okuyuki Chikaku ) - Illusion Technique: Depth Perception
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user makes three handseals, casting an illusion on a single target that causes that target to see the user one metre closer to him than he really is. Although this is useless in terms of avoiding most Ninjutsu or Genjutsu, it is very useful in causing Taijutsu or Kenjutsu users to swing at the air one metre in front of the user's real position, safeguarding the user from damage.

( Genjutsu: Mayaku Yotsu Kamereon ) - Illusion Technique: Drug-Intoxicated Chameleon
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user makes two handseals, casting an illusion on any observing target(s), that make him observe an item of the user's choice as a different colour or multitude of colours. Although simplistic, this technique is very versatile, and can be used to fool the target, for example, into believing the user is covered with an earth defense, or by an Uchiha to fool the target into believing their normal flames are the flames of Amaterasu, or into fooling an opponent that an earth technique is infact a lava technique, among many potential applications.

( Genjutsu: Yotta Kōmori ) - Illusion Technique: Drunken Bat
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user snaps his fingers, making multiple target(s) who hear the sound fall under an illusion. Using this illusion, the user is able to change the sounds produced by an object, mask them entirely, or switch the direction from which they originate, fooling the target(s). This is particularly useful in situations where sight is unreliable, such as when hidden by mist.

( Genjutsu: Ikirei no Shitai ) - Illusion Technique: Doppelganger Corpse
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes three handseals, casting an illusion on a single target. The user, if under attack from another technique, causes the target to believe that the user has been struck by the technique, and is feeling its effects. The illusion is sophisticated enough to fool the target's sense of touch if he is attacking the user physically. This allows the user to then counterattack as a surprise. However, after casting this illusion, the user must further use some other technique to actually avoid the target's technique in reality. Since this might take a while, it is advisable not to use this illusion when under attack by a speedy technique.

( Genjutsu: Kakushitsu ) - Illusion Technique: Dead Skin
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes three handseals, casting an illusion on a single target. The illusion deadens all sense in the target's skin. This keeps the target from noticing any subtle indicators of other techniques, such as any physical contact, changes in temperature, breezes, wetness, etc. This could allow the user to place items such as tags, insects etc., or use a wide-range technique that raises or lowers temperature, and these will come as a complete surprise to the target since he cannot feel them building up but will only feel their effects.

( Genjutsu: Gunkaku Merutodaun ) - Illusion Technique: Arms Race Meltdown
Rank: B
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user makes four handseals, casting an illusion on multiple target(s). If any of those targeted possess some weapon on their person, the genjutsu activates. It makes the target(s) believe that the weapons on their person are melting into superhot metal and enveloping their skin, causing them severe pain. Reflexively, any target(s) holding a weapon in his hand opens it due to the perceived pain, making this illusion useful to both cause damage via mental stress and disarm an opponent.

( Genjutsu: Akumu Samasu ) - Illusion Technique: Waking Nightmare
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes four handseals, casting an illusion on a single target. The target then appears to 'wake up' in his own bedroom, unhurt and rested, as if the events of the preceding battle were a particularly realistic nightmare. This makes it difficult for the target to break the genjutsu, as he does not notice it. In reality, the target is immobile as his mind believes he is safe in his bed, allowing the user to strike.

( Genjutsu: Pechunia ni Yoru Shibō ) - Illusion Technique: Death by Petunia
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes four handseals, casting an illusion on a single target. To the target, it appears as if a large amount of petunias suddenly grows out of his mouth and into his windpipe, before the roots of the plant emerge from...various orifices....of his body. The opponent experiences a choking sensation, and falls over on the ground clutching his throat. This is particularly useful when the opponent is releasing techniques from his mouth to cause him to lose control.

(Genjutsu: Apollo no Te) Illusion Technique: The Hands of Apollo
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage. N/A
Description:
A technique used to pressure enemies, its most effective against non-dojutsu users. The user will make one hand seal (Rat) and trigger this dormant illusion in the enemies brain. From the point the genjutsu is activated, every time the enemy sees the user perform a handseal or more, these will be perceived by the enemy at a blazing speed. Basically, the enemy will see the user perform these handseals at a speed that makes it all look like a blur (a string of 15 handseals will appear to take less than 1 second to perform). The moment that the user starts to make the handseals, the illusion tricks the enemies perception of time, making him see what took a few seconds as almost immediate. This illusion only alters the enemies perception of handseals and has no effect on the speed in which he perceives the following techniques. Since this illusion works by using a visual trigger, the enemy must see the user perform the handseals, even if just a peripheral perception of such is needed. Also, while one needs to perform the genjutsu short-mid range of the enemy, once it takes effect, range no longer plays effect, and even from long range, the enemy will still see the handseals as performed at blazing speeds.
Note: Lasts 4 turns

( Kurogen: Za Niyurareiza ) - Black Illusion: The Neuralizer
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes four handseals, and a bright light emanates from his body. Any target(s) who observes the light will be placed under an illusion that suppresses their memories of the last two turns of the battle. The illusion will use their own memories of the battle two turns ago to fool their brain. This means they will see themselves, the user, and the terrain as it was two turns ago and see nothing out of the ordinary in that.
This could lead them to forget if they have activated any "modes", or be unaware of any "modes" the user has activated, as well as giving the user great terrain advantage if the terrain changed recently. However, once the user utilizes any such "modes" again, or uses the changed terrain, the target will snap out of the illusion instantly, his mind restoring the suppressed memories.
Note: This technique may be used only thrice per battle.

( Genjutsu: Sakasama no Seikai ) - Illusion Technique: Inverted World
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes five handseals, placing a single target under an illusion where, to the target, it appears as if all directions are inverted. The target perceives what is in reality above him to be below, and vice-versa; what is in front of him to be behind, and vice-versa; and what is to his left to be to his right. This utterly confuses the target and prevents him from being able to suitably block or dodge techniques. However, because of the drastic change wrought on the target's vision, it is easy to be aware of the fact that it is an illusion.
Note: This technique may be used only three times per battle.

( Irooni Genjutsu: Ketsueki to Sora no Rendan ) - Colourful Demon Illusion Technique: Duet of Blood and Sky
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes four handseals, casting an illusion on a single target. This causes the target to observe everything in the world around them in either a vibrant red or a cold blue. The user can pick which objects the target observes in what colour. This plays havoc with the target's judgment of distance, the objects coloured red seeming closer, more dangerous and setting off an adrenaline rush, whereas the objects coloured blue seem farther, less dangerous and soothe the target. The target is rendered unable to judge distance, identify major threats and is physically exhausted by switching from adrenaline to serotonin rapidly and often as the target sees numerous objects.
Note: This technique may be cast three times per battle.
Note: The target is unable to use A-rank and above Taijutsu due to exhaustion for the same and the next turn after the use of this technique.

(Dou Genkaku: Ina Kashira no Chikin) Mayhem Illusion: The Reverence of the Rooster
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
A very interesting and funny technique designed to counter mostly summoned animals but that can be used on ninjas as well, whose main use is to confuse and disturb the enemies concentration, rather than to cause damage. The user does 3 handseals and puts any enemy into a deep foul illusion. They feel as if their head just detacthed from their bodies and fell to the ground. As the head rolls on the ground to a halt, they see their body running around without a head and arms stretched forward, as if trying to feel their way around. In reality, the enemy will be mimicking the movements he sees his headless body perform in the illusion, left basically, without a sense of direction or even control on his own movements, "running around like a headless chicken".

(Dou Genkaku: Akuma Gojou no Nori) Mayhem Illusion: Demonic Carousel
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
The user does 2 handseals and puts any enemy in sight into an illusion where they suddenly feel as if they suddenly begin to spin, as if on a carousel. As they appear to rotate at enourmous speeds, the world before their eyes becomes blured and their senses dulled, as they feel gravity, sound, air displacement, etc all on par with the illusion they are perceiving. As the speed increases, not only does the enemy lose balance but he will also feel motion sickness and will eventually pass out due to the excessive G-Forces. Off course, all of this is an illusion and what happens is that the users mind is tricked into fainting through the perceived illusion.

(Suiton Genjutsu: Yama no Bachi) Water Release Illusion: Mountain's Curse
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description:
To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. By doing the horse hand seal, the user infuses the moisture in the battle field with his chakra. The chakra infused moisture will be inhaled by all enemies on field as they breathe. Once the chakra is inside the enemy, it disturbs their chakra flow from the inside in a parasitic manner, inducing a powerful illusion in which the enemy feels as if the air is progressively harder to breathe. He'll feel as if he's breathing in a 8000 metre high altitude, leading his body to react accordingly. With the illusion that the atmosphere is thinner and lacks oxygen, the enemy will tire quickly and will begin to feel his mind dull and slow, as his body reacts to the illusion. Of course the oxygen level is the same and nothing really happens to the enemy body a part from the symptoms his mind induces as a response to the illusion. The enemy has 2 turns to release the technique otherwise they'll faint. Once triggered, due to the illusionary fatigue, as each turn passes, the enemy will feel hard to use higher ranked techniques, some ranks even, completely inaccessible to him. In the first turn, he can't use Taijutsu above D-Rank and loses the stamina needed to use Forbidden ranked techniques. In the second turn and prior to his loss of consciousness, he becomes unable to move and can only use B-Ranks and below.

(Katon Genjutsu: Ahou no Shinkirou) Fire Release Illusion: A Fools Mirage
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description:
To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. By doing the tiger hand seal and unleashing his fire chakra into the field all around, the user is able to increase the temperature of the air all around him up to Long range. This increase in temperature, although barely noticeable is enough to alter the density and behavior of the air and, in the process, altering the way light passes through it. By using this simple principle, the user produces a visual illusion were the enemy will see a sea of water coming from the ground and heading towards him with an amazing speed. Looking around the user will see the same wave coming from all around him, regardless of were he looks to. The main advantage of this technique is that it can be used against Sharingan and Rinnegan users, since the illusion pertains to refraction of light instead of the normal process through which other illusions happen. In reality, the illusion is nothing more than the refraction and mis direction of light in the heated air, a similar albeit chakra enhanced effect of the same phenomenon that happens in deserts and other very hot locations.

( Kurogen: Dai Hachiken, Ningyō Gekijō ) - Black Illusion: Eighth Sword, Puppet Theatre
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user, having already had physical contact with the target, makes a string of fifteen handseals. Upon completion, the target is placed under an illusion where he observes the user holding a small doll shaped like him. The user then proceeds to open up the doll, revealing labelled organs, muscles, bones, etc. In the illusion, the user can then "crush" one of these organs. To the target, it actually appears as if his body is being damaged, and he takes damage due to mental stress. His body begins acting as if, for example, his hand was broken, even though it was not in actuality.
Note: This technique may be used once per battle, and lasts a maximum of two turns.
Note: Even if the user crushes the "heart" of the doll, or any vital organs, the target will not die nor will his body act dead, instead he will merely have trouble moving or breathing.
Note: If the target moves to long range from the user, he will not take any further damage.

( Genjutsu: Dangan no Jikan ) - Illusion Technique: Bullet Time
Rank: S
Type: Defensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user makes five handseals, placing himself under an illusion. The illusion takes advantage of the adrenaline coursing through the user's body when he is in a fight, and super-enhances his reaction time and speed by forcibly fooling his mind into thinking he is really that fast. Regardless of the speed of the opponent, the genjutsu speeds up the user's motion so much the opponent appears to be moving in slow motion, allowing the user to dodge or counterattack.
Note: This technique may be used only once per battle
Note: The speed and reflexes boost lasts for 5 turns
Note: After the 5 turns, the user's body is pushed to its limit, taking 20 damage, and rendering him unable to do any Taijutsu or physical attack ( Chidori, Rasengan etc. ) for 5 turns or until healed.

(Dou Genkaku: Oni no Hara) Mayhem Illusion: Belly Demon
Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
One of the most painfull genjutsu known in the ninja world, this illusion stands as a statement of mastery over the Illusionary Arts. Ther user does 1 handseal, putting his opponent into an illusion were he feels a sudden abdominal pain. Sharp and fast, the pain comes and goes, increasing its intensity as the technique borrows deeper and deeper into the enemies mind. For 3 turns the enemy will feel abdominal pain, disconfort, cramps, etc, mimicking the symptoms of a severe Gastroentritis. The illusionary effect is so great that at the end of the 3rd turn, when the pain becomes excruciating, the enemy will vomit compulsively and may even experience a blackout due to the mental stress and pain. The body, fooled by this powerfull illusion, is led to believe that the pain and symptoms are real, inducing vomit as a result of such pain and stress.
Note: Lasts 3 turns

(Doton Genjutsu: Dou Ion) Earth Release Illusion: Ionic Mayhem
Type: Offensive
Rank: Forbidden Rank
Range: Short-Mid
Chakra: 50
Damage: 90 (-15 to the user)
Description:
To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. The user will do 3 hand seals (Boar+Rat+Horse) and unleash his earth chakra into the enemies body. Doing so he manipulates the minerals in the enemies body to alter his metabolism and mess with his ionic balance. Although many effects could be achieved with this same principle, the only one that one is capable of achieving without direct physical contact and medical knowledge is a type of madness or confusion linked to the accumulation of urea and creatinine in the central nervous system (as the ionic balance of minerals is messed up so is the renal functions, leading to the accumulation of said toxins). This induces several illusions and visions that mess up the enemies perception of reality. A type of madness that manifests in demonic torturing visions that eventually lead to the enemies loss of conscience. The technique, however, has some severe weaknesses. Clones are completely unaffected by it and the technique can only target one enemy. Not only that, but due to the immense power and control it commands, one can only use it twice per battle and the sheer physical and energetic requirements to use it will damage the user, making him unable to mold other forbidden rank techniques the next turn after its use. If released, the enemy's metabolism will quickly (if he is healthy and in a normal state) return the ionic balance to normal and the enemy will only feel fatigue for 3 turns (due to the energy needed to restore the balance) that might hinder his reactions and weaken his Taijutsu (-15 damage) and Speed (loss of one rank, inability to open EIG). However, if unreleased, the mental stress will lead to complete loss of conscience and mental breakdown. To release this Genjutsu the enemy must only apply a large amount of pain that will expel the users chakra from his body and thus his influence.
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images




Type: Supplementary/Defensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
A simple Taijutsu move, Flip pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way.While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on flips, either lateral flips (or cartwheels) back flips or front flips. The user will charge his muscles and spring his body, performing either a lateral, front or a back flip, with or without the help of his hands. If he uses his hands he can do up to 4 consecutive flips that will bring him from short to mid range from his initial position. The speed of the flips is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Flip technique.
Note: Can only be taught by Scorps


Type: Supplementary/Defensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
A simple Taijutsu move, Roll pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way. While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on rolls, either back rolls, front rolls or side rolls (also called strifes or strifing rolls). The user will charge his muscles and take a lower stance, while using the strength of his body to either do a lateral roll, a front roll, or a back roll, with or without the use of his hands. The roll can be done on the ground (shorter but faster) or by jumping and rolling at the same time (longer but slightly slower). The speed of the rolls is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Roll technique.
Note: Can only be taught by Scorps
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images




Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user will channel chakra through his sword. The chakra itself will emanate from the sword in the characteristics of white glow. The user then, will release the crescent wave, and before releasing it in its totality, he will modify the shape of the wave itself, making it curved. The end result will be a white boomerang, though the wave will not return to the user. The chakra wave will not be released directly at the opponent, but it will be released in such way, that the wave will need to curve to hit the opponent. The user is able to modify how curved the wave should be in order to reach the opponent in different angles.
-Can only be used three times per battle
-The user is able to shoot up to two chakra waves, though the power of each wave will be cut in half (If fired one the damage will be 60; if fired two the damage of each one will be 30).
-Can only be taught by Gin-San
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images

11)
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The seal of the Water God is a special seal developed for the purpose to aid the user in tough situations. The seal itself is a circle of kanji surrounding the kanji for "Divine" in the middle. The user himself is the seal and can manifest it in any part of his body he wishes. The seal only works against Water techniques and is a very good defense against them. The seal activates and draws in any nearby water technique into himself, storing both the water and the chakra it contained inside of it. The seal can then serve multiple purposes:​
-Reverence of God: The user will use the sealed, chakra infused, water to boost the damage of another water technique. Once he has absorbed an enemy technique, he does the handseals or rituals, needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is the water technique that the user performed with the addition of damage of the technique he had absorbed. The damage added is equal to the chakra points absorbed. Can be used 2 times.
-Divine Will: The user will use the sealed, chakra infused, water to combo with another elemental technique. Once he has absorbed an enemy technique he does the handseals or rituals needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is an elemental combo of both water and the element of the technique he performed. The rank of the combo is equal to rank of the elemental technique used although becoming a dual elemental technique. Can be used 2 times.
-Touch of Drought: The user will manifest the seal in both his hands and absorb any nearby moisture or water into the seal in a mere moment. This can be used to negate weather patterns such as clouds or mist but also to make it harder to breathe or to drain water sources. This can also be used to, upon touching an enemy, induce a temporary dehydration to the enemy, making him stumble and lose focus as well as stamina and strength, as he feels dizzy and weak. The effects last one turn. Can be used 2 times.
Note: Absorbing a technique counts as a move and can only be done 3 times. Cannot absorb more than one at a time.
Note: The seal can be combined with techniques that can logically be combined with a "water burst" from his body, as its follows logic and reasoning
Note: The seal can only be used max 3 times and the effects used depend on the user but neither can be used more than 2 times
Note: The user must wait a turn before using it again
Note: The seal has to be stated in the biography
Note: Only McRazor can teach this

Taught to
1)
2)
3)
4) Lili-Chwan
5) Mirai


18)
Type: Supplementary
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: N/A
Description: Shadow Footsteps is a complex technique that involves multiple fields of specialization in order to achieve its effects. To simplify the technique, in its essence it is a seal placed onto a paper tag that is attached onto kunai or shuriken with the purpose to release a sound that induces an illusion when activated. The paper tag looks like a regular explosive paper tag to any observer, but instead of the usual inscription it has the kanji for shadow (影) and footstep (足). Within the seal, the user has sealed a portion of his own sound chakra that is programmed to release the sound of a series of loud, running footsteps as the seal is activated. The key to activate the seal is simple. The thrown kunai or shuriken has to, basically, hit something (the ground, a tree, a wall, the opponent, etc) in order to activate the seal and to release the sealed sound chakra. The purpose of sealing the sound chakra into a seal and then throwing it away is to take advantage of the wast battlefield and the fact that the user can't be anywhere on the battlefield at the same moment. This technique allows the user, however, to produce sounds from all around the battlefield even when he's stationary in order to confuse the opponent and scare him into believing that he's being attacked by shadow clones or summons without ever seeing their actual creation. As the sound chakra is released as loud footsteps and the opponent hears their sound, he would be placed into an illusion. Within the illusion, the opponent would start seeing shadows blazing across the ground of the battlefield at great speed and the user would vanish from his sight in the chaos of the blazing shadows. The shadows would be paired with the sounds released from the seal in a true multidimensional fashion. This means that the opponent would see the shadows and hear their footseps from multiple directions, making it hard to concentrate and to focus on a single target. This confusion and chaos allows the user to take advantage and strike freely, while his real location and intentions are hidden from the opponent. The seal can be previously placed on the users arsenal but it needs to be stated in the biography. Although the user has the ability to throw a maximum of 4 weapons with attached seals with one usage of the technique, they wouldn't cast multiple illusions on the opponent simultaneously, nor would they increase the power of the illusion. Instead, each activation of the seal would cast over the previous illusion, essentially refreshing the illusion. This means that there can only be one active instance of Shadow Footsteps at any given time. Also, casting any other illusion while this one is active would end it because this illusion isn't susceptible to layering.
Note: Can't use other A rank Sound, Fuuinjutsu or Genjutsu in the same turn
Note: Can only be used 2 times per battle with two turns between uses
Note: Can only be taught by McRazor

Taught to
1) Mirai

20)
Type: Supplementary/Defensive
Rank: A Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Wintry Abode is a powerful sealing technique that is based on the premise that the user has the ability to manipulate an advanced element, specifically ice. It is a seal that is placed anywhere on the users body, with the help of medical knowledge. The seal is manifested as two kanji for water and wind, and when activated, they glow light blue in accordance to the color used to represent ice, although they most likely wouldn't be visible underneath the users clothes (depending on where the user manifests the seal). Within the seal, the user has sealed some of his ice chakra and it is molded and programmed to perform a specific task, once its activation parameters are met. These parameters require the user to be in immediate danger, from a water or wind technique. Once the techniques get into the close vicinity of the user, the seal activates itself, releasing a powerful surge of that specific ice chakra. Once the ice chakra gets into contact with either of the techniques previously mentioned, they get frozen. Furthermore, the special property of the ice chakra doesn't end there. Instead, as an instant process, the molecular structure of the newly formed ice is rearranged, forming a different lattice. Essentially, the molecules that are bound together to form a solid ice structure rearrange, forming many smaller ice crystals, which produce snow flakes, meaning that the frozen techniques, additionally, turn into snow. This in turn, renders those techniques useless, as they fall on the ground and the snow is left to the user for further usage. The ice sealed within the seal follows the strengths and weaknesses of the advanced element and the ice chakra sealed within is considered to be of A rank power.
Note: Can only be used by Ice Release users
Note: Can't use other fuuinjutsu in the next turn
Note: Can only be used once per battle
Note: Can only be taught by McRazor

Taught to
N/A



調
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: This technique is a seal that's printed usually on the back of the user's hand, with the mark of "Disruption" in a large Kanji letter, this is a special seal that has only one purpose, which is to alert the user of foreign chakra in which it enters the user's body, which is basically what activates the seal's ability, This seal has some of the user's own chakra and is connected directly to the user's chakra circularity system, therefore when a foreign chakra enters the user's body, the user's chakra inside the seal is disrupted and when the disruption happens it causes the seal glows in a dark red color and surges of red lightning like surges of light, these surges produce a sound that's familiar by the user as well as the bright glowing light alerting the user that a foreign chakra has entered his body, this is a pretty useful technique since it alerts the user of foreign chakra in which inside his body by his opponent the second the foreign chakra enters the body, which is useful in letting the user know that he is under a genjutsu technique used by his opponent, the only downside to this technique is that if the user used the Cursed Seal, Sage Mode, Bijuu Techniques or Eight Internal Gates, the Seal would glow as well since it's a foreign chakra that's not the user's own, thus the user isn't able to know if he's under a genjutsu whilst any of the previously mentioned modes are active.
Note: The Seal glows 3 times per battle.
Note: No Fūinjutsu techniques A-rank or above the turn the seal activates.

調
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This is an advanced Sealing technique, triggered by a Seal that's located on the left arm of the user's body that's written with a large Kanji letter "Absorption" this seal has some of the user's chakra already infused in it, the seal sends pulses of chakra around the user within Short range from him, once there's an invisible gas with chakra infused in it that's near the user, the Seal glows in a bright yellow color and activates, quickly forming an invisible barrier of chakra around the user's body, this barrier absorbs the invisible gas making it harmless to the user's body, another aspect to this technique is that when the barrier absorbs the invisible gas, the opponent wouldn't have any control over the gas that's being absorbed, meaning he cannot reshape it or cause it to explode due to the user's chakra being around it
Note: Can only absorb up to S-rank invisible gas techniques once per Seal.
Note: Max amount of seals applied to the user are 2 Seals.
Note: No A-rank and above Fūinjutsu techniques in the same turn.

調
Type: Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique is composed of a sealing formula that remains active until triggered, this sealing formula bears the Kanji letter of "ガ" or in literal meaning "guard" which is located on the user's upper arm. This sealing formula erects an invisible barrier that's made around the user at all times but does not actually cost the user a move until it activates, the barrier works by detecting the chakra of a fast incoming technique and deflects it, causing it to dissipate and leave the user unharmed, the barrier's deflection ability is only triggered by a fast moving technique, basically a technique that can't be tracked by normal eye sight and requires at least a Sharingan or similar means to track, the barrier that's around the user detects the speed once the technique collides with the chakra released from the barrier that's around the user and the sealing formula glows suddenly, causing the barrier that surrounds the user to repel the incoming technique within short range of the user.
Note: Can only be trigger twice per battle.
Note: Can guard against up to an S-rank technique.
Note: The user can use it twice counting as two moves per turn and using +30 chakra with each usage to guard against a forbidden ranked technique, this can only be used once.
Note: No Fūinjutsu techniques in the same turn.

調
Rank: A
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The base of this technique revolves around a special Fūin seal, made by Zanda, commonly placed on scrolls. The Fūin seal consists of two intertwined spirals and a total of three Kanji. One kanji, meaning "Store", is placed at the start of each spiral and at the end of the intertwining circle is the last Kanji for "Release". Before battle the user stores an element chakra into one spiral, and another non opposing element chakra into the other, giving themselves access to the premade scrolls during battle. Each "Store" kanji can hold up to A rank chakra of non opposing elements. The Fūin seal is activated by performing 3 hand seals and inserting chakra into the middle kanji releasing an elemental combination of the two chakras at the opponent.
Different Seal Combinations
Fire/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of fire and lightning creating a continuous unidirectional electrical fire blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach
Water/Wind Seal
After activating the "Release" kanji before or after placing the scroll on the ground, the scroll releases an elemental combination of water and wind creating a tall water typhoon that stands 7m tall as it travels towards the opponent. The typhoon, being skinny at its base, starts out at 1m and widens up to 3m as it reaches the top. Unlike normal typhoons this one is self sustained and does not need a water source. It can also travel up to mid.range before dying out.
Earth/Wind Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and wind creating a wave of numerous highly dense earth splinters coated with wind resulting in faster travel movement and enhanced cutting abilities. The wave has a length of 5m and starts 2m off of the floor reaching up 4m in the air. The wave has a mid.range reach before the technique ends.
Water/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of water and lightning creating a continuous unidirectional electrical water blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.
Earth/Fire
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and fire creating a large molten earth dragon. The dragon travels towards the opponent and wraps around them severely burning them in the process. The dragon can reach up to mid.range before falling apart and collapsing.
NOTES:
►No Fūinjutsu for the next 2 turns
►User can only have all scrolls made, but can only use 3 per battle
►User cannot use any jutsu of the two combining elements in that same turn, and 1 turn after
►Can only be taught by Zanda

調
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage: N/A
Description: After witnessing countless techniques, Dean created a specific seal that is placed on the summonings he owns, with the Kanji, "Stay". This seal would contain a set amount of chakra, and would only be triggered when someone uses a technique aimed at making a summoning disperse back to its homeland. This seal would activate, and release a surge of chakra from it, capable of flushing out the foreign chakra aimed at making the summoning disperse. The two would clash, and disperse, leaving the summoning unharmed and leave them to remain on the field. The seal is placed onto all summonings before hand, and is always on them when they are summoned into battle, though it should be mentioned in the biography.
Notes:
♦Can only be taught by Detective L.
♦Can only be used once per summon

調
Type: Defensive
Rank: S
Range: N/A
Chakra cost: N/A (-40 on each activation)
Damage points: N/A
Description: The user will have two seals on their body with the Kanji for "Solitude" infused with their sound chakra. The seals are located inside the ear canal (must be stated in the user's biography) and will activate automatically upon any chakra infused sound (not just the element) or technique entering the user's ear. The seal will then emit a sound wave with an amplitude opposite that of the invasive technique so that destructive interference occurs and the two cancel each other out. The seals will maintain the frequency for as long as the sound is being heard/transmitted by the opponent, allowing this jutsu to counter not only momentary techniques but those which are sustained or prolonged. This technique's use lies only in preventing chakra-infused sounds being heard and as such it's use is largely limited to countering Sound Genjutsu and similar abilities. The activation of this technique is instant (but still counts as a move) so it can intercept and cancel sound-based techniques before they're heard. As such, the user is free to perform techniques in the same time-frame (even if the seals are still actively transmitting to cancel a sustained frequency). These seals cancel chakra-infused sounds before they can affect the body by stopping them as they pass through the ear canal and so it essentially prevents illusions from taking effect. This means seals which activate upon foreign chakra entering the user's body will not be triggered. This technique can only counter one technique at a time and only one technique per use (counters up to and including S-Ranks).
Notes:
-Can only be taught by Detective L
-Usable twice per battle
-No S-Rank or above Fuuin or Sound in the user's same and next turn
-The seal itself is A-Ranked
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images

C1)
Type: Supplementary
Rank: B-Rank
Range: Short/Long
Chakra cost: 20
Damage points: N/A
Description: While standing on a water surface, user simply gathers Hyouton chakra in both hands and places them on the surface. As his hands gets in contact with the surface his chakra spreads through the water and freezes it, creating an around one meter thick layer of ice. If the opponent is caught standing on the water surface while the water underneath him is freezing he will be trapped. Once the freezing process completely ends the surface is safe to walk on.
Note: Usable only four times per battle
Note: Only McRazor can use this

Taught to
1)
2)
3)
4)

C2)
Type: Supplementary
Rank: B-Rank
Range: Short/Long
Chakra cost: 20
Damage points: N/A
Description: While the field is on ice, user quickly channels chakra through his legs and sends it into the ground. While quickly spreading his chakra through the ground he calculates his opponents position and the position of the sun, which he then uses to manipulate the frozen ground in order create a small ice bump which deflects the sun into his opponents’ eyes. Due to the reflection being very strong and concentrated into one point, i.e. opponents’ eyes, he gets blinded enough for the user to move from long to mid or mid to short, and vice versa.
Note: Usable only two times per battle
Note: Only McRazor can use this

Taught to
1)

C3)
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: With a string of two handseals the user will create a powerful gust of wind in front of him, which he will infuse with ice shards and snowflakes. Due to the constant rotation as the gust is going towards the opponent, its temperature is very low, which is also caused by the ice shards and snowflakes. When he gust hits the opponent it will create numerous cuts on the opponent, due to the ice shards, and the snowflakes will start accumulating around his feet, burying him and preventing from moving.
Note: Usable three times per battle
Note: Only McRazor can teach this

Taught to
1)
2)

S1)
ype: Attack
Rank: S-Rank
Range: Short/Long
Chakra cost: 40
Damage points: 80
Description: User does a signle handseal and slams his hands on the ground. Then he disperses his Hyouton chakra and uses it to make several ice spikes protrude form the ground, in a circle, around his opponent. As they appear from the ground he makes them move inwards, towards his opponent, crushing him.
Note: Usable only twice per battle
Note: No S-rank or higher Hyouton, Suiton or Fuuton jutsu the following turn.
Note: Only McRazor can use this

Taught to
1)

S2)
Type: Offensive
Rank: B-Rank
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40 (+ extra damage depending on the force)
Description: By channeling chakra throughout the battlefield the user can create a plateau above the enemy from which a huge number of icicles are hanging. They're very sharp and can easily pierce through the opponent, potentially causing immediate death, if the opponent collides with them with force. As they're formed they don't fall down, instead, they stay at the very place they're created. They will have the best effect if created quickly, just a few meters above the enemy. The plateau has a radius of approx. 3 meters and the spikes are just a few centimeres thick, much alike as the picture provided.
Note: Only McRazor can teach this

Taught to
1)
2)
3)

U1)
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: N/A
Description: After the user performs a string of 15 handseals and releases a massive amount of hyouton chakra around the battlefield, he creates a massive tornado all around it, with a radius up to 50m. The tornado consists of nothing more than a massive wind current and snow. The wind carries the snow in a cyclic motion at very high speeds, which makes the snow act as a wall/barrier around the battlefield, cold enough to freeze anything that passes through it. Due to the rotation speed and the basic principle of hot-cold air, everything within it freezes in the 4th turn after using the jutsu. As the tornado spins around the battlefield, hot air moves upwards while the cold air stays low, near the ground, freezing anything caught within it, including the user. The same way the snow acts as a heat insulator when forming around the battlefield, the user can use it to protect himself against this technique. After the 4th turn, and freezing of the battlefield occurs, the cyclone vanishes. While performing this technique, the user must stay steady.
Note: While this jutsu is in use, the user can perform only 2 techniques per turn for the next 4 turns, due to the massive amount of chakra being released
Note: Only up to and including S ranked techniques on next 4 turns
Note: No ice jutsus same turn
Note: Usable only once per battle
Note: Only McRazor can teach this
Note: User can perform only water, wind and ice techniques while using this technique

Taught to
1)

1)
Type: Supplementary
Rank: Forbidden
Range: Short/Long
Chakra: 50
Damage: N/A
Description: The user takes out a pre-made scroll and channels chakra into it. After that he slams it on the ground and a labyrinth rises all around the battlefield. It's shaped as a circle and its walls are 3m tall and 0.5m thick with a ceiling of the same thickness and properties. It appears to be transparent but the walls can be distinguished after carefully looking at them. The labyrinth forms around the opponent, with him being in the epicenter (look at image for reference). This technique is similar to the Demonic Ice Mirrors. Barney, being a passionate ice user decided to take it to a new level and to give it a bit of his touch. When the labyrinth forms, its radius is equal to the distance between the user and the opponent. As the labyrinth forms in front of him he leaps into the walls and once in there, he can only move through them. On the other hand, the opponent can move only where there is no walls. The labyrinth, having the same properties as the ice mirrors allow him to move very quickly through the labyrinth, around the opponent from where he can freely attack. A huge drawback from this technique is that the user can only use ice jutsus while inside the walls of the labyrinth and while in there, only one per turn. The walls also serve as a resource for other ice techniques. Once formed on the battlefield, it stays, until completely demolished or until the user decides to collapse it with the Ice Release: Collapsing Ice Labyrinth technique.
Note: Only one jutsu can be used per turn while the user is merged with the labyrinth, due to the huge amount of chakra being used for creating the labyrinth
Note: The user can't use ice jutsus 2 complete turns after emerging/destroying the labyrinth
Note: This jutsu can be performed only once per battle
Note: Only McRazor can teach this

Taught to
1)
2)
3)
4) Panthalassa

2)
Type: Attack
Rank: S rank
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user, after re-emerging from the labyrinth created using the Ice Release: Demonic Ice Labyrinth technique, can make the ice particles in the Demonic Ice Labyrinth to shatter and create a huge explosion similar to how Haku destroys his Demonic Ice Mirrors. The explosion is caused by the shattering of the ice which causes friction in between the ice particles. This is where the users chakra comes into place. He simply uses it as a trigger.
Note: Usable only after the user leaves the labyrinth walls
Note: This jutsu can be performed only once per battle
Note: Only McRazor can teach this

Taught to
1)
2)
3)
4) Panthalassa

3)
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: With a single handseal, immediately after using an ice jutsu, the user can coat the ice jutsu with a layer of wind, that will protect the ice from lighting attacks and prevent it from shattering. In order to successfully perform it, the user must train the handseal and be able to string it with the handseals of the ice jutsu, so that it seems like it's only one sequence of handseals. With the wind layer, ice can finally fight with lighting at the same rank. Since the wind is covering the ice, it still has the double advantage against water, meaning that is still can freeze it due to the low temperature, but it becomes weaker to fire attacks because the fire would use the wind coating as fuel to burn the ice quicker and before the melted water manages to evaporate the fire.
Note: The rank of Wind itself would be A at maximum potential
Note: Can only be used thrice per battle
Note: Only McRazor can teach this

Taught to
1)
2)
3)
4)
5) Panthalassa

4)
Type: Attack / Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A (60 if vital spot is hit)
Description: With a simple handseal and simultaneous stomp with the foot on the ground, the user releases a massive amount of ice chakra into the ground. As the user stomps his foot, numerous ice spikes protrude from the ground, covering a huge area, up to long range, in both length and width of the battlefield. The spikes are about 1m high and they're very densely packed together, serving as an obstacle and slowing any movement to living beings. The name white hooded monks comes from the resemblance of the ice spikes, to a procession of monks. Those spikes are mostly found on mountain glaciers as a natural phenomena. Once formed the spikes can stay on the field for 2 full turns until they melt away because of the reflection of light that happens due to their dense packaging. The spikes aren't really designed to kill or maim the opponent but can do moderate damage if they hit the opponent's vital spots. The reflection of light isn't strong enough to blind the opponent, but rather to make his eyes adopt to the new, brighter environment by constriction of his pupils. The user, being from the Yuki clan and having his eyes accustomed to bright environment through the years of using ice techniques, doesn't have problems with his sight. After the ice melts, everything turns back to normal.
Note: The slowing down equals 1/2 of the initial speed and applies for both the user and the opponent including their summons, except those that have the ability to fly
Note: Must be from the Yuki clan
Note: Only twice per battle
Note: Only McRazor can teach this

Taught to
1)
2)
3)
4) Panthalassa




Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does a row of hand seals and then slams both of his hands on the ground, while releasing his a considerable amount of Hyōton chakra. A giant wave of snow will appear in front of the user and will leave the field covered by a thick layer of snow.
Note: Usable only 3 times per battle


Rank: B
Type: Attack
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: With a single hand seal, the user shatters all ice within short range of him. The ice shatters and send a circular hyouton chakra wave around it. Everything the shockwave touches freezes. The user can also do the same but instead of making a freezing shockwave, the portions of ice affected will simply make a large explosion.

Rank: C
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: -
Description: The user will make snow to fall from the sky and will use it to sense the opponent's location. After 3 turns the terrain will be covered by a layer of snow.
Note: Works as long as there is snow on the ground


Rank: A
Type: Attack/Defense
Range: Short-Medium
Chakra Cost: 30
Damage Points: 60
Description: With a handseal, the user will expand his Hyōton chakra on the area around him and will turn any turn any water or wind jutsu up to A-rank turn into ice. The user can make the opponent's jutsu to turn into ice and fall useless on the ground or can opt to change one of his water jutsus into ice, to make them stronger.
Note: Can't turn water and wind jutsus higher than A rank


Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
In this jutsu the user concentrates his hyouton chakra and then releases all of it along the back of the user and as this happens all this chakra forms ice which stretches into two giant wings made up of pure white ice. These wings resemble to those of a dragon and allows the user of this jutsu to fly in the air. These wings can form and vanish in an instance as the user wants them to.
-These wings allow the user to fly with the agility of an hawk.
-The wings can only be activated thrice in a battle.
-The wings whence activated remain for 2 turns in a row.
-These wings can only be used by members of the Yuki clan.


Type: Attack
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:The user gathers a decent amount of his Ice chakra.Afterwards he releases his ice chakra from his body the he use shape manipulation to turn the Ice chakra to multiple ice eagles that fly through the air to strike the user's opponents from all directions.
❖ Can only be used 3 times


Type: Attack
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large hammer made of ice that appears 10 meters above his opponent's head and drops it with great force smashing the user's body.
♦ Can only be used 3 times


Type: Offensive/Defensive
Rank: B
Range: Short - Long.
Chakra: 20/Ice technique while the mode lasts
Damage: N/A
Description: The user infuses all of his Hyouton techniques with extra chakra, so as to add extreme light reflecting capabilities to the Ice. For the next Three turns all Hyouton techniques used will refract and reflect light in a similar manner to that of a glass prism, causing immensely bright rainbow colours to be emitted from the technique, so as to blind and hinder the opponent. If the hyouton technique is moving at fair speeds then the colours will blend into one, resulting in a bright flash of white light constantly emanating from the Ice until it's completely destroyed. The user, being accustomed to terrains with large amounts of weathered Ice along with bright sunlight is relatively unaffected by the enhanced flashes of light produced by the Ice. However, after the technique ends/when there is no longer any blinding Ice Jutsu in play, due to the light suddenly fading, the users retinas will suffer, causing the user to be blind for the turn that the lightning returns to normal.
Note:
- Can only be used 2x
- Lasts for Three Turns
- Once the duration period ends, the user must wait four turns before re-activating
- Can only be taught by Scaze


TType: Supplementary
Rank:A
Range:Short-long
Chakra Cost:30 (-15 per turn)
Damage Points: N/A
Description: The user will form one hand seal and focus his water and wind chakra into the already snowing area. The snow will begin to fly sideways at very fast speeds until it becomes a harsh blizzard. The sound of the blizzard will block all sound and the vision will be brought to zero basically leaving the user and the enemy with nothing but smell as vision is blocked sound is nothing but raging wind and feel they will become numb with frost bite after 2 turns in the storm. The user is used to cold temperatures and will feel little to nothing, but those unused to frost bite/freezing temperatures will have decreased hand seal speed, and their regular running speed will decrease by one rank as well.
note: Neither the user nor the enemy can see hear where they are in the storm, unless they have sensory ninjutsu
note: Sharingan up to and including 3t can't see through it,but Byukugan and Rinnegan can.
note: Can only be used 2 times
note: Lasts 4 turns
note: After 2 turns the enemy will become numb ( but will not affect anything other then feeling )


Type: Supplementary
Rank: A rank
Range: Self
Chakra: 30
Damage: N/A
Description: This technique allows the user after performing three hand seals to phase through ice techniques of his creation of B rank and below for example in 1000 needles the user will no longer have to jump to avoid the needles, the techniques also enables the user to phase through C rank ice techniques created by the opponent.
-Must be member of Yuki clan.
-Usable four times per battle.
-Can only be used by mangekyo byakugan and those taught by him.

Rank-A
Range-Short/Long
Type-Offensive
Chakra-30
Damage-N/A
Description-
The Ice User focuses his chakra into the area surrounding the opponent, causing the air surrounding them to drop in temperature severely and instantly, causing the air they breathe to freeze the saliva(can also be breathed in through the nose with a faster effect because the nasal passages are closer to the brain) inside of the opponents mouth to the roof of their mouth, causing a painful brain freeze that prevents the opponent from thinking for a few seconds(about five) as they are in pain(prevents build up of chakra also due to the focus being disrupted)
*Can only be used twice*
*No ice can be used the next turn*
*Can only be taught Be Icemyster*


Rank:A
Type:Supplementary/Defensive
Range:Short/Long
Chakra:30
Damage:0 (+15 to ground based ice jutsu used by user)
Description:
The user channels his ice chakra into the ground, freezing the moisture in the ground. (If in an arid area like a desert, this jutsu will not work). Once the moisture is frozen, the ice that is holding the earth together makes it harder for the opponent to use earth based jutsu, or jutsu that require channeling different chakra natures aside from Ice jutsu, severely slowing the jutsu speed of such jutsu. The user's own ice jutsu are empowered by the mixing of the elements, however the user is restricted by the same means, causing the user's own Fire, Lightning, Water, and Wind jutsu have problems traveling through the ground.
-Can only be used twice per battle
-Jutsu lasts three turns before the ice in the ground melts back to it's original form of normal moisture.


Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user manipulates the chakra in ice that they created and begins manipulating it so that the ice will change shape according to the users will. The user selects a single point in the ice to be the 'center point' of the reformation. The only ice that can be manipulated is ice within 10 meters from this point. If more ice is attached, it is possible for this jutsu to have the ice being effected to break away from the non-effected ice. Because this isn't adding ice to the object, the mass must stay the same, although the shape is changeable.
Note: Can only be used on ice created by the user.
Note: This jutsu cannot be used to create momentum within the ice. Once the ice is reshaped, it's momentum is the same as it was before this jutsu occurred.
Note: Can only be used 4 times per match.


Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes two hand seals and manipulates the air above an opponent to move down upon them at a high speed. As the air moves down, several small, thin blades of razor sharp ice are created, which will cut into the opponent as the wind hits them, slicing into their body and causing external and internal damage.
Note: This does not necessarily have to be created over an opponent's head.
Note: Can only be used thrice per battle.


Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user focuses and manipulates their ice chakra within their body to make icicles grow out of various areas on their body. (These areas are chosen by the user on an individual basis.) The icicles are very sharp and dense.
Note: This technique can only be used three times.
Note: Only five icicles may be created per use.
Note: Only five icicles can be on one's body at a time. (Using this multiple times won't allow you to add icicles.)


Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their ice release chakra along with fair practice in the arts of the dragon slayer. This is usually used in close combat where the user will release their ice chakra around a part of their body covering them in a pale freezing aura. Which can be quite painful if an opponent is hit by it. When someone/something is contacted by this icy aura created by the user, it will cause there body to be damaged by the Ice chakra Numbing them on impact, Slowing any further movement for two turns.
Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time


Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels massive amounts of wind and water chakra throughout the air around them. Once this is done the user will bring the chakra up through the throat, and breathe in deeply before exhaling a gargantuan blast of ice and mist from there mouth barraging the opponent causing extreme damage.
►Can only be used Once per battle.
►No A rank or above ice techniques the following turn


Rank: Forbidden
Type: Offensive
Range: Mid-Long
Chakra cost: 50
Damage points: 90
Description: The user will begin by performing a single hand seal and then creates an opening within the sky that seems like 2 large circles. The first one is 15meters wide and is representing the wind chakra, while the second one is 10m wide and represents the water chakra. Combining the 2 chakra natures the user makes the air around the opening extremely cold, making ice form into the atmosphere. Then by using shape manipulation the user forms thousands upon thousands of countless small thin but incredibly sharp blades of ice that almost look like light blue sakura petals. In a matter of seconds the blades will rain down through the 2nd oppening (the smaller one, which is 10m wide) piercing through everyone that is in the 10m radius and ripping them to shreds.
Note: If the user is in the 10m radius he will also be killed.
Note: Can only be used once per battle
Note: The user will take 20 damage after use due to the large amount of chakra used for the technique.
Note: The user needs to concentrate his chakra for 1 turn in order for the spikes to be fully formed.
Note: No Ice for 2 turns after this technique is used.
Note: No S rank or above water or wind for the following turn.
Note: Can only be taught by Akisha.
Note: After the jutsu is over, the user's speed is dramaticly increased for 2 turns. The user can not run, though he can walk, it would be very slow and painful.
Note: The user's reactions are also decreased for the following turn because of the large amount of chakra used.


Type: Offensive/Defensive
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user will first perform one handseal. As the handseal is completed a dome of water will form around the user. The water dome is transparent and thus doesn't block the vision of the user. After the dome forms the user will then gather wind chakra and repeatedly punch the water in front of them. As they punch the user will release the wind chakra into the water. The wind chakra cools the water and turns it into ice. The user will shape the ice into six inch long blades. The blades will shoot forward towards the target.
-Usable thrice per battle.
-No Ice above A rank in the next turn.
-Can only be taught by -Yashiro-


Type: Supplementary/Defensive
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: After many years living in the mist alongside the Hozuki the Yuki had seen their unique ability to become completely water. The Yuki sought out a way to replicate that power but with their own kekki genkai after many years they figured out a way to become ice itself. The user will focus their ice chakra throughout their body merging it into every cell and constantly will pump the chakra in and out the user will begin to take the appearance of ice and will continue this process until the user is solid ice. Unlike the Hozuki who are unable to maintain human shape, the user will maintain their shape due to ice being solid. While the user is like this they will also take the properties of ice being resistant to wind and water neutral to fire and weak to earth and lighting. The user will still be able to move around while they're ice and if shattered the user will still be alive unless they return to their human form but will still be able to perform ninjutsu if the jutsu used as long as they don't require handseals. If shattered (as in into pieces not just an arm or a leg) the user will not die unless they turn back to their human state but even if shattered into pieces the user will be able to preform water wind and ice jutsu still as long as they don't require handseals. (once again that wouldn't count it just a leg was shattered you would still be able to make handseals if your arms are intact). While this is active, the user can only use Ice, Wind, Water and any KG/CE combinations of the aforementioned elements as well as non-elemental abilities (Nin, Gen, Tai, Ken, etc).
Note: User can remain as ice for four turns
Note: can only be used thrice per battle


Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This jutsu is a sister jutsu to Ice release: freeze up, and is used only after the user has been shattered either by alittle bit like losing an arm or alot like being completely turned into little pieces of ice. The user will focus his chakra into one piece of the Ice which will become the center piece or the brain the chakra spread will out from the center piece like a spider web one string of chakra attached to each piece of ice. Then using his chakra he'll pull the pieces back together and using the spider web like chakra will repair cracks reforming the jutsu to how it was before breaking. The user can also reform from having been melted, the process is similar in that the user will spread his chakra amongst his body and pull it back together but in order to fully reform he'll also refreeze himself using his Wind chakra. Unless the moisture is vapourised
Note: Can only be used three times per battle
Note: The user can use this for a single limb or their entire body,meaning if you lose an arm last turn and the next turn you shatter completely this jutsu will bring everything back together.


Type: Offensive
Rank: S-Rank
Range: Short-Med
Chakra Cost: 40
Damage Points: 80
Description: The user makes four hand seals and stomps there foot on the ground. As they do so, they make a large 'wave' of icicles appear out of the ground, which are in turn directed at a target. The icicles are positioned so that the tips are pointed directly at the target. The icicles are extremely sharp and dense. The wave measures to be around 3 meters tall and 8 meters wide.
Note: Can only be used twice per match.
Note: No S-Rank or above Ice Jutsu next turn.
Note: Must wait three full turns before using again.


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


Type: Offensive
Rank: S Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user touches his index finger to his thumb and focuses their ice chakra between them, and creates a needle made of ice. The user then focuses a great surge of ice chakra into the needle, and manipulates the shape of the needle to rapidly elongate in a straight direction at a high speed. The tip of the needle is extremely pointy and sharp, thus allowing it to pierce skin/objects quite easily. Because it is a needle and is very thin, if the needle were to be pointed at someone since it was created, it would be very difficult to see;however, if it is slightly dark outside, this needle will be impossible to see. However, if a target possesses a doujutsu, they will be able to see the needle quite easily whether it be night or day. Because the needle is very thin and made out of ice, it is very brittle. As a result of this, it is weaker when attacked from the side, and thus, when an object of B-Rank or above that has shattering capabilities (IE taijutsu, earth jutsu, anything that can shatter ice, really) hits it from the side, although this does not hold true if the object hits the needle head on.
Note: Can only be used twice per battle.
Note: Can only be taught by Inch


Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to the user)
Description: The user performs 3 hand seals and focuses a massive amount of chakra into a single point in the sky. After the hand seals are complete, the user will manipulate the chakra to form a fast-moving downward swirling vortex of ice, snow, and wind, and there is now hollow point in the middle of the vortex. The vortex is quite narrow at the point of the creation and becomes wider as it moves towards the ground. Anyone caught in the vortex will be rotated at great speeds and slammed into the ground, in addition to being impaled by the ice shards. The vortex can last one full turn if the user wishes. After the vortex ends, all of the snow, wind and ice shards within it will burst outward to a mid-range away from the vortex. Anyone caught in this explosion, including the user, will be knocked backward by the wind and snow, and impaled by the ice shards, though both effects aren't as powerful as they were in the vortex due to the now unfocused and spread out explosion.
Note: The user is only able to perform a total of 2 jutsu the turn this was used.
Note: The user will be unable to perform anymore forbidden jutsu for the next 4 turns.
Note: The user will feel exhausted the turn after this was used and will have slowed movements.
Note: Requires the user to have mastered ice.


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


Type: Supplementary
Rank: B-Rank
Range: Long
Chakra: 20
Damage: N/A
Description: The user manipulates the snow on the battlefield that they created and uses their chakra to completely freeze the snow, causing it to become ice. Upon turning into ice, the newly turned ice will retain the same properties that it had before becoming ice. This includes, shape, rank, momentum, location, etc. Due to the small amounts of air in the snow and the increased density of ice, there will be slightly less ice after the snow is transformed.
Note: Can only be used four times per battle.


Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A
Description: Glacier Invasion is an adapted version of (Doton: Uitenpen) - Earth Style: Wheel Of Fortune, used to summon large amounts of ice to the battlefield in a similar manner to which the aforementioned jutsu summons earth. Just as with the parent technique, the user of this jutsu will bite their thumb in order to draw blood and perform a row of five hand seals before slamming their hand on a scroll in the ground. This jutsu combines principles from both the summoning technique and ice release techniques in order to achieve its goal. The user summons a large amount of ice from an immense glacier which he molds into the design that is present on the scroll whilst in the process of summoning it. This allows the user to generate large amounts of ice onto the train in the form of any structure composed of ice that he wishes. Should the user be defeated, the technique will abruptly end, causing all of the ice to simply vanish. Alternatively, the user can end the technique of his own free will prematurely, causing all of the ice to vanish.Like the jutsu it's derived from, Glacier Invasion only allows the user to manipulate the shape and position of the ice the moment the ice is first summoned when this jutsu is activated as dictated by the scroll. Further manipulation of the ice past what is drawn on the scroll must be accomplished through the usage of other jutsu.
Note: Can only be used once per battle.
Note: No S-Rank or above Ice on the turn this is deactivated
Note: Whilst active, the user will be limited to only performing Ice, Water and Wind jutsu.


Show
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will perform a row of four hand seals, and use their chakra and naturally occurring water vapor in the air around their target to create a rectangular prism of ice surrounding and linking together two of the opponent's body parts, typically both hands or both feet, effectively restricting their movement. A body part that the prism attaches to is completely surrounded by ice, though it isn't actually stuck or attached to the ice, meaning ripping the body part away from the ice wouldn't hurt the skin. Though the prism of ice typically encases two of the opponent's body parts, it doesn't necessarily need to, and can instead just encase one if the user so wishes. No more than two body parts can be frozen into a single prism.The ice is however fairly brittle and easy to break, and forces of C Rank and above can break through it (follows elemental strengths and weaknesses).
Note: Can only be used thrice per battle.
Note: After usage, the user must wait 3 turns before using it again.


Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (40 damage to the user)
Description: The user gathers a severe amount of Hyoton Chakra and performs a row of four hand seals, releasing the gathered chakra in a surge and causing a giant forest of pine trees made of pure ice emerge from the ground around the user. The ice is very hard and extremely cold, and the needles of the pine trees are razor sharp and are capable of dealing tremendous damage to those things that come into contact with them, especially as the trees are yet rising from the ground. As a result of the tree's coldness, the air around them also becomes extremely cold, causing discomfort and pain to anyone within it who doesn't warm themselves. Although the user is used to the cold temperatures of the ice, they will still feel discomfort and pain from the cold, albeit far less than that of a non-ice user. On average, the pine trees are 30 meters tall and the branches typically span six meters at their base. The pine trees have around 4-6 meters between each other, making maneuvering through the forest easy for a normal sized person. At the end of the third turn after the user uses this, the forest will return back into the ground. After using this, the user's body will be covered in minor first degree "cold burns" that aren't painful but hindering just the same.
Note: Lasts for three turns
Note: Can only be used once per battle
Note: Whilst active, all ice jutsu gain +10 damage.
Note: Due to the amount of chakra this technique consumes, only one additional jutsu may be used the turn this jutsu was used, and only two may be used the following turn
Note: After this technique ends, the user is unable to perform ice jutsu of A-Rank and higher and the user is unable to perform S-Rank and higher wind and water techniques for the following two turns.


Type: Offensive
Rank: B
Range: Short-mid
Chakra: 20
Damage: (+20/+1 rank up to S rank)
Description: The user will string an extra Boar hand seal after any technique that uses a tangible element. This will infuse the released technique with visible ice chakra which, upon impact, will explode into a plethora of icicles, all of which originates from the original technique. These icicles will explode out of the technique (a medium by which this surprise ice attack travels) once it crashes with an opposing force. Additionally, these icicles are generally five meters in length, capable of stabbing and impaling anything within the short-range perimeter of when the medium impacts an opposing force and activates the technique. This can also be applied to normal stuff such as kunais, but its main use is with an explosive tag where the explosion will act as a catalyst for the ice chakra to be activated and release the spikes, but due to the explosive nature of the tag, the spikes will explode outwards into smaller and more dangerous fragments of ice. The chakra can also be divided up, depending on the amount of projectiles the user wishes to infuse. This of course divides up the power equally as well.
Notes:
- Can only be used 4x, with a two turn cooldown between each usage
- Only teacheable by Edward
- The user can perform the Snake hand seal to activate the technique before impact, however, doing so would cause the medium to become destroyed, causing the technique to only do B-rank in damage, not +20 damage.
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images

> Custom element Japanese name: Kapusaichinton
> Custom element English name: Capsaicin Release
> The element is based on: Earth + Water + Fire + Chakra Control
Capsaicin is a chemical found, mainly, in chili peppers, and chili peppers are the fruit of certain plants. It is an irritant for mammals, including humans, and produces a sensation of burning in any tissue with which it comes into contact. Capsaicin is a deterrent against certain herbivores and fungi. Pure Capsaicin is a hydrophobic, colorless, odorless, crystalline to waxy compound. In order for plants to grow from the earth, they need water, air, and of course, sunlight and heat. This allows the plant to grow and bear the fruit, which in turn, contains this very component, Capsaicin.
> Facts that prove the element to be possible (in the manga context):
Think of the Land of Rice fields. Taking into account that they are human just like us and that they know how to maintain plantations and grow different species of vegetables, we can safely assume that they also know how to grow chili peppers. Since every human likes their food with different levels of spiciness, I believe that there are also ninja who like their meals spicy and hot. Now, Capsaicin is what gives the spicy and hot feeling to each different sort of chili peppers, which in the end is the idea behind the creation of this element. Also, many jutsu types also derive off the factor of living things from the earth. Simply think of Yamato's Wood Release and the other types of jutsu that require mother nature's work and happenings. Wildlife and plants work the same way they do in the Naruto World as in the real world as well.
Another fact that proves that Capsaicin is possible in the Naruto World is the Akimichi Red Chili Pill.
We have also seen the villagers of the Genjutsu Tree Village use their specialized Chilli Pepper Bombs in order to repel the naturally caused genjutsu by the surrounding trees.
> How it works:
The process used to create Capsaicin by ninja is mimicking standard photosynthesis used by plants. When training to achieve the Capsaicin elemental nature, the user would enter a meditative state and drop all focus on the surroundings. He would picture himself as a chili pepper, ready to perform photosynthesis in order to produce Capsaicin. He would start by gathering amounts of earth chakra that represents a place for the pepper to grow as well a place from where the pepper can drain water and certain minerals necessary. Then he would start adding water chakra into the mix in order to help the pepper hydrate, grow and give Capsaicin the sticky, waxy nature. To finish off the circle the user would add fire chakra which represents the sun, giving the pepper enough heat and light in order to properly synthesize all ingredients. However, one also important fact is the chakra control which in the pepper represents the chlorophyll, responsible for a successful photosynthesis and creation of Capsaicin.
Capsaicin, in general, is an alkaline oil, and has an extremely unique molecular shape. All mammals, and especially humans, have nerve cells that detect heat or pain, and when Capsaicin comes in contact with the skin, they tend to attach to these very receptors and then release a lot of calcium ions to flow in. As a result, humans feel a burning or stinging pain, and severe over-exposure of Capsaicin can also lead to death. Capsaicin also prevents nerve cells from communicating with each other by blocking the production of certain neurotransmitters, and at high concentrations, it even destroys the cells itself. Furthermore, such heat is measured by units named Scoville Heat Units (SHU). Tabasco itself can go up to 8,000 SHU only. However, pure Capsaicin itself goes up to 16,000,000 SHU, and that alone is quite, quite hot.
The elemental properties of Capsaicin are what make it so unique and dangerous, but on the other side, non-harmful and pleasant. Capsaicin is, as already said, an irritant for mammals, a pest deterrent and an anti-funghi agent. It creates a burning and painful sensation when in contact with mucous membranes of our cells. It basically fools your brain into sensing heat when there isn’t any. Through precise chakra control the level of its heat (SHU) can be controlled and reduced, same as increased, depending on the use. High SHU Capsaicin would mostly be used to attack the opponent and cause neurological pain and to cripple the opponent. It would also be used on mammal summons, in order to disperse them and on funghi and plant based elements in order to deteriorate them and render them useless. Low SHU Capsaicin however, would be used as a stimulant to the user and as a temporary pain reliever. There is only one state in which Capscaisin can be used, however, there are multiple ways to use it, all depending on the SHU level.
Main Release:​

Mainly focusing on its straightforward waxy properties, different objects such as waves, weapons, cubes, spheres, etc. would be used in order to attack the opponent, transfer and stick the compound onto his body. Once there, its effects would kick in, reacting with his neurotransmitters and overwhelming his body. This release would mostly focus on the high SHU leveled Capscaisin, but it's not exclusive to it. Depending on the use and the nature of the technique, the user can also use the controlled low SHU Capsaicin to create more precise effects. Regarding the composition, looks and properties, Capsaicin doesn't change along the SHU scale except for the SHU value. The user can create and manipulate Capsaicin from his own body as well as from the surroundings.​


Advanced Release:​

The advanced release is where the precise chakra control comes in as the main requirement. Through this release the user can control the levels of SHU the Capsaicin has and therefore concentrates on the low leveled SHU Capsaicin and its use. Since Capsaicin has a very wide medical use, it's also applicable in the NarutoVerse. With the use of this release, the user could use it as a temporary stimulant and pain reliever for himself, focusing Capsaicin chakra into his own cells. The highly controlled, low SHU Capsaicin would have the same effect as the high SHU variant, except with a much lesser magnitude. It would completely wipe out the possibility of death due to over exposure. Also, the way it acts as a stimulant is simple. When it gets into contact with the user's neurons and causes the burning sensation, it also builds up blood pressure, which results in the explosion of power and joyful feelings inside the user's brain. On the other hand, its pain relieving ability is caused on the same principle, overwhelming the nerves by the calcium influx, and thereby rendering the nerves unable to report pain for an extended period of time. This release can only be utilized from the users body.​

> Usage Examples:
Kapusaichinton: Karai Nami | Capsaicin Release: Spicy Wave
Type: Offensive
Rank: C
Range: Short to Long
Chakra: 15
Damage: 30
Description: The user sends his Capsaicin chakra into the earth of the battlefield and manipulates it so that it turns into a field of pure Capsaicin that seeps into the ground.
Kapusaichinton: Danzai! | Capsaicin Release: Conviction!
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: -
Description: The user releases Capsaicin chakra throughout his own body and as it gets in contact with the neurons, it triggers the stimulants to release feelings of excitement and joy, motivating the user momentarily.
Kapusaichinton: Sukima Kara | Capsaicin Release: Through The Cracks
Type: Offensive
Rank: A
Range: Short to Long
Chakra: 30
Damage: 60
Description: Through the cracks is a justu based on the main release of Capsaicin. It is based on the high SHU variant that is used to harm enemies. To execute the jutsu the user clasps his hands together while releasing his Capsaicin chakra into the ground and using the present earth beneath the surface to mold it into the sticky and waxy substance of Capsaicin. A brief moment later the user stomps his foot and the Capsaicin builds up and the surface of the earth cracks due to the pressure of Capsaicin, causing the Capsaicin to blast through the cracks and shoot onto the battlefield. With care and control the user can direct the bursts as well as control the cracks in order to optimize the Capsaicin release from beneath the surface and stay away from direct harm. If the opponent would be caught by the Capsaicin, the substance would stick to him and seep through his clothing until it reaches the skin where it starts its magic. The Capsaicin would cripple the opponent by overwhelming his nerves and due to it sticking even to his clothes it would require their removal. An affected opponent would quickly fall into agony which would very soon be his demise.
Note: Can only be used 3 times per battle
> Conditions to be able to use it:
Completed Earth training
Completed Water training
Completed Fire training
Great and precise chakra control
> Is weak to:
Wind and variations - Because Capsaicin has such a delicate structure, Wind jutsu can easily cut through it in a head to head clash of jutsus of the same rank and size in the opposite directions. Very complex and sharp wind jutsus that cut on molecular levels are able to completely render it useless by destroying its structure and making the particles ineffective on their own.
Lightning and variations - Much like the concept of earth being weak to lightning, a huge part of Capsaicin itself is also formed of earth, and lightning, being such a wild element, can cut through it as well as tear it apart in a head to head clash of jutsus of the same rank and size in the opposite directions. However, because of its sticky, waxy and gluey structure Capcaicin attacks would be rendered useless because their structure would be torn apart however the substance would scatter around the battlefield. The main reason for this is because although lightning is sharp and cuts, it doesn't destroy on molecular levels like wind does.
Earth and solid variations- Because of earth's solid structure it's stronger and firmer than Capsaicin and thus able to overpower it in a head to head clash of jutsus of the same rank and size in the opposite directions, however it would not remove it's presence from the battlefield and only distort its original shape because of its waxy and sticky structure and cancel its usage although still making it re-usable.
Since Capsaicin is a waxy compound, not having immense solidity, it's weak against more solid elementsin a head to head clash of jutsus of the same rank and size in the opposite directions, such as metals (Aluminum), ice and similar elements. This is because in case of collision, the objects made of Capsaicin would simply distort their original shape. Ice also has the ability to cool down the affected skin and ease the pain and burning sensation created by Capsaicin.​

Oils - Oils are able to ease the discomfort created by Capsaicin because they have the ability to wash the residue away from affected body parts since oil and capsaicin are both hydrophobic hydrocarbons. The capsaicin that has not already been absorbed into tissues will be picked up into solution and easily removed. Capsaicin can also be washed off the skin using soap, shampoo, or other detergents. Regarding a head to head clash of jutsus of the same rank and size in the opposite directions, oils would soften the structure of Capsaicin even further, thus easily overpowering it.
Alcohol - Capsaicin is soluble in alcohol, which can be used to clean contaminated items. Regarding a head to head clash of jutsus of the same rank and size in the opposite directions, Alcohol would work the same way as the oil, softening its structure until it's completely dissolved in the alcohol.
Extremely hot fire variations - If the fire is hot enough to heat up the Capsaicin over 100°C in a very short period of time (on contact in a head to head clash of jutsus of the same rank and size in the opposite directions) it's able to melt it down in its structure and render it useless.
> Is strong against:
Water and variations- Capsaicin is extremely insoluble in water, at a rate of .0013 grams per 100 mL of water. Water generally does not affect capsaicin at all because of its oily basis. Using water on a Capsaicin exposed body part wouldn't help ease the comfort and wouldn't be able to wash it away. Plain water is ineffective at removing capsaicin, as are bleach, sodium metabisulfite and topical antacid suspensions. Regarding a head to head clash of jutsus of the same rank and size in the opposite directions, Capsaicin would overpower the water due to its denser structure.
Fire - In order to burn, Capsaicin needs to be heated well over 100°C which is a lengthy process and requires very hot fire sources which regular fire isn't. Regular fire would take a formidable amount of time to actually heat up Capsaicin and start melting it thus why a large wave of Capsaicin would always overpower a fire technique because it has more solidity than fire in a head to head clash of jutsus of the same rank and size in the opposite directions.
Fungus/Mushroom - Capsaicin is a funghi deterrent because it attacks its seeds and prevents it from dispersing and growing any further. Because of its deteriorating properties against funghi and mushrooms, Capsaicin would degrade those elements on their structural level in a head to head clash of jutsus of the same rank and size in the opposite directions
> Co-creator: Drāgy
> Students I passed this custom element on too: N/A
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:​


McRazor, our loyal member, gave on the date June 14th 2014 a request for a Patent on his custom element (Capsaicin); 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 Caliburn

Copyright 2014, McRazor, NarutoBase.net​

Type: Offensive/Supplementary/Defensive
Rank: D/S rank
Range: Short to Mid
Chakra: 10/40
Damage: 20/80
Description: Agonyzing Autorhity is a technique based on the main release of Capsaicin, namely the high SHU variant where the Capsaicin is used to inflict harm to the opponent when in contact with his skin. To execute this technique, the user molds his chakra to create from his body or materialize onto the battlefield, as well as manipulate already existing Capsaicin into various structures and constructs, such as weapons, tools, projectiles, walls, etc. This is a very basic technique, however, it's effects, usage and power shouldn't be ignored. With a wide variety of simple applications it is the foundation for other, more complex Capsaicin techniques. This technique can be used to create a source for other Capsaicin techniques and since it's based on shape manipulation the users creativity is the limit. It is important to note that the objects cannot be bigger than the range that they can be used up to. This technique also allows the user to manipulate Capsaicin with hand gestures (push, pull, move, shape manipulate, etc), however, this only works for Capsaicin within short range of the user.
Note: Can't use A rank and above Capsaicin techniques in the next turn if S rank variant is used
Note: S rank variant can only be used 2 times per battle


Type: Supplementary
Rank: S rank
Range: Self
Chakra: 40
Damage: N/A
Description: Buoyant Body is a self-empowering activation technique based on the low SHU Capsaicin and it provides the user with a multitude of effects. After a single handseal, the user molds Capsaicin chakra and using shape manipulation, spreads it throughout his body binding it to the TRPV1 receptors in his skin. Since the SHU value is on the low side, it doesn't have harsh and harming effects that other Capsaicin techniques have. Instead, once bound to the sensory receptors, they start sending signals into the brain which interprets them as a heating sensation. The heating sensation builds up blood pressure as it spreads through the body, acting as an artificial adrenaline shot. Due to the adrenaline and the occupied sensory receptors, the user becomes psychically immune to physical damage, by not being able to experience it. Upon being hit and experiencing trauma, the pain receptors are unable to report the pain due to the fact that the Capsaicin is bound to them and because its overriding the signals that they send, focusing on the fact that they only send heating signals, instead of pain. This of course, doesn't give the user physical immunity and it can sometimes be very dangerous not to be able to experience pain. Due to this, the user won't be able to know that he's been hurt until he visually confirms it. Since this technique acts as an artificial adrenaline shot and because the user becomes unable to feel pain, his other senses heighten in order to compensate. His speed, tracking and reaction time improves, providing him with a x1.5 multiplier to his current values, which allows him to move faster, track and react to opponents of greater speed. This effect, once activated, lasts for 3 turns and once it wears off, it leaves the user sensitive to Capsaicin and limits his usage of Capsaicin techniques for the following 2 turns. This means that the user won't be able to perform Capsaicin techniques above A rank due to the intense molding of Capsaicin chakra required for such techniques. Any trauma and physical damage that the user suffered will be felt normally once the effects wear off, if the user doesn't deal with them beforehand. User can deactivate this technique on command by performing an additional handseal.
Note: Can only be used once per battle
Note: Lasts for 3 turns


Type: Offensive
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: 60
Description: Canny Crevices is a justu based on the main release of Capsaicin. Specifically, on the high SHU variant that is used to harm enemies. To execute the jutsu the user claps his hands together while releasing his Capsaicin chakra into the ground and using the present earth beneath the surface to mold it into the sticky and waxy substance of Capsaicin. A brief moment later the user stomps his foot on the ground, forcing the Capsaicin to build up and crack the surface of the earth due to the pressure, causing the Capsaicin to blast through the cracks and shoot onto the battlefield like geysers. With care and control the user can direct the bursts as well as control the cracks in order to optimize the Capsaicin release from beneath the surface and stay away from direct harm. If the opponent would be caught by the Capsaicin, the substance would stick to him and penetrate his clothing. The Capsaicin would cripple the opponent by overwhelming his nerves and due to it sticking even to his clothes it would present itself as a trouble for removing the Capsaicin. An affected opponent would quickly fall into agony which would very soon be his demise due to the agressive nature of Capsaicin. Thanks to its sticky and burning properties it would momentarily start spreading the burning sensation through the opponents body. The reacting neurons would start firing calcium ions at the brain uncontrollably, overwhelming the opponents brain with signals of agonyzing pain. When a target is bound by this, due to the pain their reaction times are reduced by 2 ranks, losing a rank per turn if they don't release themselves.
Note: Can only be used 3 times per battle


Type: Offensive
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description: Desperate Deathwish is, just as its name suggests, a technique of high caliber that pushes the victims to the limits in terms of coping with pain. It is based on the maximum SHU value (16,000,000 SHU) that is aimed to cripple the opponent's body by overwhelming his nerves on contact with Capsaicin. The technique itself is a very fast projectile that the user spits out of his mouth in the form of a waxy globule of Capsaicin but it can also be used in hand to hand combat, allowing the user to apply the Capsaicin on touch with his hands on the opponent or inanimate objects like weapons, etc. The projectile, however, is aimed at the opponent and if it hits, the opponent would immediately start feeling the heat and pain that Capsaicin causes. This pain would push the opponent to the limits of the pain scale. Regarding the projectile itself, it can reach up to mid range and it is of the size of a basketball. Due to the nature that Capsaicin works, by binding to the TRPV1 receptor and prompting it to send a massive influx of calcium ions into the brain in order to signalize heat and pain, Capsaicin doesn't have the property to induce nerve and tissue damage itself. However, the influx of calcium ions signals the brain that there's a burning sensation and basically tricks the brain into inflaming the tissue as if it has undergone a burn or abrasion and the resulting inflammation causes tissue damage. The tissue damage happens if the opponent doesn't remove the Capsaicin in contact within the immediate turn. This is the reason why the technique is named Desperate Deathwish, symbolically implying that the opponent should rather end his life than endure the agonyzing pain and suffer through tissue death.
Note: Can't use Capsaicin techniques above A rank for 2 turns
Note: Can only be used again after 2 turns of cooldown
Note: Can only be used 2 times per battle


Type: Offensive/Defensive
Rank: A rank
Range: Self/Short to Mid
Chakra: 30
Damage: N/A
Description: Ethereal Exile is a technique that allows the user to turn his body or body parts into Capsaicin. This technique was developed as a defensive technique that allows the user to avoid direct physical damage by turning the point of impact into the waxy substance that is Capsaicin. Using his own chakra, channeling it into the desired part of his body and then by shape manipulating the chakra allows the user to turn that body part into Capsaicin. Since Capsaicin is waxy and malleable it deforms its shape on physical impact without loosing its structure. This provides a great defensive mechanism for the user in order to avoid taking direct physical damage. The added advantage of this technique, is the fact that once the opponent hits the users affected body part, the opponent would get into contact with the high SHU Capsaicin, causing a burning sensation and pain. While the technique is used, the user can also use the coated body parts to apply the Capsaicin on touch. This works mainly for hands because they are most likely to be used for contact. This technique compares to water and mist replacement techniques with the only difference being the element that the user turns his body into. Thanks to shape manipulation, the user can sustain his shape without his body falling apart when using this technique and performing physical attacks. If the user turns his fists/feet into Capsaicin, he can swing his arms/legs and throw fist/feet sized globules of Capsaicin at the opponent, up to mid range. This can only be done once for each fist/foot per usage, before needing to reform them. Thanks to shape manipulation the appearance of the user doesn't change while using this technique, until the moment of impact and uncharacteristic deformation. Once activated, the user can deactivate it at free will.
Note: Can only be user 3 times per battle
Note: Once activated lasts 3 turns


Type: Supplementary
Rank: D/S rank
Range: Short to Mid
Chakra: 10/40
Damage: N/A
Description: Fractal Finesse is a technique that allows the user to control the SHU value of existing Capsaicin, as well as creation of small amounts of localized Capsaicin on his body. Using his chakra, through manipulation of existing Capsaicin, the user can reduce or increase the SHU value, depending on his needs. Using this technique, the user can basically change the SHU along the scale. High SHU can be lowered and low can, logically, be raised. This technique doesn't have any offensive capabilities in itself, thus it doesn't add damage to the affected techniques directly and its application is considered to be D ranked. If used on existing Capsaicin sources, it assumes their damage values and as such it can affect Capsaicin techniques of any size, but only up to mid range from the user. Following the rules set by the custom element, high SHU is considered harmful and an unpleasant heating sensation, thus the user would increase the SHU when he wants to damage something. On the contrary, low SHU is felt as a pleasant heating sensation that has the ability to spike the users chakra system because it acts as an artificial adrenaline shot that boosts blood flow and readjusts the users focus. Using this technique, the user can furthermore, coat his palms with Capsaicin, which allows him to spread it on touch. As the user coats his palms, using his chakra, he can manipulate the SHU value to fit his needs. The low SHU value, when applied to oneself, has the power of a B rank chakra spike. A moderate SHU value would have the power of an A rank chakra spike, while the high SHU value would result in an S rank chakra spike.
Note: S rank variant can only be used 2 times per battle and no Capsaicin can be used in next turn


Type: Supplementary
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: N/A
Description: Horrendous Havoc is a technique that allows the user to expand already existing Capsaicin techniques and sources. The expansion looks as if the affected technique is being blown up by an imaginary source. To use the technique, the user performs two handseals and shape manipulates his chakra in order to affect a Capsaicin technique. The affected technique expands to three times its original size until it finally, harmlessly bursts in all directions, shooting smaller globules of Capsaicin. Furthermore, those globules start blowing up as well, repeating the same process. This process continues as long as the user keeps his hands locked in the Ram handseal. The purpose of this technique is to spread Capsaicin over the battlefield and to cover as much surface as possible. It is worth to notice that every harmless burst creates more Capsaicin globules, but they decrease in overall size thus maintaining a proportion. The user can affect a technique or source up to mid range and the burst effect spans short range in all directions from the point of burst. Once spread across the battlefield it serves the user as a general annoyance and a way to use it as a source for further Capsaicin techniques. Using the same principle, the user can use this technique to expand a Capsaicin technique that came into contact with the opponent. The affected Capsaicin expands until it completely encompasses the opponent and instead of allowing it to burst, using shape manipulation, the user can maintain its form in order to keep the opponent imprisoned in the massive body made of Capsaicin. This technique doesn't have it's own damage values and it assumes the SHU and damage values from the affected technique. This technique can't affect any Capsaicin that it present within the opponent himself, be it his skin, lungs, etc. It can only be used on Capsaicin that came into direct contact with the opponent from an outside source.
Note: Can only be user 3 times per battle

Kapusaichinton/Katon: Ekika shita jiyū | Capsaicin/Fire Release: Liquefactioned Liberty
Type: Offensive/Defensive/Supplementary
Rank: C-S rank
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Liquefactioned Liberty is a combination technique that bases its idea on concentrating much more than usual amounts of fire chakra into the mixture required to create Capsaicin. Following the logic of fire being a source of heat, the excess fire chakra will heat up the Capsaicin and melt it during its very creation, creating a liquid, oil like substance with all the properties of regular Capsaicin, except for it being in a different state of matter and following the principles of viscosity of liquids it will flow faster and seep deeper and easier when compared to its waxy state of matter. With this technique, the user can similarly to Agonizing Authority, use his imagination in creating all kinds of ninja assortment tools, objects, shapes and forms. Thanks to Liquefactioned Liberty, the user can materialize the Capsaicin from his body and from the ground, as well as materialize it into the air, anywhere around him. Materializing the Capsaicin from his body allows the user to spit massive amounts of the liquid Capsaicin onto the battlefield and towards the opponent up to long range, in the form of blasts, jets, waves, etc. When materializing from the ground, he can control the way it materializes, up to long range as well. Using chakra control, he can make the liquid Capsaicin shoot out through the cracks in the ground like geysers, similar to Canny Crevices, or in fact build up pools and ponds on the ground that can reach up to mid-range in size. However, when the user decides to materialize the liquid Capsaicin into the air in any shape or form he decides, he can only do so up to mid range due to the precise chakra control necessary. Additionally, due to the fact that Capsaicin is usually extremely insoluble in water, combining it with water using regular means wouldn't amount to much and would in fact simply create a mixture of water containing undissolved clumps of waxy Capsaicin within it. However, during the usage of Liquefactioned Liberty, the liquid Capsaicin created can easily dissolve in water, in order to create a very spicy soup, of sorts. Upon creation and control, the mixture can be further used as a water and Capsaicin source to aid the user in battle. Liquefactioned Liberty also allows the user to materialize Capsaicin within existing water sources in order to achieve the same result, a very spicy soup, as already mentioned.
Note: S rank combination can only be used twice per battle
Note: A rank combination can only be used three times per battle
Note: B-Rank usage requires one handseal, A-Rank usage requires two handseals, S-Rank usage requires three handseals


Type: Offensive/Supplementary
Rank: A rank
Range: Short to Long
Chakra: 30
Damage: 60
Description: Peculiar Particles is a technique based on the high SHU Capsaicin. The user performs a handseal while molding Capsaicin chakra and exhales a huge stream of small Capsaicin molecules at the opponent. Once exhaled, the Capsaicin molecules surround the opponent and spread across the battlefield and they can be seen as a red hue enveloping the battlefield. Due to their size, they are perfectly suited for inhalation. If the opponent happens to inhale the Capsaicin molecules, they would irritate his lungs inducing chemical pneumonia. The Capsaicin molecules would affect the alveloi which are the microscopic air sacs that are used for gas exchange with the blood within lungs. Once in contact with the alveloi they would cause inflammation and severe breathing problems, disrupting the opponents concentration and leaving him in pain and open to harm. Alternatively, this technique can be used to affect existing Capsaicin by using shape manipulation to decompose its shape on a molecular level, forming the aforementioned Capsaicin molecules and using the opposite principle, it can be used on present Capsaicin molecules in order to gather them into one uniform body.
Note: Can only be used 3 times per battle


Type: Offensive
Rank: A/S rank
Range: Short
Chakra: 30/40 (-5/-10 per turn)
Damage: 60/80
Description: Sanguine Sentient is, just as its name suggests, a powerful technique that has only one goal in its mind, to envelop an opponent completely with high SHU Capsaicin and use it to inflict torturous amounts of pain. The technique is suited for close quarter combat and it is performed through physical contact. Upon gathering the required chakra, the user shape manipulates it into a sentient being unlike any other. Instead of shape manipulating the Capsaicin like every other element does, this technique doesnt assume any specific form and remains a simple body made of the waxy and sticky compound that is Capsaicin. Because of the users chakra, it is programed to perform a specific task, spread across anything and everything until the opponent is completely enveloped within it thus it doesn't require the users focus once it's performed, allowing him to perform other techniques. This is the reason behind its sentience because it can act on its own and choose the best possible way to efficiently and swiftly subject the opponent to the Capsaicin. To perform the technique, the user releases the Capsaicin through his limbs on contact with the opponent and the Capsaicin sticks onto the opponents body, spreading into any crevice it can find along its way. The Capsaicin will move swiftly and quickly, over the whole surface of the said object or being, which the user comes into contact with. Generally, the Capsaicin has the ability to seep through regular clothing, while metals and harder materials can't be sept through, but due to the increased smoother surface, it will move along the whole surface of the said object which the user has come into contact with. Furthermore, the technique can also be utilized with anything the user is in contact with for eg. a weapon, following the same general principle. The user spreads the Capsaicin from his hands onto the weapon that he's holding and once their weapons clash, the sentient body of Capsaicin spreads itself onto the opponents weapon and from there onto the opponent himself. Once the high SHU Capsaicin gets in contact with the opponents skin, it binds to the sensory receptors and sends an influx of calcium ions into the brain, which get deciphered as pain and heat from the affected area. Due to the fact that the Capsaicin spreads across the whole body, the nervous system would be overwhelmed and if the opponent fails to remove the Capsaicin within two turns, he would lose consciousness. Upon removing the Capsaicin, the pain would persist for 2 more turns for the S rank variant, while it would persist for 1 turn for the A rank variant. Upon immediate contact with the Capsaicin, the opponent would most likely be prompted to throw away and lose grip of his weapons, unless he has means to overcome the pain and remove the Capsaicin. In the next turn, after removing the Capsaicin, the opponent would be able to pick up the weapon but he would have trouble wielding it, as well as performing coordinated taijutsu movements and techniques for both variants. Consequently, the opponent would regain all aforementioned abilities while lesser amounts of pain persist in the second turn after removing the Capsaicin for the S rank variant. If the user so decides, he can activate this technique in order to spread the Capsaicin upon physical contact over a course of 3 turns, but he needs to pay additional chakra to keep it sustained. This allows the user to use the technique to its full potential by combining it with other taijutsu and kenjutsu techniques and movements.
Note: Can't use A rank Capsaicin techniques in the same and next turn if S rank variant is used
Note: Can't use S rank Capsaicin techniques in the same turn if A rank variant is used
Note: S rank variant can only be used 2 times per battle with a 2 turn cooldown
Note: A rank variant can only be used 3 times per battle
Note: Lasts for 3 turns for both variants


Type: Offensive
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description: Vehement Valkyrie is a powerful Capsaicin technique, based on the SHU variant. This technique is based on Norse Mythology, where a Valkyrie is the chooser of the slain. Valkyrie is one of a host of female figures who choose those who may die in battle and those who may live. Upon performing this technique, the choice has been made. With a quick handseal, the user materializes twelve Valkyrie onto the battlefield, in a dodecagon formation. The Valkyrie form around the opponent, each of them 5 meters away from him. They are made of pure Capsaicin, although their appearance might fool you, as they show no signs of being anything else than from flesh and blood. Essentially, they are true representations of a human being, created through very delicate and precise chakra control. Once the Valkyrie are manifested on the battlefield, they turn towards the chosen one, aiming to remove him and his soul from this world and to send him to the netherworld. Once locked on, the Valkyrie pull their dominant hand through the air, imitating the pull of a string on a bow. Afterwards upon release, a very thin needle made of Capsaicin is shot at incredible speed towards the chosen ones heart. The needle has amazing piercing properties due to the immense chakra control used to make the needles as compact as possible. Once shot, the needles pierce through the chosen ones heart, and jumpstart the regular effects of the high SHU Capsaicin. Due to the fact that the point of convergence is the chosen ones heart and not his skin, the effects are severe. So much that they result in death, as the heart muscle can't endure the chemical changes that happen due to the influx of calcium ions that are rapidly sent from the heart into the brain. Within moments, the heart gives out, and the chosen ones soul is set free. Each group of 3 Valkyrie shoot their needles in a short sequence, following the previous one. This allows for more control and for a higher chance of impact if the chosen one decides to move and avoid the needles of freedom. Depending on the situation on the battlefield, the Valkyrie can choose more targets, but there can never be less than 3 Valkyrie aiming at the same target, essentially meaning that they can deal with 4 targets simultaneously. Due to that fact, each of the groups of 3 Valkyrie represent a B rank Capsaicin technique and adding up follows the regular splitting rules. During the focus on the technique, the user can't mold chakra for other techniques. The technique ends when all 12 needles are shot, all 12 Valkyrie are destroyed or the user drops focus of the technique. If the user decides to do so, he can easily assume control of the Valkyrie by reusing the technique. Due to this, reusing the technique is excluded from the limitation set below.
Note: Can't perform S rank and above Capsaicin techniques after the technique ends
Note: Can only be used twice per battle

Taught to
1) Placelse
2)
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images

Custom element Japanese name: Suteijian Suiton

Custom element English name: Stygian Water

The element is based on: Water + Fire

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

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

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

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

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

Jutsu Usage Examples:

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

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

Conditions to be able to use it:

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

Is weak to:

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

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

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

Is strong against:

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

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

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

Neutral to:

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

Co-creator: Moxxi

Students I passed this custom element on too: None

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

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

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


Suteijian Suiton
Powered by Lord of Kaos
Copyright © 2016, Shady Doctor, NarutoBase.net​
(Suteijian Suiton: Sutikusu no sensō) Ξ Stygian Water: Cursed Oaths
Rank: D - S
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: This is the basic technique of the Stygian water Element. Using both fire and water chakras in conjunction, the user is able to create or manipulate existing Stygian Water to use as a tool of War. This allows the user to create basic or slightly intricate tools/shapes of the water to use for offensive, defensive or Supplementary purposes that may be at hand, limited only by the user's imagination. These tools and shapes can range from waves, swords, Cubes etc. but will be split in power according to rank and quantity of the tools created. These are created directly from the user's body, whether it's through the mouth or directly from a limb or can even be crafted from existing water (pond/lake/puddles) . Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations due to their chakra controlling them, thus enabling him/her to hold the tools himself whenever his chakra is present. A rank variants of this will need to be used with a hand seal while the S rank variant needs 3 hand seals. The B rank and lower can be used without a hand seal but will need hand or body gestures such as a wave of the hand or a kick etc. The maximum size for an S rank is 3x the size of the user.
Note: S ranks can only be used up to 4 times with no S rank Stygian Water in the following turn.
Note: A ranks can be used 4 tims

(Suteijian Suiton: Ikari no Yomi) Ξ Stygian Water: Ferry to the Underworld
Rank: B
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 20 ( +10 to Water jutsu )
Damage Points: N/A (+20)
Description: Designed as a way to increase the user's ability to utilize Stygian Water, this technique is treated as an infusion type ability which is to be used side by side with a regular suiton technique. When the user uses a Suiton technique up to and including S ranks, they can perform this in the same timeframe in order to coat said technique with a thick layer of Stygian water by adding Stygian Water chakra into it and giving it heated, corrosive properties which makes them more dangerous (+20). Alternatively, When a water source is around within range, whether it be a small river or an large pond, the user is able to send his chakra into the source and transform it into Stygian water to create a source for his techniques.Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations, thus enabling him to physically touch the element whenever his chakra is present, but isn't immune to bluntly being hit by it. This not only provides a source of Stygian Water, but also prevents others from using the Water source unless they somehow over power the user's chakra to cleanse the corrosive water and use it as their own.
Note: Can only be used 4 times with a two turn cooldown

(Suteijian Suiton: Megami no noroi) Ξ Stygian Water: Curse of the Goddess
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A (-20)
Description: Created as a way to deter opponents, the user does two hand seals and creates a light rain of Stygian Water. What this rain does is uses Stygian Water's corrosive ability to eat away at matter used within the rain. This translates to a 20 damage reduction in foreign earth based jutsu, ranging from Earth to Steel to even Shikotsumyaku bones and CE derived from Earth. This allows the user to weaken the opponent's jutsu to prevent high damage being done against him. Something unique about the technique is that the rain doesn't fall within a 2m radius of the user and the clouds created will move accordingly to the user's movements to keep this radius of non rain available.
Note: Lasts 3 turns each use, reducing enemy jutsu during that time.
Note: Can only be used 3 times with a 2 turn cooldown period between usages

(Suteijian Suiton: megami no hogo) Ξ Stygian Water: Protection of The Underworld Goddess
Rank: A
Type: Offensive/Supplementary/Defensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: 60
Description: Similarly to the Water Release: Water Prison Shark Dance Technique, the user creates a small pool of Stygian Water around and under him. As he moves, this water jutsu likewise moves to keep up with his positioning at the same speeds. This means as long as he moves, this jutsu will move with him while in use. Alongside the pool of water under him, a thin and barely visible mist is created, a mist that carries no corrosive capabilities and covers a short range radius around the user . What this mist does, much like the The Rain Tiger at Will technique, is detect foreign chakra that enters it's depths but doesn't give the user himself awareness nor any sort of sensing. Once Something is detected, Stygian Water immediately rushes the target to combat and eat away at whatever enters it's realm, even if the user himself isn't aware . It can also be used as a way to cause direct harm if needed. Similar to Mei Terumi and her corrosive element, this water would not directly burn the user himself, but if he were to somehow be bluntly hit by it, he wouldn't be immune to be damaged as such.
Note: This jutsu lasts 3 turns with a 2 turn cooldown period and can only be used twice.
Note: After ending, the user cannot use S rank or higher Stygian Water jutsu This turn or next

(Suteijian Suiton: Sutikusu dibain purotekushon) Ξ Stygian Water: Styx Divine Protection
]Type: Offensive/Defensive
Rank: S
Range: Short
Chakra 40 (-5 per turn)
Damage: N/A (80)
Description:
After gathering a large amount of Stygian Water chakra, the user releases it throughout his entire body, emanating in the form of a blackish chakra shroud of Water though this is not all; in addition to this, the user would simultaneously compresses the water at incredible levels, turning it hard and almost crystalline in nature to form a black armor that protects him. This is very similar to the "Hidden Waterfall Style: Water Slicing Blade" technique used by normal water users, and comes with high amounts of durability. The armor resembles that of a black knight (see depiction below) with a light Stygian Water mist pouring off of its backside. Though the armor is dark in color, it is also transparent due to its crystalline form that it has taken on. Though the armor is mainly used as a defensive mechanism, it can also be used similar to the earth release hardening technique in order to create spikes, blades and other tools that protrude from the armor as an offensive mechanism. These protrusions would cost a move to do and would be S rank (80 dmg) in strength overall, being able to extend into the edges of short range (5m). Due it being made of compressed Stygian Water, it can also be used as a source for other Stygian water techniques, thus making it that much more versatile in its usages. The user will also have full control over the armor to the point where he/she is able to create openings on portions of his/her body so that they can release attacks from there. I.e. retracting the armor from the hand in order to do a rasengan etc. This control in itself comes as a passive ability.
Note: Can only be used 2 times, lasting 3 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Stygian Water during that period.
Note: Can't use any elements besides Stygian water and the ones that combine to make it while this is active
Note: The protrusions to attack can only be used 3 times overall.
Depiction of Armor:
You must be registered for see images

(Suteijian Suiton: Sutikusu dōbu~tsuen no mezame) Ξ Stygian Water: Awakening of The Styx Zoo
Rank: D-S
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10-40 ( -10 per turn / 15 per turn for S ranks )
Damage Points: 20-80
Description:
This technique is simple in nature, yet proves to be a very useful asset to the Stygian water element. The user, by the proper amount of Chakra sacrifice, is able to create and maintain creatures of all sorts that hold a form of sentience to them. These creatures can vary In shape, size and form, which are limited only by the user's imagination and knowledge on animals. All the creations would still hold their usual anatomical features such as flight if they had wings etc. Of course, these creations would be capable of being brought to life from either the user directly, a body of water (regular or Stygian) or any other source that is high on water. Any B rank or higher usages will require 3 hand seals. Once a creature/creatures is created, it can maintain itself with limited sentience (attacking/differentiating friends foes, defending etc) and can stay active either untill destroyed or the user doesnt have enough chakra to sustain them.
Note: S rank variant can only be used 3 times and A-rank only 4
Note: Using A-rank variant will require a one turn cool down after the creation is gone, and S rank will require 2 turns.
Note: Multiple creatures can be made with a single use, but power will be split accordingly.

(Suteijian Suiton: Sutikusu zettai shidō) Ξ Stygian Water: Styx Absolute Guidance
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 ( -10 per turn )
Damage Points: N/A
Description: Sutikusu zettai shidō is the sister technique of ( Suteijian Suiton: megami no hogo ) Ξ Stygian Water: Protection of The Underworld Goddess, though instead of focusing on a defensive mechanism this focuses entirely on offense. As in the above-mentioned technique, Sutikusu zettai shidō creates a light mist of Stygian water around the battlefield which can be created from Water sources, other mist, rain and Stygian water itself (or directly from the user). The mist itself is too light to Carry any corrosive properties and is barely visible, but it does carry the same Chakra detection properties as its sister technique. What this Chakra detecting mist does is react to foreign chakra; Again, like its sister technique, which gives the user himself no sort of sensing or detection. This allows the mist to navigate other Stygian Water techniques used within it; Guiding the attacks to the largest mass of foreign Chakra detected within. This gives the user an almost "absolute" assurance that their attacks won't be evaded when they need to surely finish the job. Although the techniques would “follow” the biggest foreign chakra source, it wouldn’t be capable of bending around or avoiding things at will. It would mindlessly move towards its target in a linear fashion. A unique feature of this technique is that through the use of the "Chakra per turn" it passively saps from the user, the mist will continuously spread and re-form unless completely gotten rid of. This simply makes up for the weakness it has against low rank winds, allowing it to maintain itself against inadequate responses to it. When reforming it also doesn’t regain full power. It would still be weakened depending on the clash, but would simply still spread and take effect accordingly. Due to having no inherent use alone, this technique can be activated alongside another stygian technique within the same time frame, having the mist form directly from the technique and spreading omnidirectional.
Note: Lasts 4 turns
Note: Needs a 2 turn cool down between uses

(Suteijian Suiton: Sutikusu kawa no senrei) Ξ Stygian Water: Baptism of The River Styx
Rank: A
Type: Supplementary | Offensive | Defensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: N/A ( +20 to Taijutsu )
Description: After gathering a large amount of Stygian Water chakra, the user releases it throughout his entire body, emanating in the form of a blackish chakra shroud around the user though this is not all; in addition to this, the user's body itself becomes liquid, mirroring the Hozuki Hydrification jutsu and it's properties/traits. Due to this, the user's Taijutsu likewise becomes more deadly, allowing it to gain effects of Stygian Water on contact, causing corrosive and acidic like burns in addition to normal damage. The user is also able to use his newfound aquatic body as a source of Stygian Water, creating up to A rank structures from any point. This isn't limited to simple bursts either; They'd be able to use the watery based body to extend and stretch limbs (up to mid range) for blunt impact attacks. Their body when extending can also be expanded to make their limbs much larger to combat bigger being/other attacks effectively. Being made of a water-like composition, he becomes able to take hits from solid structures according to strengths and weaknesses. Neutrally powered techniques cancel the transformation. Weaker techniques can be reformed from accordingly without taking damage, though the water would corrode the solids as if the body was Stygian water. Stronger techniques cancel the transformation and deal damage. A drawback of using this ability is the user being limited to using no other elements bar Stygian Water and the elements it is made of whilst maintaining this form.
Note: Can be used 3 times, each use lasting 4 turns. After usage, the user cannot use for 2 turns.
Note: Water structures created are of A rank power and will cost a move to use

(Suteijian Suiton: Meikai no Kishi) Ξ Stygian Water: Knight of the Underworld
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Applying the principle of creating familiars out of elemental techniques, the user is able to produce basic familiars in the form of generic and indiscernible skeletal soldiers made of Stygian Water after weaving three handseals. The soldiers are created within short-range of the user (unless created from another source of Stygian water, then can be created up to long range) and are of equivalent height and stature of the user. The skeletons formed all possess generic and indistinguishable skeletal characteristics, but are afforded a small level of customization. These customizations are not unlike those found in basic animals and creatures, allowing alterations like wings that allow flight and horns, or tendrils to use at their will up to a maximum size of 5m. The skeletons are able to, through their connection to the user, be used as a source for Stygian techniques up to its created rank. Creating multiple skeletons can be done through this technique, following splitting rules. These creations remain on the field for up to three turns. This technique can be used four times per battle, with a two turn cooldown in between. The user is unable to use S-Rank or higher Stygian water techniques in the turn this technique expires and the one after. The created familiars have the ability to be used as remote grenades, allowing the user to explode them, in order to spread the Sytgian Water across a short range area in every direction around them. If unexploded, they have a durability of 80 damage that can be reformed by paying additional chakra per turn. Their reform can be done if they are damaged but as long as they're not completely destroyed, following the S&W.
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
You must be registered for see images

Custom element Japanese name:
Oujuusuiton

Custom Element English name:
Panthalassic Water Release

The element is based on:
Water

Facts that prove the element to be possible (in the manga context):
Panthalassic Water is the equivalent of Tritiated Water, Tritium Oxide or Super-Heavy Water. This is a natural occurrence, albeit very rare, where a water molecule is composed of 1 Oxigen and 2 Tritons, an isotope of Hydrogen that has 1 proton and 2 neutrons, instead of the common Hydrogen. Tritiated Water is a radioactive form of water that naturally occurs in minute quantities, and is thus used to determine the age of various water-based liquids, such as vintage wines, and is used as a tracer for water-transport studies.

The Naruto World is said to be a replica of ours in all ways. Water exists in the Naruto world without any evidence against it being any different than RL water, so tritiated water is presumed to exist in the world as well, and the manipulation of specific minerals or molecules is already common, with Orochimaru's many science experiences and even some techniques, like Gaara's sand technique Shukaku's Shield that utilizes only the strongest minerals in the ground to add to its strength. Just like many Crystal elements utilize solely Earth, because it's a selective mineral/molecule within the wider spectrum of Earth or, in this case, Water. It's relationship with Basic Water, as in, Water Release in it's clear liquid form, is the same as Water Release as a flammable oil and as a sticky syrup, with Panthalassic Water granting different abilities, though at a scale much greater than mere oil or syrup.

The name is a play on Tritiated Water RL applications, though exaggerated. With Panthalassa being the primordial ocean, there would be no older body of water, so one would imagine that, it being bottled like vintage wine, and present until today would have turned to tritium oxide by now. Besides, its my nickname.

How it works:
To produce Panthalassic Water, the user relies only on their Water chakra to produce liquid water, and Chakra manipulation, though selectively produces more quantities of tritium oxide compounds than normally, while rapidly recycling water using Chakra control, to produce either pure or close to Tritiated Water. In essence, while many techniques can use Water or Water Release as a medium, Water Chakra produces Water and Water Molecules, Panthalassic Water Chakra, which is heavily manipulated, filtered and recycled Water chakra, produces Panthalassic Water, and is an element that not only overpowers Water but also is able to augment it and infuse into it, similar to Lightning.

The additional neutrons of the tritum confer Panthalassic Water a higher density, which slightly increases it's physical properties. As a radioactive version of water, pure Panthalassic Water is corrosive due to self-radiolysis, where the molecules disassociate by nuclear radiation resulting in high output of energy. Triton is a low energy beta emitter, which means it's incapable of penetrating the skin but is a radiation hazard when inhaled, ingested or absorbed by the skin. Panthalassic Water is thus a carcinogen and a teratogen. These effects are attenuated in the lower ranges of the Water-Panthalassic Water spectrum, and aggravated by higher ranked chakra and quantities.

When diluted, tritiated water distributes itself across a body of water relatively quick, which is a property that is used to calculate an unknown volume of water. As an advanced Water-Based element, Panthalassic Water establishes it's dominance over Basic Water by being both physically denser and by infecting water sources and water based techniques, spreading the user's chakra-filled Panthalassic Water molecules throughout and severing the opponent's chakra link. This is modulated by the normal W&S rules, thus the overpowering effect happens when two techniques of the same rank collide, with Panthalassic Water having the elemental advantage.

Jutsu Usage Examples:
( Oujuusuiton: ) Panthalassic Water Release: Primordial Sea
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user infuses a body of water or a water technique with Panthalassic Water chakra, creating a solution of panthalassic molecules that protects that source from any chakra manipulation but the user's. By infusing an opponent's water technique, the user can sever the opponent's control over it, and shoot it back at them. The user can control the concentration of panthalassic molecules in order to control the levels of corrosion and radioactivity of the water source.

( Oujuusuiton: ) Panthalassic Water Release: Song of the Leviathan
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user shoots out a blast of Panthalassic Water from their mouth, creating a fast projectile that will burst out on contact with a target, spreading corrosive water all over the field.

( Oujuusuiton: ) Panthalassic Water Release: Trident of Triton
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user produces a great trident out of Panthalassic water, which the user is able to wield or throw. He can freely manipulate it in mid-air and underwater.
Conditions to be able to use it:
The user is required Mastery of Water to such a degree that it becomes a Specialty.
Is weak to:
Earth and Biological elements - While denser than Basic Water, Panthalassic Water is still not dense enough to compare to Earth and other Earth Based elements, thus it retains Water's weakness to Earth. It's low energy radiation isn't strong enough to penetrate even skin, in terms of thickness. It's corrosive properties aren't strong enough to act at a level beyond that of a Biological Element.

Lightning - Due to the self-Radiolysis, Panthalassic Water is susceptible to lightning's effects, thus it turns Water's neutrality to Lightning into a Weakness. Lightning will accelerate the decay of Panthalassic Water and rapidly consume it, outputting high levels of energy. Radiation-based elements will most likely be stronger than Panthalassic Water's Radiation effects.

Is strong against:
Fire - Panthalassic Water shares the same relationship that Water shares with Fire, being able to douse it out. Fire's heat does not conflict with either the corrosive nor the radiation effect, and Panthalassic Water is already pretty hot due to self-radiolysis.

Water - As an advanced form of water, denser than it, Panthalassic Water overpowers water in every aspect, both physically and chakra-wise.

Wind - Denser than Water, Panthalassic Water is capable of turning Water's neutrality to Wind into a Strength, pushing wind and flexible enough to sustain it's cutting power. Wind does not counter either the radiation or the corrosive effect of Panthalassic Water.

Co-creator:
Moofy

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

( Oujuusuiton: Hottan ) Panthalassic Water Release: Hadean ⤘ Origin
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Origin is a Passive technique that pertains to the consequences of interacting with Panthalassic Water's Radioactivity. As it comes from self-radiolysis, Panthalassic Water exudes a great amount of energy, increasing the core temperature of the element into burning degrees, while acquiring a great corrosion effect onto organic matter. As such, the effects of the element will be split into two different categories, Radiation Poisoning and Corrosion Burning, though they are linked.

Corrosion Burning is induced on contact with the element, and happens due to the high injection of energy into the target and the element itself, breaking up the cells essentially corroding the target's tissues. These range from Mild to Medium to Severe. In Mild, the initial damage from D-C Ranks, the tissues will have a bright red coloring indicative of first degree burning, and will itch and tingle highly and uncomfortably as the corrosion takes effect. In Medium, the initial damage of B-A ranks, the skin will break apart with second degree burning and boiling, and the itchiness will spread to the peripheral areas while the points of contact will hurt beyond that of a normal burning. In Severe, the initial damage of S and higher, the pain will be unbearable and spread quickly to the peripheral areas, while the main targetted areas will melt away even numbing the sensation as it corrodes through flesh and nerves. The effects of Corrosion Burning are stackable, so they increase in severity rank every turn the contact remains. Depending on the area burnt, the effects can be fatal, especially when targeting vital areas of the body. Effects do not revert when contact is lost, unless healed.

Radiation Sickness is induced on contact with the element , it pertains to the inner consequences of being infused with Panthalassic Water radiation on a cellular and systematic level. This also incorporates PW's property of severing water chakra, in the sense that it's parasitic properties will spread through the chakra system as well as the organ system. The effects range for Mild to Medium to severe. In Mild, the initial effect of D-C Ranks, the Radiation Sickness will cause generalized weakness and loss of dexterity preventing the usage of high ranking Taijutsu and techniques or elements that utilize Water Chakra ( S and Above ), and losing the ability to aim properly. In Medium, the initial effect of B-A ranks, the weakness will spread into generalized sweating and organ failure, as well as small but multiple fish egg-like tumors from the chakra unbalance. It prevents the usage of Taijutsu and Water beyond that of C rank or Basic Ninjutsu beyond A rank, the target will be unable to properly chain together more than 2 handseals without fumbling. In Severe, the sickness will cause multiple organ failure and possible hallucination, mostly making the opponent see double or blurry, and hearing loud roaring sounds or scratching like those of dinosaurs or other ancient creatures and insects. The user will be unable to stand and his water chakra usage is severed completely, as are his ability to chain handseals or utilize Basic Ninjutsu beyond D rank. The effects are stackable the more turns the opponent remains in contact with the element, increasing one rank per turn and require one full turn to fully mature. The effects decrease 1 rank each turn if the opponent breaks contact with the element and do not stack unless the target remains in contact. One turn after Severe effect results in loss of consciousness, two turns results in Death, both do not revert when contact is lost unless healed. If the target inhales the element, it will take 3 turns for the effects to reduce by 1 rank.

Note: Panthalassic Release users have a high degree of immunity when it comes to their own element, allowing them to touch or be in their element relatively safe and harmlessly. When they compare to other users, though, their immunity is not so strong. They delay the effects by one rank and require double the amount of time to increase in severity, while require half the time to recover when not exposed. Likewise, they can completely counter each other's radioactivity effect by utilizing their own techniques against them.

Note: This technique also allows for the possibility of converting Water Chakra into Panthalassic Chakra, so that the user can perform Water Release techniques as Panthalassic Water. This can be done in the same timeframe as a water technique, used 4 times per battle. This will cost one of the users 3 moves per turn.

( Oujuusuiton: Shi-rakansu ) Panthalassic Water Release: Devonian ⤘ Coelacanth
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Coelacanth is basic application of the Panthalassic Water Release with a great versatility of usage. It consist on producing or manipulating panthalassic water into the shape of a massive ancestral tetrapod, with a glowing core of acqua marine fanged skeleton that showcases the four-limbed skeleton of the fish, while warning to the corroding radioactivity and burning temperature of the water, which leaks out in a trail of panthalassic water as it moves through the air or water. The projectile can be produced from existing water sources, mist or spat out, or it can be a simple manipulation of existing panthalassic water sources. The coelacanth-like projectile produces great damage from the highly dense water, like a ton of bricks, and from the burning corrosion of the element. The projectile has enough fluidity and versatility to be able separate and join together effortlessly, as it byparts into multiples of 2, where the projectiles halve in power and size, at a minimum division of D rank in power, or 16 individual projectiles, the size of 2 average male adults, giving the original one about the size of half a Boss Summoning.

Note: The coelacanth can be produced, and manipulated through body motions, in separated or original form anywhere within Mid-range, freely within Short-Range, and can be shot in a linear manner outside of Mid-range.

Note: The user can produce lower versions of the coelacanth projectile following the previous descriptions, but allowing less and less divisions as the original coelacanth gets smaller, for example, a B rank can only split into 4 D Ranks, and the D rank variant is a single projectile.

Note: S rank can only be used 3 times per battle with no PW techniques above A rank in the following turn, 4 times per event. The A rank can only be used every 3 turns. B rank can only be used every 2 turns, but allows for up to 2 multiple usages of the technique.

Note: Separating or changing the direction through control will count as one of the three moves per turn.

( Oujuusuiton: San'youchuu ) Panthalassic Water Release: Cambrian ⤘ Trilobite
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 60-80
Description: Trilobite pertains to the rapid creation of several bubbles of panthalassic water, like multiple tiny fish eggs, that spread tall and wide across a surface or inside a water source, while oozing a trail of panthalassic water. This will be glowing hot with a navy blue glow at their core, resembling a larvae within. While the bubbles are corrosive on their own and can be used as a rapidly growing column or wall, they're meant to explode into a powerfully thick and dense corrosive mist, that spreads across an area mid range radius around the point of growth. Within, the mist will be thickest, hottest and most radioactive in several cow sized ancient armored arthropods that will flow freely or at command of the user, to pin, shred or strike any target within the mist. Similar Earth Release: Mud Wolves, these bubbles can remain in the condensed egg form until someone with foreign chakra enters their proximity, or explode at the user's will.

Note: The difference in rank pertains to the difference in size. S rank will create a volume of bubbles 10 meters diameter, with a 30 meters radius mist and several cow-sized trilobites. A rank will create a volume of bubbles 5 meters in diameter, with a 15 meters radius mist and several human sized trilobites. B rank will create a volume of bubbles 1 meter in diameter, with a 5 meters radius mist and several dog sized trilobites.

Note: S ranks can only be used 3 times per battle with 2 turns between uses and no jutsu above S rank, and no PW techniques above A rank in the following turn. A ranks can only be used 4 times per battle. The mist lasts 3 turns.

( Oujuusuiton: Makigai ) Panthalassic Water Release: Triassic ⤘ Ammonite
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Ammonite is a mechanism of shooting a ball of air and radioactivity through PW's innate characteristics. First the user will create a chamber of panthallassic water that will resemble a coral tube, a cilindrical yet strangely biological structure. Inside the tube, the user will concentrate all the energy from the chamber's own self-radiolysis, increasing the pressure of the air within the tube. Suddenly, the user will open the tube, allowing cool air and moisture to come in, while the pressured air shoots out with a lound bang, effectively creating an air pistol that shoots out a ball of blue glowing displaced air ( similar to the Leaf Dragon God ), and radioactive mist, in the shape of an ammonite's shell. This ball shares the same S/W as the Leaf Dragon God technique, while having the same properties as PW, as described in Hadean, namely Radioactivity Sickness and Corrosive Burning.

This technique shoots a massive ball the size 5 meters in diameter. Alternatively, the user can shoot smaller balls, the size of fists, for more localized damage. This variant is considered a B rank, 20 chakra, 40 damage points, and can be used 6 times per battle, every 3 turns.

Note: The user can create the canon from his body or a source through direct contact, or through 1 handseal from a source up to mid-range.
Note: Can only be used twice per battle, and the user is unable to perform techniques above S rank in the next two turns, and no PW technique above A rank in the next turn.

( Oujuusuiton: Mizurensshin ) Panthalassic Water Release: Tonian ⤘ Tectonics
Type: Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Tectonics allows the user to slap or stomp on the ground or a water source, producing great amounts of PW that filter into the depths, dissolving in the water or infused within the veins of the earth. Through self-radiolysis, the PW will create vastly complex nets of unstable and severely pressurized pockets of past-boiling liquid, highly chakra reactive. When the conditions are met, the pockets will react to chakra and crack open the ground or part the water, in a thunderous geyser of hot, radioactive mist, while absorbing to itself the unmolded chakra, essentially burning through it and neutralizing the technique in it's genesis. The geysers will react to chakra infused into the source, such as Earth or Water, or other elemental jutsu that atempt to manipulate the PW festered source, or through a remote triggering through an handseal by the user, creating a pinpoint geyser anywhere within the net's radius ( This counts as a move, except if done in the same turn as the net is created ).

Note: The net itself can be spread over an area mid-range around the user, or spread around a remote point long range from the user, though will only be able to create a net spaning short-range around that point.
Note: Each net can shoot up to 4 geysers, which shoot to a height of 20 meters. Each are just a little bit wider than the average human.
Note: Can only be used 3 times per battle, lasts up to 4 turns or until all 4 geysers have been shot.
Note: While a noticeable rumble can be felt and heard, which allows the opponent to defend from the technique, the technique neutralization effect is immediate and follows the element's S&W, reacting to the Raw unmolded chakra in it's genesis, before the process of converting the nature of the chakra, unless reacting to a technique that molds chakra within the opponent's body or the air. Does not work on Forbidden Ranks or more than 2 S ranks, effectively breaking the net.
Note: The user is also unable to infuse chakra into the source.

( Oujuusuiton: Hakyoku ) Panthalassic Water Release: Permian ⤘ Cataclysm
Type: Offensive/Deffensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user focuses a massive amount of Panthalassic Water chakra within their body, overloading his own chakra system, before unleashing a great wave of Panthalassic Water, though it appears immediately as a wave of radioactivity, a deep and glowing bluish purple. The wave is composed of tiny droplets of panthalassic water in the shape of bug-sized ancient plankton, that carry on the weight of the wave, while dragging along the heavy radioactivity. It expands 100 meters around the user before stopping, pushing back even the greatest, biggest and strongest of summons, a technique fit to blow back the Demonic Statue of the Outer Path itself, leaving behind a gargantuan crater of charred and wet barren land with deep infusion of Panthalassic Water in the air, water and soil of the terrain, lingering behind with Mild-level Radioactivity for 4 turns, and preventing Water from behind manipulated by foreign chakra within the crater, either underground, water sources or the molecules in the air.

The great density and concentration of Panthalassic Water prior to unleashing of the wave filters into the cells of the user, and small, fish-egg like growths, benign tumors that only vanish a few weeks afterwards, and send the user's chakra system into disarray. The wave overloads subsequent Ninjutsu techniques or elements that utilize Water Chakra, making them all cost 15 more chakra that usual, translating in proportional damage increase, and taint the organism with so much Panthalassic Water Radioactivity that permits them no other elemental chakra to be produced, effectively severing the remaining elements for the duration of the side-effects, which usually end around the time the fish-eggs disappear.

Weaker versions of this technique can be used. Each time the user brings a rank down, the radius is halved (50, 25, etc). They are simple PW full body bursts, only the forbidden rank has all the effects and restrictions, all the lower ranks are merely bursts of radioactivity that impact hard and create a crater, but have no lingering effects. The S rank can be used 2 times, the A rank 4 times.

Note: The user takes 20 damage while being rid of every elemental chakra besides Water and Elements that require Water. Advanced Elements that utilize Water Chakra + Other Elemental Chakra can still be used but will be 20 damage points weaker than normally, while still requiring more chakra as described before, sans the proportional damage increase.

Note: The strain on the user prevents the usage of Panthalassic Water for 2 turns, the same and the next, and can't user Water in the same turn. This restrictions are the only ones that also apply to the weaker versions of Cataclysm.

Note: Can only be used once per Event, and will last the whole event.
 
Last edited:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
Horrible's Stethoscope
Type: Tool
Rank: D/S rank
Range: Short/Mid
Chakra: 10/70
Damage: N/A
Description: Horrible's Stethoscope is an essential tool in Horrible's arsenal, acquired after his endeavor at the Fujiwara university research center. During a mission Barney noticed an abundance of new gen hi-tech tools that have been worked on, and managed to steal some for his own research and further development. One of which was this stethoscope. At first glance, visually indistinguishable from a regular stethoscope, Horrible's stethoscope is aimed to appear like your every day doctor's stethoscope to anyone who doesn't wield it or gets taught how to do so. To wield such a tool, however, one requires advanced sealing knowledge because of its ability that lays within. While for the most part, it works like a regular stethoscope, being able to amplify sounds through its structure to listen to patients internal organs when diagnosing them, it has an additional feature built into it, mainly possible with the introduction of chakra into the tool itself. Since the stethoscope is an scientific ninja tool, it's internal structure is very complex and mechanically advanced which allows the user to use it to his advantage. Within the listening end of the tool, many mechanical parts are connected with precision and reactive to sealing techniques and the specific chakra patterns they emit. By reacting to those chakra patterns, they are forced into movement which is read by the sensors and interpreted by the central processing unit. This allows the stethoscope to become a lockpicking tool aimed to pick the lock of sealing techniques, essentially becoming a sealpicking tool. Once the opponent triggers a sealing technique within mid range the tool is able to inspect the sealing formulae used to activate the seal and react to it by sending a pulse with the reversed chakra pattern in order to forcibly close the sealing technique. Upon inspecting the sealing formulae it runs its software for different key variations and chakra signatures to determine the key used to activate it in order to be able to close it, which happens within a moment due to its last generation processing unit. To achieve this effect, the tool has to spend chakra equal to the amount of the affected seal and can do so only twice per battle with a two turn cooldown between usages during which other sealing techniques cannot be used above A rank.

Iryō Ninjutsu/Yoton: Kyōka sa reta hābu | Medical Arts/Yang Release: Enhanced herbs
Type: Medical
Rank: S rank
Range: Short/Mid
Chakra: 70
Damage: N/A
Description: Enhanced herbs is a medical technique that allows a Medical ninja to apply the effects of their medical herbs at a range and, as such, it is a support oriented technique primarily aimed to use when multiple allies fight against a common enemy. Medical ninja are known for carrying various medical herbs on their person for various situations that may arise. As such, by channeling chakra into their hands with its balance tipped towards Yang, while grabbing the necessary herbs from their pouch, pocket, etc, they crush the herbs within their palms to squeeze the healing juices and mix them together with the chakra. Afterwards they open their palms and blow from their mouth, releasing the medical herbs in a swirl around themselves up to mid range. Once released, the Yang chakra enhanced medical concoction can affect up to 3 allies simultaneously, using the Yang chakra and its principle of Yang governing physical energy or more specifically the body, vitality and life, to reward those affected with a passive healing effect for a duration of 3 turns and an increase to their movements and defenses in the form of an external Yang chakra infusion. The effects of the Yang enhanced medical herbs result in a healing maximum of 50 health points per turn and per target, a 2x multiplier to their movements and tracking, as well as a -40 physical damage shaving ability. Once in contact with the target, the swirl can be maintained for 3 turns during which the user has to remain stationary, unable to use other techniques. Alternatively, the user can use the technique only on himself by inhaling the fumes of the Yang crushed enhanced medical herbs but at a reduced healing rate of 30 health points, a 1.5x multiplier to his movements and tracking and a -20 physical damage shaving ability for 2 turns only, since he's not required to remain stationary. This technique can only be used twice with a two turn cooldown after its effects end during which time the user cannot use Yin Release nor non-elemental techniques.

Suiton/Yoton: Jinsei no mizutamari | Water Release/Yang Release: Puddle of Life
Type: Offensive/Deffensive/Supplementary
Rank: S Rank
Range: Short/Long
Chakra: 70
Damage: 140
Description: Puddle of Life is a technique that draws its inspiration based on the idea that all life came to be from Water, so the user sought to build on that premise to create a technique that fits his own needs. During the nature manipulation stage of gathering his chakra in order to perform this technique, the user changes the balance of his Yin and Yang natures towards Yang, which imbues the Water technique with life and physically enhancing energy, such that the Water starts glowing with a very distinguishable white hue. The infusion of Yang's life and physical energy affects the protozoa microorganisms present within the Water technique and propagates their life cycle, growing them out of proportions as they fill the water source. These grown protozoa microorganisms feed on the Water at first and then on each other within moments, until they grow in size so much to visually encompass the initial size of the released form of Water. This allows the initial Water technique to carry higher damage values due to the large microorganisms suspended in Water being used as the driving force behind the technique. Due to their growth, the biomass of the technique grows, subsequently increasing the kinetic force of the body of Water which results in the higher damage. Unlike Mother Tiamat's Sea of Life and AminoGeis, this technique doesn't exert any control over the protozoa microorganisms themselves and instead only serves the purpose of enhancing their life cycle but only allows the user to control the Water in which they are suspended. When releasing this technique, it is formed from the users body as a stream from either his mouth or his hands by performing three handseals after which it turns into a massive wave. As such, the Water cannot be materialized out of thin air anywhere on the battlefield, but once released from the user it can reach long range due to the high kinetic force and inertia of the wave of Water that simply keeps flowing forward with crushing force until it's physically hindered to do so. Additionally, this technique can be applied as a skill on existing Water techniques, using them as a source to propagate the life of protozoa microorganisms present, however, it cannot be used on advanced Water elements as their advanced properties are often harmful to the contained protozoa microorganisms. Doing so counts a as move per turn but can be achieved in the same timeframe slot as the original Water technique. Using this technique has its limits however, being able to use its effects only two times per battle with two turns cooldown in between their uses, during which time the user cannot use Yin Release nor non-elemental techniques.

Suiton: Shadouresu | Water Release: Shadowless
Type: Supplementary
Rank: D Rank
Range: Short/Long
Chakra: N/A
Damage: N/A
Description: Being a master of his arts, the user learned how to make his Water techniques translucent in order to prevent them from creating shadows on the battlefield as they travel and materialize. To increase the unpredictability of his attacks and to make it harder for the opponent to react, using this skill, the user will change the way he shape manipulates his Water techniques to a degree that will allow him to achieve such an effect. These Water techniques do not become entirely invisible. In fact, they are still visible to the naked eye, albeit a bit harder, but most importantly the Water techniques let the light pass wholly through. This works on all sources of light and lasts for six turns once activated and it can be deactivated at will. Activating this skill costs a move but can be done in the same timeframe as a Water technique since it is a skill directly applied to it. Deactivating this skill can be done freely, but limits the user to only two usages of this skill per battle.
Kaen Kakkusei Iden: Furaito no Jutsu | Atavistic Flame: Flight Technique
Type: Supplementary
Rank: B Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Flight Technique is a basic supplementary technique of Atavistic Flame through which the user gains the ability of unsupported flight and levitation. Flight Technique was developed long ago as a means to help combat against divine beings, those who often possess the capability of flight themselves. With the Flight Technique activated, the user moves and maneuvers at their running speed, leaving a short stream of Atavistic Flame that can be seen trailing behind, suggesting its involvement in creating this flight ability. Activating this technique requires the user to expend 10 spiritual Health Points every third turn starting on the turn it's activated. The user then regenerates 5 spiritual Health Points in the following two turns after expending spiritual Health Points for this technique, effectively recycling the user's spiritual Health Points every few turns to sustain this technique.

Kaen Kakkusei Iden: Mentokou Kae | Atavistic Flame: Momentum Shift
Type: Supplementary
Rank: B Rank
Range: Short
Chakra: N/A
Damage: N/A (+20 to Taijutsu)
Description: Momentum Shift uses the most basic application after activating the Atavistic Flame: Flight Technique, allowing the to user can change their current momentum in the desired direction. This technique, albeit being a basic principle of flight, can be used in a variety of ways. It can be most effective when in close combat, allowing the user to shift their momentum in unique ways to enhance the unpredictability of their attacks. This can even increase the power output of the users chakraless Taijutsu techniques and possible delivery of an attack by altering the momentum of it or simply be used to shift their current trajectory for evasion. After the shift in momentum carries the user a maximum of five meters, the flight technique will simply function as normal. Activating this technique requires the user expend 5 spiritual Health Points, after which the user then regenerates 5 spiritual Health Points in the following turn. This can be used four times per battle and requires a one turn cooldown between its usages.

Kaen Kakkusei Iden: Ningen Taijutsu | Atavistic Flame: Human Body Art
Type: Offensive/Defensive
Rank: A/Forbidden Rank
Range: Short
Chakra Cost: N/A
Damage points: 60 - 100 (90-130)
Description: Human Body Art is a Taijutsu technique developed by users of Atavistic Flame using the base principle revolving around their Flight Technique. Taking the method of flight allows the user of this art to attack more efficiently while flying. With this technique the user can preform a simple punch and/or kick or a series of punches and/or kicks, even from multiple angles as the flight technique allows freedom of mobility while airborne by altering their momentum mid-air to increase the unpredictability behind each strike. The attacks made using this method are not faster then what would otherwise be allowed via the Atavistic Flame: Flight Technique, however the free motion of flight and the Atavistic Flame produced by this method allows the user to more effectively deliver higher levels of Taijutsu that would otherwise be difficult to achieve. The power behind the attack is depended on the user's skill level in Atavistic Flame, with A Rank being usable by any level, S Rank being usable three times per battle by Masters and Grandmasters and the Forbidden Rank being only usable twice per battle by Grandmasters, with each usage requiring a one turn cooldown between for S and Forbidden rank. Grandmasters are able to use Human Body Art with an additional 30 damage to each rank, not counting as a boost. To use the technique, the user is required to have used the Atavistic Flame: Flight Technique beforehand and requires the user expend 10 spiritual health points, after which the user then regenerates 5 spiritual health points in the following two turns.

Kaen Kakkusei Iden: Goruden Surasshu | Atavistic Flame: Golden Slash
Type: Offensive
Rank: A Rank
Range: Short
Chakra: N/A
Damage: 60 (90)
Description: Golden Slash is a unique Kenjutsu technique developed by mankind long ago. This technique uses the basic principle of focusing Atavistic Flame through ones arm and by extension ones sword. Then, by slashing in a direction the Atavistic Flame are released as an outward 180 degree wave of flames that reaches out Short ranged and explodes on contact, blasting caught enemies backwards. If this blast comes into contact with designated allies, they will not be damaged by them, but will instead feel a rejuvenation as the Atavistic Flame heal their spiritual Health Points by 30. This technique requires the user expend 10 spiritual health points, after which the user then regenerates 5 spiritual Health Points in the following two turns. This technique can only be used four times per battle, requiring a one turn cooldown between its usages. Grandmasters are able to use Golden Slash with an additional 30 damage to each rank, not counting as a boost.

Kaen Kakkusei Iden: Goruden Kuresento | Atavistic Flame: Golden Crescents
Type: Offensive
Rank: S Rank
Range: Short/Mid
Chakra: N/A
Damage: 80 (110)
Description: Golden Crescents is a unique Kenjutsu technique developed by mankind long ago. This technique uses the basic principle of focusing Atavistic Flame through ones arm and by extension ones sword. Then, by slashing in a direction the Atavistic Flame are released as Golden Crescents of slashing flames that can travel up to Mid range and additionally explode on contact, blasting caught enemies backwards. The user can release a single crescent or multiple by slashing several times rapidly. into contact with designated allies, they will not be damaged by them, but will instead feel a rejuvenation as the Atavistic Flame heal their spiritual Health Points by 50. This technique requires the user expend 20 spiritual health points, after which the user then regenerates 10 spiritual health points in the following two turns. This technique can only be used three times per battle, requiring a one turn cooldown between its usages. Grandmasters are able to use Golden Crescents with an additional 30 damage, not counting as a boost.
Bonus Specialty | Mystic Aegis

By having his mind, body and soul interwoven with the Goddess of Water, Barney acquired the ability to develop his own bonus specialty. Since all three of his specialties are aligned with the weapon and through extensive usage of its Mystic Devour passive ability, Barney learned how to further use it to his advantage. Twice per battle, the mist can act as a protection, condensing around Barney's body to offer him a -40 physical damage shaving ability.
 
Last edited:
Top