The Scrolls of Enlightment

Zenryoku

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Available Kumi: 50 Available Ryo: 6000


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------------------------------------------------------------

- The Story of Kaizen -

- Act 1 -







Unsavory News

Ambushed by Pirates, Enter Blackbeard

- The Story of Lightning -
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Zenryoku

Active member
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My Customs

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Additional Slots granted from Roleplay Prize from Advent Calander Event:
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Zenryoku

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Fire Release

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My own techniques:

(Katon: Saikō Fenikkusu Hanabi Taikai no Jutsu) - Fire Release: Grand Phoenix Firework Display Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user after performing the Horse - Tiger - Dragon - Boar hand seals they then exhale a blast of fire chakra that travels a few meters in front of the user before then taking on the form of a Large Phoenix approximately 3 meters long and then converges on the opponent. Before it impacts with the opponent the phoenix will let out a cry before dispersing in a blast of energy signifying the phoenix's death where they burst into flames and then the released energy scorches the surrounding area.

Permission granted after New Rules: Hokusai /

(Katon: Kaen Enban)- Fire style: Flame Disk
Type: Attack
Rank: A
Range: Mid - Long
Chakra cost: 30
Damage Points: 60
Description: the user creates a spinning flame disk where they hold their hands apart and breath fire chakra in-between and mould the chakra into a spinning disk.
Note: can only be taught by Uchiha Kaito

Permission granted after New Rules: Skorm

(Katon: Enshoku Bara) - Fire Release: Scarlet Flame Rose
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user concentrates and exhales a large flame of fire racing along the floor at the opponent spreading around them before erupting into a scarlet flame coloured Rose which then engulfs the opponent in a furious fire and then spreading out like petals as it vanishes leaving the land scorched.
Note: Can only be used 2 times per battle.
Note: Must be taught by Zenryoku

Permission granted after New Rules:

Given techniques:



Katon: Hi no Ame | Fire technique: Rain of fire
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
After first making a set of three handseals, the user will gather fire chakra in their hand while holding a ninja tool and infuse it with fire chakra. After throwing the tool, the user will make a single seal to activate the technique where the ninja tool will the split into 5 other fire creations of the tool going towards the opponent in a pentagonal shape. Each fire tool creates a tiny explosion upon impact much like a paper bomb
Notes:
Can only be used once per turn
1 turn cool down inbetween.

Allowed by Zanji

Katon: Funshutsu Tama (Fire Release: Eruption Ball)
Rank: S
Type: Attack
Range: mid-long
Chakra: 40
Damage: 80 (60 if missed)
Description: The user places their hands together in front of them and form a small fire ball between their palms. Then the user thrusts their one hand foreword launching the fire ball at the opponent. If it hits the intended target the fire ball massively erupts and explodes causing massive damage to the opponent. Even if missed the target the ball will still massively erupt and explode causing damage.
Note: The user can only perform this Jutsu twice per fight. But once used the user is unable to perform any S-Rank fire Jutsu the rest of the turn and the following turn.
Co-Creator: Rei

(KaDoton Hijutsu: Tera Seiryoku) Secret Fire-Earth Release: Terra Force
Rank: S
Type: Offensive
Range: Long
Chakra: 40
Damage: 80
Description: The user slams both of their fists into the ground releasing a mass amount of chakra into the ground forcing 10 large pillars of Fire/Magma/Earth Energy to erupt out of the ground around the user and collide high above him forming a massive sphere above the user. He then jumps high into the air and without grabbing the sphere he will either slam the technique into the opponent or throw the sphere at his opponent. The Sphere will then explode upon impact of the opponent or will carry the opponent away from the user then proceed to explode.
Note: Can only be used once
Note: Can only be used by Zanji or taught by Zanji.
Note: Cannot use Fire or Earth techniques S-Rank or higher for the next 2 turns.
Note: Is unaffected by an opponents Explosion or Implosion Techniques that affect Earth or Fire Techniques. Due to the user mixing a mass quantity of his own chakra into the technique, and the mixture of elements.
Note: Can only use 2 techniques per turn for the next 2 turns.
Note: The opponent would be unable to stop this with a regular water technique due to the elemental combination used to make this.
Note: The size of this technique is roughly the size of the Wind and Fire Blast Technique, and it's explosive power is just as slightly larger than a Wind Release: Rasenshuriken

(Katon: Tousui) - Fire Release: Intoxication
Rank: B
Type: Offensive
Range: short - mid
Chakra: 20
Damage: 40
Description: The user, after executing the proper hand seals, (Tiger, Dog, Dragon, Tiger) they expels a heat cloud at their opponent from their mouth. If the opponent is trapped inside, the six senses are immediately dulled, allowing for their defenses to weaken temporarily.
Co-Creator: Zenryoku

Allowed by Kirabi:

Name: Katon: Kajitori Kokyuu (Fire Style: Firebird's Breath)
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 50
Descrption: User creates a steady stream of fire that can cover a wide area and be used as a cover as the user moves to a diffrent location. A wind Jutsu would only enhance the range and power of this jutsu.
(User is depleted of fire chakra next turn)

Name: Katon: Kaji Bakudan (Fire Style: Fire Bomb)
Rank: S
Type: Attack
Range: Short- Mid
Chakra: 50
Damage: 80 (-30 to user)
Description: User makes a condensed ball of fire in there palm, and onced released the bomb creates a massive burst of fire that leaves a crater and also affects the user.
(Very Effective against Earth Type Jutsu and Wind Would only Enhance this jutsu's power unless it becomes contained.)
(only useable 2 times)
(no fire for 2 turns afterwards)

Allowed by Chiryoku / Ingwer

Katon: Honoo Urufu (Fire style: flame wolf)
Rank: A
Type: attack/defence (can be both)
Range: mid
Chakra cost: 30
Damage: 60
Description: The user concentrates their fire chakra in their gullet, which they then release to create a flame wolf which is movable around the field (only in Mid-range).
Note: only lasts 2 turns
Note: Can only be taught by Ingwer Hatake

Allowed by Nero

(Katon: Rasen Kaen Ryuu) – Fire Release: Spiralling Flame Dragon
Rank: S
Type: Attack
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: The user inhales a large breathe before exhaling a flame of fire in the shape of a dragon that then spirals around creating a chamber in the middle that can incinerate the target.
Co-Creator: Kaito-sama

(Katon: Dezātosan) - Fire Release: Desert Sun
Rank: C
Type: Supplementary
Range: Short - Mid
Chakra: 15
Damage: N/A
Description: A jutsu in which the user first makes the Hawk → Rabbit → Tiger → Snake → Monkey they can used this to great effect as It creates a concentration of heat and light in the user’s palm, which affects the surroundings and creates the equivalent of a mirage the user can use flames around him to create the same effect, and may control it to a greater degree, allowing him to create realistic illusions all about an opponent. Such as misleading the number of targets or the users position.

Allowed by Kagutsuchi

(Katon: Hotaru no Mai) – Fire Release: Dance of the Fire Flies
Rank: S
Type: Attack
Range: Short – Long
Chakra cost: 40
Damage points: 80
Description: The user shoots from their mouth multiple fireballs of intense heat shoot out like a storm of fireflies and converge on a large area and leave the surrounding area scorched from the intensity of the flames.
Note: Can only be used 3 times.

Allowed by Nemesis

Name:Fire Release: Burning Arm (Katon: Nenshou Ude)
Type:Offensive
Rank:S
Range:Short
Chakra Cost: 40
Damage Points:80
Description:The user channels chakra throughout their body, and an aura or fire is formed around them. Any physical attacks they land on their opponent will cause them to be either set ablaze as well, or severely burned, depending on the strength of the attack. However, the longer the aura is in effect
*Only Used Once

Name:Fire Release: Eruption
Type:Offensive
Rank:S
Range:Long
Chakra Cost:40
Damage Points:80
Description:It is performed by gathering Fire-based chakra and forcing it into the ground and the erupting out like a geyser of flame burning anyone in front of him
*Can only be used once

Name:Fire Release: Fire Dragon Fury (Katon: Karyū Mōi)
Type: Offensive
Rank:S
Range:Mid
Chakra Cost:40
Damage Points:80
Description:Once you perform the hand seals, you inhale air passing through mouth, and utilizing a largest amount of fire chakra, you are able to spew an large amount fire breath (the fire forms likely to be a large fiery angry dragon) from their mouth, incinerating all the affected area
*can only be used once

Allowed by Gobi

(Katon: Naiteki kaji) - Fire Release: Inner fire
Type: Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage cost: 80
Description: The user cross his arms infront of his head, forming a 'X' a gathers huge amount of fire chakra within himself. He then as he have gathered the fire chakra which takes near to no time, swings his arms to each side releasing a huge burst of fire from all angles of his body, which results in a huge shockwave of fire which destroys everything in it's path.
~Useable twice per battle.

Allowed by Joker

(Katon: Kaji Kawari ) - Fire Substitute
Type: Supplementary
Rank: C
Chakra Cost: 10
Damage Points: N/A
Description: This jutsu uses the Ox handseal. When your opponent attacks you, you disappear in a cloud of fire. When you poof away, your opponent gets burnt while they are in that cloud of fire that you created.

(Katon: Katana Kaji) - Fire Style: Blade of Fire
Rank: B
Type: Attack
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: The user creates a sword of fire. When the user stabs something, the whole body/whatever ignites in flames.
Note: No sword intended

(Katon:Yuudoku Kaen Hari ) - Fire Style: Toxic Flame Needle
Type: Attack
Rank: B
Range: Mid-Long
Chakra Cost: 20
Damage Points: 40
Description: The user lights their hari with their chakra.
When the needles tips of the needles contact skin, they burn the opponents skin and inject poison into their body.

(Katon: Bareru) - Fire Style: Barrel
Rank: A
Type: Defence
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A
Description: A wall of fire surrounds the user all around, protecting them from any attacks. Each attack (Except for Water) is most likely to be burnt.
Note: It is shaped like a cylinder. It does not have any open spaces except inside.

(Katon: Kaji Mitsukai ) - Fire Stlye: Fire Angels
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 40 (40 for 20 Clones)
Damage Points: 80
Description: The user preforms the Rat,Tiger,Dragon and Dog handseals.
These angels are like clones, but instead, they are made out of fire.
When you get attacked the Angels/Clones will defend you or attack the opponent back.

(Katon: Yuudoku Kaen ) - Fire Style: Toxic Flame
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (+10 if used twice in a row)
Damage Points: 80
Description: After preforming Bird,Ram,Dog and Tiger hand seals, the user focuses their chakra into their left hand. When the fire contacts the opponent, it should burn through their organs and spine, causing a large hole in their body.

(Shōkeimoji-Katon : Neko no Ketsui) - Heiroglyphic-Fire Release : Cat's Determination
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Mid
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description:
The user creates a Circular Red Glyph using their Fire Chakra on the battlefield; the pattern of the glyph is custom as long as it is circular and has the Kanji for "Kokoro 心" inside it. When created it flashes into view almost like an explosion except this is cosmetic. The Glyph can be created horizontally and vertically on the field and then manipulated to move in a certain direction, it can also be created parallel to the user's palm and thrown like a shuriken acting like a very compressed fire techniques, thin and hot which will cut through matter like a hot knife through butter.

Glyphs can be created in front of a Wind Technique and combined with it, creating the infamous fire and wind combos; For example if combined with the Wind Glyph Cat's Dance it can be thrown through the Fire glyph creating a flaming wind glyph. Though this can be combined with other elements; a glyph can be placed on an earth technique and it can create a flaming golem with almost a molten like skin for example (Can be placed on tools to make them extremely hot and burn/cut through things more easily, the glyph is burned into the metal).

Glyphs can be burned onto a surface leaving an ash residue, on the command of the user it will explode and can be used to propel things along or send something flying; the explosion is controlled; For example if planted on the side of some earth or an earth technique it can suddenly speed it up and be shot in a different direction - can be planted on the soles of ones shoes (Fire wouldn't burn through) the ash residue would explode and send the user flying. Basically creating a redirection for solid creations. Trip mines can be created, when the ash is come into close contact it will ignite and explode in a fiery malestrom depending on the size of the glyph + 2 meters.

- S-Rank can only be used Twice with a three turn cooldown and no Fire Techniques of A-rank or higher in the same turn.
- A-Rank version can only be used four times with a two turn cooldown
- Only One Glyph can be created with one use of this
- Glyphs created last four turns on the field
- Must be Taught by LonelyAssassin
-The glyph can only be created/materialized within short-range of the user unless it's made from the ground

Allowed by The Pervy Sage:

(Katon: kasai kakujuu) - Fire style: Fire expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a fire jutsu the user will perform 2 handseals as they release there chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 25 damage points. By the increase in chakra the fire gains more power as it absorbs more oxygen increasing its power.
Note: Can only use used on fire the user or the users summon has created
Note: Can only be used once one each fire jutsu creates
Note: can only be used 3 times

(Kaen Tatsumaki) - Blazing Tornado
Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra Cost: 80
Damage Points: 100
Description: The user combines there wind and fire chakra together to create this ultimate attack. First the user will build up there chakra in the air quickly creating a high powered tornado, then by adding there fire chakra to it the tornado will be set ablaze creating a fire/wind combo thats very dangerrous. This attack can be created infront of or around the opponent, but if the user is withing short range of this attack they will take the same amount of damage
Note: Can only be used once
Note: No s ranks or above the next turn
Note: User will take 30 damage too if its used at mid range

(Katon: kensei no doragon ) - Fire Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for thought who have great control over their fire chakra. This is usually used in close combat where the user will release their fire chakra around a part of their body covering them in fire. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quit painful if an opponent is hit by it. When someone/something is hit by these flames created be the user, it will great a burst of flames on impace from the user, to burn the target more and producing some additional concussive force.
Note: can stay active for 2 turns at a time
Note: Can't use water jutsu at the same time

(Kaen rai butoukai) - Blazing lightning balls
Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will gather there fire and lightning chakra into their hands. As they do so, they will create balls lightning that rotate rappidly generating heat, which the user controls to make create fire rapped around it, and with lightning focussed through it, making a ball of fire and lightning. The user is able to throw these balls of blazing lightning anywhere up to mid range. The user can only make 1 balls to throw from his dominant hand.
Note: Can only be used by zane and the pervy sage
Note: Can only be used 3 times

(Kaen Rai kousen) - Blazing lightning Beam
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lighting chakra into their middle and index finger. The user will then point air their target releasing a concentrated blast of fire, with a 1 inch diameter. Around the fire the lightning will be wrapped/coiled around it, hitting the target in sync at great speeds
Note: No water jutsu in the same turn.
Note: Useable 2 times
Submitted by my alt zane but the alt is locked due to admin reasons, so i own it here now.


(Kaen rai ken) - Blazing lightning blade
Rank: S
Type: Attack
Range: Short-mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather a large amount of fire and lightning chakra around their fist. They will focus the lightning chakra to make it sharp, while they control the fire to surround the sharp shaped lightning. The user will then punch at their target, the lighting will cut what it comes into contact with (within reason, like not Forbidden ranked stuff) while the fire will be released in a huge burst blasting forwards to mid range burning what ever the user has hit with the lighting wrapped around the flames to shock and numb what ever it hits for 1 turn.
Note: useable twice
Note: No water jutsu in the same turn

(Kaen Rai Reiki) - Blazing Lightning Aura
Rank: A
Type: Attack/defend
Range: Short-Mid
Chakra Cost: 30
Damage Points: (+20 to taijutsu attacks)
Description: This is much like chidori nagashi. The user will focus their lighning chakra around their body (the lightning will not be touching the user) creating an aura of lightning. They will focus this chakra so that the lightning vibrates around their body moving faster and faster, without hurting them as it is controlled. As it moves faster, the lightning creates a mass of heat to produce flames that combine with the lightning moving around the users body. These flames wont be touching the user so he wont be burnt. This aura is used for close combat attacks and can be formed pretty quickly. When hitting something in this mode, the user will release the lightning through the object shocking it with a bolt of lightning and cause numbing/partial paralysis to living objects. Not only this, but the heat built up from the electircal current will burn the target too. And example of how this would work would be, when you go to punch an opponent, if they put their hand up to block it, you would hit their hand, shocking their hand dealing lightning damage, numb their hand from the shock for 1 turn and burn the targets hand
Note: This mode can but used for up to a total of 4 turns in a battle.
Note: The user is more vulnerable to water attacks and would take +20 more damage if hit by a water jutsu.
Note: When this aura is active, the user can't use wind or water jutsu.
Note: This isn't using two elements at the same time, the lightning is generating the heat, i'm not creating the fire.
Note: Can't be used while in Sage mode (or similar) or with EIGs.

(Katon: Metsuryū Hokasui) - Fire style: Dragon Slayer Fire Stream
Type: Attack/Defence
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will focus their fire chakra into their hands or feet. The the user will surround their hands of feet in flames releasing a blast of fire from their hands like when a rocket blasts off. This concentrated stream will travel up to mid range. Due to the power of the flames, if the user doesn't have his feet firmly on the ground the blast of fire will push him in the opposite direction to which the flames are traveling
Note: can only make max of 2 blasts per use

(Katon/raiton: Ikkyou) - Fire/lighting style: Surprise
Type: Attack
Range: Short - long
Rank: A
Chakra: 30
Damage: +1 rank
Description: This jutsu will be used after the user has used a lightning jutsu. It is similar to the way that when Darui used a lightning jutsu to add to his water jutsu as he was spitting it out against Sasuke. After having release a lightning jutsu, the user will focus more chakra into it. As they do they will focus upon the heat of the lightning. In doing so they can do one of two things. They will either:
1. By adding the extra chakra they will control the heat, causing flames to wrap around the lightning jutsu the user jutsu make, making it a fire lightning combo. This will add 1 rank to the power of the jutsu from the extra chakra used. The fire would stay wrapped around all the lightning as it's being produced from the lightnings heat.
2. Use their chakra to convert the full heat of the lightning into fire, changing the state of the energy, so that the lightning now becomes a fire attack. So if the user used chidori spear, they would be extending it, then control the heat to change it into a sharp flame spear extending form their hand, changing the chakra nature through the use of physics.
The user can only used this on one jutsu, and once they have used it they can't change it back.
Note: Useable 3 times
Note: Can only be used on A ranks and below
Note: Can't use water jutsu in the same turn after having used this.
 
Last edited:

Zenryoku

Active member
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Joined
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Messages
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Kumi
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Water Release

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My own techniques:
(Suiton: Ikarikuruu Yaseikawa no Jutsu) - Water Release: Raging Wild River Technique
Rank: B
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user will manipulate their chakra and then they will force the water found in the dragon veins that have been brought to the survace via the (Doton: Konzetsu Ryūjōmyaku) - Earth Release: Uprooting Dragon Veins Technique to burst forth. This can be used in a variety of ways such as merely bursting out to create a defensive wall of water to counter incoming fire techniques or if used with trapping the opponent in a arena like structure they can send the water crashing into the opponent sending debree flying along with it in an attempt to drown the target.

Members who have learnt after the new rules:

(Suiton: Mizu Ryuu Bara) - Water Release: Water Dragon Rose
Rank: S
Type: Attack
Range: Short- Long
Chakra cost: 40
Damage points: 80
Description: The user concentrates and excretes a medium volume of water in the shape of a rose that then shoots directly at the opponent with tremendous speed and then as it begins to strike the target the middle opens up creating like a jaw with jagged teeth that then closes down on the opponent engulfing them.
Note: Can only be used 2 times.
Note: Must be taught by Zenryoku

Members who have learnt after the new rules:

(Suiton: Gekiha Zetsubou) - Water Release: Crushing Despair
Rank: S
Type: Attack
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user will release a thick liquid substance from their mouth moulding it into a dense cube which is then released and shot at the opponent and crashing them into the ground with tremendous force.
Note: Can only be used 3 times.
Note: Can only be taught by Kaito-sama

Members who have learnt after the new rules: Skorm

(Suiton: Jinsoku Senbon Dangan) – Water Style: Rapid Senbon Bullets
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: The user spits out their mouth highly compressed jets of water in the shape of Senbon that can pierce through skin and rock on B rank and lower.
Note: Can only be used 3 times
Note: Co-Producer HellsBadass

Members who have learnt after the new rules:

Given techniques:

Allowed by The Pervy Sage

(Suiton: Kiri Kawarimi) - Mist replacement
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.

(Suiton: Mizu kakujuu) - Water style: Water expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased.
Note: Can only use used on water the user or the users summon has created
Note: Can only be used once one each water jutsu creates
Note: can only be used 3 times
 
Last edited:

Zenryoku

Active member
Legendary
Joined
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Messages
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Kin
801💸
Kumi
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Wind Release

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(Futon: Kekkai Kanbou no Enryo) - Wind Release: Barrier Cell of Restraint
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user will make a set of two hand seals and create a torrent of wind to sweep down around the target and encase them in a near-invisible square cell of wind trapping them and restricting their movements.
Note: restraining affects last 1 turn and user must wait two turns before each use.
Note: Must be taught by Zenryoku

Taught:

(Futon: Ryu Shushou no Shinkou) - Wind Release: Rising Dragon Palms
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user focuses some wind chakra into their palms creating orbs which are then molded as the user thrusts their palms into the air infront of them and molding them into the shape of two dragon claws that criss-cross each other in a single point and exploding on impact causing a strong shock wave that sends any targets within range flying backwards.
Note: Must be tought by Zenryoku

Taught:Never

(Fuuton: Hitosashi no Rakuyou) – Wind Release: Dance of the Fallen Leaves
Rank: S
Type: Attack
Range: Short – Long
Chakra cost: 40
Damage points: 80
Description: The user will release chakra into the air and manipulating the wind to create thousands of blades of wind which are coloured like violet leaves that decend around the opponent in a hazy storm and then the user controls the blades to then shoot at the enemy cutting them with deadly force.
Note: Can only be used twice.
Note: Can only be taught by Kaito-sama

Taught: Never

(Suiton Fuuton: Kouki Rekueimu) – Water and Wind Style: Final Requiem
Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 90 (-15 damage to user)
Description: The user will make a few hand seals and then create around them spheres of Water and Wind spinning around them which will then be shot at and around the target/s which then water and wind spheres will then combine and explode creating tornado vortexes of water and wind combination which then rips and shreds the terrain and then sends flying earth rubble at fasts speeds sending into the target/s creating further damage.
(-15 damage to user from the strain on the body)
Note: Can only be used once per battle
Note: Co-produced by Emperor

Members who have learnt after the new rules:

Given techniques:

Allowed by Yard

(Fuuton : Rippou of Katto Uindo ) Wind Release: Cuboid of cutting wind
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will make two hand seals and then create a small cuboid of wind chakra that is compressed and then release it at the target. The user will then make another hand seal to expand the cuboid to surround the target. The target will then deal cutting damage from blades of wind attacking them when they are caught inside the technique.
-Co creator Zen.
-Can only be taught by Zen and Yard.

(Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.
-The controling of the shuriken counts as one of the users turns
-Can only be taught by ~Yard~

(Futon: Uindo no Mai) Wind Release: Wind Dance
Rank: A
Type: Offense
Range: Short-long
Chakra Cost: 30
Damage: N/A
Description: The user will use their wind chakra to push their opponent in any direction they choose.
~Can only be used 3X per battle.~
~No other wind jutsu can be used in the same turn.~

Allowed by Sauron

(Fuuton: kochou bure-do) Wind Style: Butterfly Blades
Type: Attack
Rank: A
Range:Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will cup his/ her hands in front of their chest focusing wind chakra to the palms of their hands, they will then throw their hands up into the air releasing 5-10 wind manipulated butterflies. The user can then manipulate the wind butterflies around the battle field to wherever they want within range, the user can then snap their fingers at any time of their choosing and instantly manipulate the wind from its butterfly state to blades which then hurl towards the target(s) at extreme speeds from where ever the butterflies where last situated.
Note: when the butterflies are changed to blades they are almost impossible to see by an ordinary ninja due to they're small blades of wind.
Note: this jutsu takes a few seconds when summoning the wind chakra and manipulating the butterfly shapes to the desired location
Note: Can only be used three times per battle

Allowed by Gatsandshanks

(Fuuton: shippu taifuu nagareboshi) - Wind Style: Compressed Typhoon Meteor
Rank: A
Type: Attack
Range: Mid-Long
Chakra Cost: 30
Damage: 60
Description: The user controls the wind in the air to create a largely compressed sphere in shape of a meteor to attack the enemy, which on impact onto the ground, creates a large typhoon
(Note: only one meteor can be shot when using this move)

Name: (Fuuton: Bakuretsu Ookami ) Wind Style: Buster Wolf
Rank: A
Type: Attack
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user concentrates wind chakra into both fists. He/She then punches the opponent causing the chakra to implode
on the opponents body, followed up with the second fist which has the same effect.

Allowed by Joker

(Fuuton: Henteko Kunai ) - Wind Style: Strange Kunai
Type: Attack
Rank: B
Range: Mid/Long
Chakra Cost: 20
Damage Points: 40
Description: The user focuses their wind chakra onto the kunais. After they are thrown, they explode and turn into large tornados. If missed, tornado follows the opponent for a few seconds and disappears

(Fuuton: Kaze tengai ) - Wind Style: Wind Dome
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a dome filled with wind with their chakra. When your opponent is inside, the wind will blow them around, causing them to hit things. Each time they hit something, you get more chakra. This jutsu is like a chakra monster.

Allowed by Jinbei

(Fuuton : kyousei doragon kaze waza ) ♦Wind Release: Great Dragon Wind Technique
Rank: B-Rank
Type: Offensive
Range: Short-Long
Chakra cost: 25
Damage points: 40
Description: After performing the necessary hand seals, the user inhales air via his mouth and gathers up chakra into his chest, then the user can fire several large dragon-shaped wind balls at his opponent. The technique appears to require a lot of chakra to use, but if not careful this jutsu can become a more of a burden than an asset. The wind balls seem to be very accurately modelled after a dragon’s head with fine detail. These wind balls can cause great damage to a enemy.

Allowed by Drizzeh

Fuuton: Mizu debaida |Wind Release:Water Divider|
Type: Defence
Rank:S
Range:Short- Long
Chakra cost:40
Damage Points:N/A
Description:The user performs one hand seal, after that, he releases a wave of wind which parts any technique consisting of water eg.waves.
★Can only be used three times per battle
★can only part S Rank and lower water techniques.

Fuuton: Kaze disuku |Wind Release: Disks of Wind|
Type: Attack
Rank: S Rank
Range: Short- Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels wind chakra to the palm of his dominant hand, manipulating the chakra to create high rotation speeds. This creates a small rotating disk that can be thrown at the opponent. The disk travels at a fairly fast speed.
★can only be taught by ddkcwill

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

Allowed by Never

(Shōkeimoji-Fūton : Neko no Shosa) - Heiroglyphic-Wind Release : Cat's Dance
Type: Offensive/Defensive/Supplementary
Rank: C - A
Range: Short - Long
Chakra Cost: 15 - 30 (-5 for movement)
Damage Points: 30 - 60
Description:
The user in the air creates a Circular White Glyph out of the air with a green-ish hue, the pattern of the glyph is custom as long as it's Circular and has the Kanji of "Jiyū" within it. When created it spins and grows into view. Even though the glyph is almost transparent it can clearly be seen, it is also solid and acts like a wall, the Glyph can be created vertically or horizontally. The glyph incorporates both offensive properties of Wind, Flat side of the glyph causes blunt damage whereas the edges are sharper than a Katana blade. The user can essentially "grab" the initial glyph by placing their hand on it and throw it like a Shuriken, the maximum size a Glyph can be is 2 meters in diameter and the minimum size is as big as the user's hand.

The Glyph can be manipulated to move vertically or horizontally after creation or by the command of the user later after creation, this costs 5 chakra points. If the user wishes they can "grab" like they would to throw it but because it's moving they will be taken by the Glyph that they are manipulating, they can also just jump on the flat surf it and esentially ride it like a surfboard. The user can if he wants jump from one glyph and create another glyph to perform a quick switch whilst "surfing" as per say, however if another glyph is create of course this would count as another move.

The user can thrust their arm towards their glyph with their hand spread open and the Glyph will disperse into spinning sharp 1 foot mini-glyphs with the Kanji "Kusaru" that barrage from the original. The user can manipulate them to move however he wants, they can float around to defend him or go forth to attack. The Mini-glyphs are very sharp and can easily cut through a thick tree. If used immediatedly after Glyph creation it doesn't count as a move, if it is then it costs a turn.

- Remains active for three turns, Glyphs are self sustained until their turns are up.
- A-Rank version can only be used four times and has a two turn cooldown
- Movement of Glyphs saps 5 chakra from user per turn.
- Max of four Glyphs on the field at a time
- One use of this technique means one Glyph Created
- Must be Taught by LonelyAssassin

Allowed by The Pervy Sage

(Suraisu Kaze) - Slicing wind
Type: Attack/supplentry
Rank: A
Range: Short-Mid
Chakra Cost: 25
Damage Points: 45
Description: The user will stand like the picture shown below. Then the user will be begin to swing his front arm around in a slicing motion, but as they do, the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind at the opponent. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. This can also be used in avoiding attacks. The user can reform at any point. But if they dont, they become a slicing blade of wind and reform to their normal selves with their hand up in the air like they just slice the opponent across the chest, which they will have done in there wind form
Note: Only doujutsu can see the wind.
Note: The user takes double damage in wind state from fire attacks
Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
Note: Only be used twice
Note: Cant use fire jutsu in same turn due to the concentration of wind chakra.

(Fuuton: kaze kakujuu) - Wind style: Wind expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: + 25
Description: After releasing a wind jutsu the user will perform 2 handseals as they release there chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 25 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents.
Note: Can only use used on wind the user or the users summon has created
Note: Can only be used once one each wind jutsu creates
Note: can only be used 3 times

(Fuuton: kensei no doragon ) - Wind Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their wind chakra. This is usually used in close combat where the user will release their wind chakra around a part of their body covering them in wind. This wind is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this wind created be the user, it will great a burst of wind on impact from the user, creating seveal wind slashes forwards which can cause 2 inch cuts on an opponent.
Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time
 
Last edited:

Zenryoku

Active member
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Earth Release

My own techniques:
(Doton: Irigomi) – Earth Style: Coming in together
Rank: C
Type: Offensive, Supplementary
Range: Short – Mid
Chakra cost: 15
Damage points: 30
Description: The user performs Ram – Horse – Rat and then stomping their foot on the ground can cause an open piece of earth like a hole or fissure to close shut trapping anyone inbetween.

Members who have learnt after the new rules: Gutsy Jiraiya

(Doton: Konzetsu Ryūjōmyaku no Jutsu) - Earth Release: Uprooting Dragon Veins Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user performs the Snake - Boar - Tiger - Dragon hand seals and then forces their chakra into the ground where they will cause the networks of underwater rivers to be forced to the survace creating a 2 meter high mound that is 3 meters wide in diameter. The user can create a single dragon vein to rise up infront of them to act as a barrier against incoming techniques or rise underneath an opponent to cause them to loose their footing. The user can also create multiple dragon veins to rise up and surround the opponent trapping them in a small arena like structure. These veins carry underwater rivers inside of them that can be used in collaboration with the (Suiton: Ikarikuruu Yaseikawa no Jutsu) - Water Release: Raging Wild River Technique.


Members who have learnt after the new rules:

(Doton: Ōkuninushi no Jutsu) - Earth Release: Master of the Land Technique
Rank: S
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 40
Damage points: N/A (-15 to user from chakra strain)
Description: The user will perform the following hand seals Boar - Tiger - Dragon and then by manipulating their chakra the user causes a massive amount of land to errupt upwards creating a stone figure of a man with long spikey hair bearing his arms to his sides where large platou rises with it. This is large enough to change the entire battlefield being one the most advanced earth techniques in existance. At its base bares riveens where water will flow into the base and into the deep earth beneath effectively draining the field of water. This technique has the symbolic nature of the earth titan beconing the water that drains into the earth as if hes welcoming it into his clutces. It also amplifies the nature of earth and water showing their enternal struggle to best each other. The total scale of this technique stretches outwards 100 meters and skywards 50 meters. However this technique demands great skill and chakra making it a technique that requires the user to be Kage Rank to use.
Note: The user can only perform this technique only once
Note: The user can only use B rank and below earth techniques the following turn.
Note: Can only be used by a Kage rank or above ninja and be taught by Zenryoku.

Members who have learnt after the new rules:

Given techniques:

From Hazure
(Doton: Ishichirigakure no jutsu ) - Earth Release: Hiding amongst Stone and Dust Technique
Type: Defensive, Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user after performing the Ram - Ox - Snake hand seals will concentrate and release their chakra into the ground and cause multiple (up to five) earth pillars to rise up from the ground up to 3 meters in height. The rising pillars will also trigger a veil of dust to scatter through the air and in between the pillars, reducing the visibility and largely preventing their opponents from having any visual contact with the user so that they can then effectively hide from them or choose to set up a counter technique to attack their target/s. This technique is not to be confused with the Earth Release: Hiding in Rock technique as the user doesn't literally hide within the earth, but uses the earth pillars and dust to hide their presence
Note: The user cannot perform S-rank Earth style techniques the following turn and can only be used a maximum of 4 times per battle

Detective L
(Doton: Suphlatus `kanashimi ) | Earth Release: Suphlatus' Sorrow
Type: Supplementary
Rank: A rank
Range: (Can be infused short or long range)
Chakra: 30 (+10 for alternative use)
Damage: N/A
Description: A technique created to enhance the effectiveness of an Earth Release user. Through the formation of two hand seals, the user will sacrifice a portion of their chakra, in order to enhance their Earth based techniques which are released from the ground, for the next two turns. Utilizing the concept from the technique, (Doton: Hokoriheki no Jutsu ) - Earth Release: Dust Wall Technique, the user will cause all their Earth based techniques which rises/emerges from the ground, to release a wave of dust based particles outwards, to a short range area around the technique's emergence, and affect anyone close to it. The bigger the emergence of the technique, the more dust is created (comparing Stone Spikes, and Earthen Golem). The dust is capable of blinding the opponent, or simply creating an efficient smoke screen for the user to attack the opponent. Alternatively, the construct can maintain the dust within it, and with either two hand seals, or two turns, the dust can be released outwards in a blast like way, dealing no damage though but acts as a more focused release of the dust instead of simply covering an area with dust, but aimed at specific spot or person.
Notes:
-Can only be taught by Detective L.
-Can only be used two times per fight.

Allowed by The Pervy Sage

(Doton: Domayuhōden) - Earth Release: Earth Cocoon Discharge
Rank: B
Type: Defence
Range: Short
Chakra cost: 25
Damage Points: N/A
Description: This technique allows the user to release earth-based chakra much like Tsuchikage's 'Aggravated Rock Technique' but on a smaller scale. Instead of releasing rock or stone from the whole body, this technique releases it from a particular point and aid the user in a range of varieties. When the user releases the chakra from their body, any earth like substances within clone ranges will turn to a solid rock instantly. So if the user used this jutsu in a puddle of mud, the mud would harden to earth as soon as it is touched by the chakra exherted.

(Doton: Tsuchi kakujuu) - Earth style: Earth expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.
Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times
 
Last edited:

Zenryoku

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Lightning Release

My own techniques:


Given techniques:

Rust

(Raiton: Hareruya Sanmyaku) | Lightning Release: Hallelujah Mountains
Type: Supplementary
Rank: B rank
Range: Short - Mid range
Chakra: 20
Damage: N/A (40 if used offensively)
Description: A peculiar technique that utilizes the concept of (Raiton: Shichu Shibari) - Lightning Release: Four-Pillar Bind to use Lightning to forcefully shape the Earth into particular shapes, combined with (Raiton: Inazuma ken Fudou) - Lightning Release: Lightning Blades Levitation that utilizes Lightning to allow objects to float/levitate. Through the use of this technique, the user will form 2 hand seals and focus their Lightning chakra into the ground/air. This allows them to form a large, flat sigil in the shape of a circle, which beams upwards, and focuses on an area either short range or up to Mid range (can be specified) of harmless Lightning instantly, in a bright flash colored in a light blue hue. This causes any unused/chakraless Earth or Earthen techniques up to C rank, to be shaped by Lightning into various shapes, most commonly into the shape of large boulders, but it is limited to the users' imagination or use. This levitating piece of Earth can be used to create a make-shift staircase, dodge incoming projectiles, or perhaps creating an elevated position for the user. The objects infused with this, will remain in a levitating position for up to 2 turns at a time, and can slightly move around within the area of the affected space (where the Lightning initially spanned). This technique can also be used offensively, to create make shift defenses, that come into the users' line of sight to block objects, etc. However, the rocks merely maintain a C rank level strength. Offensively, the technique can be used to drop large rocks on the opponent, as with a single hand seal, the user is able to prematurely cut the Lightning's effect, causing the affected rocks to simple fall down with great force.

Notes:

₪The technique can only be used 4 times, with a single turn cool-down in between.
₪The technique lasts 2 turns, but can be ended prematurely.
₪No S rank and above Lightning techniques in the same turn that it is used.
₪Can only be taught by Rust.

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Allowed by Sin

(Raiton: Nami no Kyouran) – Lightning Release: Wave of Madness
Rank: S
Type: Attack, Supplementary
Range: Short – Long
Chakra cost: 40
Damage points: 80
Description: The user concentrates their chakra and then shoots from their mouth a wave of medium lightning blasts that converge on a wide area, shocking and exploding on impact leaving craters of devastation behind.

Note: Numbing effects last 1 turn.
Note: Can only be used 3 times.
Co-created by Kaito-sama

Allowed by Akisha

(Raiton: Tenken no Kyuushou) – Lightning Release: Divine Punishment of the Ancient Laws
Rank: S
Type: Attack
Range: Short – Long
Chakra costs: 40
Damage points: 80
Description: the user will focus their lightning chakra and create surrounding them 6 rectangular blades of lightning which are then shot at the enemy target/s rotating in mid air and then with swift movements of the users hands they are then commanded to slice at will.
Note: Can only be used twice.

Allowed by Yard

(Raiton: raikou myaku) Lightning Release: Lightning pulse
Type: Attack
Rank: S Rank - Forbidden Rank
Range: Short-Long
Chakra Cost: 40 ( 50 If charges for 2 moves)
Damage Points: 80 (90 If charged for 2 moves)
Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.

Notes:

-No Raiton for the next turn if charged for Forbidden Rank.
-No A rank Raiton for the next turn if charged for only S rank.
-If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
-No ninjutsu on the next turn just elemental jutsu.
-The electricity has enough amps and current to kill.
-Charging of 1 move = S rank rank.
-Charging of 2 moves = Forbidden Rank.

Allowed by Kirabi

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

Allowed by Zanji

(Raiton: Raikou Jouten Higyou) Lightning Style: Lightning God Strike
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 75 (-10 to user)
Description: The user raises their hand into the sky and then punches forward and shoots a blast of lightning at the opponent. If missed the blast will bounce off any object and go back at the opponent. Must be trained by Zanji to use. Can only be used 3 times per battle.
Co-creator: Rei.

Allowed by Nero

(Raiton: Akuma Kase) – Lightning Release: Demonic Shackles
Rank: A
Type: Offensive
Range: Short – Mid
Chakra cost: 30
Damage points: 60
Description: The user takes out a scroll and makes two hand seals (tiger – Horse) and then concentrates their lightning chakra to create shackles of lightning shoot out the scroll and bind themselves round the target shocking them into numbness and holding them in place.
Note: Effects of Numbing Last 1 turn.
Note: Binding lasts for 2 turns

(Ikazuchi Tainai no Kawarimi Jutsu ) - Lightning Body Replacement Technique
Rank: B
Type: Offensive, Defensive, Supplementary
Range: Short
Chakra: 20
Damage: N/A
Description: As an attack targets on the user the user will quickly disperse into a pulse of lightning appearing somewhere else seconds later.

Allowed by Damon Salvatar

(Raitoningu Kangoku): Lightning Prison
Rank:A
Type:Supplementary
Range:Short
Chakra:60
Damage:N/A
Description:The user jumps into the air and shoots kunais arround his opponent in a circle.Then he uses lightning and he shoots it at the kunais making a lightnig sphere arround his opponent.
*Note:Can be used twice per battle
*Note:Lasts for 2 turns

(Raiton:kyuushuu) Lightning:Suction
Type: Supplementary
Rank: S
Range: Short
Chakra Cost:50
Damage Points:N/A
Description:Once a lightning jutsu is used against the user he does 3 handseals and lifts his hands towards the coming lightning.Then he absorbs the Raiton chakra from the justu.
Note:Can be used 2 times per battle.
Note:After used the user must use lightning jutsu in the same turn to free the stored lightning chakra.
Note:Only taught by Damon Salvatore
Note:Can absorb only till A rank justus.

Allowed by The Pervy Sage

(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a lightning jutsu the user will perform 2 hand seals as they release there chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 25 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased

Allowed by Shigure

(Raiton: Aian Itten no Yoroi) - Lightning Release: Ion Particle Armor
Rank: Forbidden
Type: Defence
Range: -
Chakra Cost: 55 (+20 each turn active)
Damage Points: - (-40 to the user when armor is activated, -5 damage per turn, whilst active, +20 to all Lightning Jutsu, -10 from any Lightning Jutsu)
Description: The user gathers all positive electrically charged Ions in the nearby environment, creating an ultimate armor of Lightning that is capable of rejecting all positive and negative electrons that are coming in touch with them. The user's speed increases to Lee's 3rd Gate speed and his general competence in Lightning attacks increases. Each turn the armor is active, the ions zap the user's skin causing discomfort while he moves around. The first time the armor is activated, it slightly burns the surface of the skin.
- Once the armor is deactivated, it cannot be activated for the rest of the battle.
- May be teached only by Shigure.

(Raikou Keiriku) – Lightning Execution
Rank: Forbidden
Type: Attack
Range: Mid-Long
Chakra Cost: 50
Damage Points: 90 (+20 to user, and 10 additional damage to the opponent the next round.)
Description: The user charges natural lightning from around him into both his palms, as he charges it, he slowly releases chakra from his hands, and two bolts of lightning get created in the user’s palms. As he fully releases the lightning chakra, the ground starts shaking and the user travels at very high speeds towards his enemy. Once reached his target, the user stabs him in a diagonal way with both bolts. If, during the attack, the lightning is watched through a microscope, there can be seen small chakra streams that spread throughout the lightning, and once hit the enemy, the streams get out of the lightning and affect him at a cellular level, and the opponent doesn’t notice in the beginning, but later on he starts feeling pains and gets muscle cramps. The small streams of chakra affect the user too, while he is holding both bolts in his palms.
- May be used once per battle.
- If the enemy is hit, the cellular damage is unavoidable.
- Can be teached only by Shigure and Kaito.

Allowed by Delta

(Raiton: Puroton Kikou)Lighting Style: Proton Armour
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will start by creating proton particals from their raiton chakra inside their body and separating them from the main source of Raiton chakra inside their body . Once completed the user will expel the protons outside his body attaching them on the outside of his body like armor. By doing this it creates an Armour of Raiton Protons that cling to every inch of the users body. By doing this it creates a Magnet affect making all Raiton based Techniques unable to strike or even get near the users body without being diverted away. By expelling Raiton Protons outside of the users body any lightning attack will be unable to make contact as the Protons coming together from opposing Raiton based techniques will cause a negative reaction and push each other away thus making any Lightning jutsu curve around the user leaving him harmless.
Restrictions:
Lasts for 1 turns once activated.
Can only be used thrice per battle.
Can only be taught by Delta
purchase from Delta

(Raiton: Raiton Ringu) Lightning Release: Lightning Ring
Type:Offensive
Rank:S rank
Range:Short-Mid
Chakra:40
Damage:80
Description: A Kenjutsu based jutsu created to take down fast ninja that can't be perceived with the users own eye sight. The user will begin by channeling large amounts of Raiton into their blade to prepare for the attack. The user will then take a low stance, both arms will be crossed with the right arm over the left arm with the blade tip pointing towards the users left. Bending the knee's the user will put their right foot forward and slightly twist his back and hips towards the left. When positioned the user will then spin on his ball of his right foot, at the same time the user will swing their right arm across their body while pushing off with their left foot to creating a spinning motion. As the blade is swung the user will release the Raiton in the sword causing it to begin being release in an arc. As the user spins a full 360 degree turn he will unleash all the Raiton causing a ring of lightning to spread out from the users original position up to mid range. Anything cause inside the ring will be cut in half with ease due to the momentum of the swing and the cutting power of Raiton giving it the power to slice through almost any armor or defense(Within Reason).

Restrictions:
Can only be used twice per battle.
No S rank or above Raiton jutsu for the next turn
Can only be taught by Delta.
purchase from Delta

(Raiton: Hebi Maisō) Lightning Release: Snake Burial
Type: Offensive
Rank: S rank
Range: Mid range
Chakra: 40
Damage: 80
Description: The user will begin by forming 2 handseals and channeling Raiton chakra into their leg. Once the handseals are completed, the user will stomp their foot. As they do this, they will channel their chakra into three separate points around the battlefield. The first will be directly in front of the user, the second and third will be at an equal distance away from the opponent to the left and right, forming a triangle of chakra with the opponent being in the center. Once the chakra forms, the lightning will form into three large five meter long snakes. The snakes then travel along the ground from all three locations towards the opponent. Once the snake get into range, the two back snakes will coil around the opponents legs and arms binding them and delivering paralyzing electrical shocks to the opponent while the third will lunge at the opponent acting like a lightning spear and impaling the opponent. The three snakes act on their own, and don't require chakra to fuel them, therefore, once activated, the snakes will lock onto the opponent and wont stop pursing until they either kill them or the opponent moves out of range. Each snake can reach fifteen meters in every direction from the summoned location, and all three snakes can launch themselves up to fifteen meters into the air, meaning to dodge this technique the opponent needs to enter long range away from the original position of activation or move into long range from the ground. If the opponent enters outside of the snakes target range, all three snakes will automatically disperse.

Restrictions:
Can only be used twice per battle with a two turn cool down in between usages.
Once the technique is activated, the user can use other jutsu as the technique is self fueling and doesn't require the user to focus on it.
The snakes maximum range is 15m in each direction from the point of activation.
The technique will stay activated for a maximum of 2 turns before the snakes will disperse.
purchase from Delta
 
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Zenryoku

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Ninjutsu

My own techniques:

Given techniques:


Allowed by Imperfect

(Kingusugureivu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (Portal Creation/ Orbit) Short - Long (Projectile)
Chakra: 20 (Activation) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channeling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves, the user creates small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, making their general shape identical to that of the weapon the user wishes to Summon. This is done due to the sheer scope of the available arsenal, requiring the user to shape the portal to take the same shape as the visualized weapon, with only that weapon capable of "fitting" through that portal, like cutting a key for a lock. Since these portals are composed entirely of the user's Chakra, they are practically weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their "arsenal" in this state. The number of Portals the user can maintain at any given time is limited to a max of 8, with the user able to freely manipulate the number of portals active at no additional cost. Because of it's massive scope, the user can draw from a virtually infinite arsenal, summoning different styles of weapons from the same type of weapon (For example, in regards to summoning a sword, one has options such as a long-sword, broadsword, rapier, falchion, katana, ninjato, etc, for this one type of weapon, with this example applying to all forms of weapon types). Once the user has selected and summoned their weapons, and have their "arsenal" orbiting their person, they can start to utilize these weapons in combat. Once the portals are directly interacted with, the corresponding weapon is automatically pulled through whether that's into the user's hand, or to deflect incoming projectiles, etc. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, reverts the weapon to it's previous state, and returns to orbiting the user with the rest of their arsenal. The only exceptions to this rule are projectiles utilized by ranged weaponry, for example arrows fired from a bow, which are naturally unaffected by this limited range. Finally the user can change the weapons they have with this technique by "visualizing" a different weapon and moulding the portal to fit that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with.
Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Sky of the nights lightning

(Kingusugureivu ♗ Jūko) Kingsglaive ♘ Arquebus Arsenal
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (Portal Creation) Mid (Portal Orbit) Long (Projectile)
Chakra: 20 (Activation) 5 (Per turn active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channeling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves, they create small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould these portals into flat ripple-like distortions in the air. Being composed entirely of the user's Chakra, the portals are weightless, and key characteristics such as the positioning, distance, angle, etc of the portals can be controlled by the user at will, granting them complete control over their arsenal. Unlike with the aforementioned technique however, the portals created for this technique are far less complex and intricate, making their creation easier, allowing the user to create more as a result. The user can create and maintain up to a max of 20 portals, and is able to freely manipulate the number of portals active at will, at no additional cost. Just like with Armiger Arsenal, the user can draw from the virtually infinite arsenal that the Land provides. The portals that the user creates are linked directly to the Land, but don't select specific weapons to arm the user with. Instead the Arquebus Arsenal allows the user to draw from any kind of weapon, usually at random, partially pulling that weapon through the portal, before suspending it in place, then, at the user's command, usually with some kind of gesture or a surge in their Chakra, the portal the weapon is suspended from contracts sharply, firing the chosen weapon at the user's designated target with great speed and precision. Due to the forced contraction of Space-Time firing the weapons like projectiles, the portals emit both a bright flash, and a loud explosive sound, clearly telegraphing which portals are firing. Once this is performed, the portal then selects a new weapon, and repeats this process for as long as the user wishes, or is able to sustain it. Finally, once the weapons have made contact with something tangible, they automatically start to disappear, however this is a slow process than the almost instant reaction the "Armiger Arsenal" possesses, taking 2 turns to slowly "fade away".
Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Sky of the nights lightning

Allowed by Scorps

Kougu no Pangu | Tools of the Creator
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.

12 Ninja Guardian Social Group Custons

(Raigou Senjusatsu) - Amida Buddha's Welcoming One Thousand Arms of Death-
* Rank:S-rank
* Type:Attack/Defense
* Range:Short-Long
* Chakra Cost:40
* Damage Points:80
Description:Raigou Senjusatsu is a technique developed by Chiriku, the Fire Temple monk.
The monks were practitioners of "Senzoku no Sai", the Sage Ability which granted them enlightenment.
Chiriku and Asuma used this ability to focus their energy through the spectral Amida Buddha.
By remaining still and forming their meditative positions, they can cause the Buddha to grow numerous arms which can strike out against their target.By focusing power, Chiriku could cause the Amida to change form and strike with greater impact
(Can only be used by one of the 12 guardians and once per battle)

(Hatsubai Keiro):Eight Fold Path Technique
*Rank:S
*Type:Supplementary
*Range:Short-Long
*Chakra Cost:40
This technique is used in Buddhist practice as a technique to develop insight into the true nature of phenomena (or reality). The user utilises his/her surrounding into 8 paths of his spiritual energy.Having knowledge of the 8 gates the user inserts natural energy into the gates releasing them from genjutsu(This technique acts as a release from genjutsu technique up to S rank
(Only the 12 ninja guardians can use this technique)
*May only be used once per battle*

Allowed by The Pervy Sage:

(Soshi kishimu Kuchiyos) - Elemental summoning gourd
Rank: S
Type: Attack/defence
Range: Short – Mid
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: The user will peform 2 handseals slamming their hands down performing a summoning. The two handseals will depend on the element they choose. The user will summon a gourd that they have prepared before the battle. Each gourd was prepared with a barrier in it and will contain one of the 5 elements that will be infused with the users chakra. The element will act as an extension of the user. The user is able to control the element on their back with their chakra, much like Gaara can with his sand just not as fast. The way the elements are released in the gourd, is that the gourd is filled with fuuin seals which contain the desired element, like a scroll can contain fire. The use will release that seal releasing the element with each gourd.The elements are:

Katon: This gourd will have special flames sealed within it that were created by the user and are infused with the users chakra. The user can control these flames with hand movements or special handseals.

Suiton: This gourd will contain a portion of water infused with the users chakra allowing him to control it and bend it into shapes. The user can control the shape of the water and movements by moving their hands or using handseals.

Fuuton: This gourd will contain spiralling, violent winds that are visible to everyone and are infused with the users chakra. The user can control these winds for attack and defence with their hands or handseals.

Raiton: This gourd will contain pure lightning sealed within the gourds barrier infused with the users chakra that the user can release, bend and control, reshape, attack and defend with using their hand motions or handseals.

Doton: This gourd contains mud infused with the users chakra. This Mud can be controlled through hand motions or handseals or handmotions. Upon performing 1 handseal, the user can harden the mud to solid stone.

Each gourd has taken a long time to be created and only the user can control the contents due to the amount of chakra infused within the elements. If the use is using their hand motions to control the shape and motion of the elements, they are unable to use other jutsu. All the gourds have the same one ability, the user can perform the snake handseal and the element from within the gourd will surround them in an orb creating a protecting barrier.

Note: Only one gourd can be summoned by a person or clone at at a time and only one gourd can be present in the battlefield at a time.
Note: Each person or clone can only control the one gourd at a time.
Note: Once the element has been destroyed it can no long be used. An exampe would be if the fire was overpowered by water, it would be gone for good.
Note: The gourd only lasts on the field for 4 turns
Note: Each gourd can only be summoned once
Note: Can only use this jutsu 3 times per battle.
Note: Controlling the movement of the element counts as one of the users 3 jutsu per turn.
Note: The speed of the elements is the same as that of normal elemental jutsu of that nature.

(Katateochi Meisai Gakure no Jutsu) - Partial Camouflage Concealment Technique
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will focus their chakra into parts to their body like the camouflage concealment technique, but instead ill only turn the named body parts invisible to the naked eye. The user can also use this by placing their hand on object and releasing their chakra into it making it invisible to the naked eye. This can be very useful when used on throwing weapons or your arms in a close combat fight.
 
Last edited:

Zenryoku

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Genjutsu

My own techniques:​



Given techniques:​

Allowed by Akisha:

(Genjutsu: Kuroi Shin'en) - Illusion technique: Black Abyss
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user will cause the target to fall into an illusion where black shadows envelop the target from their feet and encase in complete darkness but then they fall into a endless pit. This technique is primarily used for the user to distract the opponent from the reality of the situation setting them up for a surprise attack on the target.
Note: Only twice per battle

Allowed by Joker:

Genjutsu: Sendo Shazou (Illusion Technique: Death Image)
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The opponent sees their self dying by either suicide or blood. After the illusion is over the opponent is mentally damaged
Note: Lasts only 2 turns

Genjutsu: Migoto Tengoku (Illusion Technique: Beautiful Paradise)
Rank: A
Type:Supplementary/Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The opponent gets trapped in a beautiful island. But not knowing that he/she is being stabbed. He/she feel no pain, but when the illusion is over, it's just blood.
Note: This jutsu only lasts for 2 turns

Allowed by Drizzeh

Genjusu:Tenma sutachu za auta toorimichi [Illusion Technique: Demonic Statue of the Outer Path]
Type: Supplementary
Rank:S Rank
Range:Short-Mid
Chakra Cost:40
Damage Points:N/A
Description: The user performs six handseals, finishing with a clap of the hands. By doing this, the user releases chakra into the atmosphere. As basic Genjutsu procedures, the chakra is used to disrupt the flow of chakra present in the victim's brain,which can disrupt the senses. As soon as this is done, the user will form another handseal, the seal of the tiger, activating the launch of the jutsu. A demonic statue will rise from the ground, from the Head to the fingers on top of the earth,the statue rises from below the opponent, it is positioned so that the opponent is lifted as it rises in the right hand of the statue, the atmosphere and surroundings change, the sky turns red, the clouds black, and the grass and any other vegetation is dull in color. This demonic statue has nine closed eyes, and a scroll in it's mouth. As the opponent is on the right hand of the statue, drenched in fear, leaving the user in reality a chance to attack.On the left hand of the statue, positioned on the palm, is a small human sized replica of the staue, in full body form, this replica has only two eyes, both, blood red.The replica then jumps onto the right hand of which the opponent is located, and slashes his throat with a specially designed kunai. As this is done, the opponent falls out of the genjutsu, traumatized,this causes the opponent to be paralyzed in fear, since Visualizing his own painful death .
-Can only be used once
-requires the space of two moves
-Can only be taught by ~Drizzy~

Allowed by The Pervy Sage:

(Genjutsu - Svengali) - Svengali illusion
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 40
Damage Points: N/a
Description: The user will perform 3 needed hand seals to summon a special type of mechanical doll to the feild. This is a special mechanical doll made entirely of chakra metal. When its summoned it is infused with the users chakra from that moment. Svengali is a special mechanical doll made of chakra metal that responds to the sound of the users voice comands, but not just any comands. From the moment this doll is summoned it begins to mess with the opponents head. After being on the feild for one turn the doll will put a kind of transe upon the opponent. This transe make the opponent become like the doll turn by turn. See below for details.
After being on the feild for 2 turns, the opponents arm will go solid like the dolls metal limbs, making them unable to move it.
After being on the feild for 3 turns, the opponents other arm will go stiff like the dolls other arm.
After being on the feild for 4 turns, The users legs will go stiff, unable to move them or feel any sensation in them.
After svengali has been on the feild for 5 turns, the opponents whole body will be stiff like svengali's and they will not be able to move or feel anything.
When svengali has control of all the opponents limbs they are unable to battle.
Due to this abilitily they are unable to move any part of their hands and can't feel any pain in their limbs. It is almost as though someone elses limbs are attached to their body that they cant feel or move. Not only does Svengali take over the opponents actions through hypnosis, he also becomes on with the target, so if svengali is poked, the opponent possesed by him will feel it too. The same effect applies in a painful way. If svengali has taken effect on of of the opponents arm, and the same arm on svengali is stabbed, the opponent will cry out in pain as though their own arm was stabbed, though they would still be unable to move it.
Note: No S rank or above while controlling Svengali
Note: No nin/gen jutsu can be used at the same time as svengali
Note: No Genjutsu for the rest of the match after use.
Note: While the user is controlling svengali, he is only able to peform 2 jutsu per turn due to concerntrating on svengalis use.
 
Last edited:

Zenryoku

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Kenjutsu

My own techniques:

1. (Ken Ki Oshi Bentsu) - Sword Ki Pressure vent
Rank: B
Type: Supplementary
Range: short
Chakra cost: 20
Damage points: N/A
Description: The user will concentrate their chakra into their sword and by using their Ki which is basically to shout when performing an attack they release the energy from the sword creating a pressurized vent that can aide in changing ones course or moving out the way of incoming attacks. It can also be used to either shoot at the opponent to unbalance them or even used to counter projectile based weapon techniques.
Note: must have a samurai biography to use.
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2. (Sainan Ken) - Calamity Sword
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user will concentrate chakra into their sword and jump above the target slashing downwards and expelling the concentrated chakra in the form of a large square sword that strikes the target through the chest and stomach. This technique does not cause physical damage like cutting but rather internal damage to the tenketsu within the struck area also targeting the gates and destroying them.
Note: Can only be used 3 times per battle and must have a samurai biography to use.
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3.(Hachidori) - Hummingbird
Rank: B
Type: Offensive, Supplementary
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user will flow their chakra into their sword and concentrate it. Through the motion os swinging the sword the user causes the chakra to react abnormally causing it to vibrate within the blades edge to high frequencies that when clashing with an object or opponent causing the vibrating energy to be released at the opponent which generates a noise like a hummingbirds wings but with more potency that causes the opponent to involuntarily fall back into covering their ears in an attempt to muffle the sound and subsequently leaving them open for further attack.
People who have learnt after new rules
4.(Iai no Kaimetsu Tekina) - Quick Draw Cripling Method
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
Note: Can only be used by a samurai biography.
People who have learnt after new rules
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5.(Gyaku Iai Kata) - Reverse Quickdraw Form
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: A variant form of Iaido where the user takes a reverse hand to draw their katana at quick speeds. The form doesnt have quite the reach as standard Iaido but its perfect for close and tight situations. The user when using the reverse quick draw form they will bend their knees and they draw the katana with their back hand facing down and when fully unsheaved switched to the back hand facing up and by finishing the attack the user springs up to add extra speed to the deliverance of the attack. (Note on the difference of the two: standard Iaido is a wide draw method with the elbow facing outwards so the range is also longer, where as reverse hand iaido has a shorter draw arc as the elbow is closer to the body and facing down giving the draw a almost parallel line to the body allowing for better use in close range however the reach is short).
Note: Must have first been taught Iaido and have a samurai biography.
People who have learnt after new rules
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6.(Junrei no Michi) - Pilgrims Road
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user by flowing their chakra into their sword will control and manipulate it to create multiple blades of chakra to extend from the initial blade branching out in front of the user up to 1 meter in length. The user can use this as a method of surprise by attacking with their sword to gain close quarters and then extending the various blades from various angles to attack their opponent.
Note: Can only be used three times per battle.
People who have learnt after new rules
7.(Yama no Hōkai) - Collapsing Mountain
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user will channel chakra into their arms and blade and then acquiring the Jodan no Kamae stance raising the sword to above their head and taking a central body posture with the left foot forwards and the right foot backwards the user then brings the sword down with devastating power to break through many defenses through using the understanding of ones joints to maximize performance with the least wastage. However as this is taken under a kendo stance the wielding of the sword allows a user to still subsequently react in time to most incoming techniques other than those that would require heightened perceptive and reactive capabilities.
People who have learnt after new rules
8.(Ki Seishou no Nami ) - Ki Energy Wave
Rank: S
Type: Offensive, Supplementary, Defense
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user focuses their chakra and uses Ki which is basically a shout performed by a samurai when using an attack as a way of releasing the energy in a energy wave that can repel incoming attacks. This can be used to repel a enemy even if they arent performing a technique and are within close vicinity. The surge of chakra is also a way of releasing or breaking the bonds of genjutsu over the user.
Note: Can only be used 3 times and must have a samurai biography
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9.(Iaido Sempai Oshi: Kiyomeru no Haishin Masayoshi) - Quick Draw and re-sheathe Elder Teachings: Cleanse and deliver Justice
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will use the art of iaido whilst under the influence of Elder Teachings Sixth Sense to quickly draw their sword and slash at their target with fast accuracy delivering a total of 9 strokes hitting the targets in multiple critical area's to disable them and prevent them from continuing from moving. (attacks mainly dealt to the forearms, inner thigh's chest and stomach)
Note: Can only be used 3 times and must first activate Elder Teachings: Sixth Sense
Note: Can only be used by a samurai biography and must know Elder Teachnins Sixth Sense and be taught by Zenryoku
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10.(Iai no San Dankai) - Quick Draw Three Step
Rank: S
Type: Offensive, supplementary
Range: Short
Chakra cost: 40
Damage points: 80
Description: This technique is an adaption to half step where the user will make a simple three stepping method when a target attacks them. The user will move to the side the target when they attack and then taking a short step backwards quickly drawing their katana whilst stepping forwards again to slash the target using the momentum of the step forwards aswell as the quick draw. This technique is done in a matter of seconds.
Note: Depends upon the rank of the user in how fast this technique is performed , and may only be used twice per battle.
Note: Requires a samurai biography.
Note: can only be used three times per battle
People who have learnt after new rules
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Given techniques:
 
Last edited:

Zenryoku

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Taijutsu

My own techniques:

11.(Sempai Oshi: Zenryoku no Zen) - Elder Teachings: Meditative state of all ones power
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (+10 per turn)
Damage points: N/A (+20 to all physical techniques)
Description: This technique is the final form of Elder Teachings: Sixth Sense in which the user permanently reaches a state of Zen, proving of their mastery of the Martial way. It enhances all the users senses so they are capable of fighting to the best of their ability being in tune with their surroundings and their body in a matter of seconds as its merely a state of mind greater than that of the average person. The users speed and power is also increased to that which is said to equal the lightning release used by the raikage. This technique doesnt come without its drawbacks, the user loses the ability to use ninjutsu and genjutsu techniques for the entire battle and thus limiting their ability to fight in those area's. The user within this state is also still able to use the techniques required by Elder Teachings: Sixth Sense.
Note: Can only be used once and lasts the entire battle
Note: The user cannot perform any genjutsu or ninjutsu for the rest the match
Note: Can only be used after entering Elder Teachings: Sixth Sense.
Note: Can only be trained by Zenryoku
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12.(Undō no hōhō: Mizu no Mai) - Way Of Movement: Water Dance
Rank: C
Type: Supplementary
Range: Short
Chakra cost: 15
Damage points: N/A
Description: This technique is a fast movement that relies on the users ability to utilize their lower body. By combining the movement of bending the knees, the movement of the ankles and some swift footwork the user will dodge a attack successfully and swiftly. The initial movement requires the user to first bend their knees lowering their stance and by swiviling their left foot forwards and then rotating on the heel they then turn into a swirling motion where they move onto the right foot's heel repeating the same movement and thus they move under an attack effectively evading. This technique can be used to dodge out the range of specific ninjutsu but wide scaled ninjutsu would still make contact. This techniques primary use is for close combat against weapon or taijutsu users.
People who have learnt after new rules
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- Gutsy Jiraiya
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13.(Han Sochi no jutsu)- Half Step technique
Rank: S
Type: offence
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move.
Note: can only be taught by Zenryoku
Note: Can only be used twice per battle
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14.(Hijutsu: Ningen no Rikigaku Ichi-ji keishiki) - Secret Technique: The art of Human Mechanics Primary Form
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A (+15 through power increase)
Description: This technique uses the knowledge of the human body and its hidden mechanics, the joints. By understanding the mechanics of the joints one can use them in various ways to increase performance in battle. The user can increase the power of their physical techniques by using maximum joint movement to deliver great power but at the cost of this the speed isnt particulary great as it takes longer to move a joint fully. The user can increase the speed of motion by short joint movements and thus the increase in speed is increased three times faster than the technique used standardly without the knowledge of such performance this can also be done with the use of multiple joints. For example using the Shoulder joint, the elbow joint and the knee joint one can increase the speed of a swung sword greatly compared to using the single joint fully where they raise their arm completely and bring the arm back down. When the user of this technique fully uses all his joints in his body simultaniously they can increase their speed to the point as fast as rock lee without weights however the reaction of the user depends on the ranking and their mastery of taijutsu. When using this method the user applies carefull chakra control to the joints so that they are not over stressed and thus can continously maintain the effects throught their battle.
Note: This technique once activated will last for the 4 entire turns
People who have learnt after new rules
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Given techniques:

Given by Uzumakijake before New rules
(Oshie Ikusen tatsujin Ikazuchi Dageki Gyakujou)- Teachings of Thousand Masters: Thunder Strike frenzy
Rank: Forbidden
Type: Attack
Range: Mid
Chakra cost: 50
Damage points: 90 (-15 to user)
Description: The user charges their bodies with a lot of lightning chakra and then they release chakra from their feet to boost their speed in the attack and they then send the lightning chakra into the arms and strike the opponents upper body dealing 18 fast strikes and discharging the built up lightning chakra through their fist into the opponents nerves which will cause the opponent to become paralysed from the electric currents and the final strike is a fist punched into the chest and pushes in and the user twists their wrist and then releases the lightning chakra into the heart which then seizes the circulating chakra for a moment making the opponent unable to perform hand seals or concentrate their chakra for one turn. (When contact occurs this causes damage to the user by burning their lower arms from the electricity and the user cant perform any elemental attacks or taijutsu requiring the use of their arms for one turn).
Note: Can only be used once
Note: target can't perform lightning jutsu or hand seals for one turn
Note: Can only be taught by Uchiha Kaito and UzumakiJake
Note: -15 damage
given by Chiryoku before new rules
(Souji Fukku) – Sweeping Hook
Rank: C
Type: Offensive
Range: Short
Chakra cost: 10
Damage points: 25
Description: The user will concentrate their chakra into their right fist and then as the opponent attacks with a punching or stabbing motion (made by sword or hand) will then lift their leg up to hook the arm and using their body weight force the opponent down and bringing their right fist down in a chopping action to the back the neck of the target.
Co-created by Zenryoku
(Hisan Kyuuki Genkotsu) – Flying Crane Fist
Rank: B
Type: Attack
Range: Short – Mid
Chakra cost: 20
Damage points: 40
Description: The user will concentrate wind chakra into their fist and then as the target attacks with a punch or kick the user will catch that limb and thrust them into the air and in conjunction the user jumps with them and strikes them in the chest with a strong vertical punch charged with wind chakra that slices the flesh and crashes the opponent into the ground.
Co-created by Zenryoku
given by Shigure before new rules
(Suimugenru) - Drunken Infinite Loop
Rank: C
Type: Attack
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: The user kicks the opponent in the chin, sending him upwards, then he appears behind the enemy, and does a 5 kick combo, the first two kicks go to his lower body(groin, legs) the following two go to his upper body (chest, arms, shoulders) and the final kick is towards the head, the kick is strong enough to smash the opponent in the ground.
- Must be in Drunken state in order to use.
- Must be teached by Shigure.
(Suisaru) - Drunken Monkey
Rank: A
Type: Attack
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This is a variation of "Crazy Monkey".Drunken Monkey which involves a lot of throat, eye and groin strikes as well as tumbling and falling techniques. It incorporates a lot of false steps to give the appearance it is defenseless and uses a lot of off-balance strikes. The practitioner waddles, takes very faltering steps and sometimes fall to the ground and lies prone while waiting the opponent to approach at which time a devastating attack is launched at the knees or groin areas of the opponent.This technique is comprised of a combo of 25 hits.
- Must have learned Crazy Monkey.
- Must be in a Drunken state.
- Must be teached by Shigure.
Allowed by Hazure before New rules
(Tsubame Sora Bakushin) – Swallow Sky Rush
Rank: A
Type: Attack
Range: long
Chakra cost: 30
Damage points: 60
Description: the user charges their hands and legs with chakra and does a sweeping leg kick to the enemies chin and sending them into the air and then follows though with several punches and kicks into the opponents upper body and then finally finishes by striking the enemy down into the ground.
Note: Can only be taught by hazure
(Tentou Tenshoku Daichi Kobushi) – Heavons Calling Earth Fist
Rank: S
Type: Attack
Range: Mid
Chakra cost: 40
Damage points: 80
Description: the user charges their hands with chakra and then strikes the enemy in the chin dealing four uppercuts and lifting them into the sky and then jumps above them and by somersaulting above the enemy and bringing their legs into the enemies face and sends them crashing down into the ground and then the user follows down thrusting four strikes into the opponents stomach.
Note: Can only be taught by Hazure
(Getsuei Kiba Joushou) – Moon Fang Rising
Rank: B
Type: Attack
Range: Long
Chakra cost: 20
Damage point: 40
Description: the user jumps at the enemy grabbing the forearms and placing their feet onto the enemies chest and then lifting them up into the air and by jumping back off the enemy and using the floor they jump up above the enemy and then bring down a jack hammer charged with earth chakra dealing more damage and sending them down into the ground.
Note: Can only be taught by Hazure
(Amatsu Ryuu Kujiku) – Heavenly Dragon Crush
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: The user charges their legs with lightning chakra whilst jumping high into the air and then using the light to act as a blinding against the opponent and making the users movements hard to predict the user then comes crashing down striking the enemies shoulders with their legs and crashing them into the ground whilst discharging the lightning chakra into the opponents body and making them numb.
Note: Numbing lasts 1 turn
Note: Can only be used 2 times
Note: Can only be Taught by Hazure.
Allowed by Zero-Kelvin / ZK
Tekken | Iron Fist
Rank: A
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: +10 to Taijutsu that involves using ones hands
Description: After spending years training in Taijutsu, the user has developed a way to push his fists to their maximum capability. By continuously having exposed his hands to extreme environments, (like training punches in hot coals and practicing hand movement in ice water) the users has made his hands incredibly strong. The user focuses chakra into his fists and uses it to amplify the effects of his training, with this the users hands will be close to indestructible, no amount of force or temperature will affect the user’s hands, only extreme amounts of continuously applied incredible damage will damage them. This technique doesn’t make the user stronger in general; it just allows him to deal with attacks more freely since he won’t have to think about his hands.
Allowed by
(Taijutsu: Shoruda-Yusaburu) - Body Art: Shoulder Jolts
Type: Attack
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: When the user opens the gate of pain, 4th, he can use this technique. The user will begin to dash to the opponent at high speeds and brace his right shoulder for multiple impacts. The user will then slam into a blind spot direction of the opponent to strike him into a spinning motion in mid air. Afterwards the user will then stop, pivot, and then charge again towards the opponent for 1 more slam going against the spinning direction. This causes great pain and breaks the opponents shoulder that was hit. Because of the high speed rotation the opponent will be unable to control himself while the 2nd slam is occurring.
Note: Only Musa can teach
Note: Must be in the 4th gate
Note: User will dislocate his shoulder from the impact of the 2nd slam.
(Taijutsu:Gufuu Appa-katto) - Body Art: Tornado Uppercut
Type: Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: After developing a way to use Wind Style: Hurricane Fist in physical combat, this new technique was born. Tornado uppercut is a Taijutsu technique that allows the user that can mold wind chakra into a strong uppercut with a miniature tornado finish that cuts the opponent with fine slashes. The opponent will be physically struck with a powerful uppercut and then blown away by a small tornado. This tornado is made by whipping the wind chakra around the fist when being performed and after it connects the force and the wind is quickly formed into a tornado that quickly blows the opponent away.
Note: Only Musa can teach this.
Note: This can't be combined with fire in any way.
Note: Cuts aren't super deep, just scratches.
Note: User will bleed from his fist, reducing flexibility and punching power
Note: No Genjutsu for two turns after
(Taijutsu: Dempsey ro-ru) - Body Art: Dempsey Roll
Type: Attack
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description: The user can only perform this technique when in the 6th gate. The user will rush towards the opponent making a quick feint to make the opponent block with his or her hands. After the feint the user will use his strength and speed to break the opponent guard by attacking below it. This will open up the opponent and the technique will begin to flourish. The user will begin to weave in a rolling fashion left to right and vice versa in a infinity symbol. This will provide the cycle of punches about to come. Due to the speed this takes no time and the user will unleash massive blows to the opponents head over and over again. After 9 blows the user will then connect one last blow and slam the opponent down with a punch that catches on fire from the speed and friction caused by the rolling cycle of fists. This punch will slam the opponent into the ground that will create a small creator similar to the opponent's body shape. The user's hands will then be numb for one turn.
Note: Only Musa can teach this.
Note: Must be in the 6th Gate. 6th Gate ends after using this technique.
Note: User's hands will be numb for one turn lowering punching power for taijutsu and not allowing the user to form hand seals quickly.
Note: User will be unable to use taijutsu for 1 turn.
Note: User will be extremely exhuasted and will be only be able to perform 2 moves next turn.
(Taijutsu: Iiya Fi-to Kigen Hashira) - Body Art: No Foot Rise Pillar
Type: Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will strike the opponent with his fist into the gut. After bent over the user will grab and knee the opponents head and throw him upwards. The user will then jump almost instantly, and perform a upwards kick thrust sending the target higher. Finally, the user will then appear above the opponent and slam him into the ground with a hammer type hit with his arms. This is possible by using chakra enhanced jumps and using the "No Foot Rise" technique that dancers use to save jumping power, time, and do complex movements.
Note: Only Musa can teach this.
Note: Can only be used twice. Must wait 1 turn to use again.
Note: User must only use taijutsu this turn and can only perform 2 moves.
(Taijutsu: Akuma Kaze) - Body Art: Devil Wind Leg
Type: Supplementary
Rank: B
Range: Short
Chakra: 25
Damage: N/A
Description: The user will spin at high speeds while on one foot or twisting in mid air. After a period of spinning the user will gather chakra within the choice of leg and coat it with fire chakra. The spinning motion allows the ninja to enhance the burning effect that now coats the foot of choice and when finished will be as hot the devil's fire (dramatic, but it's just normal fire heat). The user will sustain 5 damage every turn while active, but in turn will deal fire damage when used in conjunction with taijutsu. The user's enhancement can be extinguished if a level B or higher suiton jutsu is used on the limb.
Note: Only Musa can teach.
Note: Fire damage is +10 to any taijutsu move that requires kicks.
Note: Can only be used three times per battle and lasts up to 3 turns.
Note: User will take 5 damage a turn first time use. User will take 10 damage per turn next use. User will take 15 damage a turn next use and users legs will be less reactive and slow down movement speed to a Jounin Ninja.
(Taijutsu: Rekka Shin Geki) - Body Art: True Conflagration Fist
Type: Attack
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: User needs to have Devil Wind Leg active to finish this attack. User will perform a one-two combination to the chin and then the gut to bend and throw off the opponents timing. Afterwards the user will perform a 7 hit punch combo ending with an uppercut to send the opponent upwards. He or she will then jump towards the opponent with Devil Wind Leg active and strike the opponent with a fiery kick to the chest.
Note: Only musa can teach this.
Note: Must have Devil Wind Leg active.
Note: Can only perform this twice per battle.
Note: User will be unable to use another taijutsu attack this and the following turn.
 
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Zenryoku

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Bukijutsu / Weapon Techniques

My own techniques:

Given techniques:

By Hazure :
(Kusarigama no Jutsu: Haijinejji ) - Chain Sickle Technique: Cripple Edge
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: With the use of the Kusarigama, the wielder will manipulate the chain and weight of the weapon and throw and bind their target, restricting their movements and then with a quick burst of speed, the user will attack their target by first delivering a thrust to the targets body and completing the attack with a slash that cuts through their target.
(Kusarigama no Jutsu: Omoi Kusaridan ) - Chain Sickle Technique: Heavy Chain Bullet
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will swiftly deliver a series of thrusts with the weight and chain section of the kusarigama to then strike their foe with powerful strikes. The force of these strikes is enough to cripple their opponent due to the combined force and weight. The user can also use this technique to target weapons and either deflect their blows or potentially cause a target to drop a weapon in hand, making it a very versatile method of attack.

Allowed by Zatanna

Raiu | Thunderstorm
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
A bukijutsu technique where the user will take a large shuriken that has a summoning seal on it charging it with raiton chakra. Then throwing it above the opponents head, the user will activate the seal, summoning forth another large shuriken, which has another summoning seal on it, which will activate summoning forth another shuriken with a summoning seal etc raining down hundreds of large shuriken covering the area of the target up to mid range in large shurikens. The user will make a single seal discharging the electrical chakra in the original shuriken, which will jump to all nearby shuriken and create a large thunder storm of electrical currents jumping around from shuriken to shuriken multiplying each time it jumps to the next nearest one.
Notes:
-No other A rank lightning jutsu this or next turn
-Can only be used 3 times per battle
-One turn cool down between each turn
Zee showing off
 
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Sealing Technique

My own techniques:
(Fuuinjutsu: Akunochimata Keibatsu) – Sealing Technique: Underworld Judgement.
Rank: S
Type: Attack/Supplementary
Range: Mid
Chakra cost: 40
Damage points: 80
Description: The user will be near to the opponent and slams his hand on the ground to summon a roll of paper bombs under the opponent and it will wrap the opponent and using earth chakra, the opponent will be sucked underground and the paper bombs will explode.
Note: Can only be used 2 times
Note: Co-Producer HellsBadass

Members who have learnt after the new rules: Skorm / ZK / Gutsy Jiraiya

(Fuuinjutsu: Akuma Toburai Shiyo) – Sealing Technique: Demon Burial Method
Rank: S
Type: Attack/Supplementary
Range: Mid
Chakra cost: 40
Damage points 80
Description: The user after performing a few hand seals will create A pentagram of Earth Pillars rapidly come up from the ground and bandages shoot out of the pillars and binding the enemy completely covering them and restricting their movements. On the pillars and bandages are explosive tags, which will then explode and bury the enemy in a mound of rubble.
Note: Can only be used once per battle
Note: Co-Produced by HellsBadass

Members who have learnt after the new rules: ZK / Gutsy Jiraiya

(Suitai Hifuuin) – Secret Seal of Weakening
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage: N/A
Description: This jutsu disrupts the strength of a seal that is placed on someone and makes the target weakened and unstable, leaving the target vulnerable. The way in which this technique works is that the seal is placed directly upon the other seal and it then begins to move and bind itself within the other seal thus weakening the power of the seal and affecting the bonds that hold it strong acting like a key to unlock the seal to a state of weakness.
Note: Only affects targets with seals placed on them already.
Note: Must have direct contact.
Note: Can only be used once and must wait 1 turn to use sealing methods.
Note: Can only be taught by Zenryoku

Members who have learnt after the new rules: ZK


Given techniques:

Detective L
(Fuuinjutsu: Meshitsukai) ♦ Sealing Arts: The Servant
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

Allowed by by Zero Kelvin - ZK
(Fūinjutsu: Nanzen Koki o Tenpu) Sealing Technique: Many Thousand Exhalations of the Heavenly Father
Rank: A
Type: Offensive
Range: Short/Long
Chakra cost: 30
Damage points: 60
Description: The user performs two handseals and does a simple gesture. At the sign of the gesture, two great sealing arrays will appear, one ten meters above the opponent, extending to mid range around the area it’s made, and one below the opponent, which extends short range around the area it’s made on. The arrays can, alternatively, emanate an eerie glow and hum immediately upon activation. As the arrays appear, beams, seemingly made of light, will extend from both arrays with great speed and connect, giving the structure a cage-like appearance, but not affecting the target or user in any way. The lower array will, as the beams connect, immediately lock anything above it in suspended animation, making a great kanji for ‘halt’ appear in the middle of itself. The top one will, as the beams connect, fire a great hurricane of weapons towards the area beneath it, covering a wide range very quickly. The hurricane itself will consist of thousands of weapons of all shapes, sizes and origins.
-Can only be used twice (2) per battle.
-The user cannot use B-ranked and above Fūinjutsu during the next turn.
-Can only be taught by Zero Kelvin.

Allowed by The Pervy Sage

(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.
Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times
 
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Zenryoku

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Sharingan / Mangekyo Sharingan Techniques

My own techniques:​

(Doujutsu: NaiKajuu) – Eye Technique: Dead Weight
Rank: S
Type: Offensive
Range: Mid
Chakra cost: 40
Damage points: 80
Description: This is an Advanced Mangekyo Sharingan technique where the user releases chakra into the opponents mind and then creating the illusion that that the enemy target is moving slowly. The user is actually manipulating their chakra in the enemy targets mind and affecting the flow of signals that are sent to make the muscles move.
Note: Affects last for 2 turns.
Note: Can only be used once.
Note: Can only be used With Mangekyo Sharingan
Note: Can only be taught by Kaito-sama

(Dōjutsu: Adachigahara Nikuyakon) – Eye Technique: Demoness the butcher of souls
Rank: Forbidden
Type: Offence
Range: Mid
Chakra cost: 50
Damage points: 90 (-30 to user)
Description: The user traps the enemy in a illusion where they then find themselves inside a temple of the underworld and standing in front of them is Adachigahara the Demoness wielding a sword of black flames that is then swung down in a stabbing motion through the enemies stomach and causes the enemy target to bleed from their nose and ears from the severe torture of their mind.
(The user receives –30 damage from the stress from chakra control)
Note: Can only be used once.
Note: Can only be used with Mangekyo Sharingan and Eternal Mangekyo Sharingan.

(Dōjutsu: Fudo Nenshou Gekido) – Eye Technique: Fire Gods burning Rage
Rank: Forbidden
Type: Offence
Range: Long
Chakra cost: 50
Damage points: 90 (-30 to user)
Description: The user will cast an illusion over the enemy trapping them in a realm where they see a torrent of red-hot flames burn and surround them and covering them in fire. The fire then burns the victim causing severe mental scaring and leaving the victims in a wrecked state with their body engulfed in sweat from the intensity of the illusion.
(The user receives –30 damage to themselves from the strain of using the technique and causes their eyes to bleed)
Note: Can only be used once per battle
Note: Can only be used with Eternal Mangekyo Sharingan.
Note: Requires eye contact


Given techniques:​

Allowed by Hazure

(Doujutsu: Genjutsu: Hari Oshi) Eye Technique: Illusion Technique: Needle Pressure
Rank: A
Type: Supplementary
Range: Short – Long
Chakra Cost: 30
Damage Points: 60
Description: The user looks at the target with his/her activated Sharingan, and claps his/her hands together to create a fluctuating sound vibration that travels into the inner ear, causing the opponent to be ensnared by this Genjutsu. The Sharingan’s tomoe spin to activate the Genjutsu. The target is invisibly constrained in mid air, surrounded by needles that, 1 by 1, insert themselves slowly into each of the pressure points of the target. This paralyzes them for 2 turns.
*Only the Uchiha Clan can perform this technique and can only be used by Hazure
*Must have the Sharingan activated
*Can only be used once per battle

Allowed by Akiza

(Doujutsu: Tsuchi Shin)-Eye Technique: Earth's Core
Rank: S
Range: Short
Type: Supplementary
Chakra Cost: 40
Damage: 80
Description: User activates Sharingan and then moves in front of opponent look at his/her Sharingan eye(s) and then the opponent then falls into a Genjutsu where the opponent is in the Earth's Core and is burning in lava that is in the illusionary genjutsu world that the opponent is placed in and it makes a large crater filled with lava come up from under the ground under the opponent's feet in the real world and also distorts the vision of the opponent in the real world meaning it makes the opponent's sense of sight go haywire.
*Only Sharingan users can use this jutsu. *
**Can only be used once per battle**
***Can only be taught by a Sharingan User like myself, Kakashithunder. ***
 
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Zenryoku

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Erbium Release

1. (Erubiumuton: Narimasu no Atorasu) - Erbium Release: Will of Atlas
Rank: C-A
Type: Supplementary
Range: Short - Long
Chakra cost: 15-30
Damage points: 30-60
Description: Through a hand gesture, or overall a body movement the user is capable of creating multiple constructs from the ground. The constructs can cary various traits, such as being pillars, spikes, spears, flexible or rigid. This technique was originally made to restrict a person, while it can however also prove lethal or capable of erect pillars in order to block certain attacks.
If the target(s) manages to somehow get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2. A-Rank version can only be used three times per battle.

2. (Erubiumuton: Tsubu Kiri no Jutsu) - Erbium Release: Particle Mist Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will make a single hand seal and then they will manipulate their chakra to create a particle mist of erbium powder infused with their chakra to be spread throughout the terrain. The user uses this layer of erbium power to then monitor movement which can be used to identify the location of an enemy target when the powder is disturbed, the user may also identify the different types of disturbances like the skill of an experienced tracker identifying various means of disturbance and identify specifically what caused them.

3. (Erubiumuton: Kyaku Arashi) – Erbium Release: Powder Storm
Rank: A
Type: Offensive, Defensive, Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user will create a moderate amount of powdered metal Erbium that can be used for multiple methods, such as creating a thick mist like defence to obscure targets views, or create a sandstorm style effect to deal damage, or even create a projectile based attack using the loose particles. Due to the type of attack this can be used to get some particles in the blood system of the target to deal the radioactive damage of the metal over a period of time.
Note: Radiation effects kick in over a period of 4 turns, causing a varied range of sickness that hinders the target unable to fully fight (max of two moves in turn).

4. (Erubiumuton: Junsei Shokunin no waza) – Erbium Release: True Craftsmanship
Rank: B-S
Type: Offensive, Defensive, and Supplementary
Chakra cost: 20-40
Damage points: 40-80
Description: The user will manipulate their chakra to create a multitude of different objects to the user’s desire. These range from small pillars or poles, rods and ninja tools such as shuriken or kunai or a shield of Erbium. When used to attack the target they break off particles into the opponent’s body or skin if they cause a wound and over a period of time the radiation affect of the metal will take place. Should the target(s) manages to get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2.
Note: S-ranked version can only be used twice. A-Rank version can only be used thrice. No S-Rank or above Erbium in the user's same and next turn (when S-Rank version is used).

5. (Erubiumuton: Izumi no Sakusei) – Erbium Release: Fountain of Creation
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will perform a set of 3 hand seals and then the user will concentrate their chakra into the ground to create a fissure in the ground that sprouts out a large abundance of particle Erbium that can be used for a source to be manipulated for further techniques.
Note: May only be used every two turns after use.

6. (Erubiumuton: Soeki Iki no Jutsu) - Erbium Release: Plagued Breathe Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will make a two hand seals and then will release from their mouth their chakra creating particles of erbium in a strong furious stream that is directed at the target and can shed their skin with ease and thus getting into their blood system and after a period of 1 turn begin to poison the target with radiation sickness and affecting their performance reducing their base speed(-2 lvls), strength(-10 Taijutsu) and concentration(Max two moves per turn).

7. (Erubiumuton: Mekkiama Shohin) - Erbium Release: Plated Armour Pieces
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: Through the use of a single hand seal the user will be capable of creating several constructs of Erbium. These constructs are namely and shapely - Walls that may erect quickly anywhere within the range of the technique, in the desired location inwhich the user chooses to. A maximum of three can be made, much akin to the Roshomon Gates. Ontop of so, it's not only capable of being erected from the earth. Through an explusion of Erbium powder the user is able to cause the powder to condense on itself, followed by expanding while solidfiying, much alike Sarutobi's version of the Mudwall technique. This would succesfully form a solid wall of erbium. In case this is made mid-air, it carries the weight and power of an A-rank should to fall ontop of an object or target. The speed inwhich it expands and solidfies is capable of dealing quite the bruises and even perhaps break a bone or two if hit unluckily. Should the wall(s) shatter it could prove dangerous as if being hit by a shard which would also cause radiation through the blood veins causing -10 Taijutsu, -2 base speed and one move less per turn. This kicks in over the course of one turn. Can only be used four times per battle.

8. (Erubiumuton: Gizagiza no Kiba Jutsu ) - Erbium Release: Jagged Fangs Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will make a sequence of 3 hand seals and then manipulating and releasing their chakra into the ground they will cause a long jagged path of erbium spikes that to try impale their opponent. If the opponent is struck by one the spikes then the wound will transfer from the spikes a small amount of erbium particles that will cause radiation poisoning after a gradual time period (after two turns) and they will then have their performance begin to drop such as their speed, strength and concentration making them only capable of performing 2 moves a turn.

9. (Erubiumuton: Fantomu no Akumu) - Erbium Release: Phantom Nightmare
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform three handseals and manipulate an existing source of erbium particles to create a large cloud shape that takes on the form of a hooded ghoul that then travels towards the opponent covering a wide spread of 15 meters in length and about 10 meters width. This storm of erbium travels very fast and when it strikes its target, it can cause severe shredding due to the particles traveling extremely fast much like a sandstorm. If the target(s) manages to get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2.
Note: This technique may only be used 3 times per battle and the user must wait two turns before using the technique again. Note: No S-Rank or above Erbium in the user's same and next turn


 
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Zenryoku

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Shining Water Release

(Shainingumizu: Dai Taka no Dama) - Shining Water Release: Great Hawk Bullet
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user will make the ram hand seal and then they will create a orb of shining water which will release a flash of light right before the release of a hawk of shinning water will be released at the opponent at a fast speed causing the target to be unsure of the approaching attack.

(Shainingumizu: Mizu Yoshi) – Shinning Water Release: Water Well
Rank: A
Type: Supplementary
Range: Long
Chakra cost: 30
Damage points: N/A
Description: The user creates a large lake full of shinning water come up from the ground that will reflect the light making the enemy see a bright film cover the floor and cant have direct look on the floor because of the blinding light reflecting and also be useable for a source of water for other shinning water techniques.
Note: Only the user can make use of the water.

(Shainingumizu: Dousei Kawari) – Shinning Water Release: State of Change
Rank: A
Type: Supplementary
Range: Long
Chakra cost: 30
Damage points: N/A
Description: The user releases charka into a water source and then can change its chemical structure to turn its element into shinning water and then making normal water useable for shinning water jutsu.
Note: Can only be used 3 times

Shinning Water: Needle Mist Whirlwind.
Rank: A
Chakra:60
Damage: 60
Discription: By creating a huge mist of shinning water the enemy will be blinded due to the bright light, no matter where he looks the light will be so bright he wont be able to open his eyes. Then it will start to spin into a whirlwind of shinning mist needles around the opponent, attacking the opponent from all sides, dealing significant damage.
Note: Must know Shining water
Note: Can only be taught by UzumakiJake

(Shainingumizu: Gekiha Nami Kabe) – Shinning Water Release: Crushing Tsunami Wall
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: The user slams their foot down on the water and then they create a large wall of shinning water and send it crashing at the enemy causing them to see a large wall of light heading towards them.
Note: Can only be used 3 times
Note: Requires a water source.

(Shainingumizu: Kadou Rasengan) – Shinning Water Release: Vortex Spiralling Sphere
Rank: S
Type: Attack
Range: Mid-Long
Chakra cost: 40
Damage points: 80
Description: the user uses elemental manipulation with the Rasengan by adding shinning water element to the Rasengan and then shoots the Rasengan at the enemy and making it turn creating a vortex which then causes the enemy to see a vortex of shinning light.
Note: Can only be used 3 times

(Shainingumizu: Shainingu Mizu Koutetsu) : Shinning Water Release: Shinning Water Armor
Rank: S
Type: Supplementary
Range: long
Chakra cost: 40
Damage points: N/A
Description: the user releases chakra coating all over their body and mixing with shinning water to create a reflective Armor preventing the enemy from seeing the user because the brightness of the light being reflected from the shinning water.
Note: can only be used once
Note: Lasts 4 turns

(Shainingumizu: Shainingu mizu Kasui Kabe) Shining Water Release: Shining Water Spike Wall
Rank: S
type: attack
Range: short-long
Chakra Cost: 40
Damage points: 80
description:The user creates a huge wall of shining water then the user will create spikes that come out of the water and slam his hands on the wall the wall will then shoot forward and the opponent cant look at the water if he chooses to he will not know how far away the wall or that it has spikes all he will see is a huge wall of reflected light
Note: can only be used once per battle

(Shainingumizu: Ryuu Assaimou) Shinning Water Release: Dragon Crushing Fury
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: The user will create a volume of water in the shape of a dragon that shoots out of the ground and can be sent to crash down into the enemy and smashing them into the ground. This technique can create a large amount of shinning water to cover the field to be used for future shinning water jutsu.
Note: This Jutsu doesn’t require a water source

(Shainingumizu: Shainingu Mizu Ryuu Taihou) – Shinning Water Release: Shining Water Dragon Cannon
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: The user creates a large cannon of shinning water in the shape of a dragon which then attacks the enemy and causes the enemy to see a large light source come at them because of the reflection of the light from the water and hits the opponent crashing them into the ground or water depending upon the factor of the enemy being on land or on water.
Note: Requires a water source
Note: Can only be used 2 times

(Shainingumizu: Seinaru Kagayaki) – Shinning Water Release: Holy Radiance
Rank: D-S
Type: Attack/Defence
Range: short - long
Chakra Cost:10-40
Damage Points: 20-80
Description: This is the basic application of shining water release where the user will gather shining water in the ground or create it from their own chakra (for example spitting it out of their mouth) to form various basic formations of shining water. This can be anything from weapons, to walls, to spikes, domes, waves, anything inanimate which they can use as projectiles as well. For example the user could create a kunai of shining water and launch it at their opponent. The larger the object, the higher the rank. For objects larger, than the user they will need to be A rank. To use the A rank and above versions of technique the user will need to perform 3 hand seals. Shining water will always be controlled to reflect light from the constructs to blind anyone who sees it apart from the user. This can also be used to manipulate and reshape and redirect existing shining water costing a move.
Note: B rank and below shining water creations can be made or a single hand seal. A rank can only be used once per turn. S rank can be used 3 times per battle, with two turns in between uses and no shining water above B rank in following turn.

( Shainingumizu: Noah's Bien ) -Shining Water Release: Noah's Bain
Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 ( - 30 damage to user )
Description: This is the strongest of all the shining water jutsu where the user begins by performing three hand seals releasing a huge surge of chakra through their entire body releasing a massive pulse of shining water out all around them. This pulse would look like a giant, thick expanding orb with the user at the epicentre. This pulse will expand up to long range at a rapid pace releasing enough water to cover an landmark in a 1 ft. layer of shining water, unless it drains away. As it pushes outwards it will rapidly spin in a destructive torrent. Breaking apart everything in it's path while reflecting all light in the process blinding all who see it. This can be used in one of two ways. If the user is on the ground, they can use it push outwards from their feet and not into the ground, so they don't lose their footing afterwards, though at the same time if they so choose, they can cause it to push down and outwards too, much like how Shinra Tensei can work in that sense. This pushes out to long range in all directions, going 30m from the user in all directions in an orb shape, after this, for a turn afterwards the shining water will rain down over the terrain that formed the top of the orb as the sides of it fall down flooding the terrain.
Note: Usable twice per battle. Four turns between uses.
Note: No shining water in the following turn.
Note: No Jutsu above A rank in the following turn.
Note: Due to the strain on the user to use such a large scale attack, they will take -30 damage and have their base speed reduced by 2 levels for 2 turns
 
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Zenryoku

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Sound Ninjutsu Techniques

My own techniques:

(Ototon: Sen'yō no Sebun’nōto) – Sound Release: Seven Notes One Purpose
Rank: A
Type: Supplementary
Range: Short – Mid
Chakra cost: 30
Damage points: N/A
Description: The user is capable of focusing their sound chakra into their palms or feet and then releasing the concentrated sound chakra to create sonic jet waves which provide the user of means to travel through propulsion to evade or change the distance between the user and the opponent. The user may also aim these sound waves directly towards the target so that they can push them away at the same time as making ground from the target.
Note: User cannot perform Sound release in the same turn.
Note: User cannot perform taijutsu the following turn.
Taught:

(Ototon: Shindō Hōden) - Sound Release: Vibration Discharge
Rank: A
Type: Offensive, Supplementary, Defence
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user manipulates their chakra releasing it infront of them and generating a invisible field around 2 meters high and 2 meters wide trapping particles in the air which the user causes to violently vibrate and making them move rapidly within the field and building up energy as they move rapidly. The particles then collide together releasing the built up energy outwards away from the user which effectively can block incoming techniques equal to and below the rank or merely to send an opponent flying causing blunt force damage and affecting their sense of balance and hearing temporarily.
Note: No S rank Sound, Wind or Lightning techniques the following turn.
Taught:

(Ototon: Shindō Sāji) - Sound Release: Vibration Surge
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user manipulates their chakra releasing it into the air and sending vibrations which in turn cause particles to react in a desired location and causing the particles to vibrate and collide resulting in a release of energy that creates an explosion reaching out to 3 meters in diameter capable of destroying rocks and sending the opponent flying whilst affecting their sense of balance and sight.Note: Can only be used every two turns.
Taught:

Given techniques:

Detective L

( Ototon: Curse of Dolohov's ) - Sound Release: Dolohov's Noroi
Type: Offensive
Rank: A rank
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: A Sound jutsu based upon Sectumsempra, but rather than amplify it's abilities, it is less powerful than the parent technique while offering greater versatility. By making a sudden slashing movement with his arm or a weapon whilst molding Ototon chakra, the user releases visible Sound waves that resemble a streak of purple jet like flames. Unlike the parent technique, the user isn't able to alter his arm movement's to direct the attack, instead acting as a direct projectile shot forward. However, just like the parent technique, the waves cause direct damage to the area struck, only this time below the surface and not visible. Causing no visible marks or bleeding, the wave vibrates and causes high pain within the muscles and tissues of the limb struck. If struck within a limb, the afflicted limb is left with deep tissue damage that leaves it unusable from the damage. If struck in the chest, the wave is capable of rendering an opponent unconscious as it constricts the muscles of the lungs and causes great pain, however not directly killing them.
Notes:-Can only be taught by Detective L-Can only be used 3 times at max.-After using, the user cannot use S rank and above Sound jutsu the next turn
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Senjutsu Techniques

My own:

Allowed by The Pervy Sage

(Sennin rippou) – Sage cube
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform 2 handseals then holding their hands 10 inches apart. The user will then gather a large about of sage chakra between their hands into a compact cube. This cube is like the frog kata, but combining the chakra with shape manipulation to make it into a cube. Within a couple of seconds this cube will be ready. As soon as the cube is formed the user can launch it at its target at great speeds by thrusting their hands forward. After being released, the cube will expand to have a length of 1 meter making a large cube to hit the target. Upon impact, the preasure and power of the sage chakra will erupt blasting everything within mid range of the cube.
Note: useable twice
Note: Need to be in sage mode or hawk mode
Note: Reduces sage/hawk mode by 2 turns
Note: Must be taught by the pervy sage

(Sennin Arashi) - Sage storm
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will gather there sage chakra while in sage mode and release it into the sky around the battlefield. In doing so the user will be able to create storm clouds above the battle that they control, combining it with the power of nature. After using this technique, the clouds will take one turn to completely form. When the storm clouds have formed, the user can control their chakra within the clouds to call down a lightning bolt that is infused with sage chakra on any desired location at intense speeds. Due to the lightning being infused with sage chakra, wind isn’t as effective as it would usually be and so it takes the same ranked wind to stop the lightning bolt, if it’s fast enough.
Note: Useable twice
Note: Must be in sage mode or hawk mode
Note: Reduces sage/hawk mode by 1 turn
Note: Must be taught by the pervy sage

(Sennin hando) - Sage hand
Rank: S rank
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather their sage chakra into their hand and then, go to slap their opponent. This is no ordinary slap, as it is used when you expect the opponent to block. As you slap them, you release the sage chakra out of your palm sending a narutal energy wave blast out of you hand, traveling infront of you at high speeds. If the opponent doesn't dodge this, the energy is released onto the targets face hitting them harder than tsunade hits. This blast can blast back anything of A rank or below.
Note: Useable twice
Note: Must be in sage/hawk mode
Note: Reduces sage/hawk mode by 2 turns

(Senning: shouheki) - Sage art barier
Rank: Forbidden
Type: Defence
Range: Short
Chakra Cost: 60
Damage Points: N/a
Description: After performing 1 handseal the user will slam there hand down to the ground and release there chakra into a dome shape around them them. This barrier is unseable by anyone who hasn't mastared senjutsu or the famours hawk mode. This sheild can block near anything for up to one turn, within reason. As long as the user is concerntrating on the barrier, they are unable to do any other jutsu. This takes its toll on the user due to exerting a high level of chakra to maintain the barrier.

Note: No other jutsu at the same time as this
Note: Reduces sage mode/hawk mode by 2 turns
Note: 30 damage to the user due to the strain.
Note: Must be in sage mode or hawk mode to use
Note: Useable once

(Sennin Dangan) - Sage art bullets
Type: Attack
Rank: Forbidden
Range: Short-long
Chakra Cost: 50
Damage Points: 90
Description: The user will perform in 2 hand seals as they breathe in. At the same time the user will gather there fire, wind and sage chakra into their gullet. Using rotation and shape manipulation, the user will spit out up to 3 balls of rotating spheres of fire wind and sage chakra balls. Simalar to the rasengan, these fire/wind balls are 6 inches in diamete as the user spits them out but expand to a 1 meter diameter after a second or 2. On impact these balls will expand in a cutting distructive dome burning and cutting withing a 5 meter radius, and then explode leaving a crater where they hit.
Note: Useable once
Note: Must be in sage mode
Note: Depletes sage modes length by 2 turns.
Note: User takes 40 damage in close range
Note: User takes 20 damage at mid range

(Senjutsu: seijinnami) - SageArt: sage wave
Type: Attack/Deffence
Rank: S-rank
Range: Short-Mide
Chakra cost: 50
Damage points: 80
Description: Once the user is in sage mode they have control of there natural energy which will be infused with their sage chakra. This jutsu shows a mastery of sage mode and chakra control. The user will slam their hand down to the ground crouching down releasing a wave of sage chakra combined with there own chakra sending a dome shaped energy wave all around the user blasting back anything in its path of equal or lower rank

Note: Must be in sage mode
Note: Reduces sage mode by 2 turn
Note: No other A rank or higher sage jutsu in the next turn
Note: can only be used twice

(Seijin Hira no jutsu) - Buddhist palm technique
Rank: A
Type: Attack/Defence
Range: All
Chakra cost: 30
Damage Points: 60
Description: This technique is based on the use of frog katanas and requires the mastery of sage mode and the ability to gather natural energy. After performing 2 hand seals the user will gather a small amount of natural energy and there wind chakra together. They will then focus there chakra in to their hand and thrust there palm forward is a swift, fast motion. This releases a huge wave of slicing wind with the great force of natural energy, sent at the opponent at immense speeds in the shape of a man sized hand. This intense force has the power to blast the target back while slicing them, but is very hard to control.
Note: Can be used by all masters of natural energy
Note: Must be able to control natural energy
Note: Usable twice
Note: No A rank or above Wind techniques the following turn.

(Sennin Fuuin: Ero Toki) - Sage Sealing art: Pervy time
Rank: S
Type: Seal breaking
Range: Short-mid
Chakra Cost: 20 (to break the seal)
Damage Points: 100
Description: Before the battle, the user will have placed a special seal on their body while in sage mode. As they did, the would have have sealed 100 chakra points worth of natural energy into this seal placed on their body (like how jiraiya sealed the black flames into the scroll). The user will then perform one quick handseal thrusting their hands outwards releasing the seal. Upon doing so, they will release the large blast of natural energy outwards in all directions from their body. This is purely for damage, the user can't use this natural energy for sage mode. (see video below)

Note: Useable once
Note: Must be placed on bio or stated at the begining of the battle.
Note: No fuuin jutsu for 2 turns
Note: Can only be used by those able to control natural energy.
Note: This takes up two of the users 3 jutsu for the turn.
Note: The natural energy acts purely as a blast of energy with no added characteristics.
Note: Can't use while in Sage Mode (or similar).

(Senning Iyoku ) - Sage's Will
Type: Attack/defence
Rank: A
Range: Short to Long
Chakra cost: 30
Damage points: +1 rank
Description: The user will focus their sage chakra as they perform a jutsu that isn't a sage jutsu. As they do so, they will gather their sage chakra (natural energy) and combine it with the jutsu they are using as they release it. In doing so, they will increate the power and size of the jutsu making it a sage jutsu. This increase will be enough to increase original attack by one rank.. This takes it's toll on the sage user as it draining a potion of their sage chakra reducing sage mode.

Note: Only works on A ranks and below
Note: Reduces sage mode by one turn
Note: Can only be used in sage mode/hawk mode
Note: Must have special permission from The Pervy Sage to use this

(Sennin: Pervy power) - Sage art: Ero Ryoku
Type: Attack/defence
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: N/a
Description: This jutsu was specially designed after Naruto found he was able to throw the FRS by adding the sage chakra and shaping it. By using this technique and adding the sage chakra to the "Elemental Rasengan" (cannon S rank nin), the user is able to reshape it so that they are able to throw the elemental rasengan. This does not increase the power of the attack, just enables the user to throw the technique. Like the FRS, the elemantal rasengan will expand when the user wishes hitting everything within short range

Note: Reduces sage/hawk mode by one turn
Note: Can only be used in sage mode/hawk mode
Note: Must have special permission from The Pervy Sage to use this
 
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