Splendid technique, I'll be sure to note down usage and combination examples later on to see your approval of its usage.
( Suiton: Kafun ) Water Release: Polination
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 handseals and creates an opening within the sky similar to Earth Release: Sticky Earth Drop, which exudes onto the opponent a large amount of mist. The portal keeps on pouring out mist, making it efficiently more resilient to scattering techniques, as it keeps replenishing itself. One property of the mist is that it acts as a single vessel, allowing the user to use it as a medium for some compatible techniques, particularly Aburame Insect's chakra draining skill, where the user can simply target the mist in order to drain the chakra of enemies within. The idea is not to have a chakra draining water technique, as this is not it, but to have a mist technique that acts as a conductor, so that chakra draining techniques exterior to this technique, can be used through the mist.
Note: The portal stays open for 4 turns.
Note: Can only be used 4 times per battle.
This next technique is quite interesting, Im a sucker for mist-based techniques and this one even has a crystalline application so its a win/win. It can not only be materialized, but also created through a water source, or even a linger mist source. So all in all, its a very cool technique. My question regarding the reduced hand seals for activation if we have a speciality are; If we materialize from the air, we would be reduced to a single hand seal? And if we already had a source, as specialists we'd require no seals?
( Suiton: Surunai ) Water Release: Thanatosis
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Thanatosis is an entrapment technique that surrounds an opponent in a vessel of condensed water, in a almost crystalline structure, filled with a dense syrup based mist. This mist will create a sort of stasis that will prevent those entrapped from moving, and will slowly drown them over 3 turns, where they will lose consciousness at the second turn. The user is capable of either condensing the water in the air around an opponent, by performing two handseals, or utilizing an existing water source, be it liquid or in mist form, by performing one handseal. The user is capable of creating a crystalline dome/ball to target any target within mid-range, the maximum size being a sphere with a diameter that comprises the distance between arm's reach of the user and the edge of mid-range, though the user is capable of making it smaller.
Note: Can only be used 4 times per battle.
Note: Water Specialist can perform this technique with one less handseal than stated.