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Typhon's Book of Wonders - 6th Ed.
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<p>[QUOTE="Typhon, post: 10422145, member: 22276"]</p><p><strong><span style="font-size: 12px"><p style="text-align: center">Chapter Three: The Lost Elements</p><p></span></strong></p><p><strong><span style="color: #696969">Adamantine</span></strong></p><p></p><p>[SPOILER](Kongoton: Kongo Kensetsu) - Adamantine Release: Adamant Construction</p><p>[spoiler]Type: Supplementary/Defense/Attack</p><p>Rank: D-S</p><p>Range: Short - Long</p><p>Chakra Cost: 10-40</p><p>Damage: 20-80</p><p>Description: This is a basic technique for creating adamantine structures and tool in various ways for any number of purposes. Much like comparable techniques for other elements, the user can create things like pillars, shields, walls, weapons, etc. This technique is limited to basic structures however, and cannot create complex and finely detailed things.</p><p>-S rank can be used twice per battle.</p><p>-B rank and higher requires at least 3 hand seals to use.</p><p></p><p>Approved: <a href="https://narutobase.net/forums/showthread.php?t=13700&p=21658661&viewfull=1#post21658661">https://narutobase.net/forums/showthread.php?t=13700&p=21658661&viewfull=1#post21658661</a>[/spoiler]</p><p></p><p>(Kongoton: Kongote no Kyojin) - Adamantine Release: Adamant Grasp of the Giant</p><p>[spoiler]Type: Attack</p><p>Rank: A</p><p>Range: Short- Long</p><p>Chakra Cost: 30</p><p>Damage: 60</p><p>Description: The user will form three hand seals and stomp on the ground, rising two arms from the ground in a desired location. The arms will begin to mimic the movements of the user's arms allowing them to be controlled. The arms themselves are fairly large capable of holding a large man with only their heads sticking out in a similar way to how Susanoo had grabbed Danzo. The grasp of these hands is strong enough to bind a target and crack bone, or crush earthen structures according to strengths and weaknesses.</p><p>-Can only be used up to 4 times per battle.</p><p>-Can't use other techniques while controlling the arms.</p><p>-Once control of the arms is lost, the technique ends causing the arms to freeze in place.</p><p></p><p>Approved: <a href="https://narutobase.net/forums/showthread.php?t=13700&p=21658661&viewfull=1#post21658661">https://narutobase.net/forums/showthread.php?t=13700&p=21658661&viewfull=1#post21658661</a>[/spoiler]</p><p></p><p>(Kongoton: Adamant-hamasuta) - Adamantine Release: Adamant Hamster</p><p>[SPOILER]Type: Defense/Supplementary</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra Cost: 30</p><p>Damage: N/A</p><p>Description: The user stomps on the ground causing adamantine to rise up and enclose a target within a hollow sphere. This could be used to create a defensive barrier for the user, or trap the opponent within a prison. The sphere can be returned to the ground with another hand seal, if the user so chooses. </p><p>~Can only be used twice per battle.</p><p>~Can be broken through using the normal methods that destroy adamantine. (weaknesses listed in the submission, don't want to put them into the description since that would basically be telling the opponent how to break out of the technique.[/SPOILER]</p><p></p><p>(Kongoton: Kongo Hakari) - Adamantine Release: Adamant Scales</p><p>[SPOILER]Type: Supplementary/Defense</p><p>Rank: S</p><p>Range: N/A</p><p>Chakra Cost: 45</p><p>Damage: N/A</p><p>Description: The user focuses large amounts of chakra to their skin causing it to form scales of adamantine metal in the desired location. As adamantine is incredibly hard this boosts their defensive capabilities. Due to the metal forming as scales rather than a single layer, the user's movements at the joints are unhindered, but due to the weight their speed is reduced by 2 (based off the new speed chart posted by Mugi).</p><p>~Reduces user's speed by 2.</p><p>~Lasts a maximum of four turns when used.</p><p>~Can only be used twice per battle.[/SPOILER]</p><p></p><p>(Kongoton: Adamant-Shou) - Adamantine Release: Adamant Devastation</p><p>[SPOILER]Type: Attack</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 45</p><p>Damage: 90 (-10 to user)</p><p>Description: The user forms the boar hand seal and causes a pre-existing source of adamantine to burst sending out large spikes in every direction. For this technique to be effective the source of adamantine must be of at least moderate size and have been B-rank or above. These spikes are about a meter in length and travel at high speeds. This can be used on adamantine up to long range away, but the spikes only travel mid range from that object. The user is also susceptible to these spikes if they're not careful. As is usual with Adamantine techniques the use of this takes a toll on the user. </p><p>~Can only be used twice per battle.</p><p>~Does 10 damage to the user. </p><p>~Can potentially hurt or kill the user, if they're not careful in its usage. </p><p>~Requires a moderate source of adamantine.[/SPOILER]</p><p></p><p>(Kongoton: Kongo Shiro) - Adamantine Release: Adamant Bastion</p><p>[spoiler]Type: Supplementary</p><p>Rank: Forbidden</p><p>Range: Short-Long</p><p>Chakra Cost: 50</p><p>Damage: N/A (-30 to user)</p><p>Description: The user slams their palms on the ground and uses a massive amount of chakra to create an adamantine structure around the battlefield. The look of the structure will be similar to that of a castle with four tall walls and towers at the four corners. There are several windows with bars covering them around the walls that allow light into the structure. The adamantine that this structure is made of can then be used as a starting point for other adamantium release techniques. But due to the size of this structure it greatly strains the user. They suffer moderate damage and fatigue which limits their abilities temporarily.</p><p>-Can only be used once per match.</p><p>-No techniques above S-rank the following turn.</p><p>-Leaves the user strained and unable to run or move correctly for the following two turns.[/spoiler]</p><p></p><p>(Kongoton: Shawa-kongo) - Adamantine Release: Adamant Shower</p><p>[SPOILER]Type: Attack</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage: 80</p><p>Description: The user will form three hand seals and then stomp on the ground. Upon doing this up to four dozen adamantine spears will fire out of the ground upwards, skewering whatever lays above them. These spears can be fired off at an angle as well allowing them to be aimed like a barrage of arrows.</p><p>-Can be used twice per battle.</p><p>-No adamantine techniques S-rank or above the following turn.</p><p>Approved: <a href="http://narutobase.net/forums/showpos...&postcount=338">http://narutobase.net/forums/showpos...&postcount=338</a>[/SPOILER]</p><p></p><p>(Kongoton: Kongo Seki sono Hogosha) - Adamantine Release: Adamant Gate of the Guardian</p><p>[SPOILER]Type: Defense</p><p>Rank: S</p><p>Range: Short-Mid</p><p>Chakra Cost: 40</p><p>Damage: N/A</p><p>Description: The user forms three hand seals and stomps on the ground causing a large gate made of adamantine metal to raise up in the desired location. This gate is similar in style to the Rashomon gates in size, but less demonic looking. Due to the incredible hardness of adamantine this gate is capable of defending against one S-rank technique or two A-rank techniques. It is invulnerable to those B-rank and below. The user can then open the gates by forming the snake hand seal. </p><p>-Can be used once per battle.</p><p>-Defends against one S-rank technique or 2 A-rank techniques, then its destroyed.</p><p>-Invulnerable to B-rank or below.</p><p>Approved: <a href="http://narutobase.net/forums/showpos...&postcount=338">http://narutobase.net/forums/showpos...&postcount=338</a>[/SPOILER]</p><p></p><p>(Kongoton: Adamantaconda) - Adamantine Release: Adamantaconda</p><p>[spoiler]Type: Attack</p><p>Rank: Forbidden</p><p>Range: Short-Long</p><p>Chakra Cost: 50</p><p>Damage: 90 (-20 to user)</p><p>Description: The user preforms a series of six hand seals converting a large portion of the earth three feet beneath the surface into a massive snake of adamantine metal. Once formed the snake springs to life and begins to wriggle and move its body, ripping through the layer of earth above it and knocking the opponent high into the air and damaging their legs. The head of the snake then erupts from a location of the user's choice and shoots towards the target, crunching down on them with hundreds of needle like teeth and smashing them into the ground where its body coils tightly around them, crushing them. The snake itself is large enough to coil around a Gamabunta sized summon. This snake is not a self-acting entity and cannot move after the use of this technique. </p><p>-Can be used once per battle. </p><p>-No adamantine techniques the following two turns.</p><p>-No techniques above S-rank the following turn.[/spoiler]</p><p></p><p>(Kongoton: Kokujō Tengen Myō'ō) - Adamantine Release: Divine Retribution, Black Ropes of [spoiler]Ruination</p><p>Type: Supplementary</p><p>Rank: Forbidden</p><p>Range: Mid range (for physical attacks used by the Samurai)</p><p>Chakra Cost: 50</p><p>Damage: n/a (+50 to Kenjutsu/Taijutsu)</p><p>Description: This powerful technique is considered the pinnacle of strength in the teachings of Adamantine release. The user smears blood along their dominant forearm and chains together a series of seven hand seals. Once done they draw a sword in their dominant hand which triggers the creation of this physical manifestation of Adamantine's awesome power. Out of the ground behind the user rises a massive adamantine Samurai torso. From its waist to its head it measures fifty meters. The giant will mimic the movements of the user allowing the user to attack through the giant. A replica of the sword drawn by the user is held by the behemoth and both weapons have a series of matching kanji running down the side of their blades. These kanji are used to transfer chakra from the user's sword to the Samurai's sword allowing the user to utilize chakra based kenjutsu through the giant. The size of the blade requires more chakra in order to use these techniques costing the user twice as much as usual. The raw power of the giant causes the attacks performed through it to be devastating in nature. Despite being nearly half the size of a boss summon, the giant's strength is capable of overpowering them. While incredible powerful the giant isn't without its drawbacks. The user can only use kenjutsu and taijutsu while its on the field, but most dangerous of all the injuries received by the giant are transferred on to the user as well. When the giant is destroyed or released by the user its body disintegrates into the air and leaves the user exhausted.</p><p>-Can be used once per battle.</p><p>-Lasts up to four turns.</p><p>-Only Kenjutsu/Taijutsu while active.</p><p>-Requires mastery of Fuuinjutsu due to the seals along the blades.</p><p>-Chakra infused Kenjutsu techniques cost twice as much when used through the giant.</p><p>-No Adamantine release for the remainder of the battle.</p><p>-No techniques above S-rank for two turns following its destruction or release. </p><p>-User is physically exhausted for three turns afterwards.</p><p>-Appearance:[spoiler]<img src="http://25.media.tumblr.com/tumblr_mct5wrGeaE1rxe2l8o1_1280.jpg" data-url="http://25.media.tumblr.com/tumblr_mct5wrGeaE1rxe2l8o1_1280.jpg" class="bbImage " style="" alt="" title="" />[/spoiler][/SPOILER][/spoiler]</p><p></p><p></p><p><strong><span style="color: #DDA0DD">Marshmallow</span></strong></p><p></p><p>[SPOILER](Mashamaruton: Rifutu Ofu!) - Marshmallow Release: Lift Off![SPOILER]</p><p>Type: Supplementary</p><p>Rank: B</p><p>Range: Short</p><p>Chakra Cost: 20</p><p>Damage: N/A</p><p>Description: The user drops a marshmallow and either stands on, or jumps in the air above it and makes a single hand seal. The marshmallow instantly expands dozens of times its size acting as a catapult for the user, sending them flying into the air. This can also be used as a cushion for a safe landing or against an incoming attack.</p><p>-Consumes one marshmallow.[/SPOILER]</p><p></p><p>(Mashamaruton: Itokuzo-wad) - Marshmallow Release: Fluff Wad</p><p>[SPOILER]Type: Attack</p><p>Rank: B</p><p>Range: Short-Long</p><p>Chakra Cost: 20</p><p>Damage: 40</p><p>Description: After having ingested marshmallows, the user forms two hand seals and spits out a condensed ball of marshmallow fluff. The ball is about twice the size of a basketball and hits with moderate concussive force. It splatters upon impact leaving whatever it hits covered in a thick and sticky goop.</p><p>-Can be used four times per battle.</p><p>-Requires one marshmallow.[/SPOILER]</p><p></p><p>(Mashamaruton: Sauzando Ahiru-go!) - Marshmallow Release: The Thousand Ducky!</p><p>[SPOILER]Type: Supplementary/Defense</p><p>Rank: B-A</p><p>Range: Short</p><p>Chakra Cost: 20-30</p><p>Damage: N/A</p><p>Description: The user removes a marshmallow known as a peep that is shaped as a small pink duck. They will then jump in the air and drop the marshmallow while making a single hand seal causing the peep to rapidly expand and grow. The B-ranked version of the technique will cause it to grow to a size that can comfortably hold one person. The A-ranked version will cause the peep to grow to a large enough size to hold several people and a medium sized summon. </p><p>~Can only be used twice per match regardless of rank chosen.</p><p>~Consumes one marshmallow.[/SPOILER]</p><p></p><p>(Mashamaruton: Maru-manu) - Marshmallow Release: Mallow-Men</p><p>[SPOILER]Type: Supplementary</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra Cost: 30</p><p>Damage: N/A</p><p>Description: The user removes several marshmallows from his pouch and then tosses them in the air followed by a single hand seal. In a cloud of smoke the marshmallows transform into up to 4 clones of the user. These clones have the capability of using only marshmallow style techniques or non-elemental taijutsu. Because of their marshmallow bodies they are capable of melding moderate injuries such as being sliced or having a hole punched through them, but suffering more serious injuries will render them unable to heal. At any point the user can form a single hand seal causing the clones to explode creating a burst of sticky marshmallow fluff on everything in close proximity. </p><p>~Can only create up to four clones per match.</p><p>~Each clone requires the input of two marshmallows.[/SPOILER]</p><p></p><p>(Mashamaruton: Kokkaku-a-itokuzu) - Marshmallow Release: Build-a-Mallow</p><p>[spoiler]Type: Attack/Defense/Supplementary</p><p>Rank: D-S</p><p>Range: Short-Long</p><p>Chakra Cost: 10-40</p><p>Damage: 20-80</p><p>Description: A very basic technique, the user is able to manipulate a pre-existing source of marshmallow to create a number of shapes such as ropes, shields, tendrils, etc. When using solid marshmallows as the source, each rank increase requires an additional marshmallow when used (e.g. D needs one, C needs two, etc.). The state of the marshmallow can be altered from fluff to solid, or solid to fluff when using this technique.</p><p>-S rank can be used twice per battle.</p><p>-Requires a source of marshmallow and at least 3 hand seals and above for B rank and up. </p><p></p><p>Approved: <a href="https://narutobase.net/forums/showthread.php?t=13700&p=21658661&viewfull=1#post21658661">https://narutobase.net/forums/showthread.php?t=13700&p=21658661&viewfull=1#post21658661</a>[/spoiler]</p><p></p><p>(Mashamaruton: Itokuzu Tsunami) - Marshmallow Release: Fluff Tsunami</p><p>[SPOILER]Type: Attack</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra Cost: 30</p><p>Damage: 60</p><p>Description: The user will ingest three marshmallows and then release a large wave of marshmallow fluff that races towards the opponent. The wave itself is seven meters tall (21 feet). The amount of fluff released is enough to leave the battlefield covered in a layer of the sticky goop. </p><p>~Can only be used twice per battle.</p><p>~Consumes three marshmallows.[/SPOILER]</p><p></p><p>(Mashumaruton: Itokuzu-hidora) - Marshmallow Release: Fluffy Hydra </p><p>[SPOILER]Type: Attack</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra Cost: 30</p><p>Damage: N/A</p><p>Description: The user forms four hand seals and then spits out a large mass of marshmallow fluff. The fluff forms into a large three headed hydra capable of moving. Each head is able to release an A-rank bullet of marshmallow fluff, though doing so causes that head to degenerate and only one head can fire a bullet per turn.</p><p>-Can be used twice per battle.</p><p>-Requires four marshmallows.</p><p>-Fluff bullet can only be used once per turn.</p><p>Approved: <a href="http://www.narutobase.net/forums/sho...&postcount=352">http://www.narutobase.net/forums/sho...&postcount=352</a>[/SPOILER]</p><p></p><p>(Mashamaruton: Ma-chi sono doaai) - Marshmallow Release: March of the Peeps</p><p>[SPOILER]Type: Attack</p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra Cost: 30</p><p>Damage: 60</p><p>Description: The user will remove five marshmallows from their pouch and toss them in the air towards the opponent. Once released they form a series of four hand seals. During the seals the marshmallows split and form into fifteen (three per marshmallow) chicken sized birds that dive bomb the target from multiple angles. When they hit they target they deal concussive damage and splatter into marshmallow fluff, covering them in the sticky substance.</p><p>-Can be used twice per battle.[/SPOILER]</p><p></p><p>(Mashamaruton: Maru-Mummy!) - Marshmallow Release: Mallow Mummy!</p><p>[SPOILER]Type: Defense/Supplementary</p><p>Rank: S</p><p>Range: Short-Mid</p><p>Chakra Cost: 40</p><p>Damage: N/A</p><p>Description: The user takes out four marshmallows and drops them (or throws them) while forming a series of five hand seals. As they form the seals the marshmallows rapidly wrap around their body creating a suit of marshmallow around them. This suit acts as a defense against incoming attacks. This can also be used to wrap around the opponent instead of the user, creating a strong binding.</p><p>-Can only be used twice.</p><p>-Lasts three turns once used or until the user cancels it or its destroyed.[/SPOILER]</p><p></p><p>(Mashamaruton: Maru Maru no Mi) - Marshmallow release: Mallow Mallow Fruit</p><p>[spoiler]Type: Supplementary</p><p>Rank: S</p><p>Range: N/A</p><p>Chakra Cost: 40</p><p>Damage: N/A</p><p>Description: After years of ingesting Marshmallows, users of this style began to suffer unforeseen drawbacks such as obesity and adult-onset diabetes. Searching for a way of overcoming this fate they began working desperately on a specialized marshmallow that would reduce the need for constant ingestion. This culminated in the creation of the Mashu Mashu no Mi, a specially crafted marshmallow in the shape of a spherical purple fruit with black markings covering the outside. Once ingested the "fruit" releases its chakra throughout the body of the user giving them several unique abilities. They are now capable of creating and releasing marshmallow techniques from his body breaking the reliance on using existent marshmallows. The marshmallow is created as fluff and released through the mouth or pores of the skin, but for techniques that require solid variations the fluff solidifies when released. These techniques are purple in color and stronger than standard marshmallow techniques. In addition to this their body takes on several marshmallow-like properties. Their body becomes cushion-y allowing them to absorb the impact of blunt attacks such as taijutsu or certain earth techniques. Their body becomes substantially lighter allowing them to move quicker and jump to extraordinary heights. The adverse affect of this is that certain taijutsu techniques lose all of their strength, as them hitting the opponent would be the equivalent of hitting them with a soft pillow.</p><p>-Can be used once per battle.</p><p>-Lasts five turns after ingestion.</p><p>-Marshmallow techniques gain +20 damage.</p><p>-Blunt force taijutsu used by and against the user loses 40 damage.</p><p>-User can move twice as fast and jump five times as high.[/spoiler]</p><p></p><p>(Mashamaruton: Suraimu) - Marshmallow Release: Smiley</p><p>[spoiler]Type: Supplementary/Attack</p><p>Rank: Forbidden</p><p>Range: N/A</p><p>Chakra Cost: 50</p><p>Damage: N/A (-30 to user)</p><p>Description: After ingesting a unique marshmallow in the shape of a salamander the user will form three hand seals and punch themselves in the stomach. This causes marshmallow fluff to explode out of their mouth where it immediately gathers into a monstrous creature called "Smiley". The beast has a shape somewhat similar to that of a salamander and is half the size of Gamabunta. Smiley is created with an imbalance of fire/wind chakra causing it to appear red/pink in color and give off a large amount of heat and some fumes. The fumes don't do anything other than create a pleasant sugary aroma around the battlefield. The fluff that composes its body burns to the touch while still remaining incredibly sticky, making it very painful and hard to deal with if covered by it. The heat also makes the fluffy somewhat more liquid, making its body runny causing the ground around it to become covered in the fluff. Smiley is capable of releasing an A-rank wave of fluff once per turn, and no more than three times per battle. It can also release three smaller versions of itself once per turn (twice as tall as a person) that are B-rank and carry the same properties as the original. After four turns or being destroyed, Smiley will dissolve and flood the field with its body. This fluff will cool off after two turns. This technique is not without its drawbacks. Due to the massive amount of fluff the user must expel, they take some physical damage and become incapable of ingesting anything or releasing anything from their stomach for the remainder of the battle. They are also not immune to the heat of the fluff so getting any on themselves would cause them harm.</p><p>-Can only be used once per battle.</p><p>-Lasts for four turns once created.</p><p>-All techniques used by Smiley and his clones count as a move in the user's turn.</p><p>-No techniques above S-rank the turn after creating Smiley.</p><p>-Nothing can be released from the user's stomach for the remainder of the battle.</p><p>-User becomes incapable of ingesting anything for the remainder of the battle.</p><p>-Image:[spoiler]<img src="https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTYeqcET1WbEa7Kwy0ERdKORY3HkFfy-p9qD3x-uWbfkmQnujgz" data-url="https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTYeqcET1WbEa7Kwy0ERdKORY3HkFfy-p9qD3x-uWbfkmQnujgz" class="bbImage " style="" alt="" title="" />[/spoiler][/spoiler]</p><p></p><p>Marshmallow Release: Stay Puft!</p><p>[SPOILER](Mashamaruton: Sasai Puft!)</p><p>Type: Attack/Defense/Supplementary</p><p>Rank: Forbidden</p><p>Range: N/A</p><p>Chakra Cost: 60</p><p>Damage: 110 (-20 to the user)</p><p>Description: The user takes out two hand fulls (10) of marshmallows and takes them in the air while stringing together a series of ten hand seals. Upon completion the marshmallows will greatly expand and form into a giant humanoid marshmallow man. This man is several meters taller than Gamabunta and similar to the smaller mallow-men, he can meld minor injuries such as cuts or holes. Stay Puft! can use marshmallow fluff techniques from his mouth and taijutsu but nothing else. Because of the amount of chakra needed the user suffers some damage and is unable to preform marshmallow jutsu for the following two turns. After four turns or by using a single hand seal, Stay Puft! will dissolve into a sea of marshmallow fluff that covers the battlefield.</p><p>~Can only be used once per battle.</p><p>~User suffers 20 damage.</p><p>~Lasts up to 4 turns once created. </p><p>~No Marshmallow jutsu for two turns after creating.[/SPOILER][/SPOILER]</p><p></p><p><strong><span style="color: #006400">Solar Wind</span></strong></p><p></p><p>[SPOILER](Taiyofuton: Ryokin Omocha) - Solar Wind: Charged Kunai</p><p>[SPOILER]Type: Attack</p><p>Rank: D</p><p>Range: Short - Mid</p><p>Chakra Cost: 10</p><p>Damage Points: 20</p><p>Description: The user takes kunai or shuriken and charges them with solar wind chakra. These kunai travel just as fast as a lightning enhanced kunai and has the power of a wind enhanced kunai. These kunai overheat and melt very quickly, which is why they cannot go to long range. </p><p>Note: The speed and power of the kunai would cause it to go through a regular kunai or shuriken and keep going.[/SPOILER]</p><p></p><p>(Taiyofuton: Kaze Furea) - Solar Wind: Flared Breeze</p><p>[SPOILER]Type: Supplementary</p><p>Rank: B</p><p>Range:Short - Mid</p><p>Chakra Cost: 25</p><p>Damage Points: 40</p><p>Description: The user, after making 1 handseal, creates a light breeze of extremely hot concentrated solar wind and sends it towards the target. On a bright day when the sun is high in the air, the sun's rays will reflect off of the breeze and cause the breeze to emit a light, blinding all that look at it. [/SPOILER]</p><p></p><p>(Taiyofuton: Kaze Chaimu) - Solar Wind: Wind Chimes</p><p>[SPOILER]Type: Attack</p><p>Rank: B</p><p>Range:Short - Long</p><p>Chakra Cost: 25</p><p>Damage Points: 40</p><p>Description: User throws 5 kunai that are all connected by strings while expelling a hurricane solar wind from their mouth (looks like and has the same push the user backwards power as Hurricane fist when expelled, however does not have to be directed at the floor. The Blast is powerful enough to lift the user off his feet and send him traveling backwards one range). The solar wind picks up the kunai and causes them to clang together like wind chimes. This noise however, is quite loud, and deafens the opponent, forcing them to hold their hands to their ears in an attempt to drown out the sound.</p><p>Note: Can be used three times per battle.[/SPOILER]</p><p></p><p>(Taiyofuuton: Rorien no Te) - Solar Wind: Lorien Hands</p><p>[SPOILER]Type: Attack/Supplementary</p><p>Rank: B</p><p>Range: Short</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: The user channels concentrated Solar Wind Chakra into their hands that issues forth a short 5 foot green light source of immense heat that is capable of igniting or burning anything flammable. This is often used as an taijutsu component, capable of blinding and burning the flesh of the opponent.</p><p>Note: This does not hurt the user as they are immune to Solar Wind.[/SPOILER] </p><p></p><p>(Taiyofuton: Nenshou Ryuusui) - Solar Wind: Burning Stream</p><p>[SPOILER]Type: Attack</p><p>Rank: A</p><p>Range:Short-Long</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description: Doing 4 handseals, the user creates a 10 foot wide stream of solar wind that is extremely hot to the touch and heads towards a target. It is capable of burning an enemy as it is made up of high speed charged particles from the Sun. </p><p>Note: Cannot be used over a large body of water. </p><p>Note: Can only be used 3x per battle.[/SPOILER]</p><p></p><p>(Taiyofuuton no Jutsu) - Solar Wind Technique</p><p>[SPOILER]Type: Attack/Defense</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user channels solar wind into the air and forms solar wind constructs (up to 6)(blades, blankets, walls, gusts, etc) that give off extreme heat capable of melting metals, turn sand to glass, ignite flammable substances, and evaporate water of one rank below the strength of this technique. The constructs are made up to 2 meters from the user in every direction (Height/width/length/depth). The user can guide or control the constructs by motioning their hands. The constructs can be given the same cutting, pushing, or pulling attribute as normal wind. </p><p>Note: The user cannot form the constructs within long range. </p><p>Note: Can only be used 3x per battle. </p><p>Note: No Solar Wind techniques in the same turn.[/SPOILER]</p><p></p><p>(Taiyofuton: Orora Sumashu Yaibas) - Solar Wind: Aurora Smash Blades</p><p>[SPOILER]Type:Attack/Defense</p><p>Rank: S</p><p>Range:Short - Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: After doing 5 handseals, the user creates two crescent blades of wind [) (]that come from the sides of the target at the speed of Mountain Smash. These two blades of wind give off such an immense amount of heat that the target will feel it before blades of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and handseals by making there body shaky and in need of water. </p><p>Note: Can only be used 3 times per battle. </p><p>Note: User must wait 2 turns before each use. </p><p>Note: If used at Short - Mid Range, User takes 50 Damage and can only use the technique once that battle. </p><p>Note: no A ranked and above Solar Wind for 2 turns. </p><p>Note: Speed reduction of one rank (per chart.......Sage - Kage - Sannin - etc)</p><p>Note: Techniques that require 3 handseals take the time of 4 (etc)[/SPOILER]</p><p></p><p>(Taiyofuton: Ororaōraburasuto) - Solar Wind: Aurora Aura Blast</p><p>[SPOILER]Type: Attack/defense</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra cost: 40</p><p>Damage points: 80</p><p>Description: User channels solar wind chakra inside their body and with a handseal expels it in a great heat wave all around their body and in every direction up to long range. The heat wave is capable of making anything that is flammable ignite and cause severe burns on anything that is capable of burning (flesh, paper etc) and melt ice. </p><p>Note: No A ranked or above solar wind techniques for one turn. </p><p>Note: Though the aura blast goes in all directions, it is not hot enough to turn the ground into lava, but instead it will be like walking on hot coals.</p><p>Note: Can only be used 2X per battle</p><p>Note: User must wait 4 turns to use this technique again[/SPOILER]</p><p></p><p>(Taiyofuton: Sōrāpaneru Metsubou Yane) - Solar Wind: Solar Panel Collapsing Roof</p><p>[SPOILER]Type: Defense/Attack</p><p>Rank: S</p><p>Range: Short - (Long) only if sending the jutsu after the 2 handseals</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>Description: the user concentrates an immense amount of solar wind chakra into the air to create a squared horizontal wall of solar wind above him to protect him from incoming attacks. If the wall hasnt been cancelled out by the attack, the user can then perform two handseals at any time and send the wall like a stream up to Long Range towards a target. </p><p>Note: Creation of the wall does not require handseals and happens quickly, covering the entire range of the user. </p><p>Note: Though the wall forms quickly, it takes one turn for it to fully form. If not fully formed, the technique can still block from above, but cannot be sent towards the enemy and will automatically be cancelled out. </p><p>Note: Can only be used once every 3 turns. </p><p>Note: If the user is standing on a large body of water, this technique cannot be done. </p><p>Note: No Solar Wind Above A Rank Next turn.</p><p>Note: Can only be used above the user</p><p>Note: The 2 handseals count as an additional move in a turn[/SPOILER]</p><p></p><p>(Taiyofuuton: Furasshu Bakudan) - Solar Wind: Flash Bomb</p><p>[SPOILER]Type: Supplementary/Attack</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: The user stretches their hand behind them while sending a surge of Solar Wind chakra into and through their hand and forms a large blinding solar wind aura around their hand (5 feet in diameter). While the opponent is blinded the user will condense and compress the aura into a small ball and throw it towards the opponent. While the ball traveles, the constrain that the user held on the ball will be released, causing it to flare up and become twice the size of the natural blinding aura (10 Feet in diameter). The user can condense the chakra into two separate balls, one in each hand, thus separating the power of the technique (Becomes two A Ranked Flash Bombs). Upon contact with any source (Other than anything it is capable of absorbing as they simply get absorbed to make the balls stronger and larger), the balls will release a great heat wave explosion in all directions capable of burning or igniting anything it makes contact with.</p><p>Note: Can only be used once every 5 turns per battle.</p><p>Note: No Solar Wind above A Ranked for 1 turn.</p><p>Note: Blinding and heat wave does not affect user as they are immune to its effects as well as the aura being behind the user when it happens. </p><p>Note: If the technique comes in contact with anything it is capable of absorbing the technique will double in size.</p><p>Note: If used 5 times, Solar Wind cannot be used for rest of battle</p><p>Note: The balls have a short range blast radius.[/SPOILER]</p><p></p><p>(Taiyofuton: Fukusū no Uzu Tatsumaki) - Solar Wind: Multivortex Tornadoes</p><p>[SPOILER]Type: Attack/defense</p><p>Rank: Forbidden</p><p>Range:Short-Long</p><p>Chakra cost: 50</p><p>Damage points: 90</p><p>Description: The user does 7 handseals and sends his solar wind chakra into the sky. After a minimum of two turns have passed (maximum of 5 turns), the user can at any point open up a large hole in the sky by way of 2-5 handseals (depending on the turns that passed) to summon two to five (depending on the turns that passed) columns of spinning solar wind tornadoes that rotate around a common center. The center of the multivortex will form at the exact halfway point between the user and the target. The winds create such a large suction that the user, if used at short range or mid range, has to defend from the technique as well. These tornadoes give off such an intense burst of heat that it is felt immediately as it descends from the sky. The tornadoes itself turn any earth, earth-like or metal element into an extremely hot liquid state. (earth to lava, metal to molten metal etc.) technique cannot dispel water, but can make it boiling hot to the touch. As the tornadoes touch the earth, they will leave a 1 foot thick layer of Lava across the ground.</p><p>Note: Can only be used 1x per battle. </p><p>Note: No solar wind techniques for above B Rank for 3 turns</p><p>Note: The user is incapable of performing handseals for 2 turns as blood drips down their nose for 1 turn from exertion.</p><p>Note: Cannot be used over a large body of water. [/SPOILER]</p><p></p><p>(Taiyofuuton: Rorien no Nisshoku) - Solar Wind: Lorien Eclipse</p><p>[SPOILER]Type: Attack/Defense/Supplementary</p><p>Rank: Forbidden</p><p>Range: Long</p><p>Chakra: 50</p><p>Damage: 90 (-50 to user)</p><p>Description: An Advanced form of Lorien Hands, the user first release a surge of Solar Wind chakra from their body AND THEN begins performing 8 handseals in the air. As the user is performing the handseals, the hands as well as the eyes glow green with Solar Wind chakra. The user will then project their hands in front of their body while channeling Solar Wind chakra through their hands (in a quick burst) into the air covering the entire battlefield to form a dome like prison. While being formed, the dome uses the sun to give off a green light that will blind the opponent causing the reflex motion to shield their eyes. This as well as casting extreme heat provided by the Solar Wind and amplified by the rays of the sun while inside the dome, burns the opponent beyond recognition with a green heat wave. The extreme heat is enough to ignite anything flammable as well as make the ground turn to lava, which will be cooled after 1 turn. </p><p>Note: Reasons user is immune to the light</p><p>*The sunlight reflects on the solar wind and travels inside of the dome, the user would have no reason to be blinded. </p><p>*Just like Lorien Hands, the effects are immune to the user. </p><p>Note: When done without sunlight, blinding doesnt happen. </p><p>Note: Heat is strong enough to evaporate up to B ranked water techniques. </p><p>Note: Solar Wind Restrictions after usage of this technique</p><p>*First Turn - No Solar Wind. </p><p>*Second Turn - No Solar Wind above B Rank.</p><p>Note: This technique can only be used once per battle. </p><p>Note: This cannot be done with a large body of water in the Previously on the terrain(Ocean, sea, lake, Raining, etc)</p><p>Note: The forceful push/release of so much chakra at once causes extreme pain to the hands of the user, no handseals for 2 turns. </p><p>Note: The handseals must be performed in the air or while raising into the air and not before. The exuding of the chakra can be performed on the ground, and then the user jump into the air and begin performing the handseals. The exuding of the chakra is done so that the user can push their chakra throughout the battlefield, making it easier to perform the dome.[/SPOILER][/SPOILER]</p><p></p><p></p><p><strong><span style="color: #FF8C00">Arid</span></strong></p><p></p><p>[SPOILER](Kansou Houmen: Kikou Sono San Kamigami) - Arid Release: Season of the Sun Gods</p><p>[SPOILER]Rank: B</p><p>Range: Short - Mid</p><p>Type: Supplementary</p><p>Chakra: 30</p><p>Damage: N/A</p><p>Description: By utilizing the air that lingers on the battlefield the user will cause the air to very quickly be drained of water and become extremely dry and heated. In turn this causes the field to become very barren-like; the ground gets rid of grass/leaves and other living plants and is turned to cracked land. This also causes the target to get a slight form of heat stroke, causing the target to become much slower is movements, reactions as well as handseal creation. This also sets up the battlefield for additional Arid conditions in nature. (separate jutsus)</p><p>Notes:</p><p>- Last 2 turns</p><p>- Usable twice per battle</p><p>- Must wait two turns before re-using</p><p>- Slowness is cut by half. Meaning ration and handseal creation is half as slow as they would normally be able to do.</p><p>- Only usable by Arid Release user</p><p>- Only usable/trainable by Coyote[/SPOILER]</p><p></p><p>(Kansou Houmen: Konmei Harou) - Arid Release: Confusion of Waves </p><p>[SPOILER]Rank: B</p><p>Type: Supplementary </p><p>Range: Short - Medium</p><p>Chakra cost: 30</p><p>Damage points: N/A</p><p>Description: The user will preform one handseal and spread his Arid chakra up to mid range and heat up the air directly to a high temperature. When the user does this the density of the air changes dramatically and from that light passes through it much differently then usual. This greatly alters the enemies ability to locate the user. All they would be able to see is intense heat waves on the entire field. Not only does this effect their ability locate it also effects their overall ability to string handseals and reduces their speed due to the dehydration, the longer the user keeps it active upon them. The use of the technique confuses the enemy and in some ways is like being trapped in a room full of crazy mirrors. This does not affect the user ability to see. The user of this technique is immune to the effects of the power, due to their blood, skin, and very life itself being under these considerations during the training of this intense heat - allows them to function normally.</p><p>Note: Lasts 3 turns</p><p>Note: Starts of in short range during the first turn then goes up to mid range during the second turn</p><p>Note: User can stop at anytime</p><p>Note: No wind techniques in the same and next turns</p><p>Note: Only usable/trainable by Coyote.[/SPOILER]</p><p></p><p>(Kansou Houmen: Shikke Henjou) - Arid Release: Moisture Relinquish</p><p>[SPOILER]Rank: A</p><p>Range: Short - Long</p><p>Type: Attack</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The Arid user will preform 1 handseal and utilize their chakra to quickly cause the air around the target to be completely quenched of all moisture in the air surrounding the target. This in turn causes the skin to be sucked of water and causes the water in the blood to be drained slightly yet not completely. This puts the target into a form of dehydration, the target will become dizzy very quickly in some sense being confused by a genjutsu when it isn't. Also prolonged exposure to the intense dryness will cause the target to faint. When the target becomes dizzy they wander around and are unable to think straight to off-set their reaction time to other attacks.</p><p>Notes:</p><p>- Doesn't kill the target</p><p>- Lasts 1 turn</p><p>- Usable once per battle</p><p>- Only usable by Arid Release user</p><p>- Only usable/trainable by Coyote[/SPOILER]</p><p></p><p>(Kansou Houmen: Gure-Pu Doki) - Arid Release: The Grapes of Wrath</p><p>[SPOILER]Rank: A</p><p>Range: Short - Mid</p><p>Type: Supplementary/Attack</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: After the battlefield has become an Arid wasteland due to the technique "Season of the Sun Gods" the user will preform a row of 3 handseals and begin to control dry air and rumble up the dust, dead grass, smaller rocks to form a large Dust Bowl that will surround the target moving at high speeds. The effects of being caught up in the bowl would be injuries to the skin, slight burns from the hot dust, unable to see the enemy, dust in eyes, lack of breathing. Since the speeds of the dust if very fast these effects are quick acting and lasting. Able to kill the opponent in prolonged exposure (2 turns unless the taregt escapes or stops the dust bowl). </p><p>Notes:</p><p>- Only usable once per battle</p><p>- Only usable able battlefield has become Arid</p><p>- Only usable by Arid Release user</p><p>- Only usable/trainable by Coyote[/SPOILER]</p><p></p><p>(Kansou Houmen: Atsusa Gekido) - Arid Release: Heat of Refinement</p><p>[SPOILER]Rank: A</p><p>Range: Short - Long</p><p>Type: Attack</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The User of this technique will focus their Arid chakra into their hand, making it highly condensed. The user will then extend his/her hand that the chakra has been condensed in a thrusting motion, releasing a beam of highly condensed arid chakra. This beam though only moves in one direction. Because its Arid chakra, it can easily evaporate/brittle A-rank and lower techniques that require water (Water element, Wood, Ice, etc.)</p><p>Notes:</p><p>- Usable 3x per battle</p><p>- Only usable by Arid Release user</p><p>- Only usable/trainable by Coyote[/SPOILER]</p><p></p><p>(Kansou Houmen: Suihou!) - Arid Release: Bubbles!</p><p>[SPOILER]Rank: S</p><p>Range: Short - Mid</p><p>Type: Supplementary/Attack</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: The Arid user will preform a short row of 3 handseals, once completed 3 or less pockets of extremely hot air will be in encased in these "bubbles". To the target they will look like spheres that seem to be wavy due to the heat. These 3 air pockets travel along with the user floating around them. The bubbles are roughly the size of cannonball if you made 3 of them, if you only made 2 they would be the size of a carriage wheel and if you only made one they would be the size of a smaller boulder. The effects of these "bubbles" are somewhat varied, they're able to launched at the target hitting them causing an extreme burn or they are able to pop causing the air in the "bubble to be like a explosion of air causing burns and swelling. The bigger the "bubble" the bigger the impact area is and severity. These "bubbles" are also able to weaken water techniques on contact, more so then others based on the size of the water technique used and size of the bubble being used. You are able to combine the 3 bubbles to form the largest one possible depending on the situation. Depending on the water technique used is how each bubble can weaken them. One bubble can weaken a water jutsu B-Rank and below, two bubbles can weaken a A-Rank water jutsu, 3 bubbles can weaken a S-Rank. This goes for each bubble so in turn if you make 1 giant bubble it works the same way as 3 smaller bubbles when it comes to weakening purposes.</p><p>Notes:</p><p>- Only usable once per battle</p><p>- Bubbles last 3 turns or until used</p><p>- Unable to preform any Arid techniques while "Bubbles" are being used</p><p>- Weakens water techniques by one rank on contact</p><p>- Only usable by Arid Release user</p><p>- Only usable/trainable by Coyote [/SPOILER][/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Typhon, post: 10422145, member: 22276"] [B][SIZE=3][CENTER]Chapter Three: The Lost Elements[/CENTER][/SIZE][/B] [B][COLOR="#696969"]Adamantine[/COLOR][/B] [SPOILER](Kongoton: Kongo Kensetsu) - Adamantine Release: Adamant Construction [spoiler]Type: Supplementary/Defense/Attack Rank: D-S Range: Short - Long Chakra Cost: 10-40 Damage: 20-80 Description: This is a basic technique for creating adamantine structures and tool in various ways for any number of purposes. Much like comparable techniques for other elements, the user can create things like pillars, shields, walls, weapons, etc. This technique is limited to basic structures however, and cannot create complex and finely detailed things. -S rank can be used twice per battle. -B rank and higher requires at least 3 hand seals to use. Approved: [url]https://narutobase.net/forums/showthread.php?t=13700&p=21658661&viewfull=1#post21658661[/url][/spoiler] (Kongoton: Kongote no Kyojin) - Adamantine Release: Adamant Grasp of the Giant [spoiler]Type: Attack Rank: A Range: Short- Long Chakra Cost: 30 Damage: 60 Description: The user will form three hand seals and stomp on the ground, rising two arms from the ground in a desired location. The arms will begin to mimic the movements of the user's arms allowing them to be controlled. The arms themselves are fairly large capable of holding a large man with only their heads sticking out in a similar way to how Susanoo had grabbed Danzo. The grasp of these hands is strong enough to bind a target and crack bone, or crush earthen structures according to strengths and weaknesses. -Can only be used up to 4 times per battle. -Can't use other techniques while controlling the arms. -Once control of the arms is lost, the technique ends causing the arms to freeze in place. Approved: [url]https://narutobase.net/forums/showthread.php?t=13700&p=21658661&viewfull=1#post21658661[/url][/spoiler] (Kongoton: Adamant-hamasuta) - Adamantine Release: Adamant Hamster [SPOILER]Type: Defense/Supplementary Rank: A Range: Short-Mid Chakra Cost: 30 Damage: N/A Description: The user stomps on the ground causing adamantine to rise up and enclose a target within a hollow sphere. This could be used to create a defensive barrier for the user, or trap the opponent within a prison. The sphere can be returned to the ground with another hand seal, if the user so chooses. ~Can only be used twice per battle. ~Can be broken through using the normal methods that destroy adamantine. (weaknesses listed in the submission, don't want to put them into the description since that would basically be telling the opponent how to break out of the technique.[/SPOILER] (Kongoton: Kongo Hakari) - Adamantine Release: Adamant Scales [SPOILER]Type: Supplementary/Defense Rank: S Range: N/A Chakra Cost: 45 Damage: N/A Description: The user focuses large amounts of chakra to their skin causing it to form scales of adamantine metal in the desired location. As adamantine is incredibly hard this boosts their defensive capabilities. Due to the metal forming as scales rather than a single layer, the user's movements at the joints are unhindered, but due to the weight their speed is reduced by 2 (based off the new speed chart posted by Mugi). ~Reduces user's speed by 2. ~Lasts a maximum of four turns when used. ~Can only be used twice per battle.[/SPOILER] (Kongoton: Adamant-Shou) - Adamantine Release: Adamant Devastation [SPOILER]Type: Attack Rank: S Range: Short-Long Chakra Cost: 45 Damage: 90 (-10 to user) Description: The user forms the boar hand seal and causes a pre-existing source of adamantine to burst sending out large spikes in every direction. For this technique to be effective the source of adamantine must be of at least moderate size and have been B-rank or above. These spikes are about a meter in length and travel at high speeds. This can be used on adamantine up to long range away, but the spikes only travel mid range from that object. The user is also susceptible to these spikes if they're not careful. As is usual with Adamantine techniques the use of this takes a toll on the user. ~Can only be used twice per battle. ~Does 10 damage to the user. ~Can potentially hurt or kill the user, if they're not careful in its usage. ~Requires a moderate source of adamantine.[/SPOILER] (Kongoton: Kongo Shiro) - Adamantine Release: Adamant Bastion [spoiler]Type: Supplementary Rank: Forbidden Range: Short-Long Chakra Cost: 50 Damage: N/A (-30 to user) Description: The user slams their palms on the ground and uses a massive amount of chakra to create an adamantine structure around the battlefield. The look of the structure will be similar to that of a castle with four tall walls and towers at the four corners. There are several windows with bars covering them around the walls that allow light into the structure. The adamantine that this structure is made of can then be used as a starting point for other adamantium release techniques. But due to the size of this structure it greatly strains the user. They suffer moderate damage and fatigue which limits their abilities temporarily. -Can only be used once per match. -No techniques above S-rank the following turn. -Leaves the user strained and unable to run or move correctly for the following two turns.[/spoiler] (Kongoton: Shawa-kongo) - Adamantine Release: Adamant Shower [SPOILER]Type: Attack Rank: S Range: Short-Long Chakra Cost: 40 Damage: 80 Description: The user will form three hand seals and then stomp on the ground. Upon doing this up to four dozen adamantine spears will fire out of the ground upwards, skewering whatever lays above them. These spears can be fired off at an angle as well allowing them to be aimed like a barrage of arrows. -Can be used twice per battle. -No adamantine techniques S-rank or above the following turn. Approved: [url]http://narutobase.net/forums/showpos...&postcount=338[/url][/SPOILER] (Kongoton: Kongo Seki sono Hogosha) - Adamantine Release: Adamant Gate of the Guardian [SPOILER]Type: Defense Rank: S Range: Short-Mid Chakra Cost: 40 Damage: N/A Description: The user forms three hand seals and stomps on the ground causing a large gate made of adamantine metal to raise up in the desired location. This gate is similar in style to the Rashomon gates in size, but less demonic looking. Due to the incredible hardness of adamantine this gate is capable of defending against one S-rank technique or two A-rank techniques. It is invulnerable to those B-rank and below. The user can then open the gates by forming the snake hand seal. -Can be used once per battle. -Defends against one S-rank technique or 2 A-rank techniques, then its destroyed. -Invulnerable to B-rank or below. Approved: [url]http://narutobase.net/forums/showpos...&postcount=338[/url][/SPOILER] (Kongoton: Adamantaconda) - Adamantine Release: Adamantaconda [spoiler]Type: Attack Rank: Forbidden Range: Short-Long Chakra Cost: 50 Damage: 90 (-20 to user) Description: The user preforms a series of six hand seals converting a large portion of the earth three feet beneath the surface into a massive snake of adamantine metal. Once formed the snake springs to life and begins to wriggle and move its body, ripping through the layer of earth above it and knocking the opponent high into the air and damaging their legs. The head of the snake then erupts from a location of the user's choice and shoots towards the target, crunching down on them with hundreds of needle like teeth and smashing them into the ground where its body coils tightly around them, crushing them. The snake itself is large enough to coil around a Gamabunta sized summon. This snake is not a self-acting entity and cannot move after the use of this technique. -Can be used once per battle. -No adamantine techniques the following two turns. -No techniques above S-rank the following turn.[/spoiler] (Kongoton: Kokujō Tengen Myō'ō) - Adamantine Release: Divine Retribution, Black Ropes of [spoiler]Ruination Type: Supplementary Rank: Forbidden Range: Mid range (for physical attacks used by the Samurai) Chakra Cost: 50 Damage: n/a (+50 to Kenjutsu/Taijutsu) Description: This powerful technique is considered the pinnacle of strength in the teachings of Adamantine release. The user smears blood along their dominant forearm and chains together a series of seven hand seals. Once done they draw a sword in their dominant hand which triggers the creation of this physical manifestation of Adamantine's awesome power. Out of the ground behind the user rises a massive adamantine Samurai torso. From its waist to its head it measures fifty meters. The giant will mimic the movements of the user allowing the user to attack through the giant. A replica of the sword drawn by the user is held by the behemoth and both weapons have a series of matching kanji running down the side of their blades. These kanji are used to transfer chakra from the user's sword to the Samurai's sword allowing the user to utilize chakra based kenjutsu through the giant. The size of the blade requires more chakra in order to use these techniques costing the user twice as much as usual. The raw power of the giant causes the attacks performed through it to be devastating in nature. Despite being nearly half the size of a boss summon, the giant's strength is capable of overpowering them. While incredible powerful the giant isn't without its drawbacks. The user can only use kenjutsu and taijutsu while its on the field, but most dangerous of all the injuries received by the giant are transferred on to the user as well. When the giant is destroyed or released by the user its body disintegrates into the air and leaves the user exhausted. -Can be used once per battle. -Lasts up to four turns. -Only Kenjutsu/Taijutsu while active. -Requires mastery of Fuuinjutsu due to the seals along the blades. -Chakra infused Kenjutsu techniques cost twice as much when used through the giant. -No Adamantine release for the remainder of the battle. -No techniques above S-rank for two turns following its destruction or release. -User is physically exhausted for three turns afterwards. -Appearance:[spoiler][IMG]http://25.media.tumblr.com/tumblr_mct5wrGeaE1rxe2l8o1_1280.jpg[/IMG][/spoiler][/SPOILER][/spoiler] [B][COLOR="#DDA0DD"]Marshmallow[/COLOR][/B] [SPOILER](Mashamaruton: Rifutu Ofu!) - Marshmallow Release: Lift Off![SPOILER] Type: Supplementary Rank: B Range: Short Chakra Cost: 20 Damage: N/A Description: The user drops a marshmallow and either stands on, or jumps in the air above it and makes a single hand seal. The marshmallow instantly expands dozens of times its size acting as a catapult for the user, sending them flying into the air. This can also be used as a cushion for a safe landing or against an incoming attack. -Consumes one marshmallow.[/SPOILER] (Mashamaruton: Itokuzo-wad) - Marshmallow Release: Fluff Wad [SPOILER]Type: Attack Rank: B Range: Short-Long Chakra Cost: 20 Damage: 40 Description: After having ingested marshmallows, the user forms two hand seals and spits out a condensed ball of marshmallow fluff. The ball is about twice the size of a basketball and hits with moderate concussive force. It splatters upon impact leaving whatever it hits covered in a thick and sticky goop. -Can be used four times per battle. -Requires one marshmallow.[/SPOILER] (Mashamaruton: Sauzando Ahiru-go!) - Marshmallow Release: The Thousand Ducky! [SPOILER]Type: Supplementary/Defense Rank: B-A Range: Short Chakra Cost: 20-30 Damage: N/A Description: The user removes a marshmallow known as a peep that is shaped as a small pink duck. They will then jump in the air and drop the marshmallow while making a single hand seal causing the peep to rapidly expand and grow. The B-ranked version of the technique will cause it to grow to a size that can comfortably hold one person. The A-ranked version will cause the peep to grow to a large enough size to hold several people and a medium sized summon. ~Can only be used twice per match regardless of rank chosen. ~Consumes one marshmallow.[/SPOILER] (Mashamaruton: Maru-manu) - Marshmallow Release: Mallow-Men [SPOILER]Type: Supplementary Rank: A Range: Short-Mid Chakra Cost: 30 Damage: N/A Description: The user removes several marshmallows from his pouch and then tosses them in the air followed by a single hand seal. In a cloud of smoke the marshmallows transform into up to 4 clones of the user. These clones have the capability of using only marshmallow style techniques or non-elemental taijutsu. Because of their marshmallow bodies they are capable of melding moderate injuries such as being sliced or having a hole punched through them, but suffering more serious injuries will render them unable to heal. At any point the user can form a single hand seal causing the clones to explode creating a burst of sticky marshmallow fluff on everything in close proximity. ~Can only create up to four clones per match. ~Each clone requires the input of two marshmallows.[/SPOILER] (Mashamaruton: Kokkaku-a-itokuzu) - Marshmallow Release: Build-a-Mallow [spoiler]Type: Attack/Defense/Supplementary Rank: D-S Range: Short-Long Chakra Cost: 10-40 Damage: 20-80 Description: A very basic technique, the user is able to manipulate a pre-existing source of marshmallow to create a number of shapes such as ropes, shields, tendrils, etc. When using solid marshmallows as the source, each rank increase requires an additional marshmallow when used (e.g. D needs one, C needs two, etc.). The state of the marshmallow can be altered from fluff to solid, or solid to fluff when using this technique. -S rank can be used twice per battle. -Requires a source of marshmallow and at least 3 hand seals and above for B rank and up. Approved: [url]https://narutobase.net/forums/showthread.php?t=13700&p=21658661&viewfull=1#post21658661[/url][/spoiler] (Mashamaruton: Itokuzu Tsunami) - Marshmallow Release: Fluff Tsunami [SPOILER]Type: Attack Rank: A Range: Short - Long Chakra Cost: 30 Damage: 60 Description: The user will ingest three marshmallows and then release a large wave of marshmallow fluff that races towards the opponent. The wave itself is seven meters tall (21 feet). The amount of fluff released is enough to leave the battlefield covered in a layer of the sticky goop. ~Can only be used twice per battle. ~Consumes three marshmallows.[/SPOILER] (Mashumaruton: Itokuzu-hidora) - Marshmallow Release: Fluffy Hydra [SPOILER]Type: Attack Rank: A Range: Short-Mid Chakra Cost: 30 Damage: N/A Description: The user forms four hand seals and then spits out a large mass of marshmallow fluff. The fluff forms into a large three headed hydra capable of moving. Each head is able to release an A-rank bullet of marshmallow fluff, though doing so causes that head to degenerate and only one head can fire a bullet per turn. -Can be used twice per battle. -Requires four marshmallows. -Fluff bullet can only be used once per turn. Approved: [url]http://www.narutobase.net/forums/sho...&postcount=352[/url][/SPOILER] (Mashamaruton: Ma-chi sono doaai) - Marshmallow Release: March of the Peeps [SPOILER]Type: Attack Rank: A Range: Short-Long Chakra Cost: 30 Damage: 60 Description: The user will remove five marshmallows from their pouch and toss them in the air towards the opponent. Once released they form a series of four hand seals. During the seals the marshmallows split and form into fifteen (three per marshmallow) chicken sized birds that dive bomb the target from multiple angles. When they hit they target they deal concussive damage and splatter into marshmallow fluff, covering them in the sticky substance. -Can be used twice per battle.[/SPOILER] (Mashamaruton: Maru-Mummy!) - Marshmallow Release: Mallow Mummy! [SPOILER]Type: Defense/Supplementary Rank: S Range: Short-Mid Chakra Cost: 40 Damage: N/A Description: The user takes out four marshmallows and drops them (or throws them) while forming a series of five hand seals. As they form the seals the marshmallows rapidly wrap around their body creating a suit of marshmallow around them. This suit acts as a defense against incoming attacks. This can also be used to wrap around the opponent instead of the user, creating a strong binding. -Can only be used twice. -Lasts three turns once used or until the user cancels it or its destroyed.[/SPOILER] (Mashamaruton: Maru Maru no Mi) - Marshmallow release: Mallow Mallow Fruit [spoiler]Type: Supplementary Rank: S Range: N/A Chakra Cost: 40 Damage: N/A Description: After years of ingesting Marshmallows, users of this style began to suffer unforeseen drawbacks such as obesity and adult-onset diabetes. Searching for a way of overcoming this fate they began working desperately on a specialized marshmallow that would reduce the need for constant ingestion. This culminated in the creation of the Mashu Mashu no Mi, a specially crafted marshmallow in the shape of a spherical purple fruit with black markings covering the outside. Once ingested the "fruit" releases its chakra throughout the body of the user giving them several unique abilities. They are now capable of creating and releasing marshmallow techniques from his body breaking the reliance on using existent marshmallows. The marshmallow is created as fluff and released through the mouth or pores of the skin, but for techniques that require solid variations the fluff solidifies when released. These techniques are purple in color and stronger than standard marshmallow techniques. In addition to this their body takes on several marshmallow-like properties. Their body becomes cushion-y allowing them to absorb the impact of blunt attacks such as taijutsu or certain earth techniques. Their body becomes substantially lighter allowing them to move quicker and jump to extraordinary heights. The adverse affect of this is that certain taijutsu techniques lose all of their strength, as them hitting the opponent would be the equivalent of hitting them with a soft pillow. -Can be used once per battle. -Lasts five turns after ingestion. -Marshmallow techniques gain +20 damage. -Blunt force taijutsu used by and against the user loses 40 damage. -User can move twice as fast and jump five times as high.[/spoiler] (Mashamaruton: Suraimu) - Marshmallow Release: Smiley [spoiler]Type: Supplementary/Attack Rank: Forbidden Range: N/A Chakra Cost: 50 Damage: N/A (-30 to user) Description: After ingesting a unique marshmallow in the shape of a salamander the user will form three hand seals and punch themselves in the stomach. This causes marshmallow fluff to explode out of their mouth where it immediately gathers into a monstrous creature called "Smiley". The beast has a shape somewhat similar to that of a salamander and is half the size of Gamabunta. Smiley is created with an imbalance of fire/wind chakra causing it to appear red/pink in color and give off a large amount of heat and some fumes. The fumes don't do anything other than create a pleasant sugary aroma around the battlefield. The fluff that composes its body burns to the touch while still remaining incredibly sticky, making it very painful and hard to deal with if covered by it. The heat also makes the fluffy somewhat more liquid, making its body runny causing the ground around it to become covered in the fluff. Smiley is capable of releasing an A-rank wave of fluff once per turn, and no more than three times per battle. It can also release three smaller versions of itself once per turn (twice as tall as a person) that are B-rank and carry the same properties as the original. After four turns or being destroyed, Smiley will dissolve and flood the field with its body. This fluff will cool off after two turns. This technique is not without its drawbacks. Due to the massive amount of fluff the user must expel, they take some physical damage and become incapable of ingesting anything or releasing anything from their stomach for the remainder of the battle. They are also not immune to the heat of the fluff so getting any on themselves would cause them harm. -Can only be used once per battle. -Lasts for four turns once created. -All techniques used by Smiley and his clones count as a move in the user's turn. -No techniques above S-rank the turn after creating Smiley. -Nothing can be released from the user's stomach for the remainder of the battle. -User becomes incapable of ingesting anything for the remainder of the battle. -Image:[spoiler][IMG]https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTYeqcET1WbEa7Kwy0ERdKORY3HkFfy-p9qD3x-uWbfkmQnujgz[/IMG][/spoiler][/spoiler] Marshmallow Release: Stay Puft! [SPOILER](Mashamaruton: Sasai Puft!) Type: Attack/Defense/Supplementary Rank: Forbidden Range: N/A Chakra Cost: 60 Damage: 110 (-20 to the user) Description: The user takes out two hand fulls (10) of marshmallows and takes them in the air while stringing together a series of ten hand seals. Upon completion the marshmallows will greatly expand and form into a giant humanoid marshmallow man. This man is several meters taller than Gamabunta and similar to the smaller mallow-men, he can meld minor injuries such as cuts or holes. Stay Puft! can use marshmallow fluff techniques from his mouth and taijutsu but nothing else. Because of the amount of chakra needed the user suffers some damage and is unable to preform marshmallow jutsu for the following two turns. After four turns or by using a single hand seal, Stay Puft! will dissolve into a sea of marshmallow fluff that covers the battlefield. ~Can only be used once per battle. ~User suffers 20 damage. ~Lasts up to 4 turns once created. ~No Marshmallow jutsu for two turns after creating.[/SPOILER][/SPOILER] [B][COLOR="#006400"]Solar Wind[/COLOR][/B] [SPOILER](Taiyofuton: Ryokin Omocha) - Solar Wind: Charged Kunai [SPOILER]Type: Attack Rank: D Range: Short - Mid Chakra Cost: 10 Damage Points: 20 Description: The user takes kunai or shuriken and charges them with solar wind chakra. These kunai travel just as fast as a lightning enhanced kunai and has the power of a wind enhanced kunai. These kunai overheat and melt very quickly, which is why they cannot go to long range. Note: The speed and power of the kunai would cause it to go through a regular kunai or shuriken and keep going.[/SPOILER] (Taiyofuton: Kaze Furea) - Solar Wind: Flared Breeze [SPOILER]Type: Supplementary Rank: B Range:Short - Mid Chakra Cost: 25 Damage Points: 40 Description: The user, after making 1 handseal, creates a light breeze of extremely hot concentrated solar wind and sends it towards the target. On a bright day when the sun is high in the air, the sun's rays will reflect off of the breeze and cause the breeze to emit a light, blinding all that look at it. [/SPOILER] (Taiyofuton: Kaze Chaimu) - Solar Wind: Wind Chimes [SPOILER]Type: Attack Rank: B Range:Short - Long Chakra Cost: 25 Damage Points: 40 Description: User throws 5 kunai that are all connected by strings while expelling a hurricane solar wind from their mouth (looks like and has the same push the user backwards power as Hurricane fist when expelled, however does not have to be directed at the floor. The Blast is powerful enough to lift the user off his feet and send him traveling backwards one range). The solar wind picks up the kunai and causes them to clang together like wind chimes. This noise however, is quite loud, and deafens the opponent, forcing them to hold their hands to their ears in an attempt to drown out the sound. Note: Can be used three times per battle.[/SPOILER] (Taiyofuuton: Rorien no Te) - Solar Wind: Lorien Hands [SPOILER]Type: Attack/Supplementary Rank: B Range: Short Chakra: 20 Damage: 40 Description: The user channels concentrated Solar Wind Chakra into their hands that issues forth a short 5 foot green light source of immense heat that is capable of igniting or burning anything flammable. This is often used as an taijutsu component, capable of blinding and burning the flesh of the opponent. Note: This does not hurt the user as they are immune to Solar Wind.[/SPOILER] (Taiyofuton: Nenshou Ryuusui) - Solar Wind: Burning Stream [SPOILER]Type: Attack Rank: A Range:Short-Long Chakra Cost: 30 Damage Points: 60 Description: Doing 4 handseals, the user creates a 10 foot wide stream of solar wind that is extremely hot to the touch and heads towards a target. It is capable of burning an enemy as it is made up of high speed charged particles from the Sun. Note: Cannot be used over a large body of water. Note: Can only be used 3x per battle.[/SPOILER] (Taiyofuuton no Jutsu) - Solar Wind Technique [SPOILER]Type: Attack/Defense Rank: A Range: Short - Long Chakra: 30 Damage: 60 Description: The user channels solar wind into the air and forms solar wind constructs (up to 6)(blades, blankets, walls, gusts, etc) that give off extreme heat capable of melting metals, turn sand to glass, ignite flammable substances, and evaporate water of one rank below the strength of this technique. The constructs are made up to 2 meters from the user in every direction (Height/width/length/depth). The user can guide or control the constructs by motioning their hands. The constructs can be given the same cutting, pushing, or pulling attribute as normal wind. Note: The user cannot form the constructs within long range. Note: Can only be used 3x per battle. Note: No Solar Wind techniques in the same turn.[/SPOILER] (Taiyofuton: Orora Sumashu Yaibas) - Solar Wind: Aurora Smash Blades [SPOILER]Type:Attack/Defense Rank: S Range:Short - Long Chakra Cost: 40 Damage Points: 80 Description: After doing 5 handseals, the user creates two crescent blades of wind [) (]that come from the sides of the target at the speed of Mountain Smash. These two blades of wind give off such an immense amount of heat that the target will feel it before blades of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and handseals by making there body shaky and in need of water. Note: Can only be used 3 times per battle. Note: User must wait 2 turns before each use. Note: If used at Short - Mid Range, User takes 50 Damage and can only use the technique once that battle. Note: no A ranked and above Solar Wind for 2 turns. Note: Speed reduction of one rank (per chart.......Sage - Kage - Sannin - etc) Note: Techniques that require 3 handseals take the time of 4 (etc)[/SPOILER] (Taiyofuton: Ororaōraburasuto) - Solar Wind: Aurora Aura Blast [SPOILER]Type: Attack/defense Rank: S Range: Short - Long Chakra cost: 40 Damage points: 80 Description: User channels solar wind chakra inside their body and with a handseal expels it in a great heat wave all around their body and in every direction up to long range. The heat wave is capable of making anything that is flammable ignite and cause severe burns on anything that is capable of burning (flesh, paper etc) and melt ice. Note: No A ranked or above solar wind techniques for one turn. Note: Though the aura blast goes in all directions, it is not hot enough to turn the ground into lava, but instead it will be like walking on hot coals. Note: Can only be used 2X per battle Note: User must wait 4 turns to use this technique again[/SPOILER] (Taiyofuton: Sōrāpaneru Metsubou Yane) - Solar Wind: Solar Panel Collapsing Roof [SPOILER]Type: Defense/Attack Rank: S Range: Short - (Long) only if sending the jutsu after the 2 handseals Chakra Cost: 40 Damage Points: 80 Description: the user concentrates an immense amount of solar wind chakra into the air to create a squared horizontal wall of solar wind above him to protect him from incoming attacks. If the wall hasnt been cancelled out by the attack, the user can then perform two handseals at any time and send the wall like a stream up to Long Range towards a target. Note: Creation of the wall does not require handseals and happens quickly, covering the entire range of the user. Note: Though the wall forms quickly, it takes one turn for it to fully form. If not fully formed, the technique can still block from above, but cannot be sent towards the enemy and will automatically be cancelled out. Note: Can only be used once every 3 turns. Note: If the user is standing on a large body of water, this technique cannot be done. Note: No Solar Wind Above A Rank Next turn. Note: Can only be used above the user Note: The 2 handseals count as an additional move in a turn[/SPOILER] (Taiyofuuton: Furasshu Bakudan) - Solar Wind: Flash Bomb [SPOILER]Type: Supplementary/Attack Rank: S Range: Short - Long Chakra: 40 Damage: 80 Description: The user stretches their hand behind them while sending a surge of Solar Wind chakra into and through their hand and forms a large blinding solar wind aura around their hand (5 feet in diameter). While the opponent is blinded the user will condense and compress the aura into a small ball and throw it towards the opponent. While the ball traveles, the constrain that the user held on the ball will be released, causing it to flare up and become twice the size of the natural blinding aura (10 Feet in diameter). The user can condense the chakra into two separate balls, one in each hand, thus separating the power of the technique (Becomes two A Ranked Flash Bombs). Upon contact with any source (Other than anything it is capable of absorbing as they simply get absorbed to make the balls stronger and larger), the balls will release a great heat wave explosion in all directions capable of burning or igniting anything it makes contact with. Note: Can only be used once every 5 turns per battle. Note: No Solar Wind above A Ranked for 1 turn. Note: Blinding and heat wave does not affect user as they are immune to its effects as well as the aura being behind the user when it happens. Note: If the technique comes in contact with anything it is capable of absorbing the technique will double in size. Note: If used 5 times, Solar Wind cannot be used for rest of battle Note: The balls have a short range blast radius.[/SPOILER] (Taiyofuton: Fukusū no Uzu Tatsumaki) - Solar Wind: Multivortex Tornadoes [SPOILER]Type: Attack/defense Rank: Forbidden Range:Short-Long Chakra cost: 50 Damage points: 90 Description: The user does 7 handseals and sends his solar wind chakra into the sky. After a minimum of two turns have passed (maximum of 5 turns), the user can at any point open up a large hole in the sky by way of 2-5 handseals (depending on the turns that passed) to summon two to five (depending on the turns that passed) columns of spinning solar wind tornadoes that rotate around a common center. The center of the multivortex will form at the exact halfway point between the user and the target. The winds create such a large suction that the user, if used at short range or mid range, has to defend from the technique as well. These tornadoes give off such an intense burst of heat that it is felt immediately as it descends from the sky. The tornadoes itself turn any earth, earth-like or metal element into an extremely hot liquid state. (earth to lava, metal to molten metal etc.) technique cannot dispel water, but can make it boiling hot to the touch. As the tornadoes touch the earth, they will leave a 1 foot thick layer of Lava across the ground. Note: Can only be used 1x per battle. Note: No solar wind techniques for above B Rank for 3 turns Note: The user is incapable of performing handseals for 2 turns as blood drips down their nose for 1 turn from exertion. Note: Cannot be used over a large body of water. [/SPOILER] (Taiyofuuton: Rorien no Nisshoku) - Solar Wind: Lorien Eclipse [SPOILER]Type: Attack/Defense/Supplementary Rank: Forbidden Range: Long Chakra: 50 Damage: 90 (-50 to user) Description: An Advanced form of Lorien Hands, the user first release a surge of Solar Wind chakra from their body AND THEN begins performing 8 handseals in the air. As the user is performing the handseals, the hands as well as the eyes glow green with Solar Wind chakra. The user will then project their hands in front of their body while channeling Solar Wind chakra through their hands (in a quick burst) into the air covering the entire battlefield to form a dome like prison. While being formed, the dome uses the sun to give off a green light that will blind the opponent causing the reflex motion to shield their eyes. This as well as casting extreme heat provided by the Solar Wind and amplified by the rays of the sun while inside the dome, burns the opponent beyond recognition with a green heat wave. The extreme heat is enough to ignite anything flammable as well as make the ground turn to lava, which will be cooled after 1 turn. Note: Reasons user is immune to the light *The sunlight reflects on the solar wind and travels inside of the dome, the user would have no reason to be blinded. *Just like Lorien Hands, the effects are immune to the user. Note: When done without sunlight, blinding doesnt happen. Note: Heat is strong enough to evaporate up to B ranked water techniques. Note: Solar Wind Restrictions after usage of this technique *First Turn - No Solar Wind. *Second Turn - No Solar Wind above B Rank. Note: This technique can only be used once per battle. Note: This cannot be done with a large body of water in the Previously on the terrain(Ocean, sea, lake, Raining, etc) Note: The forceful push/release of so much chakra at once causes extreme pain to the hands of the user, no handseals for 2 turns. Note: The handseals must be performed in the air or while raising into the air and not before. The exuding of the chakra can be performed on the ground, and then the user jump into the air and begin performing the handseals. The exuding of the chakra is done so that the user can push their chakra throughout the battlefield, making it easier to perform the dome.[/SPOILER][/SPOILER] [B][COLOR="#FF8C00"]Arid[/COLOR][/B] [SPOILER](Kansou Houmen: Kikou Sono San Kamigami) - Arid Release: Season of the Sun Gods [SPOILER]Rank: B Range: Short - Mid Type: Supplementary Chakra: 30 Damage: N/A Description: By utilizing the air that lingers on the battlefield the user will cause the air to very quickly be drained of water and become extremely dry and heated. In turn this causes the field to become very barren-like; the ground gets rid of grass/leaves and other living plants and is turned to cracked land. This also causes the target to get a slight form of heat stroke, causing the target to become much slower is movements, reactions as well as handseal creation. This also sets up the battlefield for additional Arid conditions in nature. (separate jutsus) Notes: - Last 2 turns - Usable twice per battle - Must wait two turns before re-using - Slowness is cut by half. Meaning ration and handseal creation is half as slow as they would normally be able to do. - Only usable by Arid Release user - Only usable/trainable by Coyote[/SPOILER] (Kansou Houmen: Konmei Harou) - Arid Release: Confusion of Waves [SPOILER]Rank: B Type: Supplementary Range: Short - Medium Chakra cost: 30 Damage points: N/A Description: The user will preform one handseal and spread his Arid chakra up to mid range and heat up the air directly to a high temperature. When the user does this the density of the air changes dramatically and from that light passes through it much differently then usual. This greatly alters the enemies ability to locate the user. All they would be able to see is intense heat waves on the entire field. Not only does this effect their ability locate it also effects their overall ability to string handseals and reduces their speed due to the dehydration, the longer the user keeps it active upon them. The use of the technique confuses the enemy and in some ways is like being trapped in a room full of crazy mirrors. This does not affect the user ability to see. The user of this technique is immune to the effects of the power, due to their blood, skin, and very life itself being under these considerations during the training of this intense heat - allows them to function normally. Note: Lasts 3 turns Note: Starts of in short range during the first turn then goes up to mid range during the second turn Note: User can stop at anytime Note: No wind techniques in the same and next turns Note: Only usable/trainable by Coyote.[/SPOILER] (Kansou Houmen: Shikke Henjou) - Arid Release: Moisture Relinquish [SPOILER]Rank: A Range: Short - Long Type: Attack Chakra: 30 Damage: 60 Description: The Arid user will preform 1 handseal and utilize their chakra to quickly cause the air around the target to be completely quenched of all moisture in the air surrounding the target. This in turn causes the skin to be sucked of water and causes the water in the blood to be drained slightly yet not completely. This puts the target into a form of dehydration, the target will become dizzy very quickly in some sense being confused by a genjutsu when it isn't. Also prolonged exposure to the intense dryness will cause the target to faint. When the target becomes dizzy they wander around and are unable to think straight to off-set their reaction time to other attacks. Notes: - Doesn't kill the target - Lasts 1 turn - Usable once per battle - Only usable by Arid Release user - Only usable/trainable by Coyote[/SPOILER] (Kansou Houmen: Gure-Pu Doki) - Arid Release: The Grapes of Wrath [SPOILER]Rank: A Range: Short - Mid Type: Supplementary/Attack Chakra: 30 Damage: 60 Description: After the battlefield has become an Arid wasteland due to the technique "Season of the Sun Gods" the user will preform a row of 3 handseals and begin to control dry air and rumble up the dust, dead grass, smaller rocks to form a large Dust Bowl that will surround the target moving at high speeds. The effects of being caught up in the bowl would be injuries to the skin, slight burns from the hot dust, unable to see the enemy, dust in eyes, lack of breathing. Since the speeds of the dust if very fast these effects are quick acting and lasting. Able to kill the opponent in prolonged exposure (2 turns unless the taregt escapes or stops the dust bowl). Notes: - Only usable once per battle - Only usable able battlefield has become Arid - Only usable by Arid Release user - Only usable/trainable by Coyote[/SPOILER] (Kansou Houmen: Atsusa Gekido) - Arid Release: Heat of Refinement [SPOILER]Rank: A Range: Short - Long Type: Attack Chakra: 30 Damage: 60 Description: The User of this technique will focus their Arid chakra into their hand, making it highly condensed. The user will then extend his/her hand that the chakra has been condensed in a thrusting motion, releasing a beam of highly condensed arid chakra. This beam though only moves in one direction. Because its Arid chakra, it can easily evaporate/brittle A-rank and lower techniques that require water (Water element, Wood, Ice, etc.) Notes: - Usable 3x per battle - Only usable by Arid Release user - Only usable/trainable by Coyote[/SPOILER] (Kansou Houmen: Suihou!) - Arid Release: Bubbles! [SPOILER]Rank: S Range: Short - Mid Type: Supplementary/Attack Chakra: 40 Damage: 80 Description: The Arid user will preform a short row of 3 handseals, once completed 3 or less pockets of extremely hot air will be in encased in these "bubbles". To the target they will look like spheres that seem to be wavy due to the heat. These 3 air pockets travel along with the user floating around them. The bubbles are roughly the size of cannonball if you made 3 of them, if you only made 2 they would be the size of a carriage wheel and if you only made one they would be the size of a smaller boulder. The effects of these "bubbles" are somewhat varied, they're able to launched at the target hitting them causing an extreme burn or they are able to pop causing the air in the "bubble to be like a explosion of air causing burns and swelling. The bigger the "bubble" the bigger the impact area is and severity. These "bubbles" are also able to weaken water techniques on contact, more so then others based on the size of the water technique used and size of the bubble being used. You are able to combine the 3 bubbles to form the largest one possible depending on the situation. Depending on the water technique used is how each bubble can weaken them. One bubble can weaken a water jutsu B-Rank and below, two bubbles can weaken a A-Rank water jutsu, 3 bubbles can weaken a S-Rank. This goes for each bubble so in turn if you make 1 giant bubble it works the same way as 3 smaller bubbles when it comes to weakening purposes. Notes: - Only usable once per battle - Bubbles last 3 turns or until used - Unable to preform any Arid techniques while "Bubbles" are being used - Weakens water techniques by one rank on contact - Only usable by Arid Release user - Only usable/trainable by Coyote [/SPOILER][/SPOILER] [/QUOTE]
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