Custom element Name: Seraphic Water | Seraphic Water Release Japanese Name: Serafumizuton (???) Element is based on: Earth + Water + Chakra control
Proof of existence:
The proposed element is actually more pragmatic than whimsical, despite its chosen name. Brine, a highly concentrated solution formed between the mixture of water and a salt, is natural occurrence in some parts of the world. Brine is defined as when the concentration of salt to water passes five percent per cubic foot of water.
Whenever the salt to water concentration passes that of living conditions the water becomes dense, and salty to the point where it can damage internal organs if ingested. Such examples of extra salty water can be seen in the real world Dead Sea. In terms of the Naruto Verse there is a confirmed sea stretching along the south and south eastern areas of the continent, hugging the ''Uzushiogakure'' islands and various other smalls archipelagos. Sea water is a very minor form of brine, consisting mostly of the basic salt (Sodium Chloride, NaCL). However, there exist different forms of brine as by technical terms the word refers to water heavily impregnated with a salt compound. Seraphic Water employs a completely different salt all together, Magnesium Sulphate.
Magnesium Sulphate is an inorganic salt containing sulphur, oxygen, and magnesium (MgSO4), called Epsom salt. It gets such name from a place known as Epsom Spring where these salts are deposited from the rich soil. This is not that much of an extraordinary occurrence either as natural phenomenon such as springs have been seen in the Naruto Verse (even an Hidden Village which takes pride in them). Each components of MgSO4 are to be present in the Naruto Verse considering these are very essentially elements, namely oxygen. Because of this proof that the salt can be found in nature, as is, without having to be formed in a lab or under ultra specific conditions, it should be accessible to the user by employing his Doton chakra.
With the use of the Doton chakra to evoke the mineral salt the user will then combine it with his Suiton chakra to form a concentrate of Epsom salt and water: a brine solution. This in itself should be a rapid process as MgSO4 is highly soluble in water.
How it Works:
Seraphic Water, as the name suggests, is a water based element, consisting of a highly concentrated Epsom salt solution formed when the user combines his Doton and Suiton chakra. Doton for the Magnesium Sulphate salts and Suiton for the water component. The proposed CE will have an unbearable concentration of Epsom salt of over 50% per cubic foot of solution. This means, Seraphic Water is not only extremely dense--with the crushing force of hard rock--but very dangerous. Despite this, the proposed CE is very much capable of moving and shaping like Suiton. As per norm for magnesium sulphate solutions, Seraphic Water is clear with no noticeable impediments to be seen in the mixture, appearing very deceptively as regular water.
Seraphic Water, being an Epsom salt brine is just as effective on the outside as it is in the inside. Magnesium sulphate in itself packs a variety of effects on living and non-living things. If ingested in copious amounts, Epsom salt can induce nausea, vomiting and diarrhea with near instant effects and if caught in the eyes Seraphic Water can dehydrate moist areas of the body with its MgSO4 salt compound. It can also be used to sooth sore muscles as well as hyperactive ones, like a seizure, by decreasing certain nerve impulses to muscles. In the same way, an acceptable concentration of Epsom salt solution (usually about 0.5%) is used to draw out toxins in the body, including the presence of heavy metals like lead. This concentration level is also suitable for; regulating blood pressure, managing the metabolic rate, keeping the heart's rhythm constant, and even being a reliable stress relief. However, Seraphic Water, with a much higher concentration than the acceptable amount, can reverse these positive effects for devastating damage in all of the aforementioned fields with the most drastic outcomes leading to comatose. However, without the finesse of Medical Ninjutsu, Seraphic Water is only able to cause vomiting and dehydration at the most when inside opponents/organisms. The same applies to the user as well: only basic applications of Seraphic Water's medical advantages can be used such as soothing the muscles and general, non-specific detoxification. Even then, the process is very lengthy and requires too much concentration to be effective during conflicts.
In addition to this, as a brine solution foremost, Seraphic Water is also incapable of being frozen completely. Most brine solutions, including magnesium sulphate ones, have a nigh non-existent freezing point. In fact, the late Daniel G Fahrenheit achieved his zero point in the Fahrenheit temperature scale of 0 degrees (-17.78 C) by attempting to freeze brine. The lowest freezing point obtainable for NaCl brine was -21.1 degrees Celcius, for MgSO4 brine this number is more or less the same, meaning, Seraphic Water takes a titanic effort to freeze. The solution is also used as a de-icing agent on roads to prevent ice from forming.
Magnesium Sulphate solutions are also used in flotation therapy, where high concentrations raise the bath water's specific gravity, effectively making the body more buoyant. This can make travelling through Seraphic Water difficult as its too dense to waddle about in, for humans or aquatic creatures. For the user this is no big deal as he can simply will the concentration of his own element to increase or decrease; promoting or preventing movement within it. Seraphic Water can also be made from existing water by having the user inject his chakra into said source.
Example Techniques: (??)Seraphic Water Release: Sea of Voices
Type: Offensive/Defensive
Rank: B
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: By extending an arm (or arms) the user will release a wave of golden water in any direction he so chooses. This wave is heavy enough to stay on the ground or any surface he stands on and will plow through most obstacles. As it travels the salt can almost be heard churning over and over within it, sounding like whispers, this makes the wave very noticeable (like sea water rolling in on a shore, if the gold didn't catch your eye) and as such can be acknowledged from a distance. However, these voices can also drown out smaller sounds that may be occurring in the vicinity. Once it reaches its destination it simple settles as a small lake of Seraphic Water.
(??)Seraphic Water Release: Ominous Requiem
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: 60
Description: With a single hand seal the user will cause to burst from the ground, or any existing water sources, and wrap around him like huge bands of golden ribbon. These waves of brine will swim around him in a circular formation, encompassing his entire 5 meter position and affecting any of its 'strong to' elements found within this radius. Even as the user moves about the brine will stay with him for a maximum of three turns. During this time it can be used as source for other Holy Water techniques or just defense and offense.
(??)Seraphic Water Release: Purgatorial Mist
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: Similar to Suiton release, brine may also adopt a misty form with a beautifully golden hue. This travels along the terrain like any other mist would. However, should an opponent inhale any of this mist he will suffer near immediate destruction with some of Seraphic Water's characteristics mentioned above. Prolonged exposure to the mist will leave them extremely relaxed, (a weird but confirmed side effect of Epsom salt baths) making escape seem too tedious and they die a painful and slow death. The mist also obscures view and chakra perception as it is composed entirely of the user's chakra.
Conditions to be able to use it:
Master over Doton and Water, as well as Kage level chakra control
Is weak to: Lightning and based elements: Even though it doesn't conduct electricity, lightning and similar elements have the ability to electrolise brine, splitting the hydrogen from oxygen molecules and reverting them to gaseous form. This leaves Magnesium residue behind as a harmless dust of particles looking like sand. Needless to say the element is useless after this. However, the electrolysis process is a slow one and the element takes longer to fall to lightning, even though it is naturally weak to it.
Earth: Unlike other forms of brine solutions, Seraphic Water aka MgSO4 brine, lacks the corrosive effect to grind earth to dust. As such Doton is able to stand up to it.
Is strong to: Fire and high temp based elements: Brine is still a water based compound, and a much more heavier contender than regular Suiton. In addition to this brine's boiling point is significantly higher due to its impurities with a staggering melting point of 1,124 degrees Celsius (magnesium sulphate salt compounds) and as such can not only tackle flames, but completely oust them with crushing force. It is also a very good refrigerating fluid, able to transport thermal energy from place to place.
Ice and low temp based elements: Brine is also used in the real world to coat roads in certain northern countries, where snow can make driving near impossible. The brine is an antifreeze which prevents ice from forming on said roads, and the higher the concentration, the harder the element is to be frozen.
Organic elements: Brine dehydrates living things--from both the inside and the outside--with its dehydrating factor highlighted in the 'How it works' tab. This includes, but isn't limited to, vines, trees, plants, animals, people, insects, etc.
Poison & toxins: Epsom salt baths are notorious for their detoxifying effects, drawing certain harmful toxins away from the body and depositing it in the surrounding solution.
Sound: Quite surprisingly, magnesium sulphate solutions have been the confirmed primary components that cause the absorption of sound in sea water (acoustic energy is converted to thermal energy). Absorption is strongly dependent on frequency: lower frequencies are less absorbed by the solution, making sound travel much farther in the ocean.
Co-creator: Nakiri
Students I pass this on to: Moofy & Chihaya
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from
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to have Sulphur as a mere component of Magnesium Sulphate.
☣ P a t e n t C e r t i f i c a t e ☣
I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Zaphkiel, our loyal member, gave on the date September 30th 2016 a request for a Patent on his custom element (Seraphic Water); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;
Now we already talked about it on Discord so I trust you know what it' all about. But, if you have any questions feel free to ask. We'll start with the first CEJ, "Council of the Seraphim" which will serve as your base release technique. Every element needs one and this is yours. With this you can create waves, walls, pillars, swords, shields, whatever with the element. The only limit is your imagination. The A and S variants each only need a single hand seal so treat it like a water specialty when you're facing off against elements like Sound, Ice, Fire, Wood, people, etc. Finally, by keeping another hand seal, you can have constructs remain on the field indefinitely so long as you have the chakra to keep spending (-10 per turn).
I: (Serafimu no Kyōgi-kai) Council of The Seraphim
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40 (-10 per turn)
Damage: 30-80
Description: The most basic technique of the special element. By focusing Seraphic Water chakra throughout the body and/or surrounding earth/water bodies, the user is able to create constructs of flowing Seraphic Water. These can range from simple waves, domes, walls, and pillars while the element can even be made dense enough to form traditional weaponry like kunai and swords, as well as other complex shapes. They can be formed from water sources as well as the ground within mid ranged of the user. The size of these creations are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Water Bullet Technique'. As per the properties of Seraphic Water, whenever the element comes in contact with any of if its strong to elements, namely organic matter like people or insects, the brine can suck away the moisture present within these things, leaving behind empty husks. With the seal of confrontation the user can manipulate/maintain control of said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 3× per match and requires the Ram hand seal to perform.
- No A-Rank or above Seraphic Water techniques on the next turn (if the S-Rank version is used)
- A rank usage requires the ram handseal
Okay! So, whether I create this using the ground or water, it still appears the same: a dense form of salt water in what ever shape or apperance I please essentially? Also what is the seal of confrontation? Can I obtain that somehow >3> ?? And, so, by doing one more handseal, I can have these constructs I make stay on the battlefield at the cost of chakra for as long as I want. Do I have to keep holding this handseal, or just make another one then I can continue on my way?
Okay! So, whether I create this using the ground or water, it still appears the same: a dense form of salt water in what ever shape or apperance I please essentially? Also what is the seal of confrontation? Can I obtain that somehow >3> ?? And, so, by doing one more handseal, I can have these constructs I make stay on the battlefield at the cost of chakra for as long as I want. Do I have to keep holding this handseal, or just make another one then I can continue on my way?
, and yes you need to keep it held if you want the constructs to stay on the field. I'll just post the others here and you ask your questions in one big post.
This is basically a dome of Seraphic Water that surrounds you. Perfect to defend from multiple enemies or create a defense to deter people and objects from coming too close.
II: (Seraphumizuton: Eikō e Eistibus; Uranai)- Seraphic Water: Glory to Eistebus; Divination
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: Primarily a technique created to showcase the true might of Seraphic Water, Uranai is equally as pleasing to the eyes as its devastating to the body of the enemy. The technique begins by the user clapping his hands and summoning at least four spheres of the element around him up to short ranged. The spheres are exactly 2 meters (6.5 feet) in diameter and contain a staggering amount of the element in their confines while remaining by the user (short ranged) by default, even if he moves. From these spheres, at mental command or with hand gestures, the user can have bands of Seraphic Water spill out and travel around his position, like dragons in flight. These bands of water take circular paths and leave one orb to enter into another. Because of this, as soon as one orb has emptied, water from another fills it, and so no one orb would ever be empty while none would ever be full. This continuous raze of water flowing around the user can form a semi dome that covers his short ranged position from every conceivable angle excepting underground. The user can then command the spheres to move away from him and occupy the area up to mid ranged. At a such a distance from the user they become less spherical shaped and seem to sort of bubble as the chakra control isn't as strong. However, they will retain the ability to spill forth thick bands of Seraphic Water and connect to their fellow spheres to turn the entire area into a dome of chaotically interweaving streams. If an opponent(s) occupy the mid ranged space then the spheres cannot come within 5m of living people but the bands, in their travels, are more than capable of touching them, which becomes a horrid experience once it does. Instead of simply brushing on opponents and pushing them around in the chaos, Seraphic Water is dense enough to pick up a grown adult and even large creatures, and not only toss them around inside the many bands, drowning and sapping the moisture from their bodies, but also crush bones. The user can choose to align any of the four orbs in any orientation/fashion he wishes and can either have all four bands (each B ranked) come together for one crushing stream (S ranked) or have them attack multiple targets simultaneously (which is the default attack route). At the same time, if there are any open wounds or general points of entries on anything caught within the techniques AoE then the element is able to enter into and wreak havoc from the inside of its targets. This can include entering through the opponent's mouths, noses, ears, etc, as well as techniques weak to SW. While sustaining this technique at a rate of -10 per turn the user is unable to perform any other chakra needed techniques until it is ended or destroyed. One very important factor to note though, is that Earth techniques, despite being strong to SW can also be affected by this technique. Doton techs of A ranked and below, if this technique manages to get into any crevices present on the structure, are able to be put in "stasis". That means, Seraphic Water infiltrates any openings seen and seemingly cancel out the chakra present (S ranked SW is equal to A ranked Doton), and until the Seraphic Water is removed or a higher chakra amount is poured into said structure, it will remain unable to be controlled by both the user and his opponent, leaving the structure simple motionless. During such an effect, this technique also becomes inapplicable for manipulation or control by the user as well, this means neither the Doton structure or the Seraphic Water technique can be controlled by the prospective users, similar to a standard stalemate.
Note(s):
- Usable only twice (2x), with a turn (3) cool down between usages
- Lasts 3 turns with each use
- No elemental type techniques above A ranked following the turn it ends.
Next up is your mist-like technique. This is used to both limit the opponent's vision with a thiccc mist but it also prevents chakra sensors from locating you while inside as it is permeated with your chakra. Important to note is that the mist's effects are cumilative the more a target is exposed to it. Take time to read the specific effects.
II:
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Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage: 60
Description: With a single hand seal the user will release either from his body or any existing Seraphic Water sources within mid ranged of his position an immensely thick variant of the release: mist. Although technically fog due to its density, the technique more or less behaves like mist where it greatly hampers the opponent's visuals. When active, the Undying Fog renders anyone (other than the user) within it unable to see past 4m of their position in any direction. Doujutsu is also ineffective as the fog is permeated with the user's chakra, acting like a screen both to natural and supernatural senses. What makes the technique noteworthy though are three things: true to its name, the Undying Fog is seemingly limitless in that so long as the user keeps the chakra upkeep it will keep spewing from its source (be it the user's body or a Seraphic Water source) and is able to last more than the turn it is created up to 5 turns at a time. The second is that the fog carries with it the regular properties of the Seraphic Water element, where if it comes in contact with living things it immediately gets to work desiccating the opponent(s) from the outside, with emphasis on moist tissue/areas such as the eyes, exposed flesh, etc. But on the inside... If the fog is breathed, ingested, or taken into the body by other means, it causes great nausea in the first turn, preventing opponent(s) from performing techniques above A ranked. On the second turn the nausea turns to uncontrollable vomiting, which needless to say prevents the opponent from doing most things such as standard rotary movement like walking or forming more than two hand seals at a time. On the third turn diarrhea kicks in. By this time the opponent(s) would lose almost half of their bodies' natural water and will begin to look mummified. By the third turn the aforementioned effects would have almost doubled along with the opponent having very blurry vision as the moisture is sucked from their eyes. If the opponent doesn't leave the mist or remove it by the end of the third turn they will perish unless immediate medical attention is had, at which point the technique would come to an end. If the opponent manages to leave the Fog the turn it is performed then they would escape before any of it harmful effects take hold. However, if the target fails to flee or dispel the Undying Fog after one turn, any of its effects (i.e the nausea, vomiting, etc) will linger for one turn after, even if they manage to leave. But not to be entirely linear, the Undying Fog can also be used as a source for other Seraphic Water techniques by having it condense back into mostly liquid. However, if used to fuel a Seraphic Water technique above A ranked, it is immediately terminated and will go on a three turn cool down. Regular usage places it on a two turn cool down.
Note(s):
- Can only be performed three (2) times, with a two (2) turn cool down between uses.
- If used as a source for other Seraphic Water techniques above A ranked it is ended and goes on a three (3) turn cool down instead.
- Lasts 3 turns.
And this basically is a dome of water that takes over the field. Everything inside the dome is subjected to Seraphic Water's effects which include desiccation and density. You're able to decide what is able to move within this dome too as you're able to control its concentration while inside. Perfect for drowning a target and preventing them from moving or even forming a hand seal.
IV:
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Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: With two hand seals (Dog>Snake), the user will exhale a vast amount of Seraphic Water from his gullet appearing very much like the canon Water Bullet Technique. In fact, the two are virtually indistinguishable from each other due to Seraphic Water having the same texture and color as regular water. However, where the two techniques differ is that Rahab's Lonely Abyss, upon being spewed from the user, immediately spreads up to long ranged in all directions in the form of a great flood. As it spreads however, the outermost edges of the technique will begin to fold upward, creating a dome as it travels. This way, by the time the flood has reached long ranged, short and mid ranged distances would have been covered already. In the aftermath, the technique encapsulates the field in a bubble of Seraphic Water similar to Great Exploding Water Colliding Wave. However, where this technique retains its originality is that unlike regular water where the opponent has the privilege to move through, the user is able to either prevent or promote movement by any person/object while inside. Using the concentration shifting abilities the element is known for, the user can increase/decrease the concentration of Seraphic Water around any object or person inside the bubble. This can make swimming and moving completely impossible. Along with this the bubble carries the other effects of the element whereas if ingested it can cause nausea and vomiting as well as slowly sapping the moisture from living organisms. Although these effects aren't specifically outlined, if the opponent stays inside the bubble for the full three turns it is allowed to keep active, they will be killed as almost 80% of the moisture in their bodies would have been sucked from them. Increasing or decreasing concentration of Seraphic Water inside the orb will cost the user an extra move to perform but doesn't cost any additional chakra.
Note(s):
- Lasts three (3) turns with each use.
- Can only be used two (2) times, with a three (3) turn cool down between uses.
- Cannot perform any other Seraphic Water techniques above A ranked in the same turn this is performed.
- User will only be able to perform two moves per turn while this technique is active due to the chakra control needed.
- Once the technique has ended, the user is unable to perform SW techniques in the following turn.
This is the technique we talked about on Discord. It's a wave of the element that gets progressively hotter the more distance it travels. It works with the element's acoustic absorption capabilities where it absorbs its own sound and converts it into heat which turns the element scorching hot. Perfect for just steam rolling (pun intended) one or multiple targets. As a bonus, by absorbing the sound it makes the wave is able to travel virtually silently, which makes it almost an assassination technique.
V:
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Type: Defensive/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: Drawing inspiration from the Angel of Annihilation, Hasmed, Shizuka Shōkyo could easily be mistaken as a simple technique at first glance. It begins by the user holding out his hands, either in front or by his sides and focusing chakra into the short ranged surrounding area to create a sudden wave of Seraphic Water that can either originate from one direction or all in an omnidirectional wave. This wave towers high above the average human at about 10 feet in height, and quickly begins to cascade in its intended direction. Due to the element being a dense one, and extremely heavy at times, the wave creates a very peculiar rumbling sound as it rolls across the ground (or even a water source. Despite brine being significantly denser, it doesn't readily meld with fresh water) similar to waves rolling in on a beach and packs enough punch to crush most in its way while causing the earth to tremble from its weight. Despite all this it still manages to travel at the speed of an Unofficial Sage and can be loud enough drown out most other minor sounds like speech, footsteps, etc. By taking into account two very unique properties of SW, the element is able to absorb certain frequencies of sound, with low frequency waves falling prey faster than the rest. Because of this the wave will rumble loudly during its nascence (while it is still within short ranged of the user), and then as the sound is absorbed it will gradually be reduced to a low shuffling sound as it passes short and reaches into mid ranged. By the time it reaches long ranged the wave is almost a whisper as its sounds are being absorbed almost as fast as its being produced. Then, calling upon the second unique property, the acoustic energy absorbed is readily converted to thermal energy which turns the wave extremely hot as it progresses. While it is short ranged it would be slightly warmer than regular water, at mid ranged it becomes even warmer, reaching nearly boiling point degrees for regular water (100o C) and then by the time it reaches long ranged that value would have near doubled, which allows it to become scalding hot--so much so that it can eradicate entire forests and peel flesh from bone in instants--all while being dead silent in its travel. The ground will still tremble though, which can serve as its warning sign. A true show of annihilation carried out by Hasmed himself.
Note(s):
- Usage limit of three times (3) and a two (2) turn cool down between uses