[CE] Wrath of the Frejlord.

Alyx

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Well to put it into simple terms, Arctic Earth is a CE that replicates the real life process of Permafrost. Permafrost is when the solid earth under the ground becomes frozen as the years go by. The icy nature of the earth builds up, dropping to temperatures of absolute zero and even further down. The element is compact in nature to the point that no water can pass through it and also has a unique form of malleability thus allowing it to take angles and shapes earth based elements normally cant.
 

Zaphkiel

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Custom element Japanese name: Hokkyoku āsurirīsu | 北極アースリリース
Custom element English name: Arctic Earth | Arctic Earth Release
The element is based on: Water+Wind+Earth

Facts that prove the element to be possible (in the manga context):
Permafrost or cryotic soil is perennially frozen ground that remains at or below zero degrees Celsius (32 degrees Fahrenheit) for two or more years and forms in regions where the mean annual temperature is colder than zero degrees Celsius. Permafrost underlies about 20 percent of the land in the Northern Hemisphere and is widespread within the Arctic Ocean’s vast continental shelves and in parts of Antarctica. Most of the world’s permafrost has been frozen for millennia and can be up to 5,000 feet thick.

Now in terms of the NV, lands such as Yukigakure and Land of Frost (land between Land of Hot Water and Land of Lightning where Naruto challenged the Raikage to desist his blood lust for Sasuke) should geologically possess this natural phenomenon. Given the lands of the NV has been around a very long time. It's very simple to grasp, as long as there is a slab of earth or section of earth constantly exposed to subzero temperatures permafrost will be formed. Sometimes deep within the soil (making it inaccessible at times) and sometimes right below the fauna, it all depends on the amount of time it took to make it.

How it works:

Although similar to the cannon release Arctic Earth varies in that it is actually made of frozen earth not frozen water. This special sub zero earth has been compressed and cooled to such low degrees for such long periods of time it has reached a state of absolute frost, meaning it is close to impossible to melt under traditional means and requires almost same amount of time for its creation for its destruction. That is, if a slab of permafrost took two years to become permafrost it would take approximately 10-15 years for its degrade. Contrary to popular belief, permafrost rarely melts and rather thaws as it contains a large percentage of substrate materials other than ice, it thaws rather than melts even as any ice content melts. These other substrate materials include earth metals, minerals, and other naturally occurring elements that can be found in regular earth, this means permafrost is actually impure in its chemistry makeup. However, when permafrost does melt there is a release of gasses and all the impurities that contributed to its creation. This would mean, the element consists of Water, Wind and Earth. How it works is by cooling the earth to the point where normal water would be frozen and using its normal moist composition the earth is frozen giving birth to a special type of earth. This means that Arctic Earth is not as translucent as normal ice but instead has silvery shallow water look. Exposure to permafrost through direct contact with the skin can leave devastating blotches of frostbitten flesh due to the sheer frigidity of the substance.

Alternately, being frozen soil would make it more blunt and act just like earth but at a much cooler temperature and with much more compactness meaning it wouldn't shatter or cave in like regular earth would as frozen water holds it in place firmly. Instead of being individual earth particles amalgamating to a general shape permafrost is actually earth with frozen water and other minerals inside its composition which would make it a solid rather than particles suspended in a frozen solution. In addition to heightening the melting point, the frozen impurities such as water and other earth metals and minerals in the composition of Arctic Earth also lowers it freezing point making it much more frigid to the touch than regular ice and also increases the durability of its formations. Because of its unique composition, Arctic Earth can be formed from earth (by the user infusing his Arctic Earth chakra as the catalyst to add moisture to the earth while while also super cooling it in mere seconds). Also, Arctic Earth has much more density and weight than regular earth with the ice component giving it the sheer crushing power similar to earth jutsu. Despite its bulky make up, the user can still morph it into a shape of his choice similar to normal Doton, Mokuton and Hyōton shape manipulation.

Usage Examples:
(Hokkyoku āsurirīsu : Sōzō)- Arctic Release: Creation
Rank: C
Type: Supplementary
Range: Short
Chakra cost: 15
Damage: N/A
Description: Using his Hokkyoku āsurirīsu chakra the user will cause a tool or object of his imagination (and limited by logic and the NV of course) to spring from either the earth he is standing on or a water source. This happens quite quickly and can be mistaken for teleporting objects. The objects created are completely composed of permafrost and hence carry the same strengths and weaknesses.

(Hokkyoku āsurirīsu : Hādona tachiba)- Arctic Earth Release: Hard Footing
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra cost: 40
Damage: 80
Description: The user will focus his Hokkyoku āsurirīsu chakra in the ground below his opponent causing it to turn into permafrost. The surface of this area is very slippery and can cause them to lose footing if not countered properly. The formation is limited to a short ranged disk beneath the foot of the target (5 meters in diameter) while it is capable of affecting targets up to mid ranged of the user.

(Hokkyoku āsurirīsu: Akumanohōyō)- Arctic Earth: A Demon's Embrace
Rank: A
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user will will cause four frozen earth structures humanoid in shape to sprout from the ground around the opponent holding him in place at his back, left, right, and at the front. While in this 'embrace' the user's body temperature is significantly lowered due to the frigidity of Arctic Earth to the point where his very bodily actions will slow (heart rate, muscle movement, blood circulation). With the opponent in place the figures will begin to merge creating a extra personal ice prison that shapes around his body leaving no room for even air. To break free from this trap the opponent would need an outside force to help as almost all of his body is delicately covered by the four figures hugging around him. He has also very limited view of the outside world due to the obstructing earth particles that make up the frozen earth (permafrost).

Conditions to be able to use it:
Mastery over Fuuton, Suiton, and Doton. And at least Kage level chakra control

Is weak to:

Mokuton: Although very harsh, plants have been seen to grow through permafrost giving its weakness away to the obvious Mokuton (Wood Release)

Lightning and storm: Having both earth and ice in its makeup Arctic Earth, unfortunately, falls prey to lightning and storm.

Earth and metals: Although capable of blunt damage, due to its ice makeup Arctic Earth is quite fragile on the molecular level, and as such earth and any other blunt damage release is capable of shattering it.

Is strong against:
Katon: Permafrost has a very high melting point due to its impurities. This is another point where it varies from regular earth.

Wind and Suiton and their variations: Almost like an absolute defense, Permafrost is known to trap methane gas under its formations for millions of years (even as we speak in some oceans) and with very little space within its composition, air and any gas type of release is incapable of passing through its dense formation. This also proves the resilience of the substance towards liquid by not allowing it to pass through with its non porous build.

Decay: Permafrost can retain its fidelity for millions of years regardless of weather conditions or molecular disturbances. And it's also been proven to house long dead organisms while preventing them from rotting.

Ice: Although similar to, permafrost is significantly more dense than ice and can damage the release with little to know effort. Thanks to earth metals and minerals filling its spatial composition.

Crystal: Too fragile for the likes of frozen earth, Arctic Earth shatters the release with little to no effort.

Sound: Having a higher density than regular earth Arctic Earth is able to withstand high frequency waves that would otherwise shatter regular ice, this is because of it's earthen particles acting as shock and sound absorbents throughout its makeup.

Co-creator: Gutsy Jiraiya
Students I passed this custom element on too: ? & ?


☣ P a t e n t C e r t i f i c a t e ☣




I, Caliburn, 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 July 28th 2015 a request for a Patent on his custom element (Arctic Earth); 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;​


Hokkyoku āsurirīsu
Powered by Caliburn
Copyright © 2015, Zaphkiel, NarutoBase.net



Beginning with this:

I:
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40
Damage: 30-80
Description: The most rudimentary technique of the release. By focusing Arctic Earth chakra throughout the body and/or surrounding earth the user is able to create tools and constructs made of permafrost. These can range from simple a kunai to a full length staff in terms of weaponry as well as walls, pillars, and other complex shapes. They can be formed from the earth up to mid ranged of the user and carry a certain malleable property in that, whenever the user comes in physical contact with his creations he can will them change shape and re-purpose (for example a kunai morphing into a tanto) but not rank (meaning the new tanto would remain the rank of the kunai). The size of these creatioms are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Destructive Earth Rising Pillars'. As per the properties of Arctic Earth, whenever these constructs come in contact with exposed skin it leaves it painfully frostbitten as the element is very frigid. With the seal of confrontation the user can manipulate said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 4× per match.
- No S-Rank or above Arctic Earth techniques on the next turn (after the S-Rank version is used)
- Morphing of constructs cost 10 chakra each time done but doesn't take up a move slot.

Got anything you'd like to share? Any advantages? Disadvantages? Any neat tricks you realize about it or just the element in general?
 
Last edited:

Alyx

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[FONT=&]


Custom element Japanese name: Hokkyoku āsurirīsu | 北極アースリリース
Custom element English name: Arctic Earth | Arctic Earth Release
The element is based on: Water+Wind+Earth

Facts that prove the element to be possible (in the manga context):
Permafrost or cryotic soil is perennially frozen ground that remains at or below zero degrees Celsius (32 degrees Fahrenheit) for two or more years and forms in regions where the mean annual temperature is colder than zero degrees Celsius. Permafrost underlies about 20 percent of the land in the Northern Hemisphere and is widespread within the Arctic Ocean’s vast continental shelves and in parts of Antarctica. Most of the world’s permafrost has been frozen for millennia and can be up to 5,000 feet thick.

Now in terms of the NV, lands such as Yukigakure and Land of Frost (land between Land of Hot Water and Land of Lightning where Naruto challenged the Raikage to desist his blood lust for Sasuke) should geologically possess this natural phenomenon. Given the lands of the NV has been around a very long time. It's very simple to grasp, as long as there is a slab of earth or section of earth constantly exposed to subzero temperatures permafrost will be formed. Sometimes deep within the soil (making it inaccessible at times) and sometimes right below the fauna, it all depends on the amount of time it took to make it.

How it works:

Although similar to the cannon release Arctic Earth varies in that it is actually made of frozen earth not frozen water. This special sub zero earth has been compressed and cooled to such low degrees for such long periods of time it has reached a state of absolute frost, meaning it is close to impossible to melt under traditional means and requires almost same amount of time for its creation for its destruction. That is, if a slab of permafrost took two years to become permafrost it would take approximately 10-15 years for its degrade. Contrary to popular belief, permafrost rarely melts and rather thaws as it contains a large percentage of substrate materials other than ice, it thaws rather than melts even as any ice content melts. These other substrate materials include earth metals, minerals, and other naturally occurring elements that can be found in regular earth, this means permafrost is actually impure in its chemistry makeup. However, when permafrost does melt there is a release of gasses and all the impurities that contributed to its creation. This would mean, the element consists of Water, Wind and Earth. How it works is by cooling the earth to the point where normal water would be frozen and using its normal moist composition the earth is frozen giving birth to a special type of earth. This means that Arctic Earth is not as translucent as normal ice but instead has silvery shallow water look. Exposure to permafrost through direct contact with the skin can leave devastating blotches of frostbitten flesh due to the sheer frigidity of the substance.

Alternately, being frozen soil would make it more blunt and act just like earth but at a much cooler temperature and with much more compactness meaning it wouldn't shatter or cave in like regular earth would as frozen water holds it in place firmly. Instead of being individual earth particles amalgamating to a general shape permafrost is actually earth with frozen water and other minerals inside its composition which would make it a solid rather than particles suspended in a frozen solution. In addition to heightening the melting point, the frozen impurities such as water and other earth metals and minerals in the composition of Arctic Earth also lowers it freezing point making it much more frigid to the touch than regular ice and also increases the durability of its formations. Because of its unique composition, Arctic Earth can be formed from earth (by the user infusing his Arctic Earth chakra as the catalyst to add moisture to the earth while while also super cooling it in mere seconds). Also, Arctic Earth has much more density and weight than regular earth with the ice component giving it the sheer crushing power similar to earth jutsu. Despite its bulky make up, the user can still morph it into a shape of his choice similar to normal Doton, Mokuton and Hyōton shape manipulation.

Usage Examples:
(Hokkyoku āsurirīsu : Sōzō)- Arctic Release: Creation
Rank: C
Type: Supplementary
Range: Short
Chakra cost: 15
Damage: N/A
Description: Using his Hokkyoku āsurirīsu chakra the user will cause a tool or object of his imagination (and limited by logic and the NV of course) to spring from either the earth he is standing on or a water source. This happens quite quickly and can be mistaken for teleporting objects. The objects created are completely composed of permafrost and hence carry the same strengths and weaknesses.

(Hokkyoku āsurirīsu : Hādona tachiba)- Arctic Earth Release: Hard Footing
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra cost: 40
Damage: 80
Description: The user will focus his Hokkyoku āsurirīsu chakra in the ground below his opponent causing it to turn into permafrost. The surface of this area is very slippery and can cause them to lose footing if not countered properly. The formation is limited to a short ranged disk beneath the foot of the target (5 meters in diameter) while it is capable of affecting targets up to mid ranged of the user.

(Hokkyoku āsurirīsu: Akumanohōyō)- Arctic Earth: A Demon's Embrace
Rank: A
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user will will cause four frozen earth structures humanoid in shape to sprout from the ground around the opponent holding him in place at his back, left, right, and at the front. While in this 'embrace' the user's body temperature is significantly lowered due to the frigidity of Arctic Earth to the point where his very bodily actions will slow (heart rate, muscle movement, blood circulation). With the opponent in place the figures will begin to merge creating a extra personal ice prison that shapes around his body leaving no room for even air. To break free from this trap the opponent would need an outside force to help as almost all of his body is delicately covered by the four figures hugging around him. He has also very limited view of the outside world due to the obstructing earth particles that make up the frozen earth (permafrost).

Conditions to be able to use it:
Mastery over Fuuton, Suiton, and Doton. And at least Kage level chakra control

Is weak to:

Mokuton: Although very harsh, plants have been seen to grow through permafrost giving its weakness away to the obvious Mokuton (Wood Release)

Lightning and storm: Having both earth and ice in its makeup Arctic Earth, unfortunately, falls prey to lightning and storm.

Earth and metals: Although capable of blunt damage, due to its ice makeup Arctic Earth is quite fragile on the molecular level, and as such earth and any other blunt damage release is capable of shattering it.

Is strong against:
Katon: Permafrost has a very high melting point due to its impurities. This is another point where it varies from regular earth.

Wind and Suiton and their variations: Almost like an absolute defense, Permafrost is known to trap methane gas under its formations for millions of years (even as we speak in some oceans) and with very little space within its composition, air and any gas type of release is incapable of passing through its dense formation. This also proves the resilience of the substance towards liquid by not allowing it to pass through with its non porous build.

Decay: Permafrost can retain its fidelity for millions of years regardless of weather conditions or molecular disturbances. And it's also been proven to house long dead organisms while preventing them from rotting.

Ice: Although similar to, permafrost is significantly more dense than ice and can damage the release with little to know effort. Thanks to earth metals and minerals filling its spatial composition.

Crystal: Too fragile for the likes of frozen earth, Arctic Earth shatters the release with little to no effort.

Sound: Having a higher density than regular earth Arctic Earth is able to withstand high frequency waves that would otherwise shatter regular ice, this is because of it's earthen particles acting as shock and sound absorbents throughout its makeup.

Co-creator: Gutsy Jiraiya
Students I passed this custom element on too: ? & ?


☣ P a t e n t C e r t i f i c a t e ☣




I, Caliburn, 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 July 28th 2015 a request for a Patent on his custom element (Arctic Earth); 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;​


Hokkyoku āsurirīsu
Powered by Caliburn
Copyright © 2015, Zaphkiel, NarutoBase.net



[/FONT]
Beginning with this:

[FONT=&]I: [/FONT]
[FONT=&]Type: Supplementary/Defensive/Offensive [/FONT]
[FONT=&]Rank: C-S[/FONT]
[FONT=&]Range: Short-Long[/FONT]
[FONT=&]Chakra cost: 15-40[/FONT]
[FONT=&]Damage: 30-80[/FONT]
[FONT=&]Description: The most rudimentary technique of the release. By focusing Arctic Earth chakra throughout the body and/or surrounding earth the user is able to create tools and constructs made of permafrost. These can range from simple a kunai to a full length staff in terms of weaponry as well as walls, pillars, and other complex shapes. They can be formed from the earth up to mid ranged of the user and carry a certain malleable property in that, whenever the user comes in physical contact with his creations he can will them change shape and re-purpose (for example a kunai morphing into a tanto) but not rank (meaning the new tanto would remain the rank of the kunai). The size of these creatioms are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Destructive Earth Rising Pillars'. As per the properties of Arctic Earth, whenever these constructs come in contact with exposed skin it leaves it painfully frostbitten as the element is very frigid. With the seal of confrontation the user can manipulate said constructs up to long ranged of his person.[/FONT]
[FONT=&]Note (s):[/FONT]
[FONT=&]- S ranked version can only be used 4× per match.[/FONT]
[FONT=&]- No S-Rank or above Arctic Earth techniques on the next turn (after the S-Rank version is used)[/FONT]
[FONT=&]- Morphing of constructs cost 10 chakra each time done but doesn't take up a move slot.[/FONT]

Got anything you'd like to share? Any advantages? Disadvantages? Any neat tricks you realize about it or just the element in general?
Wew I love creation techniques like this. Alright so the first thing right off the bat is the general creativity which comes behind these tool box techniques, which in itself is a great advantage as you can make practically anything to fight the situation. Another advantage is that unlike most creation techniques this one doesn't need hand seals period thus allowing us even when paralyzed the ability to utilize the element. In terms of disadvantages I don't really see none as far as I can see, considering you can produce the creations from your body and the ground so you never really run out sources, and also the neat thing about this is that you can morph the creations passively all for a minor -10 chakra so if you make lets say a staff and but want to shift it into a javelin then you can easily morph it though the disadvantage to it is must having to keep contact with it at all times
 

Zaphkiel

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Indeedomundo. Another thing to note is that I finessed its wording so that you could fire off as many S ranked versions of it as the time frame will allow but it'll still cost your usage limits though so be careful.

Next up is zis:
(Hokkyoku āsurirīsu: Mekura Mori no Seigyo)- Arctic Earth: Conquest of A Blind Forest
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: With three hand seals (Dog, Ram, Dog) the user will focus his chakra into the terrain below him. The chakra will seep exactly fifteen meters below the ground, causing the earth at that depth to rapidly turn to permafrost. This is an incognito process and only acute chakra perception will be able to acknowledge the chakra due to how far beneath the earth it travels. Once the earth is converted to permafrost it grows upward before erupting from the ground all around the terrain in the shape of of trees and vines and similar shapes with surprisingly alike that of the canon Deep Forest Emmergence. As these structures rise they wrap around any and all (except the user and his allies) that is on the surface, be it weapons, people, or summons. As the structures grow they cocoon the objects they consume and trap them in a casing which almost instantly freezes. Due to the malleability of the element as stated in its description the permafrost will create a frigid, glass looking forest with people and objects trapped in the trunks and vines in a beautifully sadistic display. Within this forest the temperature will drop considerably low due to all the frozen earth laying around and being so close to each other. Because of this a low lying mist will form as per the natural characteristic of permafrost. If after one turn the opponent or any of his/her living allies do not escape their frozen prisons they will die of hypothermia. And for every turn they spend in the 'shiny forest' they lose one rank of speed as their bodies seize up; courtesy of the cold.
Note (s):
- Can only be done 2×
- Lasts for four turns
- No Arctic Earth techniques above A ranked next turn
-No Fuuton, Doton or Suiton S-Rank or above in the user's next turn

Same format as Whispers of Winter. Gimme a rant on this, fam.
 

Alyx

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Indeedomundo. Another thing to note is that I finessed its wording so that you could fire off as many S ranked versions of it as the time frame will allow but it'll still cost your usage limits though so be careful.

Next up is zis:
(Hokkyoku āsurirīsu: Mekura Mori no Seigyo)- Arctic Earth: Conquest of A Blind Forest
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: With three hand seals (Dog, Ram, Dog) the user will focus his chakra into the terrain below him. The chakra will seep exactly fifteen meters below the ground, causing the earth at that depth to rapidly turn to permafrost. This is an incognito process and only acute chakra perception will be able to acknowledge the chakra due to how far beneath the earth it travels. Once the earth is converted to permafrost it grows upward before erupting from the ground all around the terrain in the shape of of trees and vines and similar shapes with surprisingly alike that of the canon Deep Forest Emmergence. As these structures rise they wrap around any and all (except the user and his allies) that is on the surface, be it weapons, people, or summons. As the structures grow they cocoon the objects they consume and trap them in a casing which almost instantly freezes. Due to the malleability of the element as stated in its description the permafrost will create a frigid, glass looking forest with people and objects trapped in the trunks and vines in a beautifully sadistic display. Within this forest the temperature will drop considerably low due to all the frozen earth laying around and being so close to each other. Because of this a low lying mist will form as per the natural characteristic of permafrost. If after one turn the opponent or any of his/her living allies do not escape their frozen prisons they will die of hypothermia. And for every turn they spend in the 'shiny forest' they lose one rank of speed as their bodies seize up; courtesy of the cold.
Note (s):
- Can only be done 2×
- Lasts for four turns
- No Arctic Earth techniques above A ranked next turn
-No Fuuton, Doton or Suiton S-Rank or above in the user's next turn

Same format as Whispers of Winter. Gimme a rant on this, fam.
Alright so this technique like it said is a AE version of Deep Forest Emergence but a little more cooler ofc. SO this technique starts off by the user making the needed hand seals and seeping chakra into the ground, and once down focefully cause it erupt from the ground creating forestry of AE where the trees, vines and other flora begins to take form. The target is trapped within them and begins to freeze almost instantly. Allies can avoid being touched with the flora as well due to the user being aware of them and thus prevents any friendly fire.

One unique thing about it is that as time passes, the AoE gets colder over time and reduces the targets speed by one rank each turn. The user is ofc immune to all of that, overall a really nice technique for spacing and trapping a target. Only real issue is needing contact with the ground which though makes sense lol
 

Zaphkiel

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Right. Next we have:

(Hokkyoku āsurirīsu: Shi-jigen ni Hinan)- Arctic Earth: Refuge in The Fourth Dimension
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage: N/A
Description: This technique, similar to the Hiding in Rock technique that allows the user to merge with any earthen structure, allows the user to fuse himself with any Arctic Earth structure he comes in contact with. This fusion is much more in depth as the user essentially 'becomes' the structure. For example if the user creates a permafrost golem he may enter the golem and become it. Performing maneuvers and jutsu within this new body. This also has its disadvantages; in addition to be super weak to lightning, earth, and Mokuton techniques, if the structure that the user has fused with is completely destroyed he is killed. While inside a permafrost structure the user can only perform Arctic Earth techniques, Suiton, Doton, and Fūton ninjutsu. Everything else becomes impossible for the user to perform such as Taijutsu, Ninjutsu (non-elemental), Genjutsu, and Kekkei Genkai technqiues. While in the body the user has the utmost control over it as he would with his own body, and moving at his base speed. He is also able to exit at any time (providing that it isnt severely damaged) but doing so destroys the structure.
Note (s):
- Can only be used once every two turns
- Costs 10 chakra per turn to maintain

This is purely a utility type technique, meant to be in tandem with other AE techniques. Now right off the bat, can you tell me how this could tie in with either Winters of Winter or Conquest of A Blind Forest? Or maybe both? @_@
 

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Right. Next we have:

(Hokkyoku āsurirīsu: Shi-jigen ni Hinan)- Arctic Earth: Refuge in The Fourth Dimension
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage: N/A
Description: This technique, similar to the Hiding in Rock technique that allows the user to merge with any earthen structure, allows the user to fuse himself with any Arctic Earth structure he comes in contact with. This fusion is much more in depth as the user essentially 'becomes' the structure. For example if the user creates a permafrost golem he may enter the golem and become it. Performing maneuvers and jutsu within this new body. This also has its disadvantages; in addition to be super weak to lightning, earth, and Mokuton techniques, if the structure that the user has fused with is completely destroyed he is killed. While inside a permafrost structure the user can only perform Arctic Earth techniques, Suiton, Doton, and Fūton ninjutsu. Everything else becomes impossible for the user to perform such as Taijutsu, Ninjutsu (non-elemental), Genjutsu, and Kekkei Genkai technqiues. While in the body the user has the utmost control over it as he would with his own body, and moving at his base speed. He is also able to exit at any time (providing that it isnt severely damaged) but doing so destroys the structure.
Note (s):
- Can only be used once every two turns
- Costs 10 chakra per turn to maintain

This is purely a utility type technique, meant to be in tandem with other AE techniques. Now right off the bat, can you tell me how this could tie in with either Winters of Winter or Conquest of A Blind Forest? Or maybe both? @_@
Well you basically become a living construct of Permafrost lol. In the sense of WoW, if Im correct when you merge with the construct you gain its ability to shape yourself into different forms if need. This would be a reallllly dope ability to retain as you basically become a shape shifter. In respect to CoBF I figured since the perma frost is infused with the ground, you can basically do a pseudo Kamui and move around the forest anywhere
 

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Exactly! You can go as deep as 15m below the surface while still be able to perform techniques. Very much unlike Hiding Like a Mole or Attack Prevention Technique and other similar stuff.

So now we get to the grand damage dealer; Cloud Pusher, World Ender.

(Hokkyoku Āsurirīsu: Kuraudo-Ryoku, Sekai Endā)- Arctic Earth: Cloud Pusher, World Ender

Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra cost: 50
Damage: 90 (-30 from user)
Description: With three hand seals (Monkey> Ox> Boar) the user will cause four gigantic pillars of Arctic Earth to jut from the ground at tremendous speeds. They will fly sky high and disappear beyond the clouds. Each of these rods are 5 meters in diameter and 20 meters in length. Then, in the following turn the user will keep a one handed seal as he takes control of the rods during their descent. Using nothing but gravity and mass to convey destruction, the rods will come plummeting back to the earth with enough power to shatter buildings and leave massive 20 meter wide craters in the ground. Once back into the earth the rod(s) will shatter violently (but not completely disintegrating), sending boulder sized chunks of Arctic Earth in all directions of the impact up to long ranged to litter the field with debris. The overall temperature of the battle field will drop with a thick low lying mist and the sky would churn dark gray as the cold air rises and creates thick cumulonimbus clouds for the rest of the conflict unless removed somehow. Needless to say, those that survive the impact would be faced with an even harder challenging of traversing the frigid land. From the. There is a choice in this execution; either four A ranked rods come crashing down on the terrain at strategic locations or one massive rod with a 20 meter radius and a 80 meter length. During this descending turn the user cannot use techniques above A ranked and is restricted to a usage slot of 2 rather than 3. After this technique, the user is left very well fatigued and their chakra pathways would be ravaged. Each boulder/pieces of debris can be used as source for future techniques.

Note (s):
- Can only be done once.
- No Arctic Earth techniques of A ranked and above for two turns after.
- User is unable to perform Doton, Futon, and Suiton techniques above above S ranked for a turn after
- No other Forbidden rank techniques in the same turn and next.
- Due to the exhaustion of this, the user loses 2 ranks to his speed for 2 turns

So this technique foremost is a terrain changer, meant to convert an entire landmark into a desolate permafrost tundra. How it does this is by creating and launching four rods of AE high in the sky, initiating the "Cloud Pusher" part. These four rods can then be merged into one super massive structure or they can be called down separately like an artillery barrage. Whether you choose one rod or four the result will always be the same: widespread destruction that can flatten buildings and leave giant craters behind. This is the "World Ender" aspect of the technique.

What's important to note though is that after crashing into the ground, it spreads shards and chunks of AE in all directions to be used as source for future techniques. And also, its a setup type move meaning you activate it one turn and then in the following turn its effects come into play. But, on the second turn it doesn't cost a move but is rather referenced while you hold a one handed seal and call it to a location. This means, you'll still have your three allotted moves in the technique's second turn. I'm planning to update it soon to remove the hand seal requirement but we'll see how it goes for now.
 

Alyx

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Exactly! You can go as deep as 15m below the surface while still be able to perform techniques. Very much unlike Hiding Like a Mole or Attack Prevention Technique and other similar stuff.

So now we get to the grand damage dealer; Cloud Pusher, World Ender.

(Hokkyoku Āsurirīsu: Kuraudo-Ryoku, Sekai Endā)- Arctic Earth: Cloud Pusher, World Ender

Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra cost: 50
Damage: 90 (-30 from user)
Description: With three hand seals (Monkey> Ox> Boar) the user will cause four gigantic pillars of Arctic Earth to jut from the ground at tremendous speeds. They will fly sky high and disappear beyond the clouds. Each of these rods are 5 meters in diameter and 20 meters in length. Then, in the following turn the user will keep a one handed seal as he takes control of the rods during their descent. Using nothing but gravity and mass to convey destruction, the rods will come plummeting back to the earth with enough power to shatter buildings and leave massive 20 meter wide craters in the ground. Once back into the earth the rod(s) will shatter violently (but not completely disintegrating), sending boulder sized chunks of Arctic Earth in all directions of the impact up to long ranged to litter the field with debris. The overall temperature of the battle field will drop with a thick low lying mist and the sky would churn dark gray as the cold air rises and creates thick cumulonimbus clouds for the rest of the conflict unless removed somehow. Needless to say, those that survive the impact would be faced with an even harder challenging of traversing the frigid land. From the. There is a choice in this execution; either four A ranked rods come crashing down on the terrain at strategic locations or one massive rod with a 20 meter radius and a 80 meter length. During this descending turn the user cannot use techniques above A ranked and is restricted to a usage slot of 2 rather than 3. After this technique, the user is left very well fatigued and their chakra pathways would be ravaged. Each boulder/pieces of debris can be used as source for future techniques.

Note (s):
- Can only be done once.
- No Arctic Earth techniques of A ranked and above for two turns after.
- User is unable to perform Doton, Futon, and Suiton techniques above above S ranked for a turn after
- No other Forbidden rank techniques in the same turn and next.
- Due to the exhaustion of this, the user loses 2 ranks to his speed for 2 turns

So this technique foremost is a terrain changer, meant to convert an entire landmark into a desolate permafrost tundra. How it does this is by creating and launching four rods of AE high in the sky, initiating the "Cloud Pusher" part. These four rods can then be merged into one super massive structure or they can be called down separately like an artillery barrage. Whether you choose one rod or four the result will always be the same: widespread destruction that can flatten buildings and leave giant craters behind. This is the "World Ender" aspect of the technique.

What's important to note though is that after crashing into the ground, it spreads shards and chunks of AE in all directions to be used as source for future techniques. And also, its a setup type move meaning you activate it one turn and then in the following turn its effects come into play. But, on the second turn it doesn't cost a move but is rather referenced while you hold a one handed seal and call it to a location. This means, you'll still have your three allotted moves in the technique's second turn. I'm planning to update it soon to remove the hand seal requirement but we'll see how it goes for now.
Love this technique lol. Not much to say since you pretty much covered it all but minus those restrictions. They seem a little rough on the edges but nothing too bad. Nice man
 

Alyx

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Alright so I know you’re busy irl , so allow me to just post these ahead of time for to make the hassle a lot more easier.
(Hokkyoku Āsurirīsu: Koko de Fuyu)- Arctic Earth: Winter is Here
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A
Description: Similar to the setup of "King of The North", the user, with two hand seals (Dog, Snake), will dedicate all of his Arctic Earth chakra into transforming the entire terrain into a desolate tundra. The sheer scope of this technique spans up to long ranged in all directions all (including underground up to 20 meters). This type of terraforming is completely noticeable as the shiny Arctic Earth consumes the land and is very conspicuous mainly due to its effects on surrounding structures such as trees and buildings, but is also very slow and takes two turns after being performed to complete. On the first turn this technique is performed the area up to 5m of the user becomes transformed to Arctic Earth. On the second turn it will spread to encompass 10m of the user's position and by the third turn the technique consumes 15m of the ground around (all measurements dictate the technique's growth both length and depth wise). In the turns after, the technique can grow far enough to take an entire landmark. Once the ground has been transformed in any of its sequences the opponent will be unable to manipulate it unless they possess the Arctic Earth chakra nature--or if it was destroyed somehow. Once established, destroying the structure requires complete eradication. For example, merely destroying a patch/section will not stop the technique, as it will simply regenerate as it grows. Instead, one would need a counter that spans this technique's complete length and depth. Travelling across the terrain would also prove quite difficult to enemies as the clumsiness of slipping on ice prevails, preventing any sudden movement such as dashing or sprinting--unless the opponent(s) wish to find themselves sprawled out and nursing broken bones and other injuries from falling on the cold, hard ground. The user remains unaffected by this. Another advantage is that It allows permafrost techniques that would otherwise require regular earth to be performed using the permafrost ground instead with heightened efficiency (i.e quicker than usual).

Note(s):
- Can only be done three times (3x).
- Lasts 4 turns with each use, with a one turn cool down

(Hokkyoku Āsurirīsu: Omo no Freljord)- Arctic Earth: Lord of The Freljord
Type: Supplementary/Offensive/Defensive
Rank: N/A (Dependent)
Range: Short-Mid
Chakra cost: 20
Damage: N/A (Dependent)
Description: Omo no Frejlord is a technique dedicated to using the remains of Arctic Earth techniques once they've been destroyed or reduced. With hand gestures the user will take control of any pieces/shards of Arctic Earth around him up to mid ranged and can send them flying at a target in an effort to dish out some last second damage before the structure is truly wasted. Something very important to note is that Omo no Frejlord's true rank and damage is equal to one less rank of the technique that it was taken from. For example, if an A ranked structure was reduced to pieces this technique will take control of those pieces and be treated as a B ranked technique, doing B ranked damage (40) to a target. in the same light, if the structure was B ranked this technique will become a C ranked and carry C ranked damage (30) to a target. However this move cannot be performed in rapid succession (i.e more than once in the same turn), cannot be performed on pieces that have already been used prior, or if the structure in question had been destroyed entirely prior. Omo no Frejlord can also be used defensively to form crude walls and shields with the same rank-dependent system previously mentioned. However, only one type of the technique can be used each turn, meaning one cannot use the shards offensively and defensively at the same time or even in the same turn.

Note(s):
- Can only be performed twice (2x) on S ranked Arctic Earth structures with a two turn cool down in between.

(Hokkyoku Āsurirīsu: Kōkina Kōtei)- Arctic Earth: Highborn Imperium
Type: Supplementary
Rank: A
Chakra: N/A (+20 to Doton technique)
Damage: N/A (+20 to Doton technique)
Description: This technique is foremost and entirely a supplementary one aimed to augment the user's Doton techniques by infusing trace amounts of an all-too-similar Arctic Earth chakra. By adding an extra hand seal at the end of a regular Doton jutsu, the Arctic Earth chakra bolsters it passively even before the technique is formed. By the time the technique actually comes into being it will be seen with glistening, ice-like veins coursing over it's structures as well as a core of frozen earth at its center. The infusion boosts the technique's damage, but it also allows it to take on Arctic Earth's known S/W's which in turn improves its usefulness and adaptability. Some properties also adopted by the superior Doton structure is the ability to meld with existing Arctic Earth structures, morph into varying shapes upon physical contact, and the option to be used as source for future Arctic Earth techniques.

Note(s):
- Can only be performed four times
- The user is unable perform Arctic Earth and Doton techniques above A ranked in the next turn

(Hokkyoku Āsurirīsu: Waru no Hiya)- Arctic Earth: Wicked Cold
Type: Offensive
Rank: B
Range : Short-Mid
Chakra cost: 20
Damage: 40
Description: This technique allows the user to take control of any preexisting or subsequent Arctic Earth structures present around him (up to mid ranged) or, by adding an extra Ram hand seal to an Arctic Earth technique being performed or mental command to ones already there, cause the structure to spontaneously explode. This will in turn lead the Arctic Earth structure to shatter voilently, spewing razor sharp shards of the element in all directions of its location, leading to anything caught in the blast radius (7m) to be reduced to ribbons. The amount and size of the shards released is proportional to the structure sacrificed. The user can also control in what manner the structures explode in the event that an omnidirectional route wouldn't be favorable. He/she may send all the shards of the expended structure in one direction instead of all around. If used as a controlled explosion then the radius is reduced to 5m. Alternatively, the user can also have only a select area of his permafrost structure explode. For example, a Golem's arm can be used to explode but the rest of the golem remains intact and under the user's control.

Note(s):
- Can only be done three times on preexisting Arctic Earth structures and three times on techniques being performed.
- Requires a turn cool down between uses.

The first technique is rather simple, you simply make two hand seals and infuse the entire terrain with permafrost, causing it to basically become a waste of frozen ground. It acts as a source for the user to generate their techniques for Arctic Earth, and generally makes the ground unstable to walk or move on due to the how slippery the ground is and the threat of falling onto the cold hard icy ground. One thing about this is that it also allows you to take “command” over the surface of the earth meaning techniques weaker than Arctic Earth that would normally come from the ground would need to overpower by two ranks due to rank differences while other elements stronger than it can still overpower it. The only glaring issue I want to ask is that it says “lasts for four turns” I assume this pertains to the spreading of the permafrost? Or does it pertain to how long it remains that way cause it's kinda pointless to terraform the environment and then have it change back like that, especially at this scale.

Moving onto the second technique which pretty dope technique, you simply take control of the shards/remains of a permafrost structure. You use this to create a storm of permafrost shards/pieces that are equal in damage of one rank lower than the original technique, or through the use of it one can form defensive walls or shields with said structures that are equal in one rank below to the original technique’s defensive power as well. Only real draw back is that it must be used on techniques that were damaged before hand in order to utilize it though it still has it’s uses.

Third technique, not much to say about it as it's a straightforward one. Its one of those generic infusion techniques, in which this case allows us to turn Doton Techniques into Permafrost Techniques while giving it a nice +20 damage boost, and gaining the S&W of AE. Neat technique!

And finally, the last of the bunch which causes perma frost techniques explode, releasing shards of perma frost. This can be done on all permafrost structures, can be controlled in directionality of where the shards travel or even exploding specific areas of the structure. Pretty damn good and has a lot of potential uses. Over nice job
 

Zaphkiel

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Alright so I know you’re busy irl , so allow me to just post these ahead of time for to make the hassle a lot more easier.
(Hokkyoku Āsurirīsu: Koko de Fuyu)- Arctic Earth: Winter is Here
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A
Description: Similar to the setup of "King of The North", the user, with two hand seals (Dog, Snake), will dedicate all of his Arctic Earth chakra into transforming the entire terrain into a desolate tundra. The sheer scope of this technique spans up to long ranged in all directions all (including underground up to 20 meters). This type of terraforming is completely noticeable as the shiny Arctic Earth consumes the land and is very conspicuous mainly due to its effects on surrounding structures such as trees and buildings, but is also very slow and takes two turns after being performed to complete. On the first turn this technique is performed the area up to 5m of the user becomes transformed to Arctic Earth. On the second turn it will spread to encompass 10m of the user's position and by the third turn the technique consumes 15m of the ground around (all measurements dictate the technique's growth both length and depth wise). In the turns after, the technique can grow far enough to take an entire landmark. Once the ground has been transformed in any of its sequences the opponent will be unable to manipulate it unless they possess the Arctic Earth chakra nature--or if it was destroyed somehow. Once established, destroying the structure requires complete eradication. For example, merely destroying a patch/section will not stop the technique, as it will simply regenerate as it grows. Instead, one would need a counter that spans this technique's complete length and depth. Travelling across the terrain would also prove quite difficult to enemies as the clumsiness of slipping on ice prevails, preventing any sudden movement such as dashing or sprinting--unless the opponent(s) wish to find themselves sprawled out and nursing broken bones and other injuries from falling on the cold, hard ground. The user remains unaffected by this. Another advantage is that It allows permafrost techniques that would otherwise require regular earth to be performed using the permafrost ground instead with heightened efficiency (i.e quicker than usual).

Note(s):
- Can only be done three times (3x).
- Lasts 4 turns with each use, with a one turn cool down

(Hokkyoku Āsurirīsu: Omo no Freljord)- Arctic Earth: Lord of The Freljord
Type: Supplementary/Offensive/Defensive
Rank: N/A (Dependent)
Range: Short-Mid
Chakra cost: 20
Damage: N/A (Dependent)
Description: Omo no Frejlord is a technique dedicated to using the remains of Arctic Earth techniques once they've been destroyed or reduced. With hand gestures the user will take control of any pieces/shards of Arctic Earth around him up to mid ranged and can send them flying at a target in an effort to dish out some last second damage before the structure is truly wasted. Something very important to note is that Omo no Frejlord's true rank and damage is equal to one less rank of the technique that it was taken from. For example, if an A ranked structure was reduced to pieces this technique will take control of those pieces and be treated as a B ranked technique, doing B ranked damage (40) to a target. in the same light, if the structure was B ranked this technique will become a C ranked and carry C ranked damage (30) to a target. However this move cannot be performed in rapid succession (i.e more than once in the same turn), cannot be performed on pieces that have already been used prior, or if the structure in question had been destroyed entirely prior. Omo no Frejlord can also be used defensively to form crude walls and shields with the same rank-dependent system previously mentioned. However, only one type of the technique can be used each turn, meaning one cannot use the shards offensively and defensively at the same time or even in the same turn.

Note(s):
- Can only be performed twice (2x) on S ranked Arctic Earth structures with a two turn cool down in between.

(Hokkyoku Āsurirīsu: Kōkina Kōtei)- Arctic Earth: Highborn Imperium
Type: Supplementary
Rank: A
Chakra: N/A (+20 to Doton technique)
Damage: N/A (+20 to Doton technique)
Description: This technique is foremost and entirely a supplementary one aimed to augment the user's Doton techniques by infusing trace amounts of an all-too-similar Arctic Earth chakra. By adding an extra hand seal at the end of a regular Doton jutsu, the Arctic Earth chakra bolsters it passively even before the technique is formed. By the time the technique actually comes into being it will be seen with glistening, ice-like veins coursing over it's structures as well as a core of frozen earth at its center. The infusion boosts the technique's damage, but it also allows it to take on Arctic Earth's known S/W's which in turn improves its usefulness and adaptability. Some properties also adopted by the superior Doton structure is the ability to meld with existing Arctic Earth structures, morph into varying shapes upon physical contact, and the option to be used as source for future Arctic Earth techniques.

Note(s):
- Can only be performed four times
- The user is unable perform Arctic Earth and Doton techniques above A ranked in the next turn

(Hokkyoku Āsurirīsu: Waru no Hiya)- Arctic Earth: Wicked Cold
Type: Offensive
Rank: B
Range : Short-Mid
Chakra cost: 20
Damage: 40
Description: This technique allows the user to take control of any preexisting or subsequent Arctic Earth structures present around him (up to mid ranged) or, by adding an extra Ram hand seal to an Arctic Earth technique being performed or mental command to ones already there, cause the structure to spontaneously explode. This will in turn lead the Arctic Earth structure to shatter voilently, spewing razor sharp shards of the element in all directions of its location, leading to anything caught in the blast radius (7m) to be reduced to ribbons. The amount and size of the shards released is proportional to the structure sacrificed. The user can also control in what manner the structures explode in the event that an omnidirectional route wouldn't be favorable. He/she may send all the shards of the expended structure in one direction instead of all around. If used as a controlled explosion then the radius is reduced to 5m. Alternatively, the user can also have only a select area of his permafrost structure explode. For example, a Golem's arm can be used to explode but the rest of the golem remains intact and under the user's control.

Note(s):
- Can only be done three times on preexisting Arctic Earth structures and three times on techniques being performed.
- Requires a turn cool down between uses.

The first technique is rather simple, you simply make two hand seals and infuse the entire terrain with permafrost, causing it to basically become a waste of frozen ground. It acts as a source for the user to generate their techniques for Arctic Earth, and generally makes the ground unstable to walk or move on due to the how slippery the ground is and the threat of falling onto the cold hard icy ground. One thing about this is that it also allows you to take “command” over the surface of the earth meaning techniques weaker than Arctic Earth that would normally come from the ground would need to overpower by two ranks due to rank differences while other elements stronger than it can still overpower it. The only glaring issue I want to ask is that it says “lasts for four turns” I assume this pertains to the spreading of the permafrost? Or does it pertain to how long it remains that way cause it's kinda pointless to terraform the environment and then have it change back like that, especially at this scale.

Moving onto the second technique which pretty dope technique, you simply take control of the shards/remains of a permafrost structure. You use this to create a storm of permafrost shards/pieces that are equal in damage of one rank lower than the original technique, or through the use of it one can form defensive walls or shields with said structures that are equal in one rank below to the original technique’s defensive power as well. Only real draw back is that it must be used on techniques that were damaged before hand in order to utilize it though it still has it’s uses.

Third technique, not much to say about it as it's a straightforward one. Its one of those generic infusion techniques, in which this case allows us to turn Doton Techniques into Permafrost Techniques while giving it a nice +20 damage boost, and gaining the S&W of AE. Neat technique!

And finally, the last of the bunch which causes perma frost techniques explode, releasing shards of perma frost. This can be done on all permafrost structures, can be controlled in directionality of where the shards travel or even exploding specific areas of the structure. Pretty damn good and has a lot of potential uses. Over nice job
All correct. For Winter is Here, I meant it more like the technique takes four turns to be fully matured, not that the area lasts four turns. Guess I'll need to update it to make myself more clearer next time.

For Lord of the Freljord, the technique doesn't have to be destroyed. The operative word in the description is "reduced" which can mean a weakened structure or even when that's partially damaged. So for example someone smacks your golem's hand off, you'll be able to use the severed hand to perform this technique while still keeping your Golem active. Its more like an annoying followup move.
 

Alyx

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All correct. For Winter is Here, I meant it more like the technique takes four turns to be fully matured, not that the area lasts four turns. Guess I'll need to update it to make myself more clearer next time.

For Lord of the Freljord, the technique doesn't have to be destroyed. The operative word in the description is "reduced" which can mean a weakened structure or even when that's partially damaged. So for example someone smacks your golem's hand off, you'll be able to use the severed hand to perform this technique while still keeping your Golem active. Its more like an annoying followup move.
Ah I see, thanks for the info :)
 

Alyx

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( Hokkyoku Āsurirīsu: Hajimeta ) - Arctic Earth: Startouched
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A
Description: This Arctic Earth technique is a passive one that employs the element's frigid nature and perks and lends it to the user. The user's extremities (hands and legs), through an infusion, will take on the appearance of Arctic Earth, ice-like and glistening, giving the appearance of a starry night--hence the name. Of course this does not harm the user as they are capable of touching element without ill-effects and it doesn't harm opponent(s) directly either. Instead what this technique does is allow the user the ability to, once per turn, use their limbs as sources for Arctic Earth techniques up to B-ranked. In addition to this the user is able to passively cause frostbite and necrosis to any enemy body part through simple physical contact and what this does is prevent them from using said limb for a maximum of two turns every time affected. If done to an opponent's head for one or more turns of prolonged contact then they will be made unconscious for that same amount of time. And the last perk of Startouched is its uncanny way of leaving behind paths of frozen earth wherever the user steps, and if he stands still, can turn the surface area under the user up to 5 meters into the element so that anyone who enters close range will be unable to find footing. This is especially useful to speedy enemies as they will most likely trip and fall upon entering this technique's range.

Note: This technique lasts up to four turns from when it was passively activated.
Note: Can only be used twice with a two turn cool down.
No questions here for me chief
 

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(Hokkyoku Āsurirīsu: Tsundora no Chūkū no Kodomo-tachi) - Arctic Earth: Hollow Children of the Tundra
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: The Hollow Children are familiars made of Arctic Earth that can be created from the user's body or the surrounding earth up to mid-ranged away, except within five meters of an opponent, unless the user is also within that range. The Arctic Earth creations are humanoid in appearance but severely emaciated, like skeletons, with glowing eyes and hollow chests. Despite their appearance however the Children are frighteningly quick, able to travel at inhuman speeds when in contact with Arctic Earth structures. On regular surfaces they move at the speed of normal Arctic Earth techniques, but when situated on Arctic Earth they are able to move at 1.5x the user's speed for as long as they maintain contact with the element. The user can use the creations as a source for Arctic Earth techniques up to B-rank from their bodies on regular terrain and A-rank when in contact with Arctic Earth. These count toward the user's move limit. Being savage in nature, the Children usually end up overwhelming opponents with their frigid bodies while gnawing and tearing them apart with surprising strength. The user may form one or multiple creations using this technique, following normal splitting rules, and they may remain on the field for a maximum of four turns regardless of rank. This jutsu requires three hand seals and can only be formed twice per battle with a two turn cool down. No Arctic Earth techniques above A-ranked can be performed for a turn after this technique ends.

@Hokusai
 
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