~xHoudinii's Bag Of Magic Tricks~

Houdinii

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1) (Futon: Jixyoushou)-Wind Release: Updraft
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:The user will clap their hands together sending out a powerful transparent pulse of wind with the user as the epicenter, the wind will continue to expand while staying close to the ground. Winds natural intangibility allows this technique to travel over and around obstructions and still stay on course. As it reaches the target(s) it creates a powerful updraft that goes straight up, blowing the target ten meters up into the air while battering them from the force of the wind.

Note:
~Can only be used 2 times
~ The nature of the updraft sends the target spinning and twisting into the air, making it very difficult to get ones bearings once the technqiue has hit.
~Can only be taught by xHoudinii

-Taught to 6 people before the new rules-

Link to update:



2)(Doton: Koudo Hotei)-Earth Release: Earthen Replenishment
Type:Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (+10 per turn)
Damage: N/A
Description: The user will perform the Snake>Ram hand seals and focus their Doton chakra into a pre-existing Doton technique and replenish the earth into it. Eliminating any damage that the technique had previously encountered and restoring it completely as if it was new. Any technique reformed by this one is passively maintained on the field by this jutsu following its restoration with a small and constant stream of chakra.

Note:
~Can only replenish jutsu if it is not completely destroyed, this technique will not work if the earth justu was reduced to nothing or spread into very small pieces.
~Can only be used 3 times.
~Can only replenish jutsus S-Rank and below.
~Can only be taught by xHoudinii

Link to update:


Taught to:
~Scaze
~Enzup
~Teno
~Venom
~Noni
~Gecko


3)(Katon: Shinku Nesuto)- Fire Release: Crimson Nest
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: 80
Description:
The user of this technique will focus huge amounts of katon chakra into a single hand, compressing all the chakra greatly which takes the form of a red glow around their hand. Then the user will simply touch the earth and with that fire will blaze through the earth underground and create a huge network of tiny tunnels in all directions. In these tunnels there is contained one thousand small beetles made of pure fire. These beetles are controlled by the user and can perform various tasks for them. When to directed they can burrow up out of the ground to attack the opponent, flying or climbing up their body while biting and burning them from their intense heat. The beetles can be used as a wide range attack, rising up from underground all over the battlefield or at one or multiple points, all up to the users will. After they attack the beetles will disperse harmlessly.

Note:
~When employed the user cannot use katon techniques above S rank in the same turn or the next
~Beetles can only be triggered once per use of the technique
~Technique can only be used 2 times per battle
~The beetles are present for 4 turns if not eliminated or used
~Can only be taught by xHoudinii

Link to approval:


Taught to:
~Scaze
~Baldy
~Selendrile
~Noni
~LonelyAssasin
~Flásh


4)(Suiton: Mune no sono) - Water Release: Will of the Deep
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: (+20 per blast)
Description: The user will focus their chakra and form five handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.

Note:
~The orb can release a maximum of 4 separate blasts
~The orb is created short range but the blasts can reach up to long range
~Lasts 3 turns before dispersing
~Can only be used 2 times
~Cannot use water techniques above A rank while this is active
~Can only be taught by xHoudinii

Updated here:


Taught to:
~Vegeta
~Selendrile
~Korra
~Noni
~Yusei
~Professor Sarutobi



5.(Doton: Seizon Honnou)-Earth Release: Survival Instinct
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
This is a jutsu that was made specifically for use upon allied summoning creatures. The user will perform one hand seal and focus their chakra onto the summoned animal, by doing so they can create a strong earthen coating. This coating quickly spreads from the users point of contact with the animal, to and over the target limb (arm, leg, tail etc) until it has encompassed all of it. Alternatively the user is able to focus their chakra and manipulate the earth from the ground to rise up and then coat the animal's limb from range after performing the handseal, acting the same as it does through direct contact. This protects that limb from attack while also allowing the animal to use it to augment their physical attacks, giving it more utility or killing threat. The earthen coating is very dense and this protects the creature from attacks (following elemental adv/disadv) while it can also be shaped into any form the user wishes though it cannot extend further than short range away from the creature. This technique can only cover one limb or body part at a time. The animal can also release the coating from itself simply by focusing its own chakra into the earth that is covering them, causing it to fall off quickly and harmlessly.

Note:
~Can only be taught by xHoudinii
~Can only be used twice per battle
~The earth coating lasts three turns (unless cancelled or destroyed)
~No S-Rank or above Earth on the user's next turn

Updated here:


Taught to:
~Ushiro
~Korra
~Jhin
~
~


6)(Doton:Ma-chi za Sareki ) - Earth Release: March of the Pebbles
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground two simple C rank stone golems will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.

During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.

Note:
~Can only be used twice
~When the golems act it will cost a move in that turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems with 8 golems equating S rank strength
~Can only be taught by xHoudinii

Updated here:


Taught to:
~Selendrile
~Noni
~Shady Doctor
~Drackos
~Negative Knight
~Goatxi


7)(Futon: Kaiin Kohheru)-Wind Release: Dutch Oven
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will expel wind from their mouth which they will form into a very wide and thin 'sheet' of air. As it is released the user can shape this sheet into any form desired (cone, dome, sphere etc), the main advantage of this technique is that it is very good at containing and moving any type of air based gas, mist, poison, toxin etc. After containing or moving the gas the user can at any time perform one hand seal and cause the sheet to rupture, either at one point (pushing the gas in one direction) or completely(releasing the gas in that area). Its also worth noting that due to the strong wind currents that form the sheet, coming into contact with it directly would push the enemy back and knock them over, though with no lasting damage.

Note:
~Can only be used three times
~Can move or contain a max of A rank gas, poison etc
~Can only be taught by xHoudinii

Link to approval:

Taught to:
~Selendrile
~Noni
~Detective L
~Edward
~Drackos
~Jhin


8)(Katon: Doubutsushi Ru-retto)-Fire Release: Fauna Roulette
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will form two hand seals and focus their chakra into an existing source of fire or fire technique. By doing so they will manipulate the shape of of the fire technique, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The bigger the animal the denser it becomes, being able to interact with solid objects. The smaller they are however the quicker and more agile the beasts. When formed the beast is able to utilise abilities that the source technique had while active, if the user wishes.

Notes:
~Cannot be used in consecutive turns
~Can only be used three times and each usage lasts for four turns
~Can only be taught by xHoudinii


Link to update:


Taught to:
~Noni
~Yusei
~Nakiri
~Joker
~NK
~Shady

9)(Genjutsu: Enmu za Kanchi)-Illusionary Arts: Haze of Perception
Type: Supplementary
Rank: A
Range: Short - Medium
Chakra: 30
Damage: N/A
Description:
To begin the user will form two hand seals and place their target under a subtle illusion. In this genjutsu the target will first see the user emit a blinding white light as they finish their hand seals, temporarily reducing the opponents sight to white nothingness. That is when the second stage of the illusion is put into place, the caster of the illusion will manipulate the targets sight so that they will see what is behind them instead of what is in front of them. So when the light appears to fade and they are able to see again it seems as if the caster of the technique had moved before their sight had returned. Due to this techniques effects when the target regains sight of the user they will actually be facing the opposite direction to them and as such will be prompted to release techniques the wrong way, causing them to miss. It is also worth noting that the caster of the illusion manipulates the targets sight to mimic things they would normally see in relation to their body as they face forwards.(Hand/arm movements, the nose etc)

Note:
~Can only be used twice
~Cannot use genjutsu above A rank next turn
~Can only be taught by xHoudinii


Link to approval:

Taught to:
~Yusei
~Ryoma
~
~

10)(Raiton: Senshu Yousei)-Lightning Release: Usurper’s Claim
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
To begin the user will form the Dog>Dragon hand seals and focus their lightning chakra into an existing liquid source or technique. Using a similar concept that has been shown in previous lightning techniques, the user will then infuse the liquid with a current of lightning throughout the source, containing and electrifying it and by doing giving them the ability to levitate and manipulate the liquid. The user can shape the liquid into various forms to attack their target, shocking them from the current while also dealing blunt damage from the force of the water.

Note:
~Can only be used two times
~Cannot use lightning techniques above S rank for the rest of this turn and the next
~Can only be taught by xHoudinii

Link to approval:


taught to:
~Ian
~Selendrile
~Venom
~Yusei
~Scaze
~Negative Knight


11)(Raiton: Akarui Souguu)-Lightning Release: Luminous Encounter
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description:
This technique is based upon both the Thunder Dragon Tornado technique and could be considered a more advanced application of it. To begin the user will make contact with an object and focus their lightning chakra into it. They will then manipulate the lightning and cause it to spin quite rapidly around the object. This forms a swirling mass of lightning and electrical energy around the object that upon contact with the enemy would be quite abrasive. Alternatively, the user can use a single handseal to use this technique remotely on any object within short-range (excluding the opponent's clothes/attire but not any weapons they may be wielding).

This would literally rip them to shreds when exposed to it while also shocking them from the unfocused electricity. Due to the nature of the electrical energy it imbues the object with a useful electrical charge while surrounding and supporting the object. This gives it lift and allows the user to levitate and manipulate the object freely with hand movements. Due to the rapidly rotating mass of lightning it would give off a bright glow while it is formed around the object.

Note:
~Can only be used 3 times
~Cannot use lightning above S rank for one turn
~The caster is restricted to lightning techniques while this is active
~Can only be taught by xHoudinii

Link to approval:


Taught to
~Ian
~Joker
~Edward
~Mellow
~Hell Autarch
~LeatherCandle

12)(Futon: Yajuu Houbi)-Wind Release: Chimera Jackpot
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user will form two hand seals and focus their chakra into the air (must be outside five meters of the opponent) or wind technique. By doing so they will manipulate its shape, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The beasts size can vary while its body can either composed of powerful slicing winds or it can be made of fierce rotating winds that give the creature an almost physical form, allowing it to batter and smash through obstacles. When used on an existing wind technique, this technique can be performed without handseals and in the same time-frame as the previous jutsu. The two techniques do not stack or add to each other's damage, instead this technique takes on the power of the jutsu it's created from (i.e. using this on an S-Rank will make the animals deal 80 damage and the technique it was spawned from will disperse).

Notes:
~Can only be taught by xHoudinii
~Can only be used three times and each usage lasts for four turns

Link to approval:


Taught to
~Erzo
~Noni
~Venom
~Shady
~Nakiri
~

13)(Futon: Kon Sureddo)- Wind Release: Soul thread
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
To form this technique the user would simply need to string two extra hand seals onto the performance of another technique, due to its reliance on other jutsu to function. By doing so they create ‘threads’ of wind within an already existing solid jutsu without negatively affecting the original technique, the threads are connected to and laced throughout the entire jutsu they are created in while reinforcing it internally. The main purpose of this technique focuses upon when the original jutsu is broken or destroyed, its parts scattered. After this happens the strings will act, contracting violently and drawing the parts that composed the original solid technique to the point at which it was destroyed, forming a harmless ball shape. However the danger of this technique comes during the contraction, as any enemies caught in its path when it contracts would be damaged from the strings cutting them or pieces slamming into them.

Note:
~Can only be used three times
~Note that this technique does not regenerate the original technique, it just pulls the parts towards the ‘center’ haphazardly
~Can only be taught by xHoudinii

Approved here:


Taught to:
~Noni
~
~
~

14)(Katon: Kuryouken)- Fire Release: Baskerville
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-15 to user)
Description:
The user will begin this technique by channelling fire chakra through their arms and into their hands. Due to the amount of chakra that travels through their arm, the user experiences an incredibly painful level of damage to the limb which causes a degree of numbness. The user then proceeds to clap their hands together and from them a huge amount of superheated ash will spew forth. This ash has a unique composition that unlike normal ash is formed of dense, heavy particles which without the aid of chakra, would only hang in the air for a limited time before falling to the ground.(As a secondary effect the heavy ash is unaffected by conventional wind blasts that could disperse regular ash.) Upon being formed the ash will first quickly surround the user before it billows upwards to form into a large cloud of ash shaped like the head of a Hellhound.

As it surrounds them the user will manipulate the ash so as to not come into direct contact with it, keeping it a distance from their body without jeopardizing its form.Due to the ash's density and heat it will not allow any threat to effect or pass through it unscathed(following elemental adv/disadv). The user can form either one, two or three heads depending on their needs but doing so however will decrease the rank for each respective head (eg. S rank each for two heads).

The Hellhound is intangible in form, allowing it to pass around and through solid/physical obstructions that would hinder tangible objects while remaining unaffected. As the Hellhound makes contact with and passes through targets or techniques it would incinerate them from the exposure while causing a layer of ash to stick to them. The layer of ash would encase the target or technique, forming a compact shell over them that would make it quite difficult to move. The heavy ash by nature is sparingly spread out while in the air which makes it impossible to ignite under normal circumstances, however when it is concentrated in a layer it is able to be ignited by external sources which has explosive results. When the hellhound is sent to attack the entirety of the ash goes with it, so it no longer surrounds the user.

Note:
~Can only be used once per battle
~No katon techniques above S rank in the same turn or the next
~Due to the damage to the users arms they cannot use arm-based taijutsu attacks in the same turn or the next two turns.
~Can only be taught by xHoudinii

Approved here:


Taught to:
~Korra
~Yusei
~Vegeta
~Luther
~Hell Autarch
~


15)(Hebi Kuchiyose: Kuakki)- Snake Summoning: Alastair
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A (30 from gen)
Description:
To begin the user will draw blood from their hand and wipe it across their summoning tattoo as their slam their hand downwards, summoning Alastair a 8m long anaconda with white eyes and a unique pattern across its scales. The snake can use its strength and sharp teeth to physically attack the opponent, crushing or biting them. Alastair also has some limited skill in ninjutsu as he is able to channel his chakra into the hissing noises he emits and use destructive Sound techniques that the user has learned. Despite his overall high apitiude Alastair’s stand out trait lies within genjutsu.

While in the opponent's field of view the serpent uses its unique scale pattern as a medium to effect the opponent with a weak C rank illusion, the genjutsu is simple in nature giving the opponent the sensation of a snake bite. The opponent would experience sudden and sharp pain in an area that the snake chooses, this illusion is designed to hinder and distract the opponent due to the abrupt pain. The genjutsu would make it seem as if the bite was real with the opponent feeling the fangs sink into their skin, producing an illusionary wound and bleeding at the site. The snake can use this genjutsu once per turn while it remains on the field.

Note:
~Can only be summoned once
~Alastair lasts on the field for 4 turns
~Using destructive sound techniques and the illusion count as moves.
~Alastair can create destructive Sound waves only, therefore he is unable to use either of the two other sound types.
~Must have signed the Snake contract
~Can only be taught by xHoudinii

Updated here:


Taught to:
~Korra
~
~
~
~

16)(Ninpo: Kire-site ijou)- Ninja Art: Chop and change
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A(+20 to 2nd jutsu)
Description:
This is a unique technique initiated by forming an additional two hand seals during the performance of another jutsu. This creates a cloud of semi-transparent chakra around the user that serves no direct offensive or defensive purpose, while due to the insubstantial nature of the cloud of chakra it cannot interact with or negatively effect the opponent or their techniques, and vice versa. This techniques singular function is to draw out a single trait of the initial technique that the user wishes to utilise, unique or not and to then copy this trait into the cloud of chakra, in which it will be held in an inactive state until it is used(Meaning that although the cloud can draw out a trait, it does not exhibit the trait itself, it simply ‘holds’ it.)

This ‘drawing out’ process weakens the initial jutsu slightly(falls by one rank or -20 damage) and the cloud will change colour to indicate it is active and will display a colour based on the element of the technique it was used upon(eg. Red for fire, blue for water, etc) After drawing out a trait it can be used by the caster to alter a second jutsu that the user creates, imbuing it with the active cloud of chakra after forming an additional hand seal during the second jutsu’s performance. This fundamentally changes the second jutsu’s attributes by adding the copied trait and ends this technique. This would essentially transfer the held trait to the new jutsu while reinforcing it overall.(eg. Using this jutsu on the Dragon Flame Release Song Technique would allow the user to copy the heat from the fire or even the almost solid nature of the flames and imbue them into a following technique, etc.)

Note:
~Cannot use basic Ninjutsu techniques S-Rank or above in the user's next turn
~Can only be applied to one technique per usage and can only be used 3 times
~Lasts for 3 turns if not used, after which it will disperse harmlessly
~Can only be taught by Houdinii

Approved here:


Taught to:
~Joker
~Yusei
~Drackos
~Noni
~Jay
~Ian

17)(Doton: Shaku sono Taiga)- Earth Release: Dip in the Styx
Rank: Forbidden
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: 50
Damage Points: (-30 to user)(+20 to Taijutsu)
Description:
This is a unique technique that although ultimately damaging to the user, also provides a very high level of defense. Focusing their doton chakra into a section of their skin the user floods their skin with high-level chakra giving it an almost stone like quality, they continue to overload it with chakra to compound its density many times, this would result in the appearance of a very dark black spot on the user. This is similar to the canon Earth Spear technique albeit pushed to unexplored limits, this extreme concentration of doton chakra causes damage to the user that is evident when the technique ends, as the affected area of skin will appear cracked and will be quite fragile to the touch. This leaves the user quite vulnerable as a physical blow to this damaged area would deal double damage to the user and continue to do so for any further strikes for the remainder of the battle.

However this is a small trade off for the great defensive capabilities of the section as it provides an extremely hard defense, being able to protect the user from attacks that are smaller than or equal to it.(Following elemental adv/disadv) In addition to this due to the overload of doton chakra in the area it gives the section certain petrification qualities when met with an attack, meaning that when an enemy (including clone, summons, etc) comes into contact with the section they would have the contact limb flooded with doton chakra, forcefully petrifying it. At the cost of a move in a turn the user is able to shift the position of the section across their skin, moving it to a different part of their body, though it still encompasses the same area. This movement can be done very quickly and although it does cost a move, since it is already present it can be done passively while the user focuses on other things. Attacks that are larger than the section would not be stopped by this technique.

Note:
~The section is approx 30cm by 30cm
~The jutsu ends after 2 turns.
~Can only be used once

~Can only be taught by xHoudinii

Updated here:


Taught to:
~Luther
~Teno
~Jay
~Ryoma
~LeatherCandle
~

18)(Futon: Fumou Reppuu)-Wind Release: Barren Gale
Rank: A
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Points: (+20 damage)
Description:
This is a technique based on the concept of sandblasting, and is able to be used upon any jutsu that utilises this particulate matter such as sand or dust. The user will form two handseals focusing their chakra into the existing jutsu, creating fast rotational winds that whip the grit into a frenzy. This forms the original technique into a conical shaped vortex with its point aimed at it's target, this alters the jutsu giving it piercing properties through the high speed winds and erosive effect of the matter. This is similar to boring, allowing it to drill through defenses. This technique can be used upon a jutsu in the same timeframe by stringing on the additional handseals or alternatively it may simply be used by itself as a stand alone attack.

Note:
~Can only be used 3 times
~Cannot be used in consecutive turns
~Can only be taught by Houdinii

Approved here:


Taught to:
~pop123
~
~

19)(Rā, Tenpi no Kami)- Rā, The Sun God
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:
The user will form five hand seals, using an existing source of Sand to form the familiar Rā within short range. Rā is a sentient humanoid creation standing over 7 feet tall with the head of a falcon, he is entirely composed of Sand and is able to manipulate his body’s shape and size at will for movement, attack or defense. For example he could manipulate his arms into whips with which to lash his enemy but this is a small application of his abilities and is able to be done passively with little effort.

Rā shines in his production of Sand jutsu as well as his interactions with them, for he is able to create and manipulate any Sand jutsu that the user knows without hand seals, including those of its composite natures while following the jutsu’s restrictions which naturally he maintains. In this way Rā holds similar traits to the canon Sand Clone technique and can assist the user in their battles, however Rā’s true abilities lie in his interactions with such jutsu.

Due to his sandy composition Rā is able to reform from any damage that does not destroy him completely, as all of the Sand he is composed of and manipulates is linked together through chakra, allowing the addition of traits and letting him regenerate to previous condition from even small clumps. His greatest defense lies in his ability to absorb both friendly and enemy sand, techniques based on his rank and the strength and weaknesses of Sand, including Sand itself. In this way he is able to nullify these jutsu, and feed upon the chakra that fuels them to sustain himself. This allows Rā to absorb traits from these jutsu with which to alter his Sand, which is especially noticeable with friendly Sand techniques as he may fuse with any Sand source that is available. By absorbing these techniques this refreshes Rā on the battlefield and allows him to further assist his creator.

Note:
~Lasts for 3 turns
~Can only be used 2 times
~Cannot use Sand jutsu for two turns after deactivation
~Can only be taught by Houdinii

Approved here:


Taught to:
~pop123
~Typhon
~
~

20)(Ototon: Fuka Shindou) Sound Release: Bad Vibrations
Type: Offensive
Rank: B
Range: Short - Mid range
Chakra: 20
Damage: (+20 damage)
Description:
This is a useful jutsu with effects that can only be noticed when used in conjunction with another technique, simply by snapping ones fingers. The user may add this snap onto the performance of another jutsu so that this may activate within the same timeframe or it may be used standalone on an exisiting justu. By snapping their fingers the user will release a pulse of sound that effects the natural noise surrounding their target technique.

For example the 'roaring' and 'crackling' of fire or the 'rushing' of water. Any technique that produces a natural sound in this way may be targeted by this sound. The sound will amplify the natural noise around the target jutsu and forcibly turn them into destructive sound waves. This forms a cloak or barrier of sorts of sound around the technique as long as it is in play, empowering the inital technique slightly. The inital snap of ones fingers produces a sharp cracking noise that can be heard across the battlefield

Note:
~Can only be used 3 times
~Can only be taught by Houdinii

Approved here:


Taught to:
~Ian
~
~
~
~


Custom Weapon:
Ookami & Joufu - Teikoku | Romulus & Remus - Empire
Type: Weapon
Rank: S
Range: Short
Chakra: (-5 per turn once activated)
Damage: N/A
Description:
Romulus & Remus are a pair of full length arm gauntlets that Ren Kouen created after exploring the Ninja World and mastering Sand Release. They encompass the users entire hands and arms that end as small pauldrons on the users shoulders, the shoulder guards are decorated as wolves with the right’s teeth bared in a snarl and the left’s jaws open and in the midst of a terrible bite. Both Remus & Romulus are composed of sand while cosmetically deep black colour appearing as steel, Kouen created them as both protection with the gauntlets able to block attacks equal to their rank and as a source of sand. The guards are closely bonded to the user through the jutsu that created them, closely bonding them to the user as they are essentially a second layer of skin allowing techniques to be released from their hands unhindered. This close bond allows the guards to be manipulated in shape and keeps them attached to the user, they are scale armor in design allowing a great deal of both protection and flexibility. Due to the chakra that is constantly coursing through the sand gauntlets as they replenish themselves, it provides a constant source for Kouen’s jutsu.

Romulus & Remus are unique in their ability, allowing the user to augment their Sand techniques as they see fit. As the user channels chakra into the guards they will begin to produce sand grains that are unique in both their creation and nature as it is done through chakra, similar to how earth is able to be created directly from the user.The sand is produced at a small rate with the grains spread out thinly as it floats through the air surrounding the user, they will continue to do so as more sand is created reaching up to mid range. Initially the small volume of sand leaves the user unable to utilize it for sand techniques as it takes one full turn before there is a large enough quantity. Beginning the creation of this sand costs a move but is instant as it simply provides a medium for the users techniques. As the sand is created from the users chakra directly they are aware of its position and movements at all times as they are linked through chakra.

Finally the user is able to take advantage of the sands close bond with their chakra, as it has an almost symbiotic relationship with it and the techniques it is used to produce. When one of their own techniques is produced the user may allow the gauntlets to leech upon the chakra used to form the technique, this increases the chakra cost of the initial jutsu slightly(+5 chakra points) but gives the gauntlets a useful ability. For they may take this leeched upon chakra and store it within themselves, essentially storing a trait from the initial jutsu as part of the gauntlets for usage and also augmentation of future Sand release techniques. However the gauntlets may only store chakra from one technique at a time, this action cannot be performed in consecutive turns.

Note:
~The gauntlets take one full turn to produce enough sand for techniques
~Leeching upon a jutsu can only be done 3 times
~Can only be taught by xHoudinii
Link to approval:



Custom Fighting Styles
Mato sono Kanningu - Mark of the Trickster

Type:
NinGenTaijutsu

Background:
In the early days during Amegakures formation into a hidden village there was a young shinobi, gifted though he was in ninjutsu and genjutsu he lacked any prowess in taijutsu at all. This proved a major hinderance for him and culminated in the ninja losing a close friend during a mission, a barrier had been laid out for them as a trap that suppressed all access to chakra which left the shinobi almost useless as his friend died in front of him. He was grief stricken by this incident and seemed to give up on the life of a ninja altogether, simply staying in his room alone day in and day out. Although his friends tried to contact and even visit him he refused and they were saddened as he seemed swallowed by his own grief and guilt. One year after the incident the young man stepped out from his room once more having perfected his own taijustu style, using his expertise in ninjutsu and genjutsu to support him and make him into a deadly taijutsu combatant.

Description on the Abilities and Inner Workings of the Style:
Firstly this style revolves around two different and distinct layers designed to disorientate and hinder targets.

The first layer is focused on using concentrated lightning chakra in conjunction with attacking or defending movements. The user will focus their Raiton chakra into a part of their body or limb and from that create extremely bright flashes intended to distract, disorientate and hinder the opponent. These can either be a single bright flash, multiple flashes that are spread over a duration or multiple flashes that occur continuously throughout the attack. All of these flashes would temporarily blind the opponent for a period of time and serve to form an almost strobe like affect, making it quite difficult for the opponent to correctly read the practitioners movements and appropriately time their attacks or defense. Its also worth noting that transparent objects between the user and the target will not serve to protect them from the effects of the flashes. The flashes emanate usually from the main attacking or defending limb and will be outlined in each technique, while their area of effect is always facing away from the user so as to not hinder them as well. Users of this style will be able to take advantage of the blindness and disorientation caused by the flashes to alter their movements or attacks in the tight time constraints of battle, within reason.

The second layer to this style is that of a usually dormant genjutsu though this can vary from technique to technique. As the practitioner is creating flashes this causes a fluctuation of the ambient light in the area due to the glare of the flashes on the environment. Due to the intensity of the glare on the environment it will affect the eyes as they adjust for the sudden and large changes in brightness, this takes a few moments to fade completely due to the flashes strength. It is this steady 'fading' of the ambient light after the flashes and its effects on the eyes that is used as a medium to place genjutsu upon the opponent. The actual casting of this illusion can happen before or after a flash or even in the space between two, and once in place the illusion will remain latent until it is activated. The specific illusion can vary along with the illusions complexity and strength but in general the genjutsu will hinder or deceive the opponent when simple triggers are activated. (For example when the opponent throws a punch or sees fire.)

Example Techniques:
(Mato sono Kanningu): Kan Jugyou- Mark of the Trickster: First Lesson
Type:
Offensive
Rank: C
Range: Short - Long (Long for the flash)
Chakra: 15
Damage: 30
Description:
The user will throw a simple straight punch while focusing their lightning chakra into their hand. Once they begin this attack the user can create a flash forwards towards at any point during the attack. This flash would temporarily blind the opponent for just a couple moments, making it difficult for them to counter appropriately since they cannot see the practitioners movements. If they choose the user can take advantage of the momentary blindness and in the space of the flash angle their punch slightly differently, hitting up to a few inches away from their original target.

(Mato sono Kanningu): Gyokaku Kemuri- Mark of the Trickster: Catching Smoke
Type:
Defensive/Supplementary
Rank: B
Range: Short - Long(Long for flash)
Chakra: 20
Damage: N/A
Description:
Upon seeing an incoming strike from an opponent the user will begin to focus raiton chakra into one of their limbs in preparation. The user will then move their limb in an attempt to either block or deflect the strike, as they begin to move they create a bright flash from their limb that would temporarily blind and disorientate their opponent. Using this as an opening will allow them to defend themselves as they wish before the opponent recovers a moment later.

(Mato sono Kanningu): Shinkirou Tousou- Mark of the Trickster: Mirage Conflict
Type:
Offensive
Rank: A
Range: Short - Long(Long range for flash)
Chakra: 30
Damage: 60
Description:
The user will start by shifting their weight onto one leg and performing a roundhouse kick to their opponent and shortly after beginning to move they will focus raiton chakra in their leg and create a flash. As the flash fades away the change in ambient light is used as a medium to place a weak (C rank) dormant genjutsu upon them. This illusion is triggered by the next punch that the enemy throws, making it seem as if their arms have suddenly gone limp with no control over them. During the flash if they wish, the user can take advantage of the targets disorientation by shifting their body and changing their attack without losing momentum, within reason.

Additional effects and Restrictions:
~Must have mastered Lightning Release and Genjutsu
~Must be at least Sannin Rank for the necessary chakra control
~Can only be taught by xHoudinii

P a t e n t C e r t i f i c a t e

xHoudinii, our loyal member, gave on the 14th of March 2016, a request for a Patent on the Custom Fighting Style Mato sono Kanningu | Mark of the Trickster. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Mato sono Kanningu | Mark of the Trickster
Powered by Lord of Kaos
Copyright 2016, xHoudinii, NarutoBase.net

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Approved here:

Taught to:
~Nakiri
~Loki
~Yusei
~Joker
~Reserved for Noni
~Detective L
 
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Houdinii

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Below is a list of Customs that allowed by others

Earth:

Doton keiyou toku - Earth Release Hovering Shield
Typeffensive| Defensive
Rank:B
Range:Short-Mid
Chakra:20
Damage:40
Description: A very simple technique in which user spits out some earth base chakra from his mouth and manipulate it into a big disc which has a diameter of 2 m and uses it as a shield by making it hover in front of any of his body part,By providing it with some extra chakra user can manipulate it when it is shore range to him just like the Ninjutsu which is used to make the kunai hover the opponent and user can also use it like a flying disc to attack an opponent with in range.So it basically works as a defensive and an offensive medium

Note: Can be used 4 times only

Learned here:


(Doton: Kyojin Koudo Hibi) - Earth Style: Mega Earth Crack
Type: Offense/Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: User hardens both of his hands and then punches the ground with full power. The earth splits horizontally into two parts, the front part which is spilitted moves apart while the back part remains still, creating a wide crack of width 15m and also unbalancing the opponent. This technique can also be used to prevent from jutsus like tsunami, as all the water will go down in the crack.
Note: ~This is the advanced version of "(Doton: Koudo Hibi) - Earth Style : Earth Crack".
~Can only be used 3 times per battle.
~Can only be taught by Enzup.

Learned here:


(Doton: Shinku Bohi )- Earth Release: The Scarlet Tombstone
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will release their chakra into the ground, then by manipulating their chakra, they cause a abundance of adhesive sticky mud to burst up from the ground around and beneath the opponent(s), the mass of mud quickly forming into a tombstone like shape while clinging to the target. The mud then quickly hardens, encasing the whole of the opponent in solid rock, the rock quickly continues to constrict around the opponent, growing tighter and tighter until it eventually crushes them with immense force. Multiple tombstones can be created to encase and destroy multiple enemies, or a single large tombstone can be created to destroy a group of enemies, or one large enemy. The Tombstone created can be no larger than Gamakichi and if multiple Tombstones are created, their total size combined cannot exceed that of Gamakichi.

Note:
- Can only be taught by Scaze
- No Earth jutsu above S rank for the same and next turn.
- Can only be used 3x.

Learned here:


(Doton: Senshi no kodokuna ken)- Solitary Fist of the Warrior
Rank: A
Type: Offensive
Range: Med-Long
Chakra cost: 30
Damage Points: 60
Description: The user, by channeling his chakra into the ground under the opponent, will quickly sink the earth by compacting the soil, forming a large pit. This happens 5 meters in any direction around the opponent. Then using the soil compacted from the ground, the user shapes it into a spiked fist, which he then raises out of the ground in a very quick upward thrust. Due to the ground being compacted and lowered around the opponent, they are left suspended for a brief moment before the spiked fist emerges from the bottom of the pit, impaling them on its sharp spiked knuckles.
*Note: Can only be taught/used by Selendrile
*Note: Usable twice per battle
*Note: No doton above A-rank for the next turn

Learned here:



(Doton: Entaku no kishi)- Earth Release: Knights of the Round Table
Rank: Forbidden
Type: Offensive
Range: Mid
Chakra cost: 50
Damage Points: 90
Description: The user will perform a series of six hand seals, and then focus their chakra into the ground around the opponent. As this is done, four colossal stone knights arise from the ground, spaced in an X formation with the enemy at the center of it. The knights raise themselves four meters away from the opponent. The stone knights are approximately seven feet tall, and are encased in a super hard rock plated armor capable of withstanding brutal attacks. Each knight also carries an incredibly long twelve foot lance, which is immediately thrusted towards the opponent as the Knight's arms clear the ground. If allowed to completely form from the ground, the Knights have the capability to move even closer towards the opponent. The combined effects of their footsteps while moving is equal to the effect produced by the World Shaking Technique, creating small tremors that can easily knock the opponent to the ground.
*Note: Can only be taught by Selendrile
*Note: Usable once per battle
*Note: Severe exhaustion occurs after this technique, restricting the user from using his legs for two turns
*Note: No earth techniques on the same turn; No earth techniques above B-rank the next two turns

Learned here:



(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Show
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40 (-15 chakra per turn)
Damage points: N/A (30-80 damage if used to attack the opponent)
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will perform the Snake handseal and focus their doton chakra into the earth below to create a subterranean field of semi-sentient (similar in nature to the Earth Golem technique for example) tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create. Depending on which one of the three forms is chosen, all of the tendrils will only have a single ability and it will be the same one for all of them (e.g. they can all alter weight). This means this technique effectively only has one special ability when used (either Earthly Tether, Enter the Void or Become Earth; never two or all three). Using these tendrils in order to attack and inflict harm on to the opponent count towards one of the user's three moves per turn and it's rank will vary depending on what percentage of the tendrils are devoted to this attack e.g. using all of the tendrils will make this an S-Rank, using half of the tendrils will make this an A-Rank, et cetera. The minimum proportion of tendrils that can be invested in any given attack is 1/8th of the total meaning such an attack would possess the power of an C-Rank. Simple tasks (which more often than not include one or a few tendrils at most) such as merely making contact with entities to use their special ability, lifting up/moving around objects/people and anything else which isn't directly offensive or defensive in nature will not count towards the user's jutsu per turn limit.

Earthly Tether
The special ability of the tendrils in this structure is their capability to freely increase or decrease the weight of anything the touch (up to a scale of factor of ten times their original weight as in the A-Ranked weight alteration techniques). Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.

Enter the Void
The next form grants the tendrils the ability to apply the Hiding in Rock property to anything they touch and maintain contact with. As long as the tendrils maintain some form of contact with what they're touching, they can freely traverse through the earth with whatever it has a hold of. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.

Become Earth
The third and final form grants the tendrils the ability to harden anything they touch (similar to Earth Release: Earth Spear). As with the previous ability, as long as contact is maintained so will these hardening effects. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.

Note: Lasts four turns (unless cancelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Earth on the turn this technique is deactivated
Note: User is restricted to Earth and non-elemental abilities while this is active

Learned here:


(Doton: Doki no Jaaku) - Earth Release: Wrath of the Wicked
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The user activates an innate ability of theirs which allows them to create earth techniques normally constructed from the ground from nearby mud/swamp sources. Techniques created via this mechanism will not differ in any way to those "grown from the ground", not even in composition as the mud/swamp they're made from will harden/petrify into solid rock virtually immediately on being used. This process highly resembles the seamless transition of the fluid earthly material spewed in several doton techniques into the sturdy, solid structures they become. The petrification of the mud used to create any given technique will happen as the structure is created rather than when its completed so that during no point in time will it be anything other than solid rock in composition. One limitation to this ability is that the source of mud/swamp used to construct a technique must be sufficient in size/quantity to create the structure in question. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. Earth techniques which remain on top of and/or connected to the ground after creation will not sink into the swamp but will be capable of remaining on top of it. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques. This technique can only be applied to one technique per use and takes up a jutsu slot. However it occurs in the same-timeframe as the jutsu it's applied to.

Note: Can only be used four times per battle
Note: Can't be used with other instant activation jutsu or jutsu that work in the same timeframe

Learned here:


Doton: Gifuto bāto | Earth Release: Gift Bad
Type: Supplementary
Rank: A-rank
Range: Short
Chakra Cost: 30 (-5 per turn)
Damage Points: N/A
Description:
Gifuto bāto is a technique based directly from the added weight techniques used from Iwagakure, though with this variant the user applies the affects to a specific area. To be exact, the user fills the ground within a short range radius around himself with Doton chakra to create a dark circular zone which holds the affects of the technique. Anyone/anything that steps into the darkened area would suddenly have their weight increased substantially, forcing them to the ground from the weight + gravity pulling them down. Touching the area would send the doton chakra through the victims legs, weighing the legs down first as it swiftly spreads through the rest of the body. The newfound weight of the victim(s) would be enough to even break the ground (×50, half the weight of the S-rank weight Jutsu), essentially burying them into the rock as they're pinned down. The affects don't stop at just the person/thing the weight is applied to, but also everything on that person. This means if a Shinobi wielding weapons and such were to step into Gifuto bāto, not only would their bodies be affected by the weight change, but any weapon directly connected would also be weighed down. Though very affective for detaining people, this technique has its flaws and openings just as any other. The affects are only applied if someone touches the darkened area, thus objects/people/animals flying over it wouldn't be affected unless they landed. This leaves openings for projectiles or airborne opponents to reach the user without being affected.

Note: Usable twice but can only last a total of 4 turns. i.e. The first use lasted 3 turns, the second use would logically only last 1 turn.
Note: Can only use 2 techniques per turn while this is active, having this technique count as the 3rd
Note: No Jutsu above S-rank while active
Note: Can only be taught by BlackCrow

Learned here:


(Doton: Subarashī no akuji o Hatarakimasu) - Earth Release: Maleficent the Marvelous
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: (+10 to infused techniques, -20 to the opponent's)
Description: The user will forcefully insert their chakra into the ground below them; conjuring a layer of mud no larger or smaller than ten meters just beneath the surface. The purpose of the adhesive liquid is to coat all tangible techniques that stem from the ground itself in a layer of thick mud with unique properties. This mud when used on the user's moves will encase the structure in it's entirety, giving it a newfound level of durability and strength in order to heighten it's full potential. Though, because of the fact that the layer of mud is underneath the surface in an substantial amount, this means that attacks (which stem from the ground), used by the opponent would also receive their very own coating as well. The mud is set to detect chakra that isn't the users own, using it's parasitic like properties to essentially leech the construct of it's own strength. While sapping the technique of it's strength, the mud will also harden in a quick fashion in an attempt to slow down the structure's movement. Once hardened, the mud loses it's effect on whatever it was casted on, rendering it useless. Because this technique lacks any affect on it's own, it's capable of being activated instantly and passively.
Note: Lasts three turns
Note: Can only be used thrice
Note: Can not be used in consecutive turns, so it has a two turn cool down
Note: Can not be combined with other techniques that are instant and passive or damage enhancements

Learned here:


(Doton: Aisuru Hotei no Saku)- Earth Release: Creation of the Loving Buddha
Type: Offense/Supplementary/Defense
Rank: A-S
Range: Short - Long
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10-40 damage if Weight Added, -10-40 damage if Weight decreased)
Description: A technique derived from the weight techniques. The user will release chakra outwards in the form of a pulse which reaches mid-range in a radial direction at regular speed. The pulse is innately non-damaging. The pulse travels through and along the ground, and earthly material. Its use lies in the fact that any earth (KG/CE included) that comes within mid-range or created, that is touching the ground will be in contact with the chakra. The ground, and natural geographical features of the terrain is used as a medium, obviously the user must have contact on the ground or earthly source to properly use this technique. Though anything that is moving/created above ground won't be effected. This technique can be used on the users jutsus, or the opponents, just as long as the imbued chakra overpowers the technique. The user will be able to manipulate the weight of said objects through mental commands, either increasing, or decreasing the weight. The given effects and abilities achieved by either decreasing or increasing the weight will be exactly similar to the canon jutsu description and usage. These advantages, and drawbacks apply to both user and opponent. When changing the manipulation of one material to another material/technique for weight manipulation would require the user to use a move slot. This technique can work with most earth jutsus (such as humanoid beasts, some form of terrain manipulations). When using this on mud, the user can petrify/solidifying it to capture people and/or crush them in place. The pulse generated is S-Rank, but the user can freely manipulate the weight of the objects up to 100x, the strength, damage, and speed of the earthly material is adjusted to the amount of weight manipulate accordingly. This technique can not be used on actual living people/animals.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: When activated the user will be unable to use earth above S-Rank for one turn
Note: When deactivated the user will be unable to use earth S-Rank and above for one turn
Note: The manipulation is kept active for three turns (A Rank usage 1-10x weight manipulation count as A-Rank)
Note: When using the S-Rank usage it can only be used once and the technique automatically deactivates, this is whenever weight manipulation is 11-100x
Note: Requires two turn cool down before use again
Note: Usable only on solid and logical objects/constructs

Learned here:


[Doton: Seiryoku no Toride] - Earth Release: Might of the Fortress
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 chakra for every turn this is active)
Damage: N/A
Description: The user activates an ability that increases the hardness of their earth-based techniques (including KG/CE) to increase their defensive abilities. This technique employs the same hardening as that seen in Earth Release: Earth Spear (Kakuzu’s signature technique). Techniques affected by this jutsu look much darker on creation, with the earth very nearly becoming black in appearance. Supplementary/defensive ones will be granted the ability to defend against techniques one rank higher than usual. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:
Lasts for three turns
Can only be used twice per battle
Will not work on mud or sand-based techniques (or c.e based on earth)
Elemental S/W remains unchanged

Learned here:


(Doton: Nise no dōkutsu) - Earth Release: False Caverns
Rank: C
Type: Supplementary
Range: Short - Long
Chakra Cost: (-10 to techniques used upon)
Damage Points: N/A
Description:
This technique is relatively simple in nature but is no less useful. This jutsu allows the user to augment their earth techniques when they choose, it does so by allowing the user to use the rock and stone already present in the earth rather than creating more through chakra. The user will move the earth in the area they desire with their chakra and form it into the jutsu they are using rather than creating and shaping the earth with their chakra alone. By doing so this leaves a cavity in the earth underneath the jutsu of the same shape and size as the technique used, leaving a possible trap for the opponent later. For example, the user would form a spike of earth and choose to use the stone naturally present in the area, by doing so this leaves a small cavity that the opponent would stumble into should they attempt to batter and smash through the spike. This also saves some chakra for the user, as they do not have to expend chakra to actually create the earth for the jutsu, lowering the chakra cost of these techniques slightly.


Note:
~Must be stated in the user's bio or at the beginning of the fight
~Can only be taught by Keji
~Can only be used 4 times

Learned here:
 
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Houdinii

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Wind:

(Fuuton: Yari Longinous ) - Wind Release: Spear of Longinous

Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: After a short sequence of two handseals, the user releases their chakra out into the battlefield, manipulating the wind allowing them to create a two meter long spear of wind anywhere within mid range of the user and outside of a three meter radius distance of the opponent. The spear of wind propels itself forwards at high speeds using wind currents, which is a saving grace for the opponent as it creates small drafts of air that a particularly alert opponent should be able to feel and then react to allowing them a small period of time before the Spear hits them. The spear of wind also creates a faint yet barely audible swishing sound as it travels and is a bright radiant lime green colour due to being comprised of compressed air and dense chakra making it clearly visible.

Note:
- Can only be used 2x
- No Fuuton jutsu above S rank for the next two turns.
- Can only be taught by Scaze

Learned here:


(Fuuton: Tobideru no Jutsu) - Wind Release: Popping Technique
Type: Attack/Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user focuses wind chakra at certain points in range, manifesting small balls of pressurized air (max 6) which immediately burst and push away objects near them but have no effect more than 2 ft away. They may be created all at once or in sequence and each one is capable of knocking over an adult. While this technique won't deal much damage to enemies, it is a good surprise attack and could leave them open for additional attacks. If the user creates a ball beneath himself he may evade attacks by launching himself upwards and can do the same for allies. Defensively, this technique could deflect weapon strikes and projectiles with enough precision to even launch objects like shuriken back at the enemy.
-Usable once per turn
-Can only be taught by Ushiro

Learned here:


(Futon: Nepuchūn no Kurai) | Wind Release: Neptune's Cry
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user begins by forming two quick handseals and initiates the technique. The user then manipulates the air around him (very close range) to form an armor around his body. He can also do this by releasing the wind chakra from his body. In quick succession (the same timeframe), a dome of wind is created far away from him (such that the opponent is between the dome walls and the user). The armor and the dome, both are A-Ranked in strength, although their thickness (and size of the dome) vary according to the user's requirements. In a quick movement, the armor expands and the dome compresses. They both change at a very high pace, carrying dust and debris and all sort of obstacles with them, to meet the target at the center, where they collide and cause a huge blast. Should the collision happen in the short-range to the user, he will get affected too. So it is best to be used against an opponent standing mid-range from him. The technique explodes similar to two electrons colliding with each other and releasing a large amount of energy. Anyone caught inside will have their bones broken and smashed internal organs. The dome has to be created at least five meters away from the opponent.

Note: Can only be used twice.
Note: Can only be taught by Python
Note: No other wind techniques above A-Rank in the same and next turn

Learned here:


(Futon: Ātisuto no kunō)- Wind Release: Artist’s Affliction
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Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long (Explosion of Wind spans Short-Range)
Chakra: 40 (-15 chakra per turn)
Damage: 80
Description: This technique revolves around the principle of using wind as a means of inflation, to create various kinds of animals. Through the rapid expulsion of wind chakra, the user is able to infuse any earthen object with his wind chakra. By infusing one’s wind chakra with these inanimate objects, the user is able to expand these substances greatly, inflating them to multiple times their original size. Essentially, the aforementioned objects would be flooded with compressed air internally, while its exterior would remain the same as its original material. Despite this, the technique does not become dual elemental. The objects, upon inflation, would take on the form of an animal of the user’s choosing. For example, the user could inflate a rock, forming a wind/earth boar which he could thereafter direct towards the opponent to deal damage. The kinds of animals that may be created through this technique are limitless, and is only bound by the user’s imagination. Aside from the plethora of animals the user may be able to create, the user is also capable of controlling the animal’s path through his own will. As such, this technique grants a certain sense of versatility to the user, in that the animals may be directed to do whatever the user chooses to. Upon impact, the animals would not only, due to their corporeality, deal physical damage, but also violently burst, releasing an explosive burst of wind which could further harm the opponent. The animals move at the same speed as the user, and are capable of gravitating through the air due to their composition, which contains a healthy dose of wind. It is worth noting that while the animals retain the general anatomical traits of its real-life counterparts, such as horns for rhinos, etc, the animals do not possess advanced traits such as venom.

Notes:

-Can only be used 3x per battle
-Animals last for 3 turns, before they disperse normally
-More than 1 animal may be created with a single usage, though naturally, the animals would be smaller in size(can move separately)
-No Wind above A-rank for the rest of, and the next turn.
-Can only be used on Earth
-No mythical creatures may be created through this technique.
-While the animals may differ in size compared to their real-life counterparts, they cannot exceed the maximum size of an elephant, and can be no smaller than the original substance used for inflation
-Can only be taught by Baldy

Learned here:



(Fūton: Kū Sora ) – Wind Style: Spirit Void
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 each time it's used)
Damage: N/A
Description: A technique simple in nature, but extremely effective, Spirit Void was one of Roy Mustang's own creation. Versed in it's defensive capabilities, the jutsu begins once the user channels and sends a a copious amount of his chakra into the skies above, ranging from short to long range all around. Following this ensues an unpredictable and quick movement of visible Wind in the skies, continuously flowing and swerving, seemingly without purpose before heading downwards and disappearing into nothing. However, purely through the users will (or through hand/leg/general body movement for cosmetics) the user can harness the wind power to create a defence which leaves the user unharmed. When seeing an incoming attack, through will the user controls the wind around the jutsu and forms it around the incoming attack, where the Wind would then slices/cut through it and/or blows it away, depending on the nature of the attack. For example, an Earthen projectile could be sliced and cut until it is no longer a danger, whereas a Water attack would be blown back. Of course when being used to defend, the Wind once again becomes visible to the naked eye, showing a green-ish hue. Although the process at the beginning appears to take time, when used within the same time frame of an incoming attack, the defense would be able to work just as well as any other Wind jutsu. This technique will only activate against techniques that it can neutralize (as an S-Rank Wind) and it will only activate once per turn and it cannot be stacked with other automatic defense jutsus.

~ Can only be taught by Erzo. This jutsu can be used twice, lasting four turns each time. Cannot be used consecutively, but instead with a one turn wait after four turns are up/the jutsu is deactivated. Although the user can manipulate this jutsu through will, thus allowing himself to remain unoccupied and free to perform other techniques, when used to defend against other techniques it will still count as one of the three allocated moves per turn.

Learned here:



Fuuton: Aeolus' Ovoxo] - Wind Release: Aeolus' Arrow
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their wind chakra into one or both of their open palms before channeling wind chakra to create and shoot up to four rods consecutively at the slightest whim. After being fired, each individual rods can be split into ten smaller rods, totaling a daunting rain of miniature rods. Shortly after colliding with something, each rods will "explode" into a cage or rather sphere of some sort with fast slicing winds around and inside it, doing this immediately as it makes contact with it's target. The burst of a single rod has a five meter radial reach (size of the sphere/cage basically). However, if the rods is in contact with an object/person at the time it "explodes", the unfocused burst of wind will spread around the target and then close the target within the cage of fast spinning and cutting winds even if the target is larger than what the normal cage could hold. Increasing the size of the sphere/cage upon contact with a large target to trap it requires +10 more chakra per target it captures. If the user so chooses, he can detonate any amount of the fired rods prematurely to gain a tactical advantage. Alternatively, the user can fire the rods with a thin and barely visible wind chakra thread attached to the end of the shot projectiles, in order to manipulate their flight path/trajectory mid-air and allow for more unexpected offensives. They travel at the speed of an regular fired arrow following the user's tracking speed and appear just like a normal fired arrow, except that the rods are a bit bigger than a regular size arrow. Each spear are of the size of a chakra rod that nagato/pein uses.

Notes:
Can only be used three times per battle
Can only be Taught by Venom
Follows Elemental Strengths and Weaknesses
Power of the technique is equally divided between the number of rods created.

Learned here:


(Futon: Hakai-tekina ōbu) - Wind Release: Orb Destruction
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will materialize an orb of wind, accompanied by a light humming sound and a bright blue hue, in an area within mid-range. The orb of wind proceeds to collapse upon itself, creating a vacuum like effect that generates the wind from its 5 meter radius. This flings the enemy inward onto the original location of the orb, forcefully moving the target to the opposite side of the orb. The distance the target travels is directly proportionate to their original position in respects to the orb of wind. For example, if you are four meters away from the left side of the orb, when the technique is performed, you should be flung to the right side of the orb, four meters away, equating to 8 meters. Alternatively, the user can perform this on a nearby location, providing a quick method of evasion.
Notes and Restrictions:
Note: Can only be used 4x; no consecutive uses
Note: Can only be taught by EdwardSama

Learned here:


(Futon: Kyonen no Natsu) - Wind Release: Last Summer
Rank: B-S
Type: Defensive/Offensive
Range: Short - Long
Chakra Cost: 20-40
Damage: 40-80 (+20)
Description: The user of this technique will channel his Futon chakra to form near invisible bowl-shaped half-sphere of wind either in front of him or at the end of his fist. The sphere can be used for both defensive and offensive purposes alike, however its main purpose is much more powerful. Upon being assaulted by an enemy attack the user will either psychically launch the sphere or expel a gust of wind from his/her fist to launch the sphere at the enemy attack when it's within range to make it look as if they had punched the enemy technique. At which point the bowl shaped sphere will envelop the enemy attack, and form a full, visible sphere. Depending on the elemental nature the sphere will neutralize the technique, for example depending on the rank of the enemy technique, and the rank of this technique used the user can snuff out flames. When faced with electrical attacks the user can disperse the current. When it's an earth technique, the wind sphere will both crush and cut apart the attack. It's offensive ability however is just as simple if not simpler, the sphere can be launched to engulf enemies and will shrink to both crush and cut apart the victim. The most powerful ability of this technique however, is a combination of both the offensive and defensive traits. The user of this technique instead of neutralizing enemy techniques will enhance them, redirecting them towards the opponent. Upon being attacked by a fire technique, the user will fuel the flames with wind putting enough spin into the flames to redirect it towards the opponent. Upon being faced with a water technique, the user will redirect it whilst adding pressurized trait, the water will have more cutting power. Upon being faced with an earth technique, the user will redirect it and use the wind to increase the force behind the earth. When facing a wind technique, the user will use their own wind technique to engulf, add increase the force, cutting ability and amount of wind in the technique. Unfortunately this part of the technique can not be used with lightning due to S/W the current is dispersed. Upon launching the technique back at the opponent, the technique increases by one rank.

Note: Can not be used in consecutive turns
Note: S rank version may only be used twice
Note: Can only be taught by Jay
Note: Redirection can only be used on techniques of lower rank.
Note: Can only engulf and empower elements that work logically (KG and CE alike)

learned here:
 
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Houdinii

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Fire:

(Katon: Shinku no Mizu ni Hitasu Kanojo)- Fire Release: She Who Bathes In The Crimson Water
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will begin by performing the hand seals, Dragon → Horse. They then will either release fire from their mouth, or erupt it from the ground through the use of a stomp or slamming of the hands onto the ground. This creates a woman twice the size of the user, composed of fire with a flaming mane of hair. She has special properties similar to "Fire Release: Dragon Flame Release Song Technique", being that she has a solid aspect to her composition, able to block tangible techniques with ease following the elemental strengths and weaknesses. By whipping her hair around, she is able to release an A-rank rain of fire in the direction of her choice, or use the hair to envelop the user in cocoon of fire to protect him. She is able to move equivalent to the base speed of user when created.
Note: Can only be taught by Selendrile
Note: Usable twice per battle; Lasts 3 turns or until destroyed
Note: No fire techniques above A-rank while this technique is in play

Learned here:


(Katon: Gekido no Stihi)- Fire Release: Wrath of Stihi
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 damage when contacting with the enemy 80 for explosion)
Description: The user will release out fire chakra, and create short range of themselves, a demonic creature composed of fluid, but extremely hot flames. This being is able to stand around the same height of the user, and has a dark red color on its body, with a black hue exterior, whips free flowing out of its body, red in color. The flames are quite condensed, similar to Fire Release: Dragon flame release song technique. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. The beast has a special ability to turn into different fiery compositions, such as flammable gas, and flammable ash. Turning into these forms are passively done, and each ability grants different entailment. Turning into a flammable gas grants the beast an intangible nature, allowing him to phase through solid, organic matter with ease. The same can be done for ash as well, the ash can literally phase through materiel as expressed. The after-results vary, when phasing with flammable gas, it leaves behind a residue for explosion (only for non-chakra infused material), when doing so for ash, the ash literally burns the solid material and dissipates. When phasing through natural material, it will continue to retain its strength and power as before, as well as size, however when phasing through techniques of solid or, organic matter, depending on it might not be able to phase through it at all due to rank differential, however if it can overpower, the abilities turn into effect (this might weaken the beast in some obvious scenarios). He can also move through the users own techniques, however, it would likely risk destroying it due to its powerful rank and burning heat (for ash), techniques that can withstand and combine will be weakened. Flammable gas can phase through chakra infused objects, but won't leave flammable residue. Alone, these alternative releases can be used for tactical purposes, and attacks. This ability gives the creature an extreme advantage in moving as well as stealth uses. This demonic creature mainly moves on ground, in its normal form. This beast can also perform basic bodily movements, such as taijutsu, burning and skinning the opponent alive. He is also able to release from his limbs and body, specific whips that can reach up to a mid range distance, either one at a time, or multiple at a time, it can even release whips in an omnidirectional manner, only problem that happens when releasing these whips is the beast must stay in place to focus, so it is unable to move when releasing the whips at all. the whips can both slash an opponent, and constrict movements, leaving up to third degree burns, these whips count as the same damage as its regular taijutsu, this ability is B-Rank in power, and counts towards the users jutsu slot.

Note: Can only be used twice
Note: Must be taught by Noni
Note: Stays on field for four turns
Note: Follows elemental strength and weakness
Note: Requires one turn cool down before re-use
Note: Can not use fire S-rank and above on the turn this is deactivated
Note: Can not use fire above S-rank the turn the jutsu is created
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Learned here:



(Katon: Subete no Shōhi Ago)-Fire Release: All Consuming Maw
Type: Offensive/Supplementary
Rank:B
Range:Short-Long
Chakra:20
Damage:N/A (+1 rank to first jutsu)
Description:
This is a unique technique utilising the flammable gas form of Katon similar to the canon Mist Blaze Dance jutsu. To begin the user will string two additional hand seals onto the performance of another jutsu. By doing so they will form a cloud of flammable and extremely volatile gas in an area chosen by the user and in an amount proportional to the first jutsu.

Alone this gas is harmless to any targets but due to its nature it is able to be ignited by any heat source in the area it is formed in, however slight it may be. For example any naked flame, heat present in sparks or generated through friction would be enough to ignite the gas and produce violently explosive results. The user can employ chakra control to angle the explosion away from the first jutsu to prevent any unwanted negative effects.

Note:
~Can only be used 4 times
~Cannot be used in consecutive turns
~Only useable on A ranks and below
~Can only be taught by Mellow

Learned here:



(Katon: Doragonburesu) | Fire Release: Dragon Breath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).
Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.

Learned here:



Katon: Arutemisu Keshin | Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.
- Visual representation;

Learned here:


( Katon - Shisan e no ha ) Fire Style - Ashes to Asset
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: 60
Description: A unique fire style jutsu based on chakra flow abilities. This particular technique focuses on the unique aspect of some fire release jutsu, namely those based on explosive ash, such as Asuma's technique he used vs Hidan. By forming this explosive ash the user is capable of applying the ash to his limbs or any weapons he uses. By activating this jutsu the user is able to release the ash during taijutsu or other weapon attacks. Though this costs a move slot each time the ash is released. By using the momentum behind physical attacks the user of this jutsu is capable of sending streams of red hot ash from the seals to augment the range of the attacks and cause increased damage in close range. However as to prevent the user suffering from his own jutsu, the ash from this can only be caused to explode with a subsequent technique this technique must be a higher ranked fire technique due to the strength of the chakra stored in the ash release and it's density. In regards to scaling each time the jutsu is used, the user may release an amount of ash with a maximum range of mid. If it was to travel in a straight line from the user to mid ranged. A total of 15 meters, this can also be used to form the ash in to smaller patterns that instead have wider ranges provided they follow the initial dimensions. This ash behaves in an adhesive manner sticking to enemy targets similar to boiling sugar. Alternatively, the ash can be streamed into another Katon jutsu increasing it's damage by +20 while occurring in the same TF but of course costing a move.

~Notes~
- Once activated remains active for the rest of the battle.
- Each time the ash is used it costs a move slot.
- Must be taught by Vegeta

Updated here:


(Katon - Yūgure ni dasuto) Fire Style - Dust to Dusk
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: The follow up jutsu to the Technique - Ashes to Asset, this technique allows the user to supercharge fire chakra in to any ash present on the field from the ashes to asset technique. Causing the ash to become incredibly volatile before triggering a large explosion that causes considerable damage to anyone caught in it's range. The size of the explosion will be entirely dependent on how much ash is present on the battlefield.

~Notes~
- Usable twice per battle.
- Once used the user may not activate ashes to assets abilities for three turns.
- Must be taught by -Vegeta

Learned here:
 
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Houdinii

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Water:

(Suiton: Kaizoku no Uragiri no Ikari)- Water Release: Rage of the Sea King’s Betrayal
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: The user will perform three hand seals, and then channel their suiton chakra to their feet. By stomping on the ground, the user will perform nature transformation on their chakra, changing it into water. The stomp on the ground raises a domed, hollow cylinder of water, with the user inside. The cylinder of water is very thin but does not compromise its strength, which allows the user to easily see through it. This can be used to defend against attacks. Once the domed cylinder is formed around the user, they have the option of performing another hand seal, which unwraps the cylinder starting from the back, wrapping it around to the front, forming a straight water wall. The wall will then release hundreds of marble sized bullets of water as it is unwrapping, covering the entire battlefield in front of the user. These bullets can reach up to long range.
- No water techniques above A-rank for the next turn
- Usable twice per battle

Learned here:
~Has since been updated by Selendrile


(Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip
Type: Attack/Supplementary
Rank: A
Range: Mid - Long
Chakra: 30 (-10 per turn afterwards)
Damage: (-15 dmg per turn)
Description: The user performs 3 hand seals while focusing their water chakra into a given location on the battlefield creating a large supply of water underground. At the end of the third hand seal the user will manipulate the water to erupt from the earth in the form of a large serpent that then proceeds to swallow the target(s) whole within its body that is composed of raging water currents. From the time the beast fully erects from the earth, a process that is rather swift, it becomes sentient with the goal of swallowing every target that is within short range of the spot it rose from. Targets that leave short range of the eruption spot can escape the serpent's bite, but while inside short range they will be honed in on. Inside the opponent will become disoriented as they combat against the raging currents that has its way with their body as they are tossed around relentlessly although at this point the jutsu doesn't deal any damage. The water serpent has a length of 4m and a width and height of 2m, and its true ability happens after the water serpent has engulfed its targets into its body. The serpent will then rapidly coil around itself forming into a large sphere of water with a 3m diameter, and inside this sphere the raging water currents continue to circulate, but this time numerous portions of the water are compressed into miniature needles creating a trap of water that shreds the target apart with continuous exposure. The technique is nicknamed the red egg due to the extensive bleeding the target undergoes which shows as the water used for the technique becomes stained red. Two turns of constant exposure will leave the target with numerous cuts and at the risk of bleeding out if not treated in time while a full four turns will leave the opponent on the verge of death as they try to move their tattered body. The technique lasts for four turns making raiton techniques the best jutsu to follow up with due to how susceptible the water element is to the currents.

NOTES
►Can be used three per battle
►Has a 4 turn cooldown between each use
►Can only be taught by ZandaT

Learned here:


(Suiton : Uso o tsuku no nami) - Water Release : Deceitful Wave
Type: Supplementary
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage points: 60
Description:
The user manipulates a pre-existing water technique/source that they have used (not the opponents) and will imbue their chakra into the water and they will manipulate it again by performing a hand seal. The water jutsu will split into two smaller projectiles and instead of going straight towards the enemy they will move to the left and right, changing into spinning discs of cutting water and attacking the opponent from the sides instead of from in front. The amount of water can be small or large, but this jutsu will only work on projectiles of water or streams, not massive bodies of water like waves that can cover a battlefield and they must be techniques shot at the opponent, not ones that come from around them. However this can be used on still bodies of water that you've used previously (pre-existing source), parting it and making it move to attack from two different sides - for example if there is a puddle of water leftover from Gushing Water Imprisonment, you can split the water and manipulate it into discs and so forth.

-Can only be taught by LonelyAssassin
-Can only be used three times.
-2 Turn Cooldown
- Can also be used on existing bodies of water, although only the amount of water needed for this technique is used. Not the entire body of water


Learned here:



(Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on technique)
Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This technique acts as a second life to many water techniques: streams, projectiles, humanoids, armors, etc. Essentially the mist around the water will be intangible and initially play no role in the clash of the two original techniques, however, when the users original technique is weakened, the mist ability be put into fruition. The mist will turn into a body of water, and flush itself back into original body of the technique, regenerating it if it was weakened or reforming if it was negated/overpowered. This mist can regenerate specific parts of the water structures or its whole body, and can only be used once for the whole body or body parts (mainly applies to humanoids). The regeneration of the technique happens instantly when attacked and passively. Full regeneration can only occur to water techniques A-Rank and below restoring their initial rank, while S-Ranks can be regenerated, but weakened to an A-Rank. This technique can be used with only water techniques, and extends to many different variants of water- syrup, crystalline, rain, etc. The technique after reformation will have the same bodily movement and abilities it had beforehand. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with a jutsu. When the opponent and users techniques initially clash the forward momentum will slow down, and as it regenerates, allowing the opponent time to react, maneuver, and counter.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: Can not be used on above S-Rank techniques
Note: Does not work on KG/CE variants
Note: Can not be combined with both Ceto, and Davy at the same time, but can so with only one of them

Learned here:



(Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection

Type: Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc).

Note: Can only be used three times
Note: Can not be used in consecutive turns
Note: Can only be taught by Joker
Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Elemental strength and weakness stays the same

Learned here:



(Suiton: Bindus no Burisu)- Water Release: Bliss of Bindus
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 for body movement attacks)
Description: The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. It moves by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can absorb chakra of techniques up to its rank. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well. Its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing costs one move. Intangibility allowing physical attacks to phase through its body, avoiding them. With its light nature, he float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would risk getting stuck. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. Lastly, its crystalline body, its base body, is quite slow. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so than on earth).

Note: Can only be Taught by Noni
Note: Can only be used twice per battle stays on field for four turns
Note: Can not use water above S-rank the turn the jutsu is created
Note: Can not used water S-Rank and above the turn the jutsu is dispelled

Learned here:



Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 for every turn active)
Damage Points: 20 (per attack)
Description: The user will focus his suiton chakra to create a sentient creature composed of water, whose appearance is always a feline, most commonly a lion. The creature is sentient due to being linked to the users chakra. The creature regardless of its form will always have a light misty blue coloration and the creature's size can vary depending on the users wishes, but at most can be slightly larger then the user. The creature upon being created can passively release a mist from its body covering that of long range and continues to do so whenever there is a lack of mist. The mist itself is equivalent to the cannon D-rank version ( Meaning Byakugan can see through it). It is used well in conjunction with the creatures special ability. The creature has the ability to disperse itself into mist and merge with any existing mist in the area and travel through it at the speed of a kunai. Able to reform part of its body or its entire being at anytime to attack a target. Its body due to its feline characteristics will always have a sharp property meaning its attacks consist of sharp slashes and bites although the slashes can not tear off a limb or pierce deeply into flesh and muscle. While it is traveling through the mist it is extremely hard to locate due to it being made of mist itself, even fooling chakra sensory and doujutsu due to being composed of the same chakra as the mist it released or any mist it merges with due to them both being composed of suiton chakra.

Note: Lasts three turns
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Having the creature release mist from its body upon creation costs an additional move
Note: Can only be taught by Yusei

learned here:



Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Depending on the Technique used upon)
Chakra Cost: 40 (-10 for every turn active)
Damage Points:
Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of four turns, and can be stopped by the user whenever
Note: Can not use another S-rank water technique in the same turn.
Note: Tainting techniques takes one of the three jutsu slots

Learned here:


(Suition: Yami ni Orimasu) - Water Release: Descend to Darkness
Show
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 (+10 each turn)
Damage Points: 80
Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.

Learned here:



Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 for every turn active)
Damage Points: N/A
Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It has the unique property to devour and consume any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by devouring these elements the Mist somewhat fills its hunger and gets fuller naturally expanding in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase, and remain as a mist thus can not be used as a water source. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only devour and consume water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique (Byakugan can see through it). It can devour and consume techniques up to and including A-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. The devouring of water techniques is almost instant. Coincidentally, this technique helps prevent water users from performing water within the mist, and if the terrain is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it devour the water consume it then grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water is devoured and consumed it is obvious the mist will become thicker and thicker, to such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it devours the heavier it becomes. There will obviously be a difference of heaviness in contrast to devouring a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the devouring and consumption of A-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techniques are not effected.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Creating the chakra cloak costs an additional move
Note: Lasts a max of five turns, and can be stopped by the user whenever
Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one

Learned here:



(Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90 (-40 to user)
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques.
Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death.

Learned here:


(Suiton: Chokkan) — Water Release: Spirit's Sixth Sense
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user begins by channeling chakra to the heels of his/her feet, manipulating this chakra to create a blob of water chakra formed under the surface. This blob of water would then form into a squid, the squid is a sentient being, being able to think and act on its own without the user constantly feeding it chakra. The squid is also able to use it’s six tentacles in a number of ways. For one, the tentacles are capable of detecting and stopping techniques launched from below while active. As for their offensive capabilities, the squid can travel towards the opponent to wrap its tentacles around his/her leg, the user can pressurize the tentacles to pierce through their body or slice it up. This isn’t done by having the water burst from the earth, but rather seeping out of the earth to attack being more covert. The squid along with its offensive abilities is able to transforming the water itself, similar to the “Sticky Syrup Technique.” in order to bind opponents. As for this technique’s defensive applications the tentacles are capable of deflecting or destroying techniques up to A rank (following the S/W of Water), depending on the number of tentacles used to defend, as well as merging with one another and expanding to form barriers around the user of this technique, and or allies. The rank of the technique is divided among the number of tentacles used within the time-frame. The squid has complete freedom to manipulate the tentacles. Due the tentacles being incredibly sensitive the squid is able to sense movement on the earth, and act accordingly. There are six tentacles in total, and they are collectively at A rank. The tentacles can fuse together and separate. Each use of the squid counts as a move per turn.

Note: Lasts three turns after activation.
Note: Can only be taught by Jᴀʏ
Note: Can only be used twice, two turns between uses.
Note: User cannot use S rank Water techniques the next turn after this jutsu is activated.

Learned here:


(Suiton: Charybdis Kōka) Water Style: The Charybdis Alteration
Type: Offensive/Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The Charybdis Alteration is a simple but useful technique that involves infusing additional chakra into the users water techniques. Water, as a liquid, is capable of invading porous substances such as the ground due to its fluid nature. The Charybdis Alteration seeks to double down on this effect through use of chakra. Under the use of this technique, utilised water techniques will be capable of breaking down into small, minute particles, and ‘soaking’ into porous structures such as the earth upon impact. Thereby, the water technique will, instead of travelling as a body of whole liquid, be capable of traversing in the form of moisture through a solid medium, and then later resurfacing to once again condense into a whole liquid body. What this means is that the user could, for instance, aim a water technique at the ground and, instead of splattering off of the earth, the water technique will immediately soak into it upon contact - devolving into moisture and small particles and utilising the earth as a medium for travel. The same water technique could then re-emerge from the earth at another area, geysering out of the ground as it reforms into a whole body again. Essentially, this allows water techniques to travel through, or use porous structures as a medium for travel. Naturally, this will not be effective if the substance in question is infused with greater amounts of chakra than the water technique in question (following elemental S/W).

Notes:
This technique can be activated instantly as a result of having no independent usages, and will apply to all of the users water techniques (where logically applicable). It will last for two turns, and can only be used twice, furthermore, once it’s duration expires the user will be barred from using Water techniques A rank and above on the next turn. Water techniques with this alteration applied are infused with an additional 10 chakra. However, the drawback of this is that the Charybdis Alteration is sustained, therefore so long as the user is utilising a water technique with this effect applied, and wishes for the effect to remain active on the technique in question, the user will be barred from using elemental jutsu other than Water (or KG/CE that have Water as a part). Naturally, the user will not be barred if they choose to not apply this effect to a water technique, or wish for this effect to no longer be maintain on a water technique.

Learned here:
 
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Houdinii

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Lightning:

(Raiton: Buzoku no San no Keimusho)- Lightning Release: Tribal Sun Prison
Rank: S
Type: Offensive
Range: Mid-Long
Chakra cost: 40
Damage points: 80
Description: The user will perform three hand seals, and then raise ten, flat rectangular pieces of stone from the ground in a circle formation bordering the outside of short range around the opponent. The rectangular stones protrude no higher than the ground, being compared to something like a concrete sidewalk. After they rise to the ground, the user will create large tornadoes of lightning on top of each stone rectangle that shoot up seven feet into the air. This is achieved by the user channeling lightning chakra into the stone, similar to the action in Lightning Release: Four Pillar Bind. As they appear, they begin to rapidly spin around the inside of the circle of stones, converging on the opponent. Once successfully converged around the opponent, the tornadoes combine into one massive fifteen foot tornado, creating a deadly electrical explosion.
Note: Can only be taught by Selendrile
Note: No S-rank lightning on the same or next turn
Note: Usable twice per battle

Learned here:



[Raition: Bakudo #61] - Lightning Release: Way of Binding #61
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user gathers lightning chakra in the index finger (either one) and points it at their enemy to release his lightning chakra around his opponent and use shape manipulation to create 6 flat pieces of what seem to be a triangle, and on his command cause those 6 pieces of triangle impale his enemy from all side around in a hexagonal manner. Once the unfocused raiton chakra pierces the body it will release a flow of electricity throughout the body.

Notes:
-Due to the lightning chakra being unfocused, it can paralyze the enemy for one turn only.
-Can only be used 3x per fight.
-Illustration of jutus shown here: [ ]
-Can only be taught by Venom

Learned here:


(Raiton: Kaminari no Yōna)- Lightning Release: Thunderous Recreation
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (Depends on technique)
Description: An elemental lightning technique based around shape manipulation, a concept deprived from Lightning Release: Lightning Blades Levitation and the Lightning Shadow Clone. The basic concept is, the user will either release unfocused lightning onto a conductible material (either through touch, or sending a bolt through the air, or ground), or inject this jutsu into preexisting lightning to harness the lightning technique/material. The user is able to create duplicates of the original jutsu. The appearance of the duplicated jutsu is exactly the same as the previous technique, their damaging property, rank, size, and purpose of jutsu is relatively the same as well. This technique can be used on streams, projectiles, humanoids, self-sustaining techs, etc. Most of the time "shocking" to touch, the lightning duplicate will have a certain amount of tangibility to remain in shape. The user can create an extra beast for attack, or another spear of lightning. Alternatively, when used on jutsus/weapons with lightning conducted on it, the user can create a duplicate from that as well (only tangible elements). The difference between using this jutsu on already existing lightning, or on conducted lightning, is that the conducted lightning (such as a kunai with nagashi), will appear to be an exact copy, its internal body composed of electricity, but in appearance looks regular as ever. And when struck, reverts back to a regular state of pure lightning. To the opponents eye's, this method would look simply like a clone of the original technique, though this might not fool some forms of sensory, and dojutsu. These duplicate jutsus can be controlled as a streaming, or can be aimed as a projectile. The duplicates are created short range of the original jutsu, but the user can inject/use this jutsu on techniques from virtually any range. The power of the duplicates is equally divided between the numbers created if needed by the user. A drawback to this jutsu is shape matters, it can be used on shaped/tangible lightning techniques, or tangible materials conducted with lightning. This can not be used on one's self with lightning armor based jutsus.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: A duplicate can last up to two turns max
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control
Note: A duplicate can only be used on one technique at a time, if the user wants to use this technique on another, they would have to re-perform this technique

Learned here:


(Raiton: Īguru no enchō)- Lightning Release: Extension of the Eagle
Type: Supplementary/Offense/Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+10 for every shape created)
Damage Points: N/A (Depends on the shape)
Description: An elemental lightning technique based around shape manipulation. The basic concept is, the user will erect a chain, or spear of lightning, out of a users own preexisting lightning technique (not including Chidori). Lightning techniques such as Thunder Dragon Tornado and Lightning Beast Running Technique (and other humanoids) will be able to compliment this technique well, having spear(s) or chain(s) come out the body, for various tasks. This technique is meant to compliment lightning techniques that are focused, or self-sustaining techniques. Some form of lightning combined with other elements (dual elemental technique) can also work with this technique in logical forms. The spear and/or chain are different actually. The spear more lethal, and meant to pierce and deliver serious damage to the opponent (similar to False Darkness Spear), and the chain can actually bind and shock the opponent, paralyzing them in place. Each can reach up to mid range in distance. The user can decide where to raise, and aim the artillery. The user can also decide to control them and continuously move them around the body of the technique (through mental command). A drawback is the user can never perform both a chain and a spear on the same technique, as well as if they decide to erect more of the same shape on a technique, they would have to drain more chakra. The power of this technique is equally divided between the number of created chains/spears.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: A shape can last up to two turns max
Note: A shape can only be used on one technique at a time, if the user wants to change the shape, they would have to re-perform the technique
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control

Learned here:



(Raiton: Rai Shinsei)- Lightning Release: Electrical Reconstruct
Type: Offense/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: An advance lightning application technique, provided by the user through unique shape manipulation. The user by concentrating on their lightning techniques, will re-create the overall bodily structure of most electrical techniques, "hardening" them or in short, making them more concentrated then before. This technique can be considered a "next level" technique, since it can be used on virtually any lightning technique and bring them up a new level of abilities. Even already tangible/concentrated techniques can benefit this jutsu by its effect granted. The initiation of this technique is done by simply performing an extra hand seal during performance of the initial lightning jutsu, it would allow it to be done within the same time-frame. By having lightning more concentrated, they become less likely to conduct on water, have a specific penetrable offensive ability, less unpredictable through movement, but tougher to hear since its so compacted. Brightness remains relatively the same however. This technique can be considered a unique method of electrical creation. This form of lightning can also be used to combat other energy based techniques without phasing through one another. When this technique is used in conjunction to unfocused lightning techniques, they lose their numbing/paralyzing qualities in exchange for more destructive ones. For example, Nagashi would behave as a focused lightning technique. It would expand from the user more slowly due to being a focused lightning technique and it's effects would by no means be immediate. However, it will become capable of dealing damage and destroying higher ranked (S-Rank and below) techniques following Raiton's elemental strengths and weaknesses.

Note: Can only be used four times
Note: Can only be taught by Yusei
Note: Can't be used on Forbidden rank lightning

Learned here:


Raiton: (Farao kesshō hogo) — Lightning Release: Pharaoh's Plasm Protection
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: An advancement of the plasma ball technique. The user will manipulate their chakra to create a golden 360 degree plasma- like barrier of an extremely focused nature around them. Able to serve as a formidable defense, even from techniques as wide-ranged as the Quicksand Waterfall Flow technique. Unlike the initial "Plasma ball technique" which it is derived from, the barrier is capable of manifesting whips from any part of its being. The whips are of a focused nature, exhibiting a somewhat similar solid tangibility to that of chidori true spear. However not to the same extent and thus are more free flowing making them capable of physical actions such as piercing, grabbing, constricting and actions similar. Allowing them to be able to be used in a number of ways. For example having a whip wrap around a sword and proceed to attack with it, or simply controlling a whip to go forward and impale an opponent. The whips are able to extend to mid-range, and there is no limit to how many whips can be manifested. Logic applies of course in the sense that with every additional whip the strength of each individual whip weakens. The user can only use lightning release, basic chakra techniques and physical based techniques while sustaining the barrier. However releasing whips from the barrier cost a move. Another unique effect is the barrier passively releases a surge of electricity into anything it touches, having it conduct (This is A rank and costs an additional move). Also similar to the initial technique, the user can choose to release the barrier, however in a more refined state. Able to release it in a wave from any direction or release it as a 360 degree omnidirectional wave. Due to how focused the barrier itself is, it doesn't retain any shocking or numbing properties, nor do the whips retain such an ability. The technique can be seen as an advancement of the initial plasma barrier technique in regards to an addition of shape manipulation and refinement in control and intensity being more focused. Still however, retaining a few of the limitations of the original technique. Such as only being able to release the barrier up to mid-range, which also applies to the extension of the whips.

Note: Can only be used two times per battle
Note: The technique lasts a maximum of 3 turns
Note: Only Lightning, physical, and basic chakra techniques can be used while sustaining the barrier.
Note: Releasing whips costs an additional move
Note: Having something conduct lightning from contact counts as an additional move
Note: Being released in a wave ends the effects of the technique
Note: 2 turn interval before the technique can be used again
Note: The maximum size of the barrier is short-range and the whips are what enable this technique to reach up to mid-range.
Note: Can only be taught by Yusei

Learned here:


Raiton: Zeusu Takumi no Waza | Lightning Release: Zeus' Craftsmanship
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Calling on concepts from 'Four Pillar Bind' and 'Lightning Blades Levitation', this technique allows the user to perform two hand seals and send Lightning chakra into the ground to carve out multiple shapes of rock through the careful administration of the destructive properties of lightning. Various shapes can be crafted, ranging from walls, cubes and pillars to spikes and even crude weapons. The shapes, filled to the brim and coated with lightning chakra, can be manipulated to violently rise from the ground, guided into a desired position, and can even be made to levitate mid-air. Upon creation the shapes will, acting as conductors and amplifiers for the lightning chakra, release multiple bolts of lightning that dance from one shape to the next at rapid speeds and repeatedly shock anything caught within their formation. Meanwhile the created shapes pose the threat of crushing, smashing into, or stabbing through anything caught within their path. The created shapes can be of a large enough scale to impale and completely incapacitate a large summoning such as Gamabunta. However they can also be created in far smaller sizes for the sake of releasing smaller, yet far more potent lightning bolts. In the case of the creation of but a single shape, lightning will radiate out from around the rock forming a perimeter of electricity that will cover twice the area of that which the rock covers.

Note:
- Can only be used 2x
- No Lightning techniques above A rank in the user's next turn
- Can only be taught by Scaze

Learned here:


(Raiton: Zeusu Mōretsuna Bēru)- Lightning Release: Zeus's Ferocious Veil
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will release an omnidirectional pulse of unfocused electricity from every inch of their body. Initially this electricity does no harm to anything or anyone. The pulse can reach all around the battlefield along the ground and sky. The pulse can just barely be perceived with the naked eye but it cannot be reacted to physically or blocked by a technique. After set the battlefield will have random bursts of non-hazardous electricity. The purpose of this terrain change is whenever the user performs techniques within the vicinity they will naturally conduct with the electricity present around the atmosphere and terrain. However, to activate this conduction the user must perform a hand seal along side with the technique/weapon used this allows for the technique to be used only by the user, so the opponent gains no benefit from this technique. The conduction happens within the same time frame. Kunai's become conducted with ease, every water attack will carry electricity, and earthly material will have a veil of lightning around its body, giving all these types of substances an extra amount of lethality and shocking damage. Only techniques that do not offer a benefit would be things like wind, wood, lightning, fire, etc. Logical elements apply to this as well as their alternative releases. This allows the user to constantly have a source of electricity to combine with their techniques. It does not enhance speed of techniques, gives it a new set of abilities or things of the sort, the technique originally will remain the same ability and purpose wise, just lethality is increased. The amount of electricity around the body of these material will correspond with its original size. This pulse can be manipulated and localized to fit the range and terrain that is needed for the user, but will always have the user in the center. Weapons benefit 10+ damage while techniques will be updated to one rank stronger along with the benefits lightning entails. Essentially any technique created within the dome will have the electricity, material that are created outside it will not have the benefit.

Note: Can only be used twice
Note: Lasts four turns
Note: Must wait two turns before re-use
Note: Only usable with feasible elements
Note: Does not work with techniques above S-Rank


Learned here:

Raiton: Nori sono Kumo)-Lightning Release: Law of the Cloud
Type: Offensive /Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+15 per turn)
Damage: 80
Description:To begin the user will form three hand seals and focus their chakra into the air in an area of their choice but at least 5m away from the opponent. By doing so they form a small flat disc of pure lightning, this disc possess a single function that revolves around offensive jutsu that occur after its creation. For whenever the user would form or release an offensive jutsu at a target the disc would automatically launch a single focused spear of lightning at the target (A ranked in power) which has great piercing properties. The disc will continue to do so for each offensive jutsu the user employs until it ends or is destroyed(Max of 2 spears per turn). The disc passively takes a constant toll on the users chakra to retain its energy and angle itself at its target.
Note:
-Lasts for 2 turns
-Can only be used 2 times
-Can only launch a maximum of 4 spears before it ends, each counting as one of the three jutsu per turn
-Can only use lightning while active
-Can only be taught by Sasori

Learned here:


Raiton:Kegareta ashi-Lightning Release: Dirty Foot
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
The user channels his lightning chakra into the ground to short range from him. With this, he would be mixing his lightning chakra with earth while forming a dormant static electricity within the earth surface. This however does not harm anyone atop the earth but the static lightning only responds to movement and pressure on the ground. The technique is particularly potent not for pressure that results from normal walking but pressure on the earth that results from running. The fast interval of steps on which the opponent makes with the ground would quickly generate static electricity from the ground that spreads outwards from the feet and into the opponent's body. The more the speed, the higher the electricity that would be conducted through the opponent. The static electricy though would not cause fatal electrocution but painful shocking that only paralyses the opponent. The pain from the static shock increases with increase in speed, likewise the level of muscle paralysis increases with increased speed.
This would not work on the user or anyone other than the user walking normally. It only trigers when the opponent is running since the steps puts more pressure on the earth when compared to walking.
-2x per battle
-Last 4 turns or until deactivated
-Paralysis last for 2 turns
-While active, the user can not use other elements except lightning. He is still able to use non elemental abilities though.
-2 turns in between usage.
-The technique is noticeable and can be seen

Learned here:


Raiton:Nisshoku): Lightning Release: Eclipse
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50(-30 per turn)
Damage: 90
Description: The user would weave 3 handsigns and create 4 large portals at least 5 meters from the opponent. The portals would be used to surround him except from below. This means a portal would be above, in front, behind, left and right. The user can place all the portals in an array above the opponent. From each portals, a large dragon entirely made of focused lightning would rain down towards the direction it is facing without the dexterity to divert from its path and would continue until it hits something able to stop it (mid range). The dragon is very large that it would hit and affect a 5m radius impact. The unique aspect of the portal is that it continues to rain down this type of dragon though with different colors until the time for the portal runs out or the portal is destroyed. Each portal would release a dragon per turn without the dragon loosing its power. For example, If the portals release 4 dragons this turn, the four dragons amount to a forbidden rank. The portal release another 4 dragons next turn and they'll also amount to a forbidden ranked attack.
-Portal last for 2 turns until the user stops it or destroyed
-Usable one time per battle
-The user's speed would be reduced by a rank for 2 turns due to over exerting the chakra
-The user suffers 30 damage.
-The user spends 30 chakra every turn its active
-The user can only use 2 moves per turn while its active.
-Unable to use other elemental techniques not lightning while active

Learned here:


(Raiton: Urufu no Jūjika) - Lightning Release: Wolf's Cross
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will begin this technique by first creating four small lightning orbs on every side of the opponent in front, behind, to the right and to the left. The orbs upon their formation are very small and possess a weak charge but as they approach the opponent something odd occurs, this technique is truly a testament to one's mastery over lightning. The orbs of electricity all will upon reaching short range of the opponent begin to attract one another due to their opposite charge, infused within them by the user of this technique, they also increase in size. The lightning used to create this technique is destructive, upon reaching short range around the target, the orbs will erupt into destructive lightning much like chidori remei. This will happen all around the target at the same time crushing the target with destructive lightning on all sides and destroy anything they come into contact with (following lightning s/w). These explode inwards so as to not hurt the user, all shooting inwards from 5m on each side of the target.

Note: Can only be taught by Jᴀʏ
Note: Can only be used twice per battle.
Note: No A rank or above lightning techniques in the same turn or following.
Note: The orbs must be launched at a distance beyond five meters.



(Raiton: Vuaruhara no Handan) | Lightning Release: Judgement of Valhalla
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By performing three handseals and infusing chakra into the sky, the user will be capable of calling down large lightning bolt(s) (up to eight) from the air. Each lightning bolt can have a radius large enough toaffect an area up to short range in size, making them powerful and large enough to pierce gigantic holes through even the largest of summons. As the lightning bolts descend they will rapidly charge the air around them, creating a field of electricity that, similar to ‘levitating blades’ will result in anything within short range of the lightning bolt being forced to levitate, and subsequently drawn in towards the lightning bolt through attraction at the speed of the lightning technique. When the lightning bolt strikes the ground, it will not immediately disappear, but will instead linger as a pillar of lightning after its initial earth shattering impact. Alternatively, the Lightning bolt can be made to disperse upon impact with the ground into an unfocused current so strong that it will charr the earth black as it conducts into the ground, while also neutralising any earthen based chakra within the ground on account of its chakra nature. Naturally, the user will be unaffected by any of the Lightning’s conduction effects as it is their chakra, meanwhile the effects of the Lightning bolt will completely expire after two turns.

Notes:
Can only be used 2x.
No lightning techniques above B rank for the rest of the turn.
Two turn cooldown between uses.

Learned here:


(Raiton: Zeusu no Raimei) | Lightning Release: Zeus’ Thunderbolt
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 (- 10 per turn to sustain)
Damage Points: 80
Description: A technique whereby the user will perform three handseals while rapidly expelling lightning chakra from their body. Through the performance of such, the user will be capable of materialising lightning bolt(s) via infusing the air around them with a strong charge. The amount and sizes of the lightning bolts are freely subject to the users intentions, but could be of a great enough scale to wipe out large earthen constructs such as ‘Opening Earth Rising Excavation’ and send a rain of lightning towards opponents, or small and focused such as a senbon, to deal pinpoint but extreme piercing damage. The real use of this technique however comes when control is maintained over it - through doing so the user will be capable of having lightning bolts split, merge, shift in size and change direction, allowing for the lightning bolts to be easily maneuvered to fulfil various offensive and defensive purposes. While control is sustained, the lightning bolts will also be capable of, on command, dispersing into the ground or solid terrain and conducting through it as a directed unfocused charge, neutralising any earthen based chakra (KG/CE included) within the structure during its travel, and then re-emerging back into a focused lightning bolt when the user so wishes to strike the opponent. This of course respects normal elemental interactions (that is, that the Lightning bolts will weaken when neutralising weaker Earthen chakra), and the surface of the conducting object will glow a distinct blue, serving as a warning hint to observant shinobi of the lightnings presence. Lightning bolts can only be materialized within short range of the user; furthermore, choosing to sustain control over Zeus’ Thunderbolt however has the massive drawback of limiting the user to the lightning element, elements that have lightning as a component, and non-elemental abilities.

Notes:
Can only be used 3x
When the user finishes sustaining this technique they will be barred from using Lightning techniques A rank and above, for the rest of the turn.

Learned here:


(Raiton: Autosupāku) Lightning Style: Outspark
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Outspark is a technique that involves infusing additional chakra into the users Lightning techniques. The result of this is that, the users future lightning techniques will radiate an electric field which will have little to no effect on living beings or most of the common paranephalia of a battlefield due to how weak it is. It will however be strong enough to infuse nearby rubble, bits of debris, small rocks or even droplets of water with an electrical charge. The electrical charge will serve two simultaneous purposes - firstly, like ‘lightning blade levitation’, the bits of rubble will be made to levitate around the lightning technique in question; furthermore, the levitated rubble, infused to the brim with lightning chakra, will vibrate at high speeds. What this means is that once harmless small materials will instead be drawn in towards a lightning technique, and surround it to form a makeshift barrier of extremely abrasive material. This will add a physical edge to the offensive of a lightning technique, and effectively increase its offensive power by +20.

Notes:

This technique can be activated instantly as a result of having no independent usages, and will apply to all of the users lightning techniques (where logically applicable). It will last for two turns, and can only be used twice, furthermore, once it’s duration expires the user will be barred from using Lightning techniques A rank and above on the next turn. Lightning techniques with this alteration applied are infused with an additional 10 chakra.

Learned here:
 
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Houdinii

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Genjutsu:

(Genjutsu: Indoafisshu)- Indoor Fish
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique is a technique designed for torture. Activated through the snap of a finger, the user places the opponent in an illusion where several skeletal, carnivorous, aggressive fish materialize around the opponent. Upon its materialization, the fishes proceed to devour the opponent in any way the user intends them to; whether by robbing them by their limbs, or simply tearing out chunks of flesh, whatever the degree of gore, the fishes will never kill the opponent. However, the effects of the fishes mauling is felt by the opponent in reality. For example, if their legs were torn off, they'd imagine unbearable pain, and shock from losing their legs. In addition to the mental stress and pain, they would also, due to the reality of the illusion, believe that they can no longer use their legs. Hence, any damage sustained within the illusion is believed to be real until the illusion is released.

Note:
- Can only be used 3x per battle
- No A-rank and above Genjutsu for the next 2 turns

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Learned here:



(Magen: Miyagi no Sukāretto Bonsai)- Demonic Illusion: Miyagi's Scarlet Bonsai
Rank: S
Type: Offensive
Range: Short-Mid
Chakra cost: 40
Damage points: 80
Description: The user will perform three hand seals (Dragon → Boar → Rat), and then channel their chakra into their opponent’s nervous system, taking control of their senses. Immediately after, the opponent will feel an uncomfortable piercing and twisting pain throughout their entire body, as if they are being pinched by something incredibly sharp. Soon after, their flesh suddenly erupts from underneath their skin, causing massive hemorrhaging and blood to run down their body. The muscles and skin of the limbs rise up into the air, twisting and forming into several species of flowers, vines and small leaves. The organs of the abdominal cavity spill out, and curl into long, thick roots. These roots slither down the body and attach to the ground. On the forehead of the enemy, the skin bursts open sending a torrent of blood down the face, clogging the airways of the opponent, suffocating them. The flesh rises up and forms into a gnarled, old bonsai tree. The growing garden of flesh continues its formation until the body of the opponent is virtually unrecognizable, replaced by the image of a small, lush garden of human entrails, flesh, and muscle. Due to the initial growing of the flesh garden, the massive pain “experienced” by the opponent completely restricts their movement and causes severe mental stress.
Note: Can only be taught by Selendrile
Note: Usable twice per battle
Note: No genjutsu above A-rank the same or next turn

Learned here:



(Genjutsu - Yuugen Sho) - Illusionary Arts - Phantasmal Fists
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 (if the strike connects)
Description: The user begins by molding chakra and sending it into an opponent's system, putting both hands palms out facing the enemy triggering the illusion. They will then begin to circle both hands outwards like making a sideways 8 as the user disappears from view, only the encircling hands remain as the background goes black and more hands appear encircling the area 360* horizontally around the target. In reality, the user swiftly maneuvers to behind the enemy, molding Futon chakra to the hands and strikes, thrusting with both hands together like a blade hard enough to pierce bone.

~Notes~
-Can be used 2x's per battle
-Must be taught by -Vegeta
-reference-


Learned here:



(Magen: Shōten no Yugami) - Demonic Illusion: Focus Distortion
Type: Supplmentary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: This genjutsu slowly robs the victim of their ability to visually focus on the surrounding environment, effectively disrupting their ability to properly react to their opponents. This technique initially manifests itself as a slight blurriness around moving objects, that eventually escalates to the inability to focus on any visual target whatsoever. As the effect is not instantaneous, are more likely to believe the effects of the illusion as reality. Due to the perceived visual blur, victims of this technique often demonstrate decreased accuracy and reaction time, which can put an individual at a significant disadvantage. It's similar to what Sasuke went through, when he overused his mangenkyō sharingan to the extent of extreme distorted vision.

♦ Note: This technique can only be taught by Lucifer.
♦ Note: This technique can only be used trice per battle.
♦ Note: The user cannot perform any type of Genjutsu the next turn.

Learned here:



(Genjutsu: Baghuul no hōyō) | Illusionary Arts: Baghuul's Embrace]
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user will start off by forming three hand seals, and induce a dormant Genjutsu on the opponent. The Genjutsu would cause the opponent experience effects based on the materials they come into contact with, as it encompasses three materials, namely; mist, dust, and steam. Through either the opponent's mist, or the users, the opponent will experience the mist to become colder to the touch and start to constrict them as it gets more compressed, and presses against their body, limiting their movements within the mist and making it difficult for them to traverse through it. Through dust formed with Earthen/Wind techniques, or the user/opponent's, and when under the effects of this Genjutsu, the opponent will encounter a tingling sensation, as it feels like the dust enters into their pores, or through every open orifice and drastically increase the opponent's weight, of their clothes and their own body, making them slower as they perceive themselves to be heavier, and causing them to move at two ranks lower than their normal rank when affected by the Genjutsu. Through either the opponent's steam, or the users, or when two techniques clash and create steam, the Genjutsu will take effect. The opponent would perceive the steam as having acidic properties, as their skin begin to form boils and sores, and the acidic nature of the steam would affect the opponent's clothes as well. In reality, nothing happens to the opponent, only within the Genjutsu. Only one of the effects can be done at a time, and after doing so, there should be a two turn cool down between them.

Notes:

-Can only be taught by Detective L.
-Can only be used three times a fight.
-No A rank and above Genjutsu in the next turn, and S rank and above in the one after that.
-A two turn cool down between each effect of the Genjutsu, and only one effect at a time.

Learned here:




(Sukārettogen : Chou no Odayaka na Fukkatsu) Scarlet Illusion: Gentle Rebirth of the Butterfly
Show
Type: Supplementary | Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra to maintain)
Damage: N/A
Description: The user will make two hand seals before channeling chakra into the brain of the enemy inducing an illusion. Once this happens, the effects of the illusion will not occur right away as it would rather stay dormant until the trigger is met. When the user attacks the with a ranged ninjutsu and they managed to counter it, the illusion kicks in at this time where the technique when countered will “repair” itself and reform after being destroyed. This allows the user to fool the enemy into thinking that their techniques have a sort of self-revival mechanism behind it. The user however is in full control of the illusion, and as such can control the minor details such as the technique turning paths to re aim towards the enemy , all the way to splitting the technique down into small versions after it revives. This adds uniqueness towards the illusion’s power and allows for many different forms of tactics from the user. While the technique is reforming, a small chime/bell like sound is heard as well as time slowing down each time. This although minor, gives the enemy some sort of “indication” of it being an illusion as the chime is heard every time with no true source of the sound.

*Can be used four times per battle*
*Remains dormant for two turns before dispersing naturally, lasts two turns once the effects are triggered*
*No Genjutsu above B -rank in the same turn*

Learned here:


(Genjutsu: Douzen Ada ) Illusionary Technique: Natural Enemy
Type: Defence
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: n/a
Description: User does 5 hand seals and places his opponent's summoning in a genjutsu that makes them see the user summon their natural predator four times the size of them (the opponent's summon), paralyzing them with fear and causing them to reverse summon away to safety.
-Doesn't work on boss summons
-Twice per battle.
-Can't use A-rank and above Genjutsu for the next two turns after this jutsu
-Only taught by Professor Sarutobi.

Learned here:


(Genjutsu Ogi: Itazura) Secret Illusion Arts: Prankster
Type: Offensive | Defensive
Rank: A -Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will form 3 handseals, causing a genjutsu to occur. While the target holds a weapon or instrument(anything you can hold), the user is able to use this genjutsu to make it appear as if the held object turns into an animal(based on the user's contact). The illusionary animal then attacks the target, grabbing there limbs and preventing them from moving. This can also work on elemental techniques used by the enemy, having the technique appeared to have changed into a animal as well. This adds some uniqueness as the user can make the animal appear as if it was created from the element its self, meaning creating a fire fox if used on a fire technique etc as an example. The technique lasts for 3 turns to which the user can transform as much objects as they want within this interval. The user can also add extra effects like smoke , heat(for fire) and so forth as well to add more realism.

*Each usage lasts 3 turns*
*Can be used twice per battle*
*Can only be used by signers of an animal contract*

Learned here:
 
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Houdinii

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Village Customs:

Ame

(Suiton: Mizu Meiden) Water release: Water Maiden
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing Water release: Rain Tiger at Will and having it still active, the user will perform the Ram -> Tiger seals and quickly open their arms and clap their hands together causing the rain within short range of the targets left and right, to move quickly towards each other, the speed at which they converge elongating the rain droplets into thousands of tiny sharp blades that pierce the enemy as they move towards each other similar to an Iron maiden.
Notes:
- Can only be used thrice per battle
- Cannot be used in succession
- Can only be used by a member of Amegakure no Sato

(Genjutsu: Nagato no Kioku) - Illusion Technique: Nagato's Remembrance
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs four hand signs and to trap the opponent in a genjutsu where the opponent sees the hand of the Gedo statue comes out the ground and grab hold of them, immobilising them in reality. The opponent then sees the rest of Gedo Statue rise out of the ground in front of them and where it releases the aura-dragon which moves to attack the opponent. When the Aura-Dragon appears to touch the opponent it causes immense mental stress. This can be cast on two opponents at the same time by altering the illusion to make it appear as though two arms rise from the ground to capture both targets and by making the illusionary aura-dragon attack both of them.
Notes:
- Usable only three times per battle
- Usable only by Ninja from Amegakure
- Usable once every two turns.


Ame Kussetsu no Jutsu (Rain Refraction Technique)
Type: Supplementary
Rank: B
Range: Long range.
Chakra: 20 (+10 per turn)
Damage: N/A
Description: The user will send there chakra into the falling rain via use of the Tiger→Ram→Snake hand seals, redirecting the light in such a way that the opponent's will see the user standing in a different location, by altering the way light is reflected and refracted through the rain drops. As such, the opponent will see the opponent standing elsewhere from their actual location, causing them to aim at the wrong location. This could possible cause the opponent to think they are in a genjutsu or are facing Haze clones as the their jutsu will simply phase through it. The user of this jutsu would also be able to manipulate the direction jutsu may be coming from, by altering the way the light is reflecting through the rain. As such, a jutsu could be sent from the opponent's left but they will see it being sent from a point directly in front of them.
Notes:
- this ninjutsu only effects what the opponents sees, their other senses are left alone,
- lasts four turns or until the user cancels the jutsu,
- can be used three times per match.


Mirāju ame : Rain Mirage
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: -
Description: The user manipulates their chakra in the rain, allowing it to infiltrate their opponents body on contact, disturbing their chakra flow and implanting a false series of events, this is essentially an extremely advanced version of the false surrounding technique, allowing the user to control what the opponents senses experience.
Note: Usable once per battle
Note: Lasts 2 turns
Note: Cannot be used to remove the opponents senses, only manipulate them to experience an alternate series of events


Kiri

(Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist
Rank: A
Type: Defence/Supplementary
Chakra cost: 30
Damage: N/A
Description: A variation of the Hidden Mist jutsu, but instead of releasing normal mist, the user makes extremely cold "freezing" mist. This mist is so cold that the evaporated water of the mist changes into ice crystals. The result of this is that the mist is a lot "heavier" which makes it more difficult to just blow away. It's most effective against people who user IG for example. The cold of the mist makes the joints of the opponent slower functioning, due to his fast breath his longs start to freeze at a rapid rate (he breaths fast the cold air in) but above all the ice crystals start to attach themselves to solid objects more easier than normal water of mist. This makes the opponent loose energy and heat rapidly, which makes his movements yet again a lot slower.
The effect is the same on normal people, for instance the speed of making handseals slows down, same goes for their reflexes. Since the mist is made of the user's chakra, it does not affect him.

( Kirigakure Hijutsu: Mujogihen ) - Kirgakure's Secret Technique - Artificial Mist Deception
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.
* Can be used only once per battle
* Leeches user's chakra 10 per turn
* User cannot use Forbidden Rank techniques while it is active of any element.
* Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) - even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.

(Kirigakure Hijutsu: Mizu Ryuushi Sanran) - Hidden Mist's Secret Technique: Water Particle Dispersion
Rank: A
Type: Defence/Supplementary
Range: Short-Medium
Chakra Cost: 30
Damage Points: -
Description: Once the opponent attacks the user with a water technique, the user will release water and wind chakra through the air. Suddenly, the water jutsu of the opponent disperses and turns into a thick mist correspondent to the amount of water dispersed, giving advantage to the Kiri ninja who are used to fighting in the Mist.
~ -10 damage to user per use
~ No water techniques of S rank and above next turn

(Suiton: Kyuuketsuki Gesuidou) - Water Release: Vampiric Drain
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will perform two handseals before focusing their chakra into a technique produced mist in order to grant it a unique chakra sapping quality. This technique takes a unique twist on a low-level Kirigakure technique (Water Release Secret Technique: Mist Rain) which drains chakra from the opponent's techniques for the sole purpose of weakening them by a small degree. In contrast, this technique allows the mist to absorb all of the chakra in the opponent's techniques for various purposes. Techniques which seek to locate the user through chakra sensing means (e.g. Rain Tiger at Will or Gaara's sensory sand) will prove to be futile as the substance being used will become devoid of chakra and will no longer be linked to the creator's senses. However, this will not affect ordinary chakra sensing (chakra sensing via the user's own body). Constructs and objects will simply simply dissipate and fall to the floor with nothing retaining their form or structure. The chakra sapping mist will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for non-earthen elements strong to Suiton). Furthermore, this technique will only work on non-solid techniques and certain solid techniques, so Earthen materials strong to water are immune to this jutsu's effects.

Note: Can only be used three times per battle
Note: Can only be used by Kirigakure Shinobi
Note: Chakra draining effects will only work on techniques, not on living creatures.

(Suiton: Fuchi no Watatsumi Hebi) - Water Release: Abyss of the Leviathan
Rank: S
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals before focusing their chakra into a technique-produced mist. Through shape manipulation, the user will form portions of the surrounding mist into countless grotesque sea serpent-like creatures which appear to be "swimming" around inside of the mist itself. These hideous creatures are blind by nature, however they're capable of sensing anything (whether or not it possess chakra) in direct contact with the mist. Furthermore, these creatures exhibit certain but limited chakra draining qualities (Similar to Water Release: Grudge Rain Technique), so as long as the opponent remains in contact with the creatures they'll gradually be depleted of chakra (50 chakra per turn). Whenever the user wishes to, he can command the swarm to converge on the opponent from all sides in a furious feeding frenzy with such ferocity that the surrounding mist will begin to boil and churn, before being stained by the crimson blood. Despite the viciousness of the attack, the sea serpents are more than mindful not to harm their creator in the slightest.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.

(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (60 damage if used offensively)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality. The mist itself will first absorb and then embody the properties of whatever it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually through the use of the Serpent handseal and its effects will only activate in the following turn. Not only that, but not all absorbed techniques can have their effects reciprocated but most can e.g. the majority water, earth or wind techniques. This absorption will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for elements strong to Suiton). Not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits can be embodied by mist (e.g. the stickiness of water, the numbing nature of lightning, the volatility of flammable mud and et cetera). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.

(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their suiton chakra into the ground below to saturate the battlefield with with a large quantity of dense sticky water, similar in composition to the one produced in Water Release: Starch Syrup Capture Field. This user will then cause this adhesive liquid to seep from the ground in multiple places across the terrain as large circular "patches" of fluid, which will attach to anything they come into contact with, quickly binding the target object/person in place. The moment the sticky water attaches to something, it will begin to display symbiotic-like behaviour, attempting to envelop its unfortunate victim completely by slowly crawling up and around it, with this process varying in length depending on the size of the object/organism(s) being targeted. If used on living organism(s), the fluid behaves in a way comparable to quick sand, with the infestation spreading much more rapidly, the more the victim struggles against it. Small objects such as kunai, shuriken, swords and etc will be covered almost immediately, with the added effect of being ingested deep into the ground itself, clearing the battlefield of their presence. Underground travel of people/summons/objects will also be rendered almost impossible as the source of sticky water will ensnare whatever attempts to traverse through it. Alternatively, this jutsu is also extremely proficient against large ground-based summons, as they encompass a vast amount of space and will inevitably make contact with several patches of sticky water, resulting in them being covered at an accelerated rate. Using this jutsu gives the battlefield the appearance of a swamp, with several pond-sized patches of sticky water scattered across the terrain. As a result, this jutsu is often seen as the localized water-based counterpart of Earth Release: Swamp of the Underworld, with the inherent difference of the sticky fluid climbing up the user instead of them sinking into it. Each of these circular patches of fluid are two meters in diameter. This technique also acts as an effective defense against speed-based users, since the sticky patches of fluid can span out from the user's position to act as a "protective minefield". One wrong step can lead to the opponent being captured and ensnared.

Note: Lasts for two turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
 
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Houdinii

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Ninjutsu

(Hebiātsu: Sunēku no Ishii) - Snake Arts: A Snake's Dying Wish
Type: Offensive
Rank: C-S
Range: Short -Long (for activation) (short - mid for explosion)
Chakra: 15 - 40
Damage: 30 - 80
Description: This jutsu involves sacrificing a snake summoning to try and end an opponent once and for all. The user place an explosive tag onto their snake summon and do the snake sign having the tags multiply until all of the snakes scales are now explosive tags. The user will than do the ram sign and and send a pulse of chakra into the snake causing it to explode and having all the tags go off also resulting in a huge explosion. The impact and strength of this jutsu depends on the length of the snake summoning making it stronger if the snake is longer. 1m-10m = C-rank explosion, 11m - 20m = B-rank explosion, 21m - 30m explosion, 31m - 49m A rank explosion, +50m S rank rank explosion If the user uses this with summons as big as Manda than the user must find a way to protect himself from the explosion.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Note: Usable 3 times a match with a 2 turn cool down of snake ninjutsu

Learned here:



(Ninpo: Tan'ya) - Ninja Art: Metalsmith
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra cost: 20 (+5 each reformation)
Damage points: N/A
Description: The user simply needs to make physical contact for this technique to function. By touching a weapon, the user is able to insert chakra into the object. By doing so, the user is freely able to manipulate the weapon’s size. This can be used on both held weapons (such as katanas, kunai, staffs, etc.) and thrown weapons (kunai, shuriken, senbon, etc.) The user is able to change the shape of any weapon-type object up to any size, following logic and reasoning. A small weapon such as a shuriken can be increased to the size of a windmill shuriken, or reduced to the size of a single marble. If thrown, the user is continually able to freely change the object’s size, expending another 5 chakra, but cannot alter its path or anything of the like. This technique is based upon the less advanced version, "Ninja Art: Giant Shuriken Technique." After this technique ends, any altered objects will revert back to their original size at their current location.
- Usable four times per battle
- Effects last two turns

Learned here:


Samu no Ougonjutsu) - Aggregation of Alchemy
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A (60 damage if converted object is used to attack the opponent)
Description: This is the brother technique to the Assimilate All Creation Technique. Instead of causing his body to take on the properties of any given solid, the user will make contact with two different materials and cause one of the targeted materials to take on all of the properties of the other. Most commonly this is done to obtain two handheld weapons if the user only possess one e.g. the user picks up a stick with one hand and imbues it with the properties of the sword they hold in the other. One limitation on this technique is that it is still an A-Rank ninjutsu technique in power meaning the targeted material/object can only defend against B-Rank and below elemental techniques. Unlike its lesser counterpart, this technique can be sustained passively as long contact with the material in question is maintained. Maintaining this technique doesn't hinder the user in any way (doesn't restrict the user to certain elements since it is a ninjutsu technique) and he can freely utilize other techniques. However his ability to use handseals may be prohibited depending on how he's in contact with the two separate materials. If the user stops fueling the technique with chakra or contact with one of the objects is severed, even momentarily, the converted object will only retain the properties of other material for two turns. Due to this slight delay in reverting back to normal, this technique is sometimes used to counterfeit gold, jewelry and valuables.

Note: Can only be used thrice per battle
Note: Can only be taught by -Venom-

Learned here:



(Hebiātsu: Manda Sukēru) - Snake Arts: Manda Scales
Type: Defensive/Supplementary
Rank: S
Range: Short (Self)
Chakra: 40 ( -5 per turn to the user)
Damage: N/A
Description: The user will channel their chakra through out their entire body. By being able to summon Manda the user will summon a layer of Manda's scales that covers their entire body giving their body the strength of Manda's scales. The scales will be able to take up to A rank jutsus and is able to take one S rank jutsu but the user will have to shed the scales off their skin to survive it. The user will be able to get rid of scales anytime they chose but than won't be able to use this jutsu again for 3 turns.
Note: Last for 2 turns
Note: Only usable by Snake users
Note: Can't have Manda on the field at the same time
Note: Usable twice per a match with a 3 turn cool down

Learned here:


(Ninjutsu: Misshutsu)- Ninja Art: Closed Doors
Type: Defense/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: A very simple ninjutsu based technique. The user will release an omnidirectional pulse of chakra that moves at amazing speed, an opponent would be unable to physically or use a technique stop the pulse, and the pulse appears in a light blue pulse. The pulse will cover the entire terrain to long range, mixing in with any sort of non-chakra infused material. After the pulse is set, the user will not be able to see the chakra no longer (won't fool most forms of dojutsu and sensory). The pulse purpose is simple, to create a barricade, preventing material of any sorts from phasing in those objects and hiding away from the user. Techniques like Tag Hiding Technique, hiding in a rock, etc will be completely rendered useless, due to the chakra preventing people from phasing physically in. A great defense to prevent most stealth attacks. Despite its great defensive purpose, it does not extend to S/T phasing (Obito ability). A by-product of using this technique is that anything inside/merged into a medium will be forcefully surfaced from the ground if the user's chakra overpowers their own. The extraction happens as a result of using this technique and the user does not control what can be extracted, it surfaces whether the users wants it to or not.

Note: Lasts four turns
Note: Can only be used twice
Note: Can only be taught by Joker
Note: Can not use regular ninjutsu above B-Rank after technique ends

Learned here:


Ninpo: (Tamashī yakiire yoku) — Ninja Art: Soul Hardening Greed
Type: Supplementary, Defensive, Offensive
Rank: A
Range: Short
Chakra Cost: 30 (- 10 per turn)
Damage Points: + 15 to tai
Description: A technique derived from the "Leech All Creation Technique" and partly inspired by the infamous "Earth Spear Technique" in use. The user will focus chakra throughout their entire body. The chakra has the unique property of assimilation, granting it the ability to assimilate a material upon contact and take on its traits. Unlike the technique from which it is derived from however, it does not convert the user into that material, rather specifically converts their skin, becoming slightly thicker as a result. The converted skin while slightly differing based on the material mimicking, for the most part provides a quick and durable defense to physical based attacks and heat based techniques of the same rank without any harm to the user. Yet with no difference in weight or bulkiness and therefore does not hamper the users movements in anyway. Also similar to its derived technique it constantly reforms as long as the user has physical contact with the material. Requiring the opponent to neutralize it with a technique of equal rank to completely stop the reformation rather then end it for a moment. Something to note is the technique despite being a defensive one, logically allows a minor enhancement to the offensive capabilities of the user. Capable of being used in a manner similar to earth spear, such as using ones hand to pierce the opponent. An additional perk of the technique is despite being a ninjutsu the mechanics of the technique are capable of being produced through earth release if the user is skilled enough in the element. Therefore earth specialists (primary or secondary) will be able to use this as an earth technique as well as being capable of using the technique as an S-rank once per battle (at the chakra cost of an S-rank), following earth's strength's and weaknesses of course.

Note: Lasts three turns
Note: Can be used three times
Note: Can not be used in consecutive turns
Note: No A-rank or higher Ninjutsu in same turn.
Note: Can only be taught by Yusei

Learned here:


(Yokoshimana Kibaku Fuda no Jutsu) – Devious Explosive Tags Technique
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Based on the principle of the Hidden Explosive Tags Technique the user slams their hand against a surface and using his or her chakra is able to stream a multitude of paper tags through the applied surface. Unlike the Hidden Explosive Tags Technique these tags will emerge from the surface at any point desired by the user and will form any solid shape within reason that the user desires. These forms created by this technique can range from generic pillars of tags, a carpet of tags to cover a surface, or even simple spheres and solid formations which rest on the surface they are produced from. While merged and streamed through the ground the tags, with the user’s chakra, are hidden from sight and are essentially merged with it protecting their presence. When the tags come in contact with solid matter or an opposing force these tags will automatically detonate producing an explosion proportional to the number of tags used. Alternatively the user can detonate the tags according to their will voiding the need for contact with an opposing force or solid matter. The explosions produced by the tags can be manipulated by the user controlling their directionality. Devious Explosive Tags Technique can be used four times per battle and cannot be used in consecutive turns.
Notes:
Can only be taught by Osmon

Learned here:


(Ninpo : Hane mawaru eafurōkabā) - Ninja Art : Gambol Shroud
Type : Offensive / Defensive / Supplementary
Rank : A
Range : Short
Chakra Cost : 30
Damage Points : 60
Description :
The User releases a burst of chakra from around there body and moves in a certain direction, whether it be forward, upwards, backwards or to the side the chakra will remain where they once stood manifesting into an element to carry different effects. The Shroud of Chakra basically stays there and takes the hit whilst the user moves out the way, though the effects could be different and be advantageous especially in close range.
Raw Shadow
A Supplementary / Defensive use, the user will release a burst of chakra and move away from it. The Chakra will notmanifest into the elemental affinity and will retain the shape of the user's body producing a sort of copy like the shadow clone but it has a tiny amount of chakra to carry some sort of form. The Body can be used to take a hit or as a temporary platform as it can also be formed whilst airborne
Burning Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Fire whilst retaining the shape of the user's body, though it would explode at the user's will causing the opponent (and the user if not careful) to be blown away. The explosion as a 2 meter radius and isn't fatal, it will cause minor cuts and burns over the victim if they are caught by it.
Petrified Shadow
Good to use when the opponent is attacking you in close combat, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Earth whilst retaining the shape of the user's body a stone statue will be left behind as a defence. However it can also be used when the opponent tries to attack with a weapon or with their limbs, the earth manifesting around said weapon or limb to trap them as you make your next attack.
Liquid Shadow
Good to use when the opponent is moving towards you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of water whilst retaining the shape of the user's body, the water can either be sticky or not leaving behind a small water source or trapping a target if they manage to walk into the liquid.
Shocking Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Lightning whilst retaining the shape of the user's body, the lightning will branch off from the left behind body to any target within short range and will shock them with lightning damage.

Restrictions
- Can't be use another ability in the same turn as a different one
- Usable 4 times a battle
- Requires a turn cool down after each use.

Learned here:
 
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Houdinii

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Sage Mode:

[Senpo: Waikyoku Zennou no Sennin] - Sage Mode: Torture of the Almighty Sage
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: Using the same principle as "Ice Release: 1000 Needles of Death" the user would focus his natural energy all around his opponent. Once done, the user would materialize the the natural energy into hundreds of small sized needles which surrounds all directions and angles of the opponent. At the user's will, the needles would all attack the opponent at once, piercing him from all angles. It could also be done at several enemies, but the number and power of the needles would be split according to the number of enemies. The needles need to be created at least one meter away from any opponents.
-Uses 2 turns on SM
-Can't use SM technique higher than A-rank the same turn
-Can't use SM technique higher than S-rank the following turn

Learned here:



( Senpō: ēesupī no hitokuchi | Sage Art: Bite of The Burrowing Asps )
Type: Offensive/Defensive
Rank: A-rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
ēesupī no hitokuchi is based off of the frog kata passed down in the toad contract, using Senjutsu mixed with an elemental nature to enhance the user's close quarters combat. The user would make use of the technique by creating an aura of Senjutsu around the limbs; specifically the arms, legs and the head. The aura would take on the shape of many snake heads, each limb having the head of the snake encompassing it, leaving the limb to act as the "tongue" within the snake mouths. On top of being Senjutsu based, the user also infuses the snakes with his wind natured chakra, giving it a slicing wind type of exterior along with having a faint greenish glow to them. Each snake head would be based off a specific species of snake, specifically the Burrowing Asp. The Burrowing Asp has a pair of fangs which are very flexible, enabling them to independently move each fang which in different directions when biting. The snake aura would act exactly like the Asp's bite, using the two fangs to make separate attacks simultaneous to Taijutsu used in conjunction. When the user does an attack, the snake heads extend from the user's limb about 5m (edge of short range), striking with the fangs in the most flexible manner if needed. The fangs would be capable moving around small obstacles to hit the target and even hit places that aren't typically reachable with an average close quarters assault. This allows the sage to become very dangerous, dealing piercing/slicing damage with his blows along with the actual blunt force of taijutsu.

Note: Can only be used by Snake Sage Mode users.
Note: Can only be used 4 times per battle/event, lasting one turn each use
Note: Will shorten Sage Mode by 2 turns upon each activation. Must wait 1 turn to use it again
Note: The Fangs power are A-rank damage split into two, unless only using one fang, which would cause the full 60dmg
Note: No Senjutsu based techniques above A-rank are usable the turn after this is used

Learned here:



(Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain. If the user is already in Sage Mode when the use this jutsu they can use the rain to add 1 turn for each turn in the rain, the turn used not counting. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 3 times a match, lasting 4 turns each use.
Note: Requires a 2 turn cool down between uses
Note: Must be taught by Korra.

Learned here:


Senpo: Ribaiasan no aryūru) Sage Art: Leviathan's Allure
Type: Defense/Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per round to sustain)
Damage: N/a
Description: Leviathan's Allure is a sage technique that uses natural energy to breath life into a natural existing source in a gaseous state, for example; mist, smoke, smog, etc., devoid of chakra. This allows the user to gain control over said source to a partial degree, triggered with a single hand seal, the source is then guided by the user's will in terms of control. Once activated, the user is able to shape near solid serpent like leviathans out of the source able to; clench on, restrain, or hinder the target without preventing damage to them. Likewise the user can use these leviathans himself for many supplementary reasons during battle, and once per activation, the user can shape a special red-eyed leviathan with an A ranked defense to be used until destroyed or the technique ends. All creations except for the red-eyed leviathan, whose creation costs an additional move, hold strengths divided amongst each other. The leviathans can only be created if the source allows, or in other words is big enough, and their dimensions must be relative to the size of the source as well; small sources make a single or small plethora of leviathans within 3m dimensions, medium sources within 8m, large supplies have no limit. Being that the source in control is in a gaseous state, wind techniques of equal rank can break constructs while dissipating the source making it ineffective. Once activated this jutsu lasts for three turns, or until the source is dispersed/countered.
NOTES
►Can be used 3x per battle
►Has a 2 turn cool down
►No jutsu above S rank while active
►User must know Sage Mode
►Can only be taught by ZandaT

Learned here:



(Senjutsu: Muki kansō) - Sage Technique: Inorganic Desiccation
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: This technique is a unique take on the inorganic reanimation ability. Essentially the ability allows the user to reach in to natural substances and pull the natural energy from causing them to become desiccated and damaged. When used against earth for example the earth would become seemingly older and barren causing it to crack and fracture in to dust (in case of a mud, it would dry out the mud). When used against water the liquid would become stagnant and their bonds will break down, so that the mass of water breaks down into a fine mist, to basic moisture in the air (like that produces when we breathe) nullifying the water. When used on techniques this can be performed at range with no physical contact. Due to the technique being natural energy based it's capable of defending from all techniques S rank and below that are not dual nature, such as lava or ice. And additional use of this technique is to draw out chakra from nature into the air, to disrupt currents in the air, this can be used to nullify the flow of wind release techniques. Not only this, but due to the short burst of chakra being pulled out through this technique, the users next sage technique will gain at +1 rank in damage, or +20 damage to S rank and above.

Note: May be used twice per battle. Two turns between uses
Note: Reduces sage mode by 1 turn
Note: This technique can only be used during sage mode.
Note: May only be taught by Jhin
Note: No senjutsu techniques in the turn following this above A rank.

Learned here:



(Senjutsu: Shin Kusanagi) - Sage Technique: Constriction Of Jormungandr
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique is a unique take on the inorganic reanimation ability. Designed to impede an opponent greatly. By focusing their natural energy in to the Moisture in a targeted radius up to twenty meters in diameter the user will cause the air molecules to become infused with large amounts of natural energy and control them in one of two unique ways. The first method involves the density of the moisture and will allow the user to in essence create a zone of high pressure that will greatly inhibit the movement of the opponent as though they were very far underwater and under a great amount of pressure. Causing them to lose any active speed modifiers while in the zone reverting to their base speed, and reducing that base speed level by 3 levels. Additionally it will take them twice as long to form handseals and they will be unable to string four or more handseals per turn due to the crushing weight. The second seemingly more simple method involves pushing the moisture molecules closer together to create what can be perceived as thick air, like in muggy weather, making it more difficult to breathe. While in the zone of low oxygen the opponent will be entirely unable to use fire release jutsu due to the dense moisture dampening the fire, they will also suffer effects of vertigo and confusion to begin with suffering blurred vision that will cause them to lose levels of tracking speed each turn they remain in the zone. After 3 turns in the zone the opponent will pass out due to a lack of oxygen in the body much like drowning. However both zones once placed can not be relocated and can be escaped by an opponent.

Note: May be used twice per battle. Two turns between uses.
Note: This technique can only be used during sage mode.
Note: Both variations drain two turns of sage mode upon activation, but are both self sustaining once used.
Note: May only be taught by Jhin
Note: No senjutsu techniques above A rank in the turn the zones end.

Learned here:
 
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Snakes:

( Hebi Kuchiyose - Raditz ) Snake Summoning - Raditz
Type: Attack/Defense/Supplemental
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: By wiping blood on their snake tattoo and molding chakra, the user can summon Raditz to the field. Raditz is a snake that lives in muddy, murky environments near Ryūchi Cave and thrives in it being able to move swiftly thru-out it. He is 40 meters long and 3 1/2 meters diameter with black and brown scales and has a wide enough head to support several people. He is relatively older than most snake summons, however he doesn't seem like it as his speed is that of a Sage Ranked Tai specialist. Living in this muddy murky swampland he studied for years to master Earth release, becoming able to use all jutsu up to S ranks without the need for seals and can use Snake Ninjutsu as well. His years of studying Earth release in his natural environment has led him to gain some special abilities, he created his own techniques for using muddy environments in his attacks by coating his scales in a specially molded earth chakra. Instead of sinking in a watery/swampy or muddy environment as seen when Manda was assaulted, he is able to move about freely as if swimming with ease and doesn't sink. He is able to be summoned above ground as well as underground, and if he is summoned under a normal earthen environment, upon summoning him the area he is summoned in will be converted to mud upon his summoning, allowing him to emerge from below ground. Due to coating his scales in specially molded earth chakra, he is immune to attacks B rank and below following logic and S/W. Due to his immense size coupled with his scales, a melee attack from either his head or tail will do tremendous damage. A bite from him would cause paralysis after 2 turns to the affected area, and he is large enough to easily consume someone whole.

~Notes~
- Must be taught by -Vegeta
- Cannot be on the field if Manda is present
- Stays on the field for 4 turns or until dispersed
- In the turn summoned, no Snake Ninjutsu above A rank after Raditz is summoned
- If changing the consistancy of the ground during summoning, it counts as 2 moves though occurs in the same time frame

Learned here:


(Hebiātsu - Akireusu no shi) Snake Arts - Death of Achilles
Show
Type: Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40 (15 per turn after initial bite)
Description: By molding chakra and wiping blood on their summoning tattoo, the user summons 2 snakes 1 inch in diameter and 1 foot long that travel down the users pant legs entering the ground behind each heel. Being small in size, it takes the 2 snakes 1 turn to travel to mid range, and 2 turns to travel up to Long range. the snakes are fairly weak, and only live for 2 turns as is but they have 1 purpose in life upon being summoned, to seek out the opponent and bite into their Achilles tendon on each of the opponents legs. Upon biting, they pump venom into the enemy that begins to numb their legs. After 1 turn movement speed will drop 1 rank and after 2 turns the legs begin to go completely numb making speedy movements impossible. After 3 turns the victim will have the same limitations as the 1st turn, then on the 4th turn they will return to normal speed.

~Notes~
- Can be used 4x
- Must be taught by -Vegeta
- Must have signed the Snake contract and completed Snake Ninjutsu training to use

Learned here:


Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Show
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.

Learned here:
 
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Houdinii

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Custom Fighting Styles:

Mark of the Trickster:


(Mato sono Kanningu: Tou jin Buraindo)- Mark of the Trickster: Rob ‘em Blind
Rank: A
Type: Offensive/Supplementary
Range: Short (Long for the flash)
Chakra Cost: 30
Damage Points: 60
The user begins this technique by initiating a flash from their chest, arm or leg, from which they will continue to produce continuous flashes with very small intervals in between. The small degree of light fading between each pulse is used to place a genjutsu on the opponent, the genjutsu affects the opponents main five senses, muting them slightly making it more difficult for the opponent to notice and react to the user. (Hearing becomes muffled, vision becomes blurred etc) This effect is compounded with each successive flash as the opponents senses grow weaker, culminating with them disappearing completely as long as the illusion is active. The user can utilise the opening created by the flashes to chain together a combo of punches or kicks(Up to 5 strikes), transitioning between the two as they see fit while the opponent would be vulnerable from the bright light and illusion.

Note:
~Can only be used 3 times
~The illusion is B rank in strength
~Can only be taught by Houdinii

Approved here:



(Mato sono Kanningu: Ikasa Sakka)- Mark of the Trickster: Con Artist
Rank: B
Type: Offensive/Defensive
Range: Short (Long for the flash)
Chakra Cost: 20
Damage Points: 40
This is a specialty technique for those who possess the MoT for it is best used when they are falling, off balance or simply need to evade as it allows them to act both quickly and efficiently. The user will begin this technique by creating an initial flash from their limb or chest towards the opponent while they hold a second flash ready, the initial flash blinds the opponent temporarily and initiates a genjutsu as it fades. Timed with the flash of light the user will utilise their current posture and momentum to react accordingly, for example turning a fall into a roll along the ground to the side of the opponent following with a low leg kick to the opponent from a crouched position. This is but one example as this technique is limited only by how well the user can utilise their momentum, as they could do anything up to even turning a stumble backwards from an enemy’s successful attack into a back handspring while kicking the opponent in the jaw as they flip. The genjutsu that is initiated after the flash hides the user and causes the opponent to see an illusionary version of the user as the light fades, this illusionary clone appears to have jumped towards the enemy in an attempt to tackle them, spouting a loud war cry the entire time.

Note:
~Cannot be used in consecutive turns
~The illusion is C rank in strength
~Can only be taught by Houdinii

Approved here:


(Mato sono Kanningu: Uso Chiito Nusumu)- Mark of the Trickster: Lie Cheat Steal
Rank: B
Type: Offensive/Defensive
Range: Short (Long for the flash)
Chakra Cost: 20
Damage Points: 40
A quite simple and fast jutsu for a practitioner of MoT, this technique is primarily a counter strike attack, allowing the user to swiftly and smoothly execute a dodge/block and strike at the same time. With an attack approaching them the user will release a particularly bright and intense flash at the same moment that they begin to dodge or block ensuring it is hidden from their targets sight. This flash will be a trigger for a genjutsu that prolongs the opponents ‘whited out’ vision while also causing a loud and disorienting buzzing noise in the opponents ears until released. These openings allow the user to block and counter as they would like, for example, knocking the opponents arm to open up their ribs for a strike or to chain this together with another taijutsu attack. Due to the unique intensity of the initial flash the opponent would find their vision blurred once released from the genjutsu and they will take one turn to fully recover from its effects.

Note:
~Cannot be used in consecutive turns
~The illusion is B rank in strength
~Can only be taught by Houdinii

Approved here:


(Mato sono Kanningu: Nanpa)- Mark of the Trickster: Grifter
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short (Long for the flash)
Chakra Cost: 30
Damage Points: (60 if used to attack)
Description:
This is one of the core techniques for those bearing the Mark of the Trickster (MoT). With this technique the user can create several bright flashes (Up to 3) in tandem with their movement, their attack upon the opponent or their defense of an enemy's attack. The chakra generated flash would fade over a small duration after being triggered and is emitted from the users torso. The fading of a flash is used to place a dormant illusion upon the opponent that is triggered the next time they see water created from a water jutsu. Upon seeing this the illusion will activate making the water seem to expand many times over creating an oceans worth of liquid covering and obscuring the battlefield up to many meters overhead. They will find themselves not able to breathe while their movement speed is reduced by 25% due to moving through the liquid, these effects last until the illusion is released. Failure to release the illusion within two turns causes the opponent to pass out as their body is tricked into thinking it is in a state of oxygen deprivation.

Note:
~Can only be used 4 times
~The dormant illusion is A rank in strength
~Can only be taught by Houdinii

Approved here:


Senken - Thousand Blades

(Senken: Chire) Thousand Blades: Scatter
Show
Type: Offensive/ Defensive/ Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user begins by gathering Chakra within their hands, and creates, depending on the amount of Chakra gathered, a number of blades in their hand(s) or surrounding their person. The user then can either engage in Kenjutsu with the formed blades, or “scatter” them and perform Taijutsu-centric movements and actions, with the scattered blades following the user’s actions, and allowing them to fight at a distance with their created blades. This technique encompasses the fundamental concepts of the Fighting Style, and allows the user to apply those in an unrestricted manner, allowing users of the Fighting Style to attack and perform the basics of the Fighting Style in a freeform manner.

Note: Can be used a max of 4 times per battle.
Note: Lasts 3 turns with a 1 turn cool down in between

Learned here:



Demon God's Fist - Pencak Silat

(Kenmashajin: ) - Pencak Silat: Rolling Grinning
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A powerful Silat move that involves the user striking at the victim's vital points whilst spinning around the victim either by jumping over them or dashing at them, and the user begins circling the target. The targeted areas are mainly the eyes, neck, ribs, and other vital parts of the body. With the hands enhanced by the Pencak Silat's special rocky nature, the user's blows aside from being stronger also slash and tear apart the skin and clothing of the effected body parts. Dealing up to a toral of 8 strikes. The user finishes with a close fist into the gut. The technique's effectiveness is dependant on the user's speed and if they so wish they don't to circle the target, but rather keep attacking the same side unpredictably.
X Usable x5 per battle.

(Kenmashajin: ) - Pencak Silat: Ground Split Drop
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user adopts a side-facing stance and firmly prepares himself. After turning his hands pitch black and coating them in abrasiveness, they leap at the target using chakra to push off the ground faster. Closing the distance inbetween with a single step in an instant, keeping their arms inside their area upon nearing the target the user extends the attack arm outward. Smashing it into the target's chest, the blow strong enough to send an adult person backwards a considerable distance and breaking several rib cages. Alternatively done as a kicking attack instead of a fist, having the user striking upside down and kicking his opponent with a side kick to the face with a rapid spin on their standing hands. In this case the legs are coated as well.

(Kenmashajin: ) - Pencak Silat: Nine Strikes One Kill
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user channels Doton chakra throughout their hands and knees. Creating Pencak Silat trademark appearance, they then charge at the target using their knuckles and knees as the main weapon to deal numerous strikes around the target's chest and torso. Pushing them back and carving their knuckles into the flesh with each strike, fracturing minor bones in the process. The user lands a total of 8 strikes, finishing with a 9th final strike extending their hand out straight, in the form of a spear and piercing the target's torso area. Gruesomely coming out from their back, shredding numerous interal organs in the process.
x Can only be used twice per battle.
x No other Pencak Silat jutsu in the same turn
x No taijutsu A rank or above next turn

Learned here:
 
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Houdinii

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Taijutsu:

(Taijutsu: Fudō fōsu) - Taijutsu: Immovable Force
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (-5 chakra per turn)
Damage: N/A (+1 rank to basic tai and phyical attacks)
Description: Static Friction is the friction between a person and the surface that keeps one from moving or being in motion. The user of this technique will apply chakra in the soles of their feet and in the surface on which they are standing on and alter the properties of both in such a way that the static friction between them will increase exponentially and will go beyond normal maximum static friction - similar to the tree climbing ability that allows the user to use chakra in order to stand on a surface where they would otherwise fall. This means that the necessary amount of force needed to actually put the user in motion, or the force the opponent needs to exert to push the user in motion will be much greater. The user of this technique will be able to exert more force, and thus damage, on an opponent with lesser static friction. This is because the force of our punch heavily relies on how deeply we plant our feet on the ground; the more friction we have with the ground, the more force we are able to exert, and the more easily we can overpower an enemy. (In tug of war, it's not the "strongest" team that wins, it's the one with the largest friction between the ground and their feet. If you were to decrease the friction between the ground and a person by, say, spraying water on their feet, they would easily be overpowered by the opposite team because their feet are not as planted on the ground). This technique makes it harder in general to make the user move from force, wind, quakes, or other means and allows them to better stay put on the ground, and thus, deal more physical damage to an enemy..
Notes & Restrictions:
- Only works on the user when they are on a solid suface
- Lasts 1 turn; Can be used 4 times

Learned here:
 

Houdinii

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Sound:

(Genjutsu/Ototon: Futten) Illusionary Arts/ Sound Release: Boiling Point
Type: Offensive/Supplementary
Rank:A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Upon the release of a Fire Style jutsu, the user utilizes the sound of the crackling flames as a medium for a sound genjutsu. The effects will take place as soon as the jutsu is created, causing the opponent to feel their own body temperature severely rise as their skin appeared as if it were boiling and bubbling due to the sheer intensity of the flames.

Note: Last 2 turns
Note: Can only be used 3 times per battle

Learned here:



(Ototon: Touben Ganmou) Sound Style: Deaf Wish
Type: Offensive |Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a (20 due to hearing impaired)
Description: This technique was developed in order to use their surroundings as a mean to fight. Using natural causes to their advantage the user learn to incorporate sound with rain. This technique can be used with pre-existing rain or the rain the user creates (Rain will of tiger). The user will clap their hands sending their sound chakra into the rain clouds above. By doing this, this will cause every single rain drop to be infused with large amounts of sound chakra. This technique makes it that once the rain hits the ground, the sound of the rain drops amplify to a huge degree. The sound chakra from within the rain will be released in conjunction with the rain drops making it sound as if large explosions are being detonated all around being really useful for diversions and distractions as well. Due to the constant chain of explosion noises, it would not only deal mild damage to the opponent causing their eardrums to bleed but it will throw the opponents equilibrium off, making them dizzy and knocking them off balance as the loud noise take place while also have their hearing impaired causing them to go deaf for 4 turns after this technique is done. This technique is a double edge sword as the user is not protected from this and must take precautions before using this technique or he too will be effected by this technique. This technique does not release sound waves so the offensive part of this technique does not come from that part of this sound jutsu, but by constantly having loud noises near the opponents ear (similar to shooting a cannon or a shotgun near somebodys ear)

Note: This technique can be used on any rain source (Thus does not require the knowledge of the rain element but the rain will of tiger technique to be active or just natural rain)
Note: This technique can be used 2 turns with a 3 turn cool down period
Note: This technique last a total of 1 full turn
Note: Cant use any sound jutsu in the same turn as this or the next turn above A rank

Learned here:


(Ototon: Ongaku no Kodou ) Sound Release: Heartbeat of Music
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 ( - 5 per turn)
Damage: N/A
Description: Heartbeat of Music is a unique sound sensing technique, which works relatively close to it's parent technique Sound Release: Inner Sonar Skill revolving releasing sound waves into the surrounding area(aka using inaudible sound that is passively emitted from the user and bouncing off of objects.) but also on a psychological state of synesthesia; though Chromesthesia to be more precise. Chromesthesia or or sound-to-color synesthesia is a type of synesthesia in which heard sounds automatically and involuntarily evoke an experience of color. What this technique does is through the use of Sound Release, the user will knead a certain amount of chakra into their body in order to produce a frequency that replicates the effects mentioned above. The frequency will travel from the ears and into the brain - allowing certain sounds when heard to “illuminate” as certain color, allowing the user a unique form of sensory such as when rushing water is heard it will appear as a bright blue coloration towards the user, or the crackling sound of flames will appear as fiery red color or the voices of certain people etc though this isn’t always true. There are times when certain people with this condition will see the color differently from others, though this is merely cosmetic in terms of the actual technique though it will help the user identify the elemental nature of techniques based on their coloration - allowing for some cosmetic usage between each user. Though certain objects might remain silent in nature, the rebounding sound waves will still "locate" the object of interaction and will be seen as dull grey coloration instead. It should also be noted that despite the visual and auditory phenomenon, it does not hinder the user's perception of their surroundings etc whatsoever. This technique lasts the same duration of Inner Sonar Skill (6 turns max) though it can be deactivated at any given time

Learned here:


(Ototon: Shu Ranmyaku) Sound Style: Lord Of Chaos
Type: Offensive | Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Lord Of Chaos or sometimes spelled "Kaos" Is one of the signature styles of the sound style that the user uses utilizing only the snap of their fingers to initiate the technique. Overall the user by snapping his hands release sound chakra in the shape of a bubble that violently explodes. By pointing their finger in the direction they want the bubble to be made at, the user will snap their hand causing sound to take a translucent and transparent (Looking like a distortion in the air) circle shape next to the opponent, which will quickly explode dealing a very high pitch screech enough to damage said person ear drums distorting said person vision while causing the screech to vibrate on said opponent body causing a violent reaction to their bones dealing damage that way as well Another way the user can use this is The user will snap their fingers in the direction of a technique causing tiny sound bubbles to form inside (If its water or anything that can be penetrated) or on the layer (such as earth etc) which will then quickly explode, destroying said technique. The great thing about this technique is that once the sound orbs explode they let out a very devastating screech, bursting the ear drums of anybody within 3 meters of the explosion causing them to go deaf for 3 turns and -30 due to the eardrums bursting..
Note: Cant use this technique back to back
Note: No sound jutsu above A rank in the same turn
Note: Can only be used 1 meter and beyond from the opponent
The Damage come from both the screech and the vibrations from the sound to the opponents body.

Learned here: https://animebase.me/threads/trading-n-shizz.727722/
 
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Houdinii

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Sand:


(Bunpuki no Yuigon) - Bunpuki's Testament
Type: Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: N/A
Description: Bunpuki's Testament was a technique developed by the first Jinchuuriki of the Shukaku, Bunpuki; specifically designed to counter Water and Rain Release users. The technique involves the user calling forth billions of sand grains from the ground and manipulating them to absorb the moisture in the air. The technique specifically works with the sand grains absorbing water droplets and as such, the technique is designed to disperse clouds or to alternatively negate mist by manipulating the grains to absorb all of the water present in the mist. The technique in a sense exploits the weakness of Sand to Water, and thus in fact allows the user to use the sand to negate Water techniques of the one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. The technique however specifically targets moisture-based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as a wave of water. The size and strength of the sand grains depends upon the chakra put into the technique by the user.

Note: The user cannot heat up the atmosphere if this technique is utilized to counter an opponent's technique, with the only exception being if the technique happens to overpower that of the opponent. The atmosphere will also heat up if this technique is used against natural clouds or mist, as in clouds/mist not infused with chakra.
Note: The opponent and the user are rendered incapable of utilizing A Rank and above Suiton techniques for 4 turns if the sand grains happen to absorb most of the moisture in the air. It does not however affect Special Character Biographies such as Tobirama, who don't ever require the presence of a water source.
Note: The S Rank version can only be used four times per battle, with the user being unable to use S Rank and above Sand techniques in the next turn.

Updated here:


(Bunpuki no Jesshi Keitai) - Bunpuki's Embodiment
Hide
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Mid
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: The technique is based on Sand Attack Heaven Burial, and is a much more advanced variation of the original technique. It allows the user to create constructs anywhere on the field upto Mid-Range from the user, matching a specific part of the users body, such as the creation of a large arm or a leg. By compressing and hardening the sand to withstand damage whilst carrying a lot of force, it allows the user to easily utilize the technique for offensive or defensive purposes.. The structure created using the sand carries the ability to perform the exact same action as the user performs, thus a fist created from sand would deliver a punch only when the user himself performs a punch. The physical strength and size of the technique however depends on the chakra focused on each construct, thus making it very possible for one construct to be weaker than the other.
Note: To explain the size per rank, a B Rank construct would be 5m, an A Ranked construct would be 10m whilst an S Ranked construct would be 15m; in terms of length, width and height.
Note: The S Rank version can only be used twice per battle, with a 1 turn break between each use. Moreover, the user may not use above A Rank Sand techniques in the next turn if the S Rank version is used.
Note: Only one construct can be created per usage, and it disperses in the next turn following its usage.

Learned here:



(Daishi no Me) - The Fourth Eye
Hide
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: The Fourth Eye is a more advanced version of the existing Third Eye technique developed by the Fourth Kazekage. Unlike the original technique, it allows the user to create two eyes out of sand capable of levitating. Both of these eyes maintain an invisible link with the optic nerve, thus allowing the user to see with these eyes. Naturally, it results in the user being unable to use both of his natural eyes however it allows the user to severely restrict any possibility of a blind spot and to observe multiple areas at once even if the users main body is restricted. The user can alternatively utilize the technique for long-distance spying, depending entirely on how the user chooses. Because the eyes are constructed entirely using Sand and are not truly connected with the users main body, it negates the possibility of any visual Genjutsu targeting the user.
Note: If the user chooses, he may create an additional two eyes (total of four). Doing so however halves the duration of this technique.
Note: The eyes can be destroyed by the enemy, or the technique itself can be deactivated by the user. When this happens, the user will be able to use his natural eyes again
Note: Once activated, the eyes remain passively active for 4 turns or until destroyed

Learned here:


Māku no Nekuromansā) - Mark of the Necromancer
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Mark of the Necromancer is unique technique thats bring together both offensive, defensive and supplemental characteristics of Sand. The technique essentially works with the user coating his entire body with a visible layer of Sand.The technique can then continue to remain in a dormant state (this technique passively lasts a total of 3 turns before it automatically ends regardless of whether it was activated or not during that period) until the user either forcefully activates it or if the user is about to get struck in which case it activates regardless of the users will. This automatically results in the Sand layer manifesting in the form of a particular creature that can be manipulated to defend the user or alternatively fight the opponent etc.. The creatures can reach up to heights of 2 meters and can attack with their respective traits. Physical attacks are useless against them as they will simply go through them with the exception of certain elements, following strengths and weaknesses. They can dissolve and reform or turn their bodies into blasts of sand to attack their targets or block incoming attacks. They can also scatter and compress into multiple sand bullets though doing so ends their existence. The creatures range from birds to insects to bats and reptiles.

Note: Only one creature can be created at any given time and the size of a creature can be increased up to 14m total, by drawing in Sand from the terrain. Doing so costs as a move however
Note: The scattering bullets and blasts count as a A-rank move.
Note: The user is capable of controlling the tangibility of the manifested creature, depending on his needs. It is however important to note that the user cannot repeatedly force the creature to switch from an intangible state to tangible and vice versa as this can only be done once per turn for the duration that this technique is active.
Note: The user may not use Sand techniques above S-rank as long as this technique is active

Learned here:


(Māku no Bachiatari) - Mark of the Accursed
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The technique 'Mark of the Accursed' is a unique technique that allows the user to differ from the usual manipulation of Sand. Generally, Sand is compressed and hardened however this technique brings in a distinct factor that involves the expansion of Sand structures. Basically, the user channels his chakra either into the terrain or any Sand structure present anywhere on the terrain, infusing his chakra into them and compressing them into thousands of 5cm spherical clumps of sand. Once the user has done so, he can manipulate the clumps to expand and instantaneously explode in a synchronized manner. This results in sand grains scattering across the terrain in an omnidirectional blast ranging upto Short Range from the techniques point of origin, though it's range in terms of height remains an exception as it reaches upto Mid-Range in that case. The sand grains essentially act as shrapnels and pierce right through the targets flesh and bone, as well as any other obstacle present in its course, completely destroying most of the surrounding. If the user somehow happens to be within the blast radius of the shrapnels due to any particular case of scenario, he can choose to utilize a Sand users capability to manipulate sand grains, and can as such alter the characteristics of the blast, changing it from being omnidirectional blast to an outwards 90°, 180° or 270° blast, one specifically targeting the opponent.
Note: Can be used four times per battle with a one turn break inbetween each use

Learned here:


(Tenkū Tsubasa no Tengu) - Heavenly Wings of Tengu
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn to maintain)
Damage: 60
Description: The Heavenly Wings of Tengu is a unique technique that allows the user to manifest two massive sand-based wings on his back. This is done by manipulating sand either from the users gourd or the terrain, clumping them together and molding them in the form of wings. Whilst the primary function of the wings is to sustain flight, they possess other characteristics as well. Most notably, the user can utilize the wings for offensive or defensive purposes. Being extremely thin and sharp, the user is capable of using the wings to slice through incoming objects or alternatively sever the opponent in two. Similarly, by encasing their body completely with the wings, the user is capable of defending against incoming techniques, in accordance with the S/W of Sand. Apart from these generic traits, the wings also possess the ability to release a volley of blades (reaching upto Long-range) at the opponent. This ability is passive however, as the blades in question are no stronger than an average kunai. The user flies at their current running speed.

Note: The manipulation of the wings to defend the user, attack an opponent or simply move from one place to another collectively count as one of the three moves per turn, regardless of the extent of their manipulation.
Note: The technique can be used twice times per battle, with a one turn break inbetween each use. Whilst the offensive and defensive traits of the wings time out after four turns, the wings themselves can be passively maintained indefinitely. They will still however cost a move whenever utilized to fly from one place to another.

Learned here:


(Akuba no Faraon) - Curse of the Pharaohs
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (+15 to maintain after initial turn)
Damage: 80
Description: The user manipulates sand either from the terrain and generates burst of sand that surrounds the users body. The stream of sand is subsequently shaped into hundreds of highly dense creatures, resembling scarab beetles. These creatures are entirely composed of sand, one inch in length, and possess an extended pincer, which acts as 'stinger' for piercing purposes. This jutsu involves the user forcing each and every beetle to exhibit rotational, vibrational and translational motion. With the beetles being in close proximity to one another, this generates heat energy in massive quantities, in turn preparing scalding hot sand. Given that each beetle possesses the capability of flight, and can be commanded by the user to attack the target using their pincers, they are essentially able to deliver blunt force upon impact and simultaneously burn the target. Moreover, due to the widespread collisions between the sand grains, it results in the production of light (due to Triboluminescence) that is directed straight at the target and can potentially blind him/her if no precautions are taken. It is important to however note that the beetles can be used for the multitude of purposes as the user can alternatively command these creatures to cover up his entire body (does not harm the user), forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user is only able to utilize Wind and Earth techniques, these two being the two elements that compose Sand.

Note: Manipulation of the beetles counts as one of the three moves per turn
Note: A quarter of these creatures (B-rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Sand S-Ranked or above on the turn this technique is deactivated.
Note: Can only be used thrice per battle.



(Enkidu) - Heavenly Binding Chains
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Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: Heavenly Binding Chains is a Sand Ninjutsu technique that works on the same basis as the Earth techniques Sticky Earth Drop and Dropping Lid, taking in their unique property of opening portals on the battlefield and 'summoning' the jutsu. This technique essentially works with the user opening a single portal (or alternatively upto 8 portals) on any particular location(s) on the field. Upon forming, each portal releases a burst of sand grains that proceed to instanteously harden and 'materialize' in the form of chains. These chains can generally be elongated, enlarged and even contracted, all depending primarily upon the users choice with each chain reaching upto a maximum of 15m from their point of origin. Most notably, each chain has a blade at its front which is capable of acting as a striking weapon when launched at high speeds. The user can also choose to have a single or numerous chains either partially or completely wrap around a target and bind it in place, with the user manipulating the chains to twist and tighten in order to inflict damage and potentially break the targets bones. Alternatively however, the user can simply bind a target without potentially harming him or even have the chains recede into the portal (after having bound the target) in order to drag the opponent towards the chains point of origin. It is important to note that the chains can be utilized for defensive purposes as well, such as the manipulation of the chains to create a 'defensive chain net'. In essence, the technique allows the user to conduct a vast array of actions and introduces a great deal of versatility as the user can manipulate the chains for numerous purposes.
Note: The chains last only a single turn and automatically disperse in the users next turn. Moreover, once this technique has been performed, the user can only use Sand and it's composite natures (Earth and Wind) from the Basic 5 Elements in the same turn afterwards.
Note: The Rank of each individual chain is inversely proportional to the quantity of the chains created. For example, if the S Rank version was used and two chains were spawned, they would be A-rank each. As such, for the sake of simplicity, besides creating a single chain, only an even number of chains can be created (2, 4, 6, 8).
Note: The S-rank version can be utilized thrice per battle and the user may not use any S Rank or above Sand technique in the same turn afterwards.
Note: The portals must be made at least 3m from the target.

Learned here:


(Amaterasu no Yokei) - Blessings of Amaterasu
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Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The "Blessings of Amaterasu" is a unique technique based on the Polarized Sand Formation: Burning Sand Camouflage and is an advanced version of the original technique. It works on the same basis as the original technique, with the user infusing his chakra into the sand, making the sand grains polarize and bend light; essentially causing the sand grains to be invisible to the naked eye. This practically makes it so that any Sand manipulated by the user becomes completely invisible to friend and foe. It is however important to note that Doujutsu users are completely capable of viewing the Sand as the technique simply affects the naked eye, and does not block off chakra. Similarly, those that possess Chakra Sensory are also unaffected by the technique, being able to identify the location of the Sand.

Note: The technique costs a move slot upon activation though it remains passively active afterwards. Moreover, the user may only use Sand, it's composite natures and the users main specialty for the duration this technique is active.
Note: The technique can be used twice per battle, lasting two turns each. Once this technique ends, there must be a atleast a one-turn break before it can be used again.

Learned here:


(Busō no Bachiatari) - Accursed Armament
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Rank: Forbidden
Type: Supplementary/Defensive
Range: Short
Chakra: 50
Damage: N/A (-10 to the user)
Description: After making a series of four handseals, the user will surge their chakra throughout their body, building it up and focusing it across their skin. By doing so they create Sand directly through their chakra which takes the form of a powerful defensive layer upon their body. This layer of sand covers the user from head to toe, while able to shift to prevent from hindering the users movement or senses. As it is formed the user shapes the sand into several Trilobites across the users body, their tough shell facing outwards while their claws/mouth dig into the user slightly allowing them to function as armor plating.

By digging into the users body this bonds the Trilobites to the user preventing their removal from outside forces, while the user is able to pulse chakra through them to release them instantly and harmlessly. By digging into the users body the Trilobites will make contact with the users chakra network that lay just under the skin, connecting them to the users chakra flow. Infused and connected to the users chakra as they are the Trilobites function under a ‘Hive Mind’ with the user able to give them directions with a mere thought that they will carry out without oversight. This causes the Trilobites to essentially ‘become the users skin’, allowing techniques to be released/created through or around them without issue.

Being composed of Sand themselves the Trilobites function as a source for Sand techniques for the user, following the use of a Sand technique the Trilobites will quickly replenish themselves with sand to prevent any drop in the defense them provide. Through their chakra infusion the Trilobites themselves are able to release Sand techniques from their from their shell, their composition allowing them this manipulation through the Hive Mind. Finally the Trilobites are able to take advantage of Sands natural absorption of water, upon contact they instantly draw the water out of Earth or Earth based techniques/elements and causing them to degrade into Sand.(following elemental adv/disadv) However this ability is not without its drawbacks, as the moisture within them will temporarily weaken the Trilobites reducing the protection they provide by 1 rank for 2 turns.

Note: The technique will last for a total of 6 turns and can be used once per battle.
Note: While active, the user is restricted to Sand, the elements that compose it and any non-elemental ability.
Note: Afterwards, the user is unable to perform A-rank and above Sand techniques for two turns.

Learned here:


(Suna no Jutsu: Hītoshinku) - Sand Technique: Heat Sink
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This technique is based on sand's ability to absorb and retain high levels of heat for long periods of time. When a heat-based element is used within short range of a source of sand, the user will focus chakra into the sand and have it rapidly absorb the heat from the technique. This can completely destroy a technique if it is a-rank or lower, or reduce the rank by two for higher ranked techniques. Absorbing high amounts of heat also causes the sand to rise in temperature as well, to the point that it becomes scalding to the touch. This gives the sand an added element of danger. Cosmetically, the occasional flame can be seen rising from the sand and distortions of the air around the sand can be seen. If the sand used is a technique, then the sand technique will gain one rank if s-rank and lower, or twenty points of damage if f-rank. If the sand used is a normal mass of sand (e.g. sand just hanging out on the ground), techniques formed from that source after using this technique will gain twenty points of damage.
-Can be used twice per battle.
-Two turn cool down between uses
-Sand retains the heat for up to three turns.

Learned here:


(Suna no Jutsu: Subakupusshu) - Sand Technique: Desert Push
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A (+10 to taijutsu)
Description: This technique requires trace amounts of sand to have found its way into the nooks and crannies of a person's clothing, hair and body to be effective. Once that is done, the user can take control of that sand and forcefully push it off the target in a specific direction, producing an effect similar to the target being hit by a sudden burst of wind. This can be used to interrupt basic movements, slightly alter trajectories, or create openings for attacks. While a full body usage is more common, the user can also target specific body parts like arms or legs. The user can also apply this to themselves. By using the push to supplant their own movement they can exaggerate a jump or leap in a direction, though this is a simple one time burst which cannot be sustained for increased speed. By using the single-limb variant the use can increase the speed and strength of a strike in close quarter combat. This technique can be set up in several ways. The obvious method is by simply using one's ability to control sand to stealthily plant sand on the target or themselves. Second, a large scale technique that spreads sand such as a sandstorm would be sufficient should the target have been in it for a turn or more. Third, simply battling on a sand-covered field for a turn or more.
-Cannot be used on consecutive turns.
-Can be used 4 times.

Learned here:



Type: Supplementary/Attack/Defence
Rank: S
Range: Short -long
Chakra Cost: 40
Damage points: 80
Description: This is a jutsu created by Gaara to mimic the power of the shikaku without his help. Gaara will gather huge amount of chakra into one of his arms or leg and in a huge surge of chakra through his body will either stomp down or punch down to the ground. Due to the mass of chakra being released it will give of a orange light of chakra around Gaara as he does it (cosmetic effect). The force of the strike will charka the earth below the use leaving a giant foot print in the shape of the shikaku's foot 1ft deep like the shikaku had stomped there releasing the full force of this jutsu.

This sand chakra will surge through the ground and shoot up in a hurricane of sand, hundreds of thousands of grains of sand moving at intense speeds, enough to cut flesh erupt from the desired location breaking up the earth above as the sand blasts up towards the heaven spinning with extreme force and sharpness to give it's name. The diameter of this can be up to mid range and if the user is caught within it he will suffer the same damage as everyone else if not defended.

Note: Useable twice
Note: Only wind, earth, sand elemental jutsu in this turn and the next

Learned here: https://animebase.me/threads/just-cause.768153/#post-21927182
 
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Houdinii

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House Katsuryoku:



(Shojun no Hel) Δ Hel's Alignment
Rank: C-S
Type: Supplementary
Range: Short-Long
Chakra Cost: 15-40
Damage Points: 30-80
Description: Shojun no Hel is perhaps the most essential technique throughout the House's epitome of techniques. The jutsu is based on the use of the generic Genki which whom traverse between the Pure and Impure Realms, a.k.a into our 'dimension' per say. Through the convinction of the user, and a sacrifical portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. Now this can be used in a various amount of ways, essentially by bending the savage spirit in it's else deformed mass of ethereal spiritual energy, the user is capable of forming 'constructs' of ethereal energy throughout the field through hand motions or else body movements. These constructs carries a certain colour of Kūki no Yōna depending on the user, upon materilizing in the desired area of the user's choice. Ontop of that, the contructs are either flame-like or solid in the appearence, thus adding for verstality. Once the sacrfice have been made the user can freely without further payment manipulate the Genki, with the only cost being spending a move. Being hit by a Genki will either do nothing (if the spirit decides to not take a tangible form), or produce kinetic, physical damage (if he takes physical form). In this case, the Genki still has the ability to select which matter he will interact with, though that is not true for energies, as per the clan description.
Note: This technique can only manipulate one genki at a time.
Note: S-Rank can only be used three times per battle and not in consecutive turns.


(Keshin no Jorth) Δ Jorths Personification
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-40 (-10 per turn to sustain)
Damage points: 30-80
Description: Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessable by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inaminate objects infused. This however is not only limited to solids, per say, aslong as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.


(Búri no Yuigon) Δ Testament of Búri
Rank: B-A
Type: Supplementary
Range: Short
Chakra Cost: 20-30(-5/-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, wethever or it be fullbody nor only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.
Partial B-ranked| Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a fullbody infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.
Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organisim can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel is enabled to see into the future. In other words, the vessel is giving himself the capability to view all possibly outcomes, and the ability to change the to-be happenings, with another act than the one told in the vision. Lasts one turn, and can only be used 3 times during partial infusions. Can be used 5 times during fullbody infusions.
Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the colour, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizzyness, etc. and thereby oft their actions as well. Lasts untill deactivated.
Fullbody A-ranked| This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.
While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial uses per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle duration: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5). Can only be used twice per battle.
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.


(Seishin Tenrei) Δ Spiritual Liturgy
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: This technique is purposed to summon specialized spirits which are unique in their ethereal characteristics compared to other spirits hailing from the Pure World. The Pure World is a separate dimension from our own and the Genki are capable of traveling freely between the dimensions and can use their ethereal energy to manipulate our world. Generally Genki are generic and uniformed. However, certain more powerful Genki carry specialized traits. These Genki are not personal spirits of members of House Katsuryoku. Each of these spirits, in addition to their own abilities, also have the standard abilities of infusion and possession to aid the user as well as basic manipulations of Ethereal Energy to create constructs, streams, etc. The Genki are listed below in their characteristics and appearance. Through a sacrifice of chakra the Katsuryoku member calls upon the greater spirit of their choosing from the Pure World to appear on the battlefield. Initially the spirit’s presence will be known only to the user. Because the spirit will have already been summoned to the field the chakra requirements of 'Testament of Buri' and 'Jorth’s Personification' are halfed. Same with 'Hel’s Alignment’s'. Even if half, the user will still spend the chakra upon each use plus the normal chakra per turn to sustain the infusions. This consumes no time, allowing a spirit to be instantly summoned to the field in dire situations.

Aspect of the Tortoise; Kame no Sokumen (カメの側面)
The first of the four specialized spirits which specializes primarily in defensive qualities. Tortoise spirits vary in size. Typically, a tortoise can at maximum size reach up to short-range, however depending on the spirit summoned it can also be smaller. As mentioned the tortoise offers many defensive qualities, which the user can utilize in battle through either object infusion, partial infusion, or full body infusion.
Object Infusion: Infusing the spirit of the tortoise into an inanimate object will coat it in its ethereal essence, granting it defensive qualities. For example; infusing the tortoise into a simple rock will coat it in its essence, allowing the object to move of its own accord and gain the qualities of the tortoise. It also allows the user a degree of shape manipulation should the user desire. The effects of the infusion of the tortoise causes the rock to harden to a high degree and grants it defensive qualities that are within the strength of the ethereal energy (outlined in the clan submission). The object infused with the tortoise spirit will gain temporary resistance to S-Rank sources of damage.
Partial Infusion: A partial infusion with the spirit of a tortoise will allow the tortoise to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user themselves will also gain highly defensive qualities for the duration of the infusion, becoming able to resist A-Rank sources of damage.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the tortoise to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of a tortoise will form around the user, taking the size and shape of the tortoise spirit itself. The tortoise’s body offers an A-Rank defense while in its tangible state and will interact with elements as per outlined in the clan submission. The ethereal tortoise body formed around the user itself will possess no weight, allowing it to move as fast as the user’s body is capable of without hindering them. Additionally, all other attributes added which are outlined in the Fullbody Infusion apply.

Aspect of the Polar Bear; Shirokuma no Sokumen (シロクマの側面)
The second of the four specialized spirits which specializes primarily in offense and strength qualities. The polar bear spirits can vary in size, but will typically be large enough to fit in short-range, however depending on the spirit summoned it can also be smaller. As mentioned the polar bear prides itself on its strength. The user can access these attributes through object infusions, partial infusion, or fullbody infusion.
Object Infusion: Infusing the spirit of the polar bear into an inanimate object will coat it in its ethereal essence, granting it offensive qualities. For example; should the user infuse the polar bear into a lump of rocks it will allow it to move of its own accord and gain the qualities of the polar bear. It also allows the user a degree of shape manipulation should the user desire. The effects of the infusion of the polar bear cause the object in question to gain incredible offensive abilities. Strikes made with the infused object will result in A-Rank physical damage. For example, should the user infuse the spirit of the polar bear into a sword it will cause the sword to naturally inflict A-Rank physical damage upon contact with targets.
Partial Infusion: A partial infusion with the spirit of a polar bear will allow the polar bear to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user themselves will also gain highly offensive abilities for the duration of the infusion. The user’s Taijutsu, Kenjutsu, and Bukijutsu will gain +20 in damage for the duration.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the polar bear to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the polar bear will form around the user taking the size and shape of the polar bear itself. While not specialized in defense the polar bear’s ethereal body in its tangible state does offer some defensive capabilities, resisting damage from C-Rank and lower sources and interacting with elements and other sources of damage as per outlined in the clan submission. The ethereal polar bear body formed around the user itself will possess no weight allowing it to move as fast as the user’s body is capable of without hindering them. The offensive abilities the polar bear grant while in this state allow strikes with its ethereal body to inflict A-Rank physical damage while in its tangible state. These strikes have a short-range reach. Additionally the user’s body becomes much stronger as well, allowing the user’s Taijutsu, Kenjutsu, and Bukijutsu to inflict +20 damage. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.

Aspect of the Wolf; Ōkami no Sokumen (オオカミの側面)
The third of the four specialized spirits which specializes in speed. The wolf spirit can vary in size, but will typically be large enough to fit in short-range, however depending on the spirit summoned it can also be smaller. As mentioned the wolf prides itself on speed. The user can access these attributes through object infusion, partial infusion, or fullbody infusion. The spirit of the wolf itself can move quite quickly on the battlefield, being about twice as fast as a Kage-ranked ninja.
Object Infusion: Infusing the spirit of the wolf into an inanimate object will coat it in its ethereal essence, granting it agile qualities. For example; should the user infuse the wolf spirit into a lump of rocks it will allow the rocks to move on their own accord and gain the qualities of the wolf, allowing the speed of those rocks to move at twice the speed of a Kage-ranked ninja. It also allows a degree of shape manipulation should the user desire.
Partial Infusion: A partial infusion with the spirit of a wolf will allow the wolf to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user himself will also gain incredible speed and agility for the duration of the infusion. The user’s speed will increase to be equivalent to that of twice their normal speed. Subsequently, with the increase in speed their Taijutsu damage will be increased by +10.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the wolf to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the wolf will form around the user, taking the size and shape of the wolf itself. While not specialized in defense the wolf’s ethereal body in its tangible state does offer some defensive capabilities, resisting damage from C-Rank and lower sources and interacting with elements and other sources of damage as per outlined in the clan submission. The ethereal wolf body formed around the user itself will possess no weight allowing it to move without hindering the user. Additionally the user’s body and the wolf will become able to move at three times the user’s base speed. Strikes made by the user and the wolf have a short-range reach and allows the user’s Taijutsu to gain +10 in damage. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.

Aspect of the Chameleon; Kamereon no Sokumen (タコの側面)
The fourth of the specialized spirits which specializes in pure supplementary uses. The Chameleon spirit can vary in size but will typically be large enough to fit in short-range, however depending on the spirit summoned can also be smaller. As mentioned the Chameleon prides itself on its supplementary applications in battle. Its capability to change to various colours attunes with the user's elemental affinity in a variety of ways. The user can access these attributes themselves through object infusion, partial infusion, or fullbody infusion.
Object Infusion: Infusing the spirit of the chameleon into an inanimate object will coat it in its ethereal essence, granting qualities pertaining the wielder's elemental affinity. For example; should the user infuse the chameleon spirit into a lump of rocks it will allow the rocks to move on their own accord and gain the qualities of the elemental affinity choosen, allowing said infusion to carry the properties of their elemental affinity, donning said object that is infused with a flame-like shroud of chakra donning the object. It also allows a degree of shape manipulation should the user desire.
Partial Infusion: A partial infusion with the spirit of a chameleon will allow the chameleon to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user himself will also gain a boon affiltrated to their elemental affinity. The user’s elemental affinity will increase equivalently to give a +15 damage.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the chameleon to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the chameleon will form around the user, taking the size and shape of the chameleon itself. While not specialized in defense, attack or agile speed as previously mentioned Genkis, the chameleon's ethereal body will remain in an intangible state, and does not offer some defensive capabilities, unlike the other varations of this technique. The ethereal chameleon body formed around the user itself would naturally possess no weight allowing it to move without hindering the user. Additionally the chameleon will further aid the user by giving another boon all entirely, however still affiltrated with the user's elemental affinity. After fullbody infusing with the chameleon it will grant powers alike to those in its partial infusion, however ontop of so make devoid of all hand signs and replace such with movements, hand gestures, and otherwise still warn-giving signs. This of course only pertains the users affinity. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.

''Seishin Tenrai'' is not an exception of restrictions, and as such the user is capable of only summoning two Genkis per battle. Different Genkis can't be summoned at the sametime. If the user attempts 2 Fullbody Infusions in battle (ofc with different spirits), he'll die at the end of the second infusion. Should a Genki while under the influence of Object Infusion sustain damage, it is capable of receding from the object in time, and remain on the field for further use. A particular Genki can at maximum stay on the field for 6 turns. Object infusions reduce the time on field in 1 turn per use. Partial infusions reduce the time on field in 2 turns per use. Full body infusion can only be sustained for 4 turns max(However, should there only be three turns left of the time duration or less, being Fullbody infused allows it to remain on the field till the four turns are over.) but prevents the use of other infusions and, when terminated, willingly or for timing out, releases the Genki back into the Pure Realm. The techniques becomes available upon receiving the rank of Katsuryoku Initiate.


(Hakai Sokushitsu) Δ Destructive Concubine
Rank: A
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: Hakai Sokushitsu, is a technique which is primarily based on the Genki's capability to satsify their hunger on chakra, split it in two, Yin and Yang, and decompose of the latter while extending their life time on the field by the first. Through a sacrificial amount of chakra the user calls forth the Generic Genki and spawns them into the Impure World, yet invisible to all but Kinsmen. This however can also be used with already spawned Genki. The Genki itself will remain stationery untill mentally commanded which is instantanously whenever done. Upon command, the Genki surges to the target and will phase straight through them, or other objects containing chakra, deliberately eating away a portion of chakra(-20, -30, -40, -50), and thereby weakning their target vaguely depending on the strength which differs from Clansmen, and their ranks. When the opponent is hit, they will feel a cold chill down their spike, a glistering feel of sweat beads on their body, and a bit of terror, momentarily shocking them. Phasing through the opponent causes their chakra path-system to harshly dip, deliberately weakening their following technique due the inability to mold properly. The turn hit, their first upcoming offensive or defensive move looses overall strength (-10, 15, -20, -20). The technique itself can only be used (2, 3, 4, 4,) per match and have a cooldown of one turn per usage. In the same turn as this is used the user can't use above A-ranked Clan techniques while Initiates, Pledged, Elders and The Voice follow the above stats in parenthesis respectively.
 
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