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~xHoudinii's Bag Of Magic Tricks~
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<p>[QUOTE="Houdinii, post: 14850119, member: 105769"]</p><p><span style="font-size: 15px">Wind:</span></p><p></p><p>(Fuuton: Yari Longinous ) - Wind Release: Spear of Longinous</p><p></p><p>Type: Offensive</p><p>Rank: S</p><p>Range: Short - Mid</p><p>Chakra: 40</p><p>Damage: 80</p><p>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.</p><p></p><p>Note:</p><p>- Can only be used 2x</p><p>- No Fuuton jutsu above S rank for the next two turns.</p><p>- Can only be taught by Scaze</p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=494415">http://narutobase.net/forums/showthread.php?t=494415</a></p><p></p><p>(Fuuton: Tobideru no Jutsu) - Wind Release: Popping Technique</p><p>Type: Attack/Supplementary/Defense</p><p>Rank: B</p><p>Range: Short</p><p>Chakra Cost: 20</p><p>Damage Points: 40</p><p>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.</p><p>-Usable once per turn</p><p>-Can only be taught by Ushiro</p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=660151">http://narutobase.net/forums/showthread.php?t=660151</a></p><p></p><p>(Futon: Nepuchūn no Kurai) | Wind Release: Neptune's Cry</p><p>Type: Attack/Defense</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra: 40</p><p>Damage: 80</p><p>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.</p><p></p><p>Note: Can only be used twice.</p><p>Note: Can only be taught by Python</p><p>Note: No other wind techniques above A-Rank in the same and next turn </p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=666238">http://narutobase.net/forums/showthread.php?t=666238</a></p><p></p><p>(Futon: Ātisuto no kunō)- Wind Release: Artist’s Affliction </p><p>Show</p><p>Type: Offensive/Defensive/Supplementary</p><p>Rank: S</p><p>Range: Short-Long (Explosion of Wind spans Short-Range)</p><p>Chakra: 40 (-15 chakra per turn)</p><p>Damage: 80</p><p>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. </p><p></p><p>Notes:</p><p></p><p>-Can only be used 3x per battle</p><p>-Animals last for 3 turns, before they disperse normally</p><p>-More than 1 animal may be created with a single usage, though naturally, the animals would be smaller in size(can move separately)</p><p>-No Wind above A-rank for the rest of, and the next turn.</p><p>-Can only be used on Earth</p><p>-No mythical creatures may be created through this technique. </p><p>-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</p><p>-Can only be taught by Baldy</p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=494623&p=19928115#post19928115">http://narutobase.net/forums/showthread.php?t=494623&p=19928115#post19928115</a></p><p></p><p></p><p>(Fūton: Kū Sora ) – Wind Style: Spirit Void</p><p>Type: Defensive/Supplementary </p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra: 40 (-10 each time it's used)</p><p>Damage: N/A</p><p>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. </p><p></p><p>~ 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.</p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=704526">http://narutobase.net/forums/showthread.php?t=704526</a></p><p></p><p></p><p>Fuuton: Aeolus' Ovoxo] - Wind Release: Aeolus' Arrow</p><p>Type: Supplementary/Offensive/Defensive</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>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.</p><p></p><p>Notes:</p><p>Can only be used three times per battle</p><p>Can only be Taught by Venom</p><p>Follows Elemental Strengths and Weaknesses</p><p>Power of the technique is equally divided between the number of rods created.</p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=637565">http://narutobase.net/forums/showthread.php?t=637565</a></p><p></p><p>(Futon: Hakai-tekina ōbu) - Wind Release: Orb Destruction</p><p>Type: Supplementary</p><p>Rank: B</p><p>Range: Short-Mid</p><p>Chakra: 20</p><p>Damage: N/A</p><p>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. </p><p>Notes and Restrictions:</p><p>Note: Can only be used 4x; no consecutive uses</p><p>Note: Can only be taught by EdwardSama</p><p></p><p>Learned here:</p><p><a href="http://narutobase.net/forums/showthread.php?t=710520">http://narutobase.net/forums/showthread.php?t=710520</a></p><p></p><p>(Futon: Kyonen no Natsu) - Wind Release: Last Summer</p><p>Rank: B-S</p><p>Type: Defensive/Offensive</p><p>Range: Short - Long</p><p>Chakra Cost: 20-40</p><p>Damage: 40-80 (+20)</p><p>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. </p><p></p><p>Note: Can not be used in consecutive turns </p><p>Note: S rank version may only be used twice</p><p>Note: Can only be taught by Jay</p><p>Note: Redirection can only be used on techniques of lower rank. </p><p>Note: Can only engulf and empower elements that work logically (KG and CE alike)</p><p></p><p>learned here:</p><p><a href="https://narutobase.net/forums/showthread.php?t=730707">https://narutobase.net/forums/showthread.php?t=730707</a></p><p>[/QUOTE]</p>
[QUOTE="Houdinii, post: 14850119, member: 105769"] [SIZE=4]Wind:[/SIZE] (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: [URL="http://narutobase.net/forums/showthread.php?t=494415"]http://narutobase.net/forums/showthread.php?t=494415[/URL] (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: [URL="http://narutobase.net/forums/showthread.php?t=660151"]http://narutobase.net/forums/showthread.php?t=660151[/URL] (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: [URL="http://narutobase.net/forums/showthread.php?t=666238"]http://narutobase.net/forums/showthread.php?t=666238[/URL] (Futon: Ātisuto no kunō)- Wind Release: Artist’s Affliction Show 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: [URL="http://narutobase.net/forums/showthread.php?t=494623&p=19928115#post19928115"]http://narutobase.net/forums/showthread.php?t=494623&p=19928115#post19928115[/URL] (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: [URL="http://narutobase.net/forums/showthread.php?t=704526"]http://narutobase.net/forums/showthread.php?t=704526[/URL] 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: [URL="http://narutobase.net/forums/showthread.php?t=637565"]http://narutobase.net/forums/showthread.php?t=637565[/URL] (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: [URL="http://narutobase.net/forums/showthread.php?t=710520"]http://narutobase.net/forums/showthread.php?t=710520[/URL] (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: [URL="https://narutobase.net/forums/showthread.php?t=730707"]https://narutobase.net/forums/showthread.php?t=730707[/URL] [/QUOTE]
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