Zatanna's Spellbook

Zatanna

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Zatanna's Customs list

Contents
1.ryo
2. contract 1 Fireflies
3. contract 2 Treeants
4. learn contract 1 Slugs
5. Learn contract 2. Red Pandas
6. Taijutsu
7. Ninjutsu
8. Genjutsu
9. Lightning
10. Wind
11. Fire
12. Water
13. Earth
14. Kenjutsu
15. Bubblegum
16. Paper
17. rain
18. fuinjutsu
19. CE 1 Sugar
20 CE 2 Volcanic Storm
21. CFS 1 Fistweaving
22. CFS Eight Deva Guardians
23. CC
24. CC 1 Kisei
25. CC 2 Ganmi
26. CWs
27. Tech
28. Med
29. Yang
30. Void Artifacts
31. Bio Coding

Extra CJ slot Tracking.
Sage - x5
5x Prestige - x5 (https://animebase.me/threads/kumi-exchange-center-2-0.780607/post-22110606)
Christmas bonus - x5 (https://animebase.me/threads/official-roleplay-updates.764886/post-22099612 still need lok to update but have got discord proof)

Character speaking colours:
Wattson: COLOR=rgb(204, 52, 235) - Font = Exo
Saiken: COLOR=rgb(44, 130, 201) - Font = Labrada

Wraith: COLOR=rgb(85, 57, 130)

Storm Harmonic Tool = Prize won in trivia
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7AU Fujin Wind Sword = Prize won in trivia
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Zatanna

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Zatannas Kumi scoreboard

Transaction Log

[+/- amount, denoting profit/loss]
[Type]
[Day/Month/Year]
First Purchase

+1,000 Initial kumi 07//4/2018
+450 08//4/2018
+450 017/04/2018
+1000 017/04/2018
+175 23/04/2018
+650 24/04/2018
+450 27/04/2018
+250 28/04/2018
+5000 29/04/2018
+250 04/5/2018
+500 13/5/2018
- 10,000 05/06/2018
Second Purchase
+250 10/07/2018
+450 15/07/2018
+250 24/07/2018
+450 29/07/2018
+1200 24/09/2018
+550 01/10/2018
+1150 08/10/2018
-2250 16/10/2018
+1000 25/10/2018
+3975 Missions 30/10/2018

Available Kumi
7200



Zatannas Ryo scoreboard

Transaction Log Starting 01/01/2021

[+/- amount, denoting profit/loss]
[Type]
[Day/Month/Year]

7450 starting
-1250 Marketplace purchase 9/07/2021
+1000 Mission Passed 08/07/2021
+650 Mission Passed 9/07/21
+1000 Mission Passed 9/7/21
+1000 Mission Passed 9/7/21

Total:
9850
 
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Zatanna

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Summoning Contracts


Scroll Owner: Zatana
Other Users who have signed contract: None so far
Summoning Boss if existing: Will be added later
Other Summoning Animals tied to contract: Will be added later
Description and Background:
Firefly's are an inscet in the family Coleoptera, which are able to create a bio luminescence from their thorax. As with toads and other summons in the Narutoverse, the sizes vary depending on how old they are, as well as their power. Like the other summons they also have a degree of chakra as well as techniques. Some Firefly's have an affinity for an element, which corresponts to their tail, such as blue for water, or yellow for lightning, or white for wind.

Signiners will have a tattoo on their wrist, such like

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1.

Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user taps their tattoo sending a pulse of chakra into it, summoning Slade. Slade is the King of the Firefly's, being a large male, that is 4 meters long head to tail. He is big enough to carry two people on his thorax with a large Red Tail glow. He has a hard carapace, capable of withstanding up to A rank elemental ninjutsu twice per battle. Once per summon, Slade can absorb one S-Rank or lower Raiton/Lightning technique. Twice per battle, Slade can use a unique ninja art unique to Fireflies. He will begin vibrating as he fly's, releasing pheromones that will paralyse any opponent it touches (lasts 1 turn). He can use any Katon techniques the summoner knows up to S-rank. He communicates through wing vibrations, although those that can summon firefly's have been taught the language.
Notes:
-Can only be summoned by those that signed the firefly contract
-Last on the field only 4 turns and can only be summoned once
-Attacks counts as a move

2.

Type: Summoning
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: By putting a finger onto the users tattoo and pulsing some chakra, the user can summon forth Robin, a medium sized Firefly. Robin has a white tail, having an affinity for wind. Robin can use any wind techniques the user has up to B rank.
Robin is a 2 meter long firefly able to carry one person. Having a wind affinity, Robin is agile, and can fly quickly. Can also talk through wing vibrations.
Notes:
-Can only be summoned by those that signed the firefly contract
-Last on the field only 4 turns and can onle be summoned once.
-Wind attack counts as a move

3.

Type: Supplementary
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: Terra, the Queen of the Fireflies is relatively large. She is around 10 meters long, and is capable of carrying 2 people on her back. She has a hard carapace, capable of withstanding up to A rank elemental ninjutsu twice per battle. She is able to cast genjutsu by channeling chakra through her thorax and lighting up, showcasing a color which acts as the medium for the Genjutsu. Twice per battle, she can use a special genjutsu exclusive to Fireflies. This is an S rank genjutsu, where the opponent starts to see more and more fireflies that fill up the battlefield till the users vision is blind, covering their entire gaze as well as their sense of hearing, as the buzzing from the Fireflies in the illusion get louder and louder. This lasts for 2 turns. Terra can fly up to a long range, and is able to use Lightning techniques the users knows up to S rank
Notes; - Lasts 4 turns
-Can only be summoned once

4.
Type: Summoning
Rank: A-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user taps their tattoo sending a pulse of chakra into it, summoning Starfire. Starfire is a small firefy, only a little bit bigger than a normal one. Starfire is a keen chakra sensor able to sense chakra sources up to 1 landmark away. Starfire is able to communicate to the user where the opponent(s) are by sending painless electric currents into the users nervous system notifying them of their the souce of chakra is.
Notes:
-Can only be summoned twice
-Lasts only 4 turns


Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: 60 (basic claw slash)
Description:
With the ability to selectively breed ninja fireflies, one of the fireflies that eventually came about was Kha'Zix. He is roughly 5 feet tall, often hunched over, with his wing also often hidden down his back and capable of moving twice the summoners speed. Kha'zix has evolved as a firefly to be just as deadly and just as lethal as his other chakra wielding ninja firefly counterparts by evolving his body. Firstly, on each of his front arms, instead of hands he has blades, which while do restrict him from performing handseals (not that he needs any) does allow him to use all kenjutsu techniques. Due to his size, Kha'Zix cannot fly constantly like other fireflies however he can leap long distances very quickly, and even use his wings to hover for 1 turn, (with a 1 turn cooldown).
During the users turn, Kha'Zix can choose to 'evolve' one of his traits for the battle, where this action takes the entire turn. Each trait can only be evolved once and only one trait can be evolved per turn.

-Claws
Kha'Zix evolves his claws to increase their size, adding a +20 (+10 for S-ranks) to his kenjutsu attacks

-Wings
Kha'Zix grows stronger wings allowing him to fly indefinitely. Once every other turn he can use a move slot to "dodge" an incoming attack within reason.

-Camouflage
Kha'Zix evolves his body and carapace to bend light around himself to be able to seemingly erases his presence visually. This makes him untrackable by physical means.
Notes:
-Can only be summoned once
-Lasts 4 turns on the field

5.

Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user will swipe blood on their tattoo/form hand seals, and slam their hand onto a surface. This allows them to summon forth a special swarm of Fireflies. These are around the size of a (insert a small size here). The swarm is easily discernible and can be heard, and summoned within Short range of the user. The swarm quickly covers the users' position, or can be manipulated to swarm around a specific object. This swarm will then emit lights in an distracting way, inducing a Genjutsu. This Genjutsu is simple, and merely causes the opponent to focus on the lights of the Fireflies that vary into different colors, acting as an apt distraction, hiding the user for ample time. This can be focused around the opponent as well, allowing the user to attack from a blindspot.
Notes; - Lasts only 3 turns
-Can only be summoned 2 times per battle with a 2 turn cool down between summons

6.

Type: Supplementary
Rank: A rank
Range: Short - Long range
Chakra: 30
Damage: N/A
Description; By forming one handseal, the user commands any or all fireflies on the battlefield to release a spray from their bodies, of specific firefly pheromones. Ninja tools, items of clothing, people or summons caught in this spray are tagged with this scent for 2 turns. Anyone that is a signer of the Firefly contract can track this scent, being trained in Firefly pheromones.
Notes; - Can be used twice per battle
- Scents last for 4 turns.
- The pheromones are a water based scent and cannot be pushed away by wind.

7.
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user will summon a large swarm of fireflies one of the two ways, either through slamming their hands onto the ground or swiping blood onto their Firefly tattoo. This swarm is a seasons worth of fireflies roughly around 250, all the size of a paperclip each. This swarm can be used to attack or defend as they hover and fly around the battlefield. They can withstand up to A rank techniques before dispersing. They can be used for A rank attacks, where they will swarm around the opponent and shock them repeatedly into a paralysis with the equivalent of an A ranked lightning jutsu. This swarm can be manipulated via hand gestures or mentally.
-Can only be used by those that signed the firefly contract
-Last on the field only 2 turns, but can be summoned twice.

8.
Type: Supplementary
Rank: S rank
Range: Short - Mid range
Chakra: 40
Damage: N/A
Description: Using any fireflies on the battlefield as a medium, the user will cast a jutsu on the opponent, where fireflies will start flashing, intermittently with colours beginning to induce all opponents into a sort of seizure-like state. Upon starting, the opponents will have a hard time focusing, their vision going blurry, decreasing their ability to track by 3 levels. Upon the second turn, their muscles begin to seize up and contract quickly, losing control of them, decreasing their speed by a single rank. Upon the third turn the opponent passes out unconscious.
-Can only be summoned by those that signed the firefly contract
-Due to being trained to fight alongside fireflies, flashing lights become second nature to signers.
-Can only be used twice.


Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
The user will mentally command any fireflies on the field to concentrate chakra into their tails to emit a constant bright light equal to that of the Lightning flash Pillar, but due to the Fireflies ability to constantly funnel chakra into their tail for a light source, able to keep the bright blinding light active for 2 turns.
Notes:
- 2 turn cooldown between each use
 
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Zatanna

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Mythical contract animal
Summoning Animal:

Treant

Scroll Owner:
Strix
Other Users who have signed contract:
N/A
Summoning Boss if existing:
N/A
Other Summoning Animals tied to contract:
N/A
Description and Background:

"You remember the Old Forest? On the borders of Buckland? Folks used to say that there was something in the water that made the trees grow tall, and come alive. Trees that could whisper, talk to each other. Even move. "
Treants, Ents, Treekin, Nymphs, Bowtruckles, many names but one creature that has been spoken about generation to generation, trees that have come alive, that move and have spirit. These creatures, mostly dormant until forced awake have been in many tales of forests that are alive.

Standard Ability 1: The Treeants are one with nature, and those that have an affinity for Earth and Water release are capable of using it to a greater extent, receiving a passive rank up upon techniques, up to A rank, or S-ranks receiving a +20 boost to damage or defensive properties.

Standard Ability 2: Treant's also possess a very acute Sensory ability, much like regular trees, and are capable of sensing atmospheric disturbances, granting them an acute sensory awareness within the same Landmark, and when in combat a x2 tracking speed boost.

Standard Ability 3: Treekin also have very unique biologies. Depending on the type of Treant, they can either utilize a healing sap or a poisonous pollen, which are declared individually on each Summon, which will have usages in, and overall be defined within CSCJ.

Unique ability: Finally, due to their bodies being made from it, Treekin are able to use Wood Release techniques (up to Yamato/ Custom Senju level Wood), by shaping and manipulating their own body to grow and change into the specific technique that is created.
[/QUOTE]

(Kuchiyose: Durthu) | Summoning Technique: Durthu
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Durthu is from one of the original Seeds of the Treants, that grew from the first Glade where they were born. Standing at medium 12m tall, Durthu is a battle ready Treant who has chased off many intruders into the Glades. Durthu looks like several parts of trees that are combines and held together by thick vines, much like muscles that form his body. He is capable of compressing himself to a smaller state, which effectively creates a suit of wooden armour for his summoner. While in his armour form, he can still perform his own treekin techniques, however he cannot move on his own, being restricted to being stuck on the user. A side ability of the Armour, is that Durthu can manipulate his body to form extra arms, legs, appendages that are required for the user. These can be used to perform freeform actions, and non elemental taijutsu moves. Durthu is a master of using the Sap, and has a passive +10 chakra to all sap related Treekin techniques. As one of the oldest and strongest trees, Durthu also has a passive +20 to all wood related techniques, or the equivalent +10 chakra for all non damaging techniques.

Notes:
-Durthu lasts 4 turns
-Forming into the armour state is a passive move taking no moveslot

(Mori no chi) | Blood of the Forest
Type: Offense, Supplementary, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-5 to Sustain)
Damage: 20 - 80
Description:
One feature that Treants carry is their internal network within their bodies, which contain sap. This sap is a special chakra conduit, meaning that much like special chakra metal, or chakra paper, it can conduct chakra and chakra natures. By secreting, forcefully channelling the sap out of their body or using chakra to create the sap itself, Treants and signers of the Treant contract are able to use this sap, either as an offensive or defensive tool, or using it to supplement themselves. Much like other natural elements, Sap has no elemental strengths or weaknesses. Once the sap leaves the user, it hardens after 1 turn, into a solid shape of whatever it was formed into. Breaking the Sap requires damage equal to whatever its value originally was. Treant sap has 2 uses detailed below.

- (Fuyu no shūkak) Winter Harvest
A generic and basic application of sap, the use of winter harvest allows the user to create blasts, streams or form sap into structures from themselves. Depending on how much chakra is used, the sap can be a small amount to a large torrent, or even condensed to a focused ball, still able to deal as much damage as a large stream. This basic application has no strengths or elemental weaknesses however, by infusing a chakra nature with it, the user can give it strengths and weaknesses of whatever element was infused with it.

- (Haru no ōkui) Spring Gluttony
Instead of creating a sap for Winter's Harvest, which is for more generally combat oriented purposes, a Treant, or Summoner with the Naturalist Specialty can perform Spring Gluttony, a supplementary application where they can infuse the sap over their body, or the body of a given target, which heals them for 30 damage per turn. This technique is a passive use, using natural healing properties that come with the sap.

Notes:
- A rank needs 2 handseals while S rank needs 3, unless the user is a treeant.
- S rank can only be used 4 times per battle
- Spring Gluttony can only be used 3 times per battle total
- Spring Gluttony lasts for 3 turns with a 4 turn cooldown inbetween
 
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Zatanna

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Summons - Slugs

Slug Summoning: Xiaoyu
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: 80 from acid (40 per turn)
Description:
Xiaoyu is a slug that is summoning much in the way of Katsuyu, being varying sizes, and sharing the trait to spit acid. What differs Xiaoyu to Katsuyu is in her battle tactics and capabilities. While Katsuyu can be seen as a supplementary or defensive ally, Xiaoyu can be seen as an offensive one. Sharing the ability to absorb people into her body, instead of surrounding them in a large body, effectively like cushioning, Xiaoyu creates a secondary skin shaping her body to match the users without hindering movement. By merging with the user, she can still use her acid attacks. Xiaoyu can use the chakra transfer technique to increase a users technique by 10 chakra to increase its damage by 20 points (10 for S-rank), but only up to S-rank. Should Xiaoyu get the chance to absorb or merge with the enemy target, she can start to break down his body on a cellular lever, burning through him with her acid at 40 damage per turn.
Due to Xaioyu's battle nature, she is able to tank physical attacks that are up to B-rank without damage.
Notes:
-Can only be summoned once per event
-Merging with a target is passive, but take up a move slot in the users turn.
-Can last 4 turns.

On'Yomi Ninpo: Ame | Slug arts: Rain
Type: Offensive/Defensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Using the Slugs ability to split themselves into multiple forms, the user will summon a medium size slug tossing it into the air above and over the opponent. As the slug flies it will rotate and split sending off smaller slugs onto opposite side of the opponent's left and right. As all the Slugs drop, they will release their sticky tooth acid, covering a portion of the battlefield in acid for 1 turn.
 
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Zatanna

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Summons - Red Panda's


Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Thor is the King of the Red Panda. He is as tall as Ponta and he bears a large double headed war hammer that has been crafted from chakra metal which enables Thor to channel his elemental nature into the weapon for added power and he carries it on his back. he wields the hammer with his exceptionally large tail. He has an affinity for Lightning Element and can use the techniques up to what the user know's. He is capable of slamming his hammer onto the ground to activate the earth elemental techniques. He is also the largest Red Panda summoning and due to his size he can travel across terrain quite quickly. He has thick fur that prevents him from being harmed by C rank and below Ice ninjutsu. He also has good hearing and a kean sense of smell allowing him to find hidden targets even when his field of vision is blocked.
Note: Can only be used 2 times per match
Note: Can only remain on the field for 4 turns


Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A (+10 to regular taijutsu and Kenjutsu Techniques)
Description: The user will summon Tapian a red panda the size of Gamakichi. Hes not particulary large compared to the Boss summoning Thor but he is exceptionally fast and strong. He uses Fire elemental techniques up to the users rank, but he is more a taijutsu and kenjutsu user and can use the techniques that the user knows and due to his great physical strength he can increase the attacks by +10 damage. He wields his katana with his tail or bearing it in his mouth. Due to being a expect sword user he is capable of performing the silent killing technique with his sword which is a Odachi. Along with his natural gifts of hearing and smell which allows him to listen for the movement of the enemy and smell them out which aides in the silent killing technique useage when unable to see the target.
Note: Can only be summoned twice and must wait two turns before re-summoning.
Note: Can only remain on the field for 4 turns.
 
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Taijutsu

Shi ga susumu | Deaths Advance
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: +25
Damage:
+25
Description:

Effectively a style of using Chakra enhanced strength, this method uses weapons to perform the attacks. Most Chakra enhanced strength attacks are single punches, or very simple in terms of their technique, which can be replicated and performed by blunt weapon objects performing the same motion. A staff striking an opponent with the same strength as a punch from the user, but given the advantage of not having to reach. This style allows the user to perform CES techniques with blunted weapons such as staffs, clubs or nun-chaku etc.
Lasts for 5 turns with a two turn cool down in between usages.


Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
Enhancing ones taijutsu by gathering chakra around the users body, they then focus it into the palm of their hand and using shape manipulation along side with shape manipulation, produce from their hand while striking the shape of a flower, with petal made from chakra to explode upon contact with the target. Additionally, if the target is out of range, the user can punch their hand forward launching forth 5 petals from their palm up to mid range either simultaneously in the shape of a blooming flower, or one at a time.
Notes:
One turn cooldown between each use
No other Taijutsu A rank and above this turn


Type: Offensive
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description:
A secret close quarters technique that was developed by the Sage of Iron fist, the Iron Blizzard is a grappling taijutsu technique. Dashing in forwards towards the opponent, they will then extend their arm to clash and collect the opponents arm causing the user to swing around behind the target. Wrapping the other arm around the target, they will then lift the the target off the ground bending over backwards to slam them down German suplex style. This will cause them to land on their head, giving them a concussion to reduce their tracking by 25%. Then, the user will throw them upwards, quickly springing in their legs to catch up behind them to catch them while they reach the apex. Grabbing them and beginning to pull them back down to the ground, the user will rotate to create a spinning piledriver effect, causing the target to land on their head once again crushing them into the ground, causing a mid range shockwave from the crash.
Notes:
Can only be used twice



Type: Offensive/Defensive
Rank: B/S
Range: Short-Long
Chakra: 20/40
Damage: 40/80
Description:
Based along the usage of the shock wave, the user will channel chakra into their fists as they strike the ground creating a large shock wave that erupts ripping up the ground creating cracks and crevasses up to long range. As the user strikes the ground they will release the chakra creating a depth charge like effect where the chakra will be channelled running underground through the cracks and upturned earth towards the opponent. Then the chakra will detonate creating a large explosion creating a pillar up to mid range in the air.
Notes:
B rank can be used 4 times with a 1 turn cooldown inbetween each usage.
B rank can only reach up to mid range
S rank can only be used 2 times with a 2 turn cooldown inbetween each useage and nothing S rank or above the following turn.
Can only be used by Sakura bios

Raiu | Thunderstorm
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
A bukijutsu technique where the user will take a large shuriken that has a summoning seal on it charging it with raiton chakra. Then throwing it above the opponents head, the user will activate the seal, summoning forth another large shuriken, which has another summoning seal on it, which will activate summoning forth another shuriken with a summoning seal etc raining down hundreds of large shuriken covering the area of the target up to mid range in large shurikens. The user will make a single seal discharging the electrical chakra in the original shuriken, which will jump to all nearby shuriken and create a large thunder storm of electrical currents jumping around from shuriken to shuriken multiplying each time it jumps to the next nearest one.
Notes:
-No other A rank lightning jutsu this or next turn
-Can only be used 3 times per battle
-One turn cool down between each turn

Karage Hogeki | Body Barrage
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (30)
Damage: 60
Description:
A simple but effective technique where the user will launch themselves towards the opponent using enormous strength in their legs. They will launch themselves at twice their running speed but are unable to change direction during attack. Increasing the strength of the attack, the user can gather chakra around their body, creating a perfect sphere to encase themselves using shape manipulation on the chakra.
Notes:
-Adding a barrier of normal chakra is A rank with 30 chakra
-Can only be used 4 times with a 2 turn cooldown.

Ryu no ken | Fist of the Dragon
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra: 20-40 (-10 per turn)
Damage: 40-80
Description:
An advanced nintaijutsu technique, the user will gather chakra into their dominant fist, and with a punch forward release the chakra which will extend outwards. The chakra will then use shape manipulation to form itself into a serpentine chinese dragon that extends from the users fist. This dragon will still be connected to the users fist from its body as it grows being able to reach up to long range, able to contort its body and move to the users will, capable of coiling around the user to protect them or lunge out to strike at opponents as the user punches their fist forwards.
While channelling this technique, although the other appendages will be free, no other chakra based attacks will be able to be used.
The dragon starts out as a B rank with 40 damage with each subsequent turn increasing in rank following damage scaling until it becomes S rank with 80 damage on the 3rd turn.
Notes:
Can only be used 3 times with a 2 turn cooldown inbetween.

(Iki no Tani) Valley of Breath
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: 80
Description:
Creating 3 seals, the user gathers up wind natured chakra into their fist or foot, and slams it down into the ground, creating a long range shockwave that shatters the earth. Then releasing the wind into the ground, it creates a large powerful upheaval of wind like a geyser throughout the terrain, like a solid punch of blunt force up to long range. By channelling wind chakra through the users body and releasing it through their feet, the user can continue to channel this force for 3 turns.
Notes:
-Lasts 2 turns
-Can only be used twice per battle and 2 turn cooldown in between

Iku no Disku | Running Disc
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
The user focuses chakra to create a solid disc comprised of chakra, capable or being made to float in the air or beneath them. When the user then strikes this disk, it creates a long range shockwave that ripples through the ground and air due to the pressure being compressed into the the disk through with the aid of chakra, then let out in a fine high powered explosion. This technique allows one to create a shockwave while falling in the air, or while trapped in a body of water or mud.
Notes:
Can only be used 4 times with a 1 turn cooldown inbetween uses.

Futōmei Seido | Opaque Precision
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description:
A simple but effective body seal, the user writes onto a paper tag the symbol for light and having it placed on their body. When activated in battle, it creates a bright chakra sphere the covers up to short range, comprised entirely of chakra fueled light being continuelly fueled from the users chakra. This light shines as brightly as a paper flash bomb or Lightning Pillar, obscuring the user and making it difficult to look towards the source. While opponents find it hard to look towards the user, the downside is that even while turned away, they can still tell where the user is from the bright shining light. Lasts up to 3 turns.
Notes:
Must be placed in the users biography or at the start of a fight
Can only be used twice with a 3 turn cooldown inbetween each use.


Taught to me:

(Ninpo: Hissori Buki no Jutsu) - Ninja Art: Silent Weapon Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: Using the Ram - Boar hand seals the user will project their voice similar to the empty cascada shell technique to a different location and can cause a enemy/s to to believe that a thrown ninja tool/s is comming from another location allowing to cover the ninja tool/s true trajectory

(Undō no hōhō: Mizu no Mai) - Way Of Movement: Water Dance
Rank: C
Type: Supplementary
Range: Short
Chakra cost: 15
Damage points: N/A
Description: This technique is a fast movement that relies on the users ability to utilize their lower body. By combining the movement of bending the knees, the movement of the ankles and some swift footwork the user will dodge a attack successfully and swiftly. The initial movement requires the user to first bend their knees lowering their stance and by swiviling their left foot forwards and then rotating on the heel they then turn into a swirling motion where they move onto the right foot's heel repeating the same movement and thus they move under an attack effectively evading. This technique can be used to dodge out the range of specific ninjutsu but wide scaled ninjutsu would still make contact. This techniques primary use is for close combat against weapon or taijutsu users.


(Han Sochi no jutsu)- Half Step technique
Rank: S
Type: offence
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move.
Note: can only be taught by Zenryoku
Note: Can only be used twice per battle
 
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Lightning Ninjutsu:


ype: Offensive/Defensive
Rank: S
Range: Short (Long)
Chakra: 40
Damage: 80
Description:
The user forms 3 seals and focuses raiton chakra into their hand, releasing and using shape manipulation to form 2 large hammers, comprised completely out of lightning chakra. These hammers while being completely manoeuvrable and light, still has the momentum and weight behind it of a heavier hammer weapon. Being perfectly balanced, the user can swing and throw the hammer around as if it were almost nothing at all. Each strike of the Hammer deals 40 damage, letting out a small frontward facing electrical explosion. Should the user choose, they can compress the hammer's chakra completely into the tip of the maul, and slam it down onto the ground sending 1 S-rank>2 A-rank>4 B-rank>8 C-rank>16 D-rank bolts out racing along the ground at the cost of losing the weapon.
Notes:
-Can only be used twice per battle
-Lasts for 2 turns
-Two turn cooldown inbetween each expirey


(Raiton: Raikou Jishaku no Jutsu) - Lightning Release: Lightning Magnet Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: This jutsu creates electrical clouds around the area that attract metal, any metal projectiles thrown will be altered because of the clouds. This can be dangerous for both parties.
Note: Lasts for 3 turns, after the 3 turns are over, not new metal is attracted to the point.
 
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Wind
(Hakkakaze) - Igniting winds
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage Points: N/A (+20 to wind jutsu)
Description: Taking advantage of winds ability to allow objects to float through it, the user tosses a few exploding tags prior before using a jutsu, either simply as papers, or attached to kunai to reach further into their wind techniques. Upon interacting and reaching the wind technique, the tags will dance about the Wind Jutsu and as the wind hits, or before should the user choose, the tags can detonate, adding fire into the wind to cause burning and additional damage.
Notes:
-Can only be used ever alternate turn
-Can only be used 5 times per battle

(Fūton: Ukucho) - Wind Release: Chasing butterfly
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (+10 per turn)
Damage Points: 80
Description: After making three handseals, Dog → Tiger → Rabbit the user will hold out a palm causing wind to begin circling and form into a tornado, but miniature in size onto it. The user can then throw this spiraling wind out towards a target/opponent which will then rapidly grow and expand into a larger weather sized tornado. With an additional handseal and cost the user can cause the tornado to chase/follow and opponent or move on its own using wind currents to effectively move it along.
Notes:
-Can only be used 3 times
-2 turns in between each use
-Can last for a max of 3 turns
-No Wind S rank or above next turn

(Fūton: Namitsu Sempu) - Wind Release: Rippling Whirlwind
Type: Offensive/Defensive
Rank: C
Range: Short-Long
Chakra: 15 (-5 per turn)
Damage Points: 30
Description: Forming a singular seal, the user begins channelling chakra around their body to create a swirling sphere around them, with themselves as the source. Each turn the range extends once to encompass all targets within that range, so starting as short on the turn it started, reaching everything in mid range turn 2 then everything long range on turn 3. Lasting for 5 turns, the user continually passively funnels chakra into the sphere of wind as it begins cutting and ripping into enemy targets around within range. The user with conscious effort can create pockets to avoid friendly fire and harming friendly targets within its range. Should the user choose, they can end this prematurely by stop the funnelling of chakra into it.
Notes:
-Can only be used 3 times
-2 turn wait after finishing
 
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Fire Release


Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
After first making a set of three handseals, the user will gather fire chakra in their hand while holding a ninja tool and infuse it with fire chakra. After throwing the tool, the user will make a single seal to activate the technique where the ninja tool will the split into 5 other fire creations of the tool going towards the opponent in a pentagonal shape. Each fire tool creates a tiny explosion upon impact much like a paper bomb
Notes:
Can only be used once per turn
1 turn cool down inbetween
 
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Suiton - Water Release



10.
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
The user sends their chakra into a water source or can use a previous water source, to form 3 figures from the water. These three mounted samurai rise and attack the opponent. One has a whip, which can wrap around the opponent and immobilize them, the second has a long lance and the last has a bow to launch water arrow projectiles. The first samurai uses their whip to immobilize the opponent, the second, fires an arrow at the back of their leg to bring them to their knees and the last uses the lance to piece through the opponents chest.
-lasts for 2 turns
-Can only be used twice
-No water for same turn

(Suiton: Ameton no Kandazuchi) - Water Release: Raindrop Hammer
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description:
A simple but effective use of nintaijutsu, use use will pool water chakra into their feet and make three hand seals, releasing a pool of water beneath themselves. Gathering enormous strength into their fist, they smash it down into the water while channeling more water chakra through their feet, creating an omnidirectional wave of water to erupt from their fists impact upon the water.
Notes:
Can only be used 4 times per battle
1 turn cooldown between uses
 
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Earth Release

Doton: Puresha sufeera | Earth technique: Pressure Sphere
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
The user forms 3 seals and concentrates their chakra into the earth in the landscape and begins to manipulate it to rise create a large Venus fly trap like construction. The size can vary from a small tree to that of the larger earthen stone golem. As an enemy jutsu is coming towards the user, the earthen trap extends encompassing the incoming jutsu and tightly surrounding it as a sphere, locking out all light and oxygen, becoming a perfect spherical ball. Capable of countering incoming fire jutsu much more powerful, it removes the oxygen powering the flames.
Notes:
-can be used 3 times
-no other earth jutsu on same turn
-1 turn cool down in between.
 
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Kenjutsu Techs
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Taught to me:

here
(Hachidori) - Hummingbird
Rank: B
Type: Offensive, Supplementary
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user will flow their chakra into their sword and concentrate it. Through the motion os swinging the sword the user causes the chakra to react abnormally causing it to vibrate within the blades edge to high frequencies that when clashing with an object or opponent causing the vibrating energy to be released at the opponent which generates a noise like a hummingbirds wings but with more potency that causes the opponent to involuntarily fall back into covering their ears in an attempt to muffle the sound and subsequently leaving them open for further attack.

(Iai no Kaimetsu Tekina) - Quick Draw Cripling Method
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
Note: Can only be used by a samurai biography.

(Gyaku Iai Kata) - Reverse Quickdraw Form
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: A variant form of Iaido where the user takes a reverse hand to draw their katana at quick speeds. The form doesnt have quite the reach as standard Iaido but its perfect for close and tight situations. The user when using the reverse quick draw form they will bend their knees and they draw the katana with their back hand facing down and when fully unsheaved switched to the back hand facing up and by finishing the attack the user springs up to add extra speed to the deliverance of the attack. (Note on the difference of the two: standard Iaido is a wide draw method with the elbow facing outwards so the range is also longer, where as reverse hand iaido has a shorter draw arc as the elbow is closer to the body and facing down giving the draw a almost parallel line to the body allowing for better use in close range however the reach is short).
Note: Must have first been taught Iaido and have a samurai biography

(Junrei no Michi) - Pilgrims Road
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user by flowing their chakra into their sword will control and manipulate it to create multiple blades of chakra to extend from the initial blade branching out in front of the user up to 1 meter in length. The user can use this as a method of surprise by attacking with their sword to gain close quarters and then extending the various blades from various angles to attack their opponent.
Note: Can only be used three times per battle.

(Yama no Hōkai) - Collapsing Mountain
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user will channel chakra into their arms and blade and then acquiring the Jodan no Kamae stance raising the sword to above their head and taking a central body posture with the left foot forwards and the right foot backwards the user then brings the sword down with devastating power to break through many defenses through using the understanding of ones joints to maximize performance with the least wastage. However as this is taken under a kendo stance the wielding of the sword allows a user to still subsequently react in time to most incoming techniques other than those that would require heightened perceptive and reactive capabilities.

(Iai no San Dankai) - Quick Draw Three Step
Rank: S
Type: Offensive, supplementary
Range: Short
Chakra cost: 40
Damage points: 80
Description: This technique is an adaption to half step where the user will make a simple three stepping method when a target attacks them. The user will move to the side the target when they attack and then taking a short step backwards quickly drawing their katana whilst stepping forwards again to slash the target using the momentum of the step forwards aswell as the quick draw. This technique is done in a matter of seconds.
Note: Depends upon the rank of the user in how fast this technique is performed , and may only be used twice per battle.
Note: Requires a samurai biography.
Note: can only be used three times per battle
 
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Bubble Gum Nin

GummuAme | Gum Rain
Type: Supplementary
Rank: A
Range: Long
Chakra: 30
Damage: N/A
Description:
The user will blow a large bubble of gum and then send it upwards long range into the atmosphere/above the clouds. After reaching a certain height the gum will explode raining down layers of gum that will stick to the first thing it touches. If an opponent isnt careful, they could step on the gum and become stuck in place.


Type: Supplementary/offensive/defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description:
After the user has channeled their chakra into the gum and begins to blow a bubble(s) they will additionally infuse inside an elemental chakra into the skin of the gum. Depending on the element infused, will produce different effects upon bursting the gum bubble
Lightning:
The bits of gum that are flying outwards are charged with lightning chakra and as such paralyse upon contact. Not enough to paralyse the whole body but simply the area they come into contact with.
Earth:
The bits of gum the fly outwards are hardened into chunks that are given the ability to become projectiles that can break through B ranked earth and below.
Wind:
This affects the smoke created from the explosion, covering the battlefield area up to mid range in thick smoke difficult to see through with the naked eye. (Restricts range to short while inside, can be blown away by B rank wind)
Fire;
Creates a firey explosion upon detonations, that ignites the gum into flaming projectiles. Additionally, it will ignite any wind jutsu, following the path of least resistance. (B ranked fire stream/ball)
Water:
Increases the size of the gum adding +20 damage to the jutsu
Notes:
Each elemental projectile is B rank in strength and follows elemental S/W
Is done in same time frame as casting bubblegum ninjutsu
Can only infuse one element per jutsu
 
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Type: Supplementary
Rank: C
Range: Short-Long
Chakra cost: 15 (-5 per turn)
Damage points: N/A
Description: The user will create paper butterflies by releasing paper sheets from their body that are connected to their self by their chakra. The user can than have the butterflies attach to opponents or allies by landing on them and sticking to their clothes. The user is able to track/sense opponents.

Note: Only Usable by Paper Users
Note: Must be taught by Korra
Note: Creates 4 butterflies per user
Note: Usable 3 times



Type: Supplementary
Rank: A
Range: Short - Long (Made in short range and expands into Long Range)
Chakra: 30
Damage: N/A
Description: The user will do the Tiger hand sign and channel their chakra into paper sheets inside their body. They will than release sheets into the air and into the ground. The sheets will copy a concept from Mutually Multiplying Explosive Tags where they summon/multiply into more paper sheets. The paper sheets in the air will keep multiplying and just float into the air as it keeps covering a larger range of the terrain. The sheets that are releases in the ground not only start covering the ground in paper sheets but also start merging into the ground and form sheets under ground just like Sacred Paper Emissary Jutsu. This jutsu is made short range of the user and expands into longer ranges as time goes on. When first form the sheets start within short range of the user. After 1 full turn the sheets would reach mid range while after 2 full turns the paper sheets would just reach long range as they keep multiplying. This jutsu gives the user a source of paper across the field be able to form paper ninjutsu across the paper terrain. Once made this jutsu follow the Mutually Multiplying Explosive Tags route where it is self sustaining and keeps going off without the user needing to focus on it. The sheets stay on the field till they are all destroyed. This jutsu can not copy any sealing tags or formula but can copy special paper sheets the user might use instead of normal paper.
Note: Usable 3 times a match with a 2 turn cooldown between use
Note: Must know Paper Ninjutsu
Note: Must be taught by Korra.
What it looks like:
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Type: Supplementary
Rank: E
Range: N/A
Chakra: 10 (per technique)
Damage: N/A
Description:
This special type of paper is similar to the same paper trainee ninja use to discover their primary elemental affinity. However the primary difference with this is that the paper is thicker, creating a stronger bond between the fibres, and thus does not disintegrate when channelling the users elemental chakra through it. When placed in the biography of a paper user, it allows the bio to use this special kind of paper that allows them to channel elemental chakra through the paper. This paper cannot be substituted for elemental attacks, such as using paper for a Katon or Doton etc type attack, but simlpy allows the user to create elemental attacks out of paper. By using a paper ninjutsu technique, and then at the extra cost of 20 chakra per technique, the user can passively change the nature of the chakra controlling the paper into a specific element, creating a thin elemental cover on the paper.
Notes:
-Must be placed in users bio and start of battle
-Coating a paper ninjutsu in elemental chakra costs an extra 20 chakra per technique
-Counts towards one of the users three moves per turn


Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30 (+10 per turn)
Damage: 60
Description:
Using the ability to manipulate paper within short range of oneself, the user will release paper from their body and begin rotating it around themselves in a whirlwind like style. This paper will cut and slice anyone walking through it, or protecting from projectiles etc. The user is able to actively expand the jutsu up to long range creating a rotating shredding wall of paper which ends the jutsu.
This jutsu can be kept active taking up one move slot and 10 chakra per turn, however restricting the user to only paper jutsu.
Notes:
Keeping it active requires 10 chakar per turn and costs one moveslot per turn
Expanding it out to long range costs a moveslot and ends the jutsu.
Can only be sustained for two turns at a time.
 
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Rain Techs:
Subete no mono | All thing connected
Type: Supplementary
Rank: N/A
Range: Short-Long
Chakra: N/A (+10)
Damage: N/A
Description:
A passive technique by taking advantage of the rain falling down from the sky, the user is able to spend an extra 10 chakra per Raiton technique extend the range of their technique by one.
Similarly to releasing Nagashi from the users body or something like Chidori/Raikiri where the users body is coating in their own lightning release, the have no risk at shocking or harming themselves via shape manipulating to control where the chakra is going. The secondary advantage of this technique is that by jumping from one raindrop to the other, the user is able to use shape to cause the lightning technique to strike from different angles. Th example being that each raindrop would represent a vector or point, allowing the lightning to jump from one to the next, moving about as the rain falls.
Notes:
-Can only be used 5 times
-Can be used with the users Rain or by natural rain
- Can only be used with unfocused Lightning Techniques like Chidori Nagashi etc.


Ameton/Raiton: Jinsokuna rakka | Rain Release/Lightning Release: Swift Falling
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30 (+10)
Damage: 60
Description:
With the users rain coming down and performing a single seal, they will infuse their raiton/lightning chakra within the rain, causing the rain to be filled with lightning chakra. This causes two effects to hamper enemies while benefiting the user. Using shape manipulation, they are able to bend the light by manipulating the raindrops by chaning the shapes of each drop falling to be convex, angling the light generated from the lightning towards the opponents causing blindness. This raiton technique, similar to (Raigen Raikochu) – Lightning Illusion Flash of Lightning Pillar causes bright raiton chakra to blind the targets. By each raindrop refracting light from another, this effectively creates an endless loop of light being reflected from old rain that is currently falling to new rain that falls. Additionally, due to the heavy rain that is filled with chakra, this effectively creates a wall of chakra that the sharingan and rinnegan see's. However due to the amount of rain falling, it would be like several thousand walls of chakra between an opponent and the user. Due to this chakra wave, users with doujutsu (excluding byakugan) can only see chakra, and not the actual user, unless within short range. By paying 10 chakra per turn, the user can keep the effect active but cannot use any other lightning techniques while active.
Notes:
-While active, user cannot use any other lightning jutsu
-Can only be used 3 times per battle, each usage lasting 3 turns.
-Must have a two turn cool down inbetween uses


Ameton: Arashi no Kuro | Rain Release: Black Storm
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+10 per turn to focus)
Damage:
N/A
Description:
A powerful rain release technique that summons forth jet black clouds that cover the battlefield, producing a fierce storm and rain. They create powerful winds comparable to gales and tornado's, although lack any damage capabilities. However, due to the severity and power of the rain falling combined with the powerful winds blowing, it reduces all fire/heat based elements and wind/wind based elements from the opponents by -20 damage. The reason being that the rain falling begins cooling and dousing all fire, while the sheer power from the winds begins to miss shape and redirect all winds. Additionally, this makes any ranged ninja tools B rank and below rendered useless. The technique lasts four turns.
Notes:
-Can only be used twice
- Two turn cooldown inbetween uses on ending
 
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Fuin:
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Taught to me:

(Fūinjutsu: Geijutsu Soshite Kaikaku) – Sealing Technique: Artifice and Revision [5/6]
Spoiler
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 chakra to the applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Multiple Infinite Embraces. Through an infusion of chakra the applied sealing tag will, upon contact with its target, release an intangible barrier on its target, much like armor. Those entrapped within the armor will experience the disruptive effects of the Multiple Infinite Embraces, but to a lesser degree. The target will be unable to mold chakra above S-Rank while affected while also losing 50 chakra per turn, allowing the user to gain the stolen chakra. Unlike the Multiple Infinite Embraces, which can be escaped by destroying the barrier, this barrier can only be destroyed by destroying the tag which it is applied to. Because of the nature of this technique it can be used within the same timeframe as the tag which it is applied to. Can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.

(Fūinjutsu: Arashi Monshō) – Sealing Technique: Storm Crest [4/6]
Spoiler
Type: Defensive
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. By crossing the user’s arms the user produces a barrier which emerges from their arms as a hemisphere/half-dome construct in front of them, protecting them from frontal attacks. The barrier is incredibly durable, only being able to be broken by A-Rank attacks, playing neutrally to elemental techniques. The advantage created through the use of Storm Crest is its potent speed, enabled simply by the user crossing his arms; this makes the technique very potent and possible to use, even in close quarters combat. When activated Storm Crest can be sustained at a minimal chakra cost per turn. Because the barrier is sustained by the user they are able to regenerate the barrier retroactively from its creation. As such attacks which lack the strength to destroy the barrier simply cause the barrier to return to full strength (at the cost of a move), requiring that the barrier be overpowered completely by an attack in order to neutralize it. Storm Crest can be used three times per battle with a single turn in between applications.

(Fūinjutsu: Ishutaru no Heiki) – Sealing Technique: Ishtar’s Armory [3/6]
Spoiler
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-5 per turn)
Damage: 60
Description: This technique is the sibling of Sealing Technique: Ethereal Guardian. Like its sister technique, Ishtar’s Armory employs the same principle of malleability and versatility allowing the user to produce a wide variety of barriers. These barriers, like the familiars created by Ethereal Guardian, are limited only by the user’s imagination in their creation allowing the user to produce objects which range from simple geometric constructs, such as a pillar, to something as complex as a sword, kunai, bird, or dragon. Although, unlike the Ethereal Guardian, which allows the user to produce familiars which siphon chakra these constructs are static and simply drain the user’s chakra should they be sustained over multiple turns. The created objects cannot exceed a maximum of 15 meters in height or width. By default their created color, like Ethereal Guardian, is white. These constructs are created within short-range of the user and can reach up to long-range from the user’s position. They are capable of levitating by default, like Ethereal Guardian. The user is able to produce multiple constructs freely, following normal splitting rules. Ishtar’s Armory can be used four times per battle with two turns in between applications. In the following turn the user is unable to use Sealing techniques above B-Rank. Creations are only able to be sustained for up to two turns, during which it will occupy one of the user's three moves per turn.

(Fūinjutsu: Butsuri Kyōsaku) – Sealing Technique: Physical Arctation [4/6]
Spoiler
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. Physical Arctation is based on the principles of Sealing Technique: Artifice and Revision. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Living Barrier. Through an infusion of chakra the applied adjusted script will release an intangible barrier on its target, much like an armor. Those entrapped within will experience the disruptive effects of the Living Barrier, but to a lesser degree. The barrier creates a seal which effectively seals away 40% of the target’s maximum chakra reserves while also preventing the target from using techniques above S-Rank. Unlike the Living Barrier, Physical Arctation will remain active until the seal which it has adjusted is destroyed. Because of the nature of this technique it can be used within the same timeframe as the technique it is applied to. Physical Arctation can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.


Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user focuses and channels copious amounts of Bakuton chakra throughout their entire body causing the user’s very form to manifest the properties of pure Bakuton chakra. The result is the user’s body, not simply their skin, will turn into raw explosive energy. The explosive energy manifests itself as a dark bloody crimson expanding throughout the user. This technique, in essence, causes the user to transform into a living bomb. Vestments of Divine Imperials provides inherent natural defenses through this transformation. However, despite what this technique suggests, this does not cause the user to become a suicide bomb. The basic defenses provided by Vestments of Divine Imperials is essentially a reactive armor taking on the properties of an explosion while also allowing the user, because of the very nature of their body, to become immune to their own explosions. The reactive defense provided by Vestments causes opposing techniques, within elemental weaknesses and strengths, to strike the user’s body and produce a reactive natural explosion. The explosions produced act as a natural defense enabling the user to neutralize invading forces. These explosions, due to their neutralizing nature, will reflect the size, speed, and power of the invading force. Because of the user’s incredible control enabled by Vestments of Divine Imperials they will be able to decide entirely at their volition whether objects which strike them will be met by an explosion or not. This only applies to objects which the user has awareness of. Objects and forces which strike the user unknowingly will be naturally met by an explosion of the above set proportions whether according to the user’s will or not. Because the user effectively transforms and converts his body into raw explosive energy he sheds certain traits of his biological body. No longer can the user suffer from pain, rendering them unable to use pain to release from illusionary techniques. Additionally, the user can no longer suffer from the biological effects of poisons, yet certain corrosive agents can still harm the user’s explosive form in some ways if not able to be overpowered by the explosion. However, the user is also vulnerable to Lightning Release techniques due to their unique interactions with Explosion Release. In essence Lightning Release is able to diffuse explosions effectively resulting in the paralysis of the user should he or she be struck. This technique enables the user to defend against S-Ranks and below of neutral elements (A-Ranks and below for weaknesses, F-Ranks and below for strengths). If the user is struck by an attack weaker than their transformation, their explosive form will not weaken or decrease in power at all. If the user is struck with an attack that will neutralize their transformation, the two cancel one another out and the user reverts to their original form unharmed. If the user is struck with an attack that overpowers their transformation, the user's body reverts to it's original form and sustains the remaining damage (after the collision of techniques). Aside from this the user’s ability to weave hand seals, mold chakra, and otherwise all abilities prior to their conversion remain normal. However, while Vestments of Divine Imperials is active the user is only able to use Bakuton and the elements which compose it, their primary elemental affinity and any CEs based on these elements as well as non-elemental abilities. Vestments of Divine Imperials lasts for four turns and can be used twice per battle. On the turn this technique expires the user is unable to produce Lightning, Earth, or Explosive techniques above S-Rank in the same turn. Additionally, upon expiration the user’s body is returned back to its normal biological state. Due to the conversion the user’s base speed will be reduced by 2 levels one turn thereafter. Explosions which occur from the user’s body, voluntarily or not, happen passively but cost one of the user’s three moves per turn. Seals and items otherwise on the user's body during their transformation retain their normal abilities. Body seals will become inscribed as explosive energy in their normal positions.


Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Imperial Authority is designed to only be used while Vestments of Divine Imperials is active. Applying the user’s Explosive energy state the user becomes able to shape their body into anything which suits their needs at the given moment. The technique can produce appendages of varying shapes and sizes to be used as weapons to strike an opponent. Authority can go as far as allowing the user to shape their body into whatever form comes from their imagination as long as the size does not exceed twice their original form. When Vestments of Divine Imperials is deactivated or expires the user’s form will revert to its original shape and size. Reverting to the user’s original form with this technique requires the user use one of their three moves per turn. Imperial Authority can be used four times per battle.
 
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Zatanna

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C.E

Custom element Japanese name: Amaiton (amai means sugary but I didn't want to use the lit. Katakana of shugaa)

Custom element English name: Sugar Release

The element is based on: Earth + Water + Advanced Chakra Control

Facts that prove the element to be possible (in the manga context):

We have seen numerous foods in the Narutoverse specifically things like Dango that are covered in a sugar. Considering that combining earth and water nature's can produce trees, wood and plants, it's not unreasonable to assume that they can produce sugar as well. Another example of nature manipulation on an advanced element nature would be canonical Mud release, Lava release etc.

How it works:

Sugar is the generic name for sweet, soluble carbohydrates, many of which are used in food.
Sugars are found in the tissues of most plants and are present in sugarcane and sugar beet in sufficient concentrations for efficient commercial extraction. Sugar can be broken down into two basic groups. Monosaccharides and Disaccharides. Monosaccharides are simple sugars like glucose or what our bodies use for energy. Disaccharides are when two simple sugars (aformentioned mono's) combine to form a crystalline lattice. This is your every day table sugar etc.
Sugar has quite a few uses, the primary that we use it for a form of energy. there are a few other uses such as flavouring, salt curing, pickling etc.
Sugar as well is a fantastic killer of micro-organisms, fungi and virus's. The reason being that sugar moves water via osmosis on a cellular level dehydrating and killing off the cells.

In context of NB RP;
Using one's earth and water chakra similar to wood release, one is able to create sugar from the combination of elemental chakra that is earth and water, as well as shape manipulation. With shape manipulation, one is able to refine sugar to a crystalline structure that is what is commonly known as sugar crystals, which is much more effective at creating structures or combining into a lattice. With the right elemental chakra and shape manipulation one could form one massive tall sugar crystal, or millions of little crystals to form a wall, or even to release glucose all around ones body for a burst of instant energy.

Jutsu Usage Examples:
Amaiton no Jutsu: Sugar release technique
Type:
Supplementary/Defensive/Offensive
Rank: B - S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description:
The user will gather up their Amaiton Chakra and put the hands to the ground forming rudimentary pillars/shields/walls desired based on the Chakra gathered. A rank techniques need one seal before where S rank will need 3.


Amaiton no Kaiyoo: Ocean of Sugar
Type:
supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA
Description:
The user will make one seal and put their hands to the ground channeling Amaiton Chakra into the ground. This will result in sugar crystals forming over the surface of the earth over the battlefield. This can also be done to cover an earth technique by adding one extra seal into the technique in the same time frame.

Amaiton Rusho: Sugar Rush
Type:
Supplementary
Rank: A
Range: short
Chakra: 30
Damage: NA
Description:
The user will release Amaiton Chakra around their body in small amounts, giving an excess amount of energy to their cells. This will allow them to push their bodies further without losing any energy or effort giving them +20 to taijutsu and doubling their speed.
Notes:
-lasts 4 turns
-can only be used twice per battle to avoid hyperglycemia.

Conditions to be able to use it:
Earth and Water Release Mastery

Is weak to:

Fire - Will melt sugar
Water - Can soak up the sugar
Sound - Reverberations will shatter crystals

Is strong against:
Wind and wind based CE's - The crystaline structure of the sugar makes it harder for the wind to break.
Lightning - Due to the crystalline structure the sugar crystals can work like a lightning rod to spread the electrical charge throughout the shape untill it cannot hold anymore

Co-creator:

Students I passed this custom element on too:
? & ?


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

I, Lord of Kaos, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:
UdonPanda, our loyal member, gave on the date April 15th 2018 a request for a Patent on his custom element (Sugar Release); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;
Amaiton

Powered by Lord of Kaos

Copyright © 2018, UdonPanda, NarutoBase.net





Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
The user makes 3 seals and places their hand on a physical surface, and channels their Amaiton chakra through their hand. The surface of the target will start to crystalize and become covered in sugar crystals with the users chakra inside them, untill the entire target is crystalized.
Notes:
1 turn cooldown between uses and can only be used 5 times max.


Type: Offensive/Defensive/Supp
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description:
The most generic basic technique of the Sugar release, the user is capable of creating sugar crystals on the battlefield from rudimentary shields, walls and weapons, to constructs such as squares, spheres and other crystalline structures. Depending on how much chakra is input into the technique determines the strength of the constructs. More advanced usages require more hand seals such as 1 for B rank and 3 for S rank. To create anything further than short range must be channeled through a medium.
Notes:
B rank > 1 handseal
A rank > 2 handseals and 1 turn cooldown
S rank > 3 Handseals and 2 turn cooldown
Note: S ranks can only be used 3 times.

Type: Supplementary
Rank: A-F
Range: Short
Chakra: 30-50
Damage: N/A (-15 to user for each turn of F rank)
Description:
The user will gather Sugar chakra around their body, creating a direct source for every muscle and fibre, providing a huge boost to energy allowing the body to be push to extreme limits.
-A rank requires 2 handseals, while S rank requires 3 and F rank requires 5.
-While in S rank mode, the user can only use Non elemental Ninjutsu apart from Amaiton, as well as nonelemental Taijutsu, Kenjutsu and Genjutsu.
-While in F rank mode, the user can only use Amaiton elemental ninjutsu, non elemental Taijutsu/Kenjutsu

Bakafu - Blast (A Rank)
With one instant surge of chakra around the body to the muscles, the user is able to move at 2x the speed they normally can allowing them to move and dash at incredible speeds. This movement lasts for mere seconds useful as an escape or closing distance technique.
Restrictions:
Can only be used 4 times per match
No techniques above S rank Next turn

Moeru - Blaze (S Rank)
Channelling Amaiton chakra around the body, the user creates a source of readily available energy allowing the muscles to work at their limits without losing any energy. The draw back to this is the lactic acid build up that comes afterwards. By fueling the muscles with sugar for 3 turns, the user moves at 3x their speed, giving a +15 to taijutsu due to the increase in speed.
Restrictions:
Can only be used 3 times per match
No other Sugar release techniques upon ending for 2 turns
No Techniques above S rank for 2 turns upon ending.

Kirakira - Glitter (F Rank)
One of the most dangerous and reckless uses of Amaiton, is the Glitter. Glitter surrounds the muscles in sugar chakra, with a ready supply effectively drowning the muscles in the chakra. Pushing the users body beyond normal safe limits, this mode effectively stresses and tears muscles due to the extreme strain put on them. While extremely dangerous, this does also give the user for 2 turns to move at 4x their speed, with an added bonus of +25 to their taijutsu. After the jutsu ends, the user is left extremely drained to the overloaded build up of lactic acid in their system and the risk of hypoglycemia.
Restrictions:
-Can only be used once per match
-No other sugar release for 3 turns upon ending
-No other techniques above A rank for 2 turns after ending.
-User takes an additional 20 damage for 2 turns after ending from attacks

Amaiton: Kagayaku no Sora | Sugar Release: Sparkling Sky
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage:
60
Description:
The user will make 2 hand seals and cause Sugar chakra to begin to form at a high altitude, in which will then begin raining down upon the battlefield for 3 turns. During this time the user can use this sugar for a variety of usages such as a source of techniques, to completely wrap around an opponent to immobilise them, or to detonate causing damage after making a single handseal, taking a Jutsu slot per turn. During this time a sparkling shining glitter can be seen through the battlefield to which the user can press for their advantage. Another usage that the user can do to take advantage of the falling sugar is by channelling lightning chakra with the falling sugar, and forming a single seal to clump it together it can refract blind an opponent temporarily interrupting them or throwing off their aim. One technique to use to end the jutsu prematurely is to cause it all to fall at once by making two handseals, clumping down to fall like bombs, covering the entire battlefield or area specific to where the user caused the sugar to fall.
Notes:
-Rain lasts for 3 turns
-Each additional move costs a move slot in the users turns
-Cannot be used for 2 turns after finishing
-Can only be used twice per battle

( Amaiton: Sutāraitokyanon) Sugar release: Starlight Cannon
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (+10)
Damage: 80 (+20 to taijutsu)
Description: The user will perform 3 seals gathering sugar chakra into their hands or feet. As they do they will perform a powerful nintaijutsu move, where the sugar is formed as crystals on the outside of the appendage. As they swing through these crystals break off due to the massive force and act like tiny crystaline bullets that apread from the user in an expanding cone, capable of hitting mulitple targets. Alternatively, should the user perform this technique in the same timeframe as a taijutsu move, it costs an additional 10chakra to the technique, giving it an extra 20 damage(+10 to Taijutsu above S-rank).
Notes:
Can only be used 3 times with a 2 turn cooldown inbetween.
No Sugar Release techniques above A-rank in the same turn
No Sugar Release techniques above S-rank in the next turn
 
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