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  1. #126
    Senior Member Passion's Avatar
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    Re: Custom Element's Jutsus

    Quote Originally Posted by Nnoitra-Sama View Post
    ( Kanton: Shitai no Tetsu ) - Iron Release: Iron Corpse
    Rank: A
    Type: Supplementary - Defense
    Range: Self
    Chakra cost: 30 ( - 110 per turn )
    Damage points: N/A ( + 10 to taijutsu )
    Description: This is a simple jutsu of iron release that allows user to manipulate the iron inside of their body. The jutsu works like any other iron release jutsu where user combines both Earth + Fire chakra to make the iron movable and then user can manipulate it in the way user desires. This allows user to produce their own projectiles/turn hands' edges into swords and/or keep a source of iron always with him/her. While using this jutsu user's body becomes harder compared to regular body. User is weaker to lightning and sound while having this jutsu active.
    Note:
    - Lasts whole battle
    - No Lightning can be used at the same time
    - Consumes chakra every turn.
    Cannot edit old post so I fixed the iron corpse and added new jutsu.

    ( Kanton: Shitai no Tetsu ) - Iron Release: Iron Corpse
    Rank: A
    Type: Supplementary - Defense
    Range: Self
    Chakra cost: 30 ( - 10 per turn )
    Damage points: N/A ( + 10 to taijutsu )
    Description: This is a simple jutsu of iron release that allows user to manipulate the iron inside of their body. The jutsu works like any other iron release jutsu where user combines both Earth + Fire chakra to make the iron movable and then user can manipulate it in the way user desires. This allows user to produce their own projectiles/turn hands' edges into swords and/or keep a source of iron always with him/her. While using this jutsu user's body becomes harder compared to regular body. User is weaker to lightning and sound while having this jutsu active.
    Note:
    - Lasts whole battle
    - No Lightning or sound can be used at the same time
    - Consumes chakra every turn.

    ~Approved~
    ( Kanton: Yonsaki tetsu tawā ) - Iron release: Four point Iron Tower
    Rank: Forbidden
    Type: Defence - Supplementary
    Range: Short - Long
    Chakra cost: 60
    Damage points: N/A ( - 30 to user )
    Description: Iron release user makes Snake → Monkey → Dragon → Rooster → Rat handseals or uses huge amount of chakra for this jutsu. After doing so the user will gather the all the iron that the soil has and/or create some, inorder to create four pillars of iron in each corner of the battlefield that go deep into ground. Each pillar is about 25 meters long ( above the surface ), skew and each of the pillars point on top of the user, combining all these pillars 25 meters above the user into structure that looks similar to the bottom of eiffel tower. Ontop of the combined pillars stands the one last pillar that points straight upwards. The whole structure looks very similar to eiffel tower and it works as gigantic lightning rod. It's made to absorb huge lightning strikes mostly nature thunder ( Kirin and Raiga's jutsus ) by guiding the electricity deep into ground without user getting harmed.
    Note:
    - No iron release jutsus can be used in the battle afterwards
    - User suffers - 30 damage from using this jutsu and is left exhausted, panting on ground
    - Takes long time to prepare.

    ~Declined~
     
         
    Last edited by Ragnaroc; 10-22-2010 at 06:34 AM.

  2. #127
    Nero's Avatar
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    Re: Custom Element's Jutsus

    Quote Originally Posted by Nero View Post
    Basically has to recharge after every usuage for at least 60 seconds.

    ](Rajio Dosuu: Rajioringu) Radio Frequency: Radio Ring
    Type: Supplimentary/Attack/Defense
    Rank: S
    Range: Short
    Chakra: 40
    Damage: 80
    Description: The user wears a sharp metal object which rejects sound waves outwards so by using chakra the user focuses radio frequency into this ring sending out low or high frequency to a short range distance causing the effects of the type of frequency and since this is in a short range this jutsu is instant. The ring can only be released 4 times and this jutsu has to be recharged for at least 60 seconds before the ring can be released again.
    Jutsu can only be used 4 times per battle.

    Their edited it because I rushed through it at first.
    Mad this 2 months ago would love for it to be checked.

    (Souken Shintou: Shainingu Shintou Yoroi) Blitz Impact Technique: Shining Impact Armor
    Rank: Forbidden
    Type: Supplimentary
    Range: short
    Chakra: 50 (+15 each turn active)
    Damage: 40 if touched the opponent will get electrocuted and sliced (20 each turn)
    Description: Similar to Raikages armor the user of blitz impact creates thunder clouds by doing one handsign if there are none in the air already and does another two handsigns quickly making a bolt of blitz impact come crashing down on him instantly. This makes blitz impact coat around him like raikages armor. Due to blitz impact being stronger than lightning and faster than lightning this boosts the users speed to the fifth gate since raikages goes up to the 3rd gate. This also boosts his strength and reflex speed. Due to the blistering power of the powerful Blitz Impact-made armour, with each physical blow the user makes, the shockwave of wind and lightning is released short-range, striking an opponent nearby.
    Can only be maintained a maximum of 5 turns
    Can only be used once.
    ~Declined~ Please use the proper template for assigning damage and chakra usage for the ranks
    (Souken Shintou: Souken Kumo) Blitz Impact: Blitz Cloud
    Rank: B
    Type: Supplimentary
    Range: Short-Long
    Chakra: 20 (+10 each turn)
    Damage:
    Description: The user does one handsign and creates blitz impact clouds. These clouds are coated with blitz impact and are thick so their resistant to being blown away. These clouds only last for 3 turns. Only Blitz impact can be manipulated from these clouds.
    ~Declined~
     
         
    Last edited by Ragnaroc; 10-22-2010 at 06:36 AM.

  3. #128
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    Re: Custom Element's Jutsus

    (chitaton: mane) Titanium release: manipulation
    Rank: C
    Type: Supplimentary
    Range: N/A
    Chakra: 20
    Damage: N/A
    Description: the most basic titanium jutsu.This allows the user to manipulate titanium to create titanium gloves(+5 to tai),spear/sword to use,can also be used to travel through titanium.Or just create a small defensive wall (c-rank)
    ~Approved~
    (chitaton: muteki yoroi ) Titanium release: invincible armor
    Rank: A
    Type: Supplimentary
    Range: N/A
    Chakra: 30 (-5 each turn)
    Damage: +10 to taijutsu,+5 to titanium release
    Description: The user will use there ability to manipulate titanium to harden there skin and basically create a layer of titanium on them.This increases the power of there taijutsu drastically,but leaves them vulnerable for fire elements.This can only be activated 2 times and lasts 3 turns.It Cant be used in 2 turns after usage.Because of the vulnerability to fire and wind,no fire or wind element while in the mode.Although he also becomes imune to any B-rank and below lightning,earth or water jutsus.Unless they are higher than B-rank they do not have any effect on him.(can only get hit by 1 A or S rank water,earth or lightning and stay unharmed,after that the armor will be destroyed)
    ~Approved~
    (chitaton: doragon dance ) Titanium release: dance of the dragon
    Rank: Forbidden
    Type: attack
    Range: short-long
    Chakra: 50
    Damage: 90
    Description: The user slams his hands together and creates 2 huge titanium dragons to his sides.Than manipulates them to swirl around each other forming a drill that heads at the opponent at high speed.Because of the strain of the concentration of the jutsu the user will lose 10 of his health everytime it is used and it can only be used 2 times per battle.
    ~Approved~
    (chitaton: Tsunami ) Titanium release: Tsunami
    Rank: S
    Type: attack
    Range: short-long
    Chakra: 40
    Damage: 80
    Description: The user exerts a lot of his chakra and forms a huge wave of titanium that heads at the opponent at high speed.After it is about to hit it forms thousands of spikes that stab the opponent and prevent him from escaping once consumed.The height of the tsunami is about 30 meters and the width is 100 meters.This is a very strong jutsu so it may only be used 2 times per battle and only once every 5 turns.
    ~Approved~
    (chitaton: sousou rei'kue ) Titanium release: early coffin
    Rank: S
    Type: attack
    Range: short-mid
    Chakra: 40
    Damage: 80
    Description: A copy of gara's sand coffin the user will preform 3 his handseals,immediately from the ground titanium will trap there legs and fallowed by there whole body,and than by doing another 2 handseals the titanium will squash them.However the user may squash them at any time by will.
    ~Declined~ needs restrictions
     
         
    Last edited by Ragnaroc; 10-22-2010 at 06:45 AM.

  4. #129
    ヽ༼ຈل͜ຈ༽ノ raise your donger Daemon's Avatar
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    Re: Custom Element's Jutsus

    Sorry about this i couldn't edit my other post ^-^ Hope you can understand.

    (Kumoton|Tou Denshi Doragon)- Cloud Release|Freezing Electron Dragon
    Type:Attack/Defense
    Rank:A
    Range:Short-Long
    Chakra Cost:30
    Damage Points:60
    Description: The user focuses their chakra into the particles of water in the air. the water then starts to turn into vapor that freezes into a cloud. the user uses chakra shape manipulation to shape the cloud into a dragons head. the clouds then give off an electric charge. within the cloud positive and negative charges begin to react with each other creating a lightning discharge throughout the dragon shaped cloud. the user can send the dragon towards the opponent. also the user can use chakra manipulation to direct the cloud so i can strike at different angles.
    (Can only be used twice per battle)
    (Can only be taught by Daemon)
    (cannot use any cloud jutsu next turn)

    ~Declined~
    (Kumoton|Denshi Renda)- Cloud Release|Electron Barrage
    Type:Attack/Supplementary
    Rank:A
    Range:Short-Mid
    Chakra Cost:30
    Damage Points:60
    Description: the user creates a fog around the opponent. the fog is thick enough that the opponent can't see through it(unless they have the byakugan). the fog then causes the positive charge and negative charges of the cloud to collide discharging small electrical current throughout the fog. when the opponent is caught in the fog they are continuously zapped by the electrons in the fog. if the user is trapped in this also it can harm them also along with the opponent.
    (Can only be used twice per battle)
    (the fog lasts 2 turns)
    (while this jutsu is active the user can't use any cloud jutsu.)
    (Can only be taught by Daemon)

    ~Declined~
    (Kumoton|Tenonkei)- Cloud Release|Heaven's Blessing
    Type:Attack
    Rank:Forbidden
    Range:Long
    Chakra Cost:100
    Damage Points:90
    Description: the user focuses a large amount of chakra into their palms. they then expel the chakra in an outward motion. the users chakra causes the electrons in the air to vibrate incredibly fast creating an electric charge the spreads throughout the wave of chakra the user just put out. this creates a large wave of lightning charging towards the opponent. the user then uses their chakra to compress the wave into thin line of compressed vibrating electrons and chakra that is able to cut through a dozen trees with ease.
    (Can only be used twice per battle)
    (Can only be taught by Daemon)


    ~Declined~
     
         
    Last edited by Ragnaroc; 10-22-2010 at 06:59 AM.

  5. #130
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    Re: Custom Element's Jutsus

    Adamantine Release: Grasp of the Devil
    (Kongoton: Etoku Ijin)
    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 60 (-10 to user)
    Description: The user slams their palms on the ground causing a pillar of adamantine to shoot out of the earth and wrap around the target. The pillar rapidly wraps around the target and binds them with enough pressure to crack bone. As is with most adamantine techniques it strains the user.
    ~Can only be used twice per battle.
    ~Approved~


    Adamantine Release: Adamant Strata
    (Kongoton: Kongo-soo)
    Type: Supplementary
    Rank: S
    Range: Short-Long
    Chakra Cost: 60
    Damage: N/A (-20 to user)
    Description: The user slams their palms on the ground and uses a large amount of chakra to create a source of adamantine beneath the surface of the battlefield. The layer of adamantine is created a few feet underground and encompasses the entire battlefield. This layer of adamantine can then be used as a source for further adamantine techniques. Since the metal would be pre-made the chakra cost and execution time of those techniques will be reduced.
    ~Can only be used once per battle.
    ~Reduces chakra cost of Kongoton techniques by 10.
    ~Requires a large source of earth.
    ~No techniques rank S or above can be used the following turn.

    ~Declined~

    Adamantine Release: Adamant Bastion
    (Kongoton: Kongo Shiro)
    Type: Supplementary
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 80
    Damage: N/A (-30 to user)
    Description: The user slams their palms on the ground and uses a massive amount of chakra to create an adamantine structure around the battlefield. The look of the structure will be similar to that of a castle with four tall walls and towers at the four corners. There are several windows with bars covering them around the walls that allow light into the structure. The adamantine that this structure is made of can then be used as a starting point for other adamantium release techniques. But due to the size of this structure it greatly strains the user. They suffer moderate damage and fatigue which limits their abilities temporarily.
    ~Can only be used once per match.
    ~Only one other technique can be used in the same turn.
    ~The following two turns no techniques A rank or above can be used.
    ~Approved~


    Adamantine Release: Adamant Tools
    (Kongoton: Kongo Kigu)
    Type: Supplementary/Defense/Attack
    Rank: B
    Range: Short
    Chakra Cost: 25
    Damage: N/A
    Description: This is one of the most basic adamanitine techniques. The user creates small structures of adamantine. These things could include small pillars, poles, shields, weapons, etc. Nothing larger than a person can be created through this technique.
    ~The creations must be simple, nothing complex like a cage or statue.
    ~Can only be used four times per battle.
    ~Approved~
     
         
    Last edited by Ragnaroc; 10-22-2010 at 07:04 AM.

  6. #131
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    Re: Custom Element's Jutsus

    Divine Wind Release: State Of Change (Kamikazeton: Zama o Hensen)
    Rank: D-Forbidden
    Type: supplementary
    Range: N/A
    Chakra: Original Cost + 20
    Damage: N/A
    Description: By focusing divine wind chakra into any wind or lightning jutsu, the user changes the properties of said jutsu which raises the power of the jutsu by one rank. It is very strenuous on the user’s chakra converting the wind/lightning jutsus into Divine Wind and thus, an additional +20 chakra cost is added to the original jutsu usage. All of this makes any wind/lightning jutsu used by the User have the result of being stronger and deadlier than normal wind/lightning jutsus.
    ~Declined~
    Divine Wind Release: Vortex (Kamikazeton: Kadou)
    Rank: S
    Type: attack
    Range: short-long
    Chakra: 40
    Damage: 80
    Description: The user focuses divine wind chakra in the air around the opponent. He then makes a series of 5 hand signs and manipulate the divine wind chakra that was around the enemy to create a huge vortex of divine wind. The wind acts as a tornado, causing anything on the inside of it to be swirled and tossed around. If an enemy if caught in the middle of it, it will cause him/her to lose focus momentarily, causing him/her to be unable to mold chakra of a high level (S-rank and higher) and due to the lightning imbibing the wind, paralyzes him/her. Then, after a few seconds of spinning the enemy around, the user will make a hand seal that causes the wind and lightning to slice inwards, slicing the enemy.
    Note: If in short range, it takes around 1.5 to focus chakra around the enemy. In mid range, it takes around 2.5 seconds to do it. In long range, it takes around 3-4 seconds to focus chakra around the target.
    ~Once per battle
    ~No Divine Wind jutsus for remainder of fight
    ~No Wind or Lightning jutsus for two turns afterwards.
    ~Declined~ OP, change the rank
    Divine Wind Release: Devils Blade (kamikazeton: Ijins Ken)
    rank: S
    type: Attack
    range: short
    chakra: 40
    damage: 80
    description: The user pulls out a kunai and holds it in his hand and focuses divine wind chakra into it. Then, he focuses extreme amounts of lightning chakra into his feet and use the lightning chakra in his feet to zoom past the opponent faster than the naked eye to see (the lightning chakra boosts the users speed enough so at short range, the opponent it is extremely hard to attack as he passes by). After the user runs pass the enemy, he then quickly turns and a split second after he does this a blade of divine wind comes in behind him and cuts the opponent in 2 as well as shocking him horribly. The blade leaves behind an ectrical essence in the air so even if the opponent dodges the blade he is shocked and paralyzed for 1 turn.
    ~3 times per battle
    ~only one other jutsu in the turn
    ~no forbidden rank jutsu in the next turn
    ~no taijutsu (that involves the hands such as punching ect...) for the rest of the battle for focusing divine wind chakra into the kunai shocks his hands slightly paralyzing him thus he wouldn't be able to use proper taijutsu that involves the hands
    ~Can be used with a sword as well
    ~hand signs are slowed for 3 turns
    ~Declined~ Wouldn't paralyzing the hands also stop you from doing handseals?
    Divine Wind Release: God's blast(kamikazeton: Tentei's bakufuu)
    rank: Forbidden
    type: Attack
    range: short-long
    chakra: 50
    damage: 100 (30 to the user)
    description: The user puts his hands together as if holding a ball in between them. While doing this he focuses his divine wind chakra creating and compressing a small ball of divine wind in them. Once done the user will open his hands releasing a huge blast of divine wind. The blast destroys everything in its path as well as cutting and shocking everything. It's said that when this jutsu was first used it destroyed the biggest mountain known to man.
    ~Once per battle
    ~no divine wind jutsu for the rest of the battle
    ~does 30 damage to the users hand as well as numbing them temporarily
    ~because of the numbing no hand signs for 2 turns
    ~no wind or lightning jutsu the turn before usage
    ~Declined~
     
         
    Last edited by Ragnaroc; 10-22-2010 at 07:15 AM.

  7. #132
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    Re: Custom Element's Jutsus

    Purton| Purakudon - [Plasma Release| Plasma Bomb]
    Rank: B
    Range: Short-Mid
    Type: Attack/Supplementary
    Chakra: 20
    Damage: 40
    Description: The user will concentrate Plasma Chakra to his palms as a wad of plasma. It will stick together and onto a surface, like rock or something. While it is stuck onto something, it doesn't burn, as all the heated plasma is on the inside waiting to burst. From either a certain distance gained or by making the appropriate hand seal, the user can activate the Chakra stored within it to burst into an explosion of Plasma Chakra in a 10 meter radius. The side effects of being attacked by plasma will ensue, such as very deep burns and disorientation.
    (Max of 4 can be created at a time)
    ~Declined~
     
         
    Last edited by Ragnaroc; 10-22-2010 at 07:16 AM.

  8. #133
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    Re: Custom Element's Jutsus

    Divine Wind Style: Great Royal Air Cannon of Zeus (Kamikazeton: Dai Roiyaru Goukuuhou o Zeus)
    Rank: S
    Type: Attack
    Range: Close
    Chakra: 80
    Damage Points: 90 (+ 20)
    Description: The user stretches his arm out with his palm facing the enemy and gathers Divine Wind chakra in his hand. A vortex of wind begins to form around the user’s arm. The wind is so thin and powerful that it slices cuts into the user’s arm as he holds it around his arm. Lightning then appears within his the palm of his hand and starts to spiral inwards around his arm. At this point, the user’s arm start to become numb. After holding and charging more Lightning into the vortex, the user fires it off at the enemy (a spinning vortex of wind surrounding a cluster of lightning that sends an electric current through everything it touches) with power varying upon how long he charges Lightning into it. The user can charge lightning into the vortex for at least two turns. If held in that long, the power of the vortex will be strong enough to blast through 3 Rashoman Gates. However, if the user does charge it for that long, he will not be able to perform any Jutsu with that hand for the rest of the fight (nin or tai).
    *If charged for one turn, it will have the power to blast through 1 Rashoman Door*
    *If released the same time as the user begins charging it, the power will be of equal standing to Balls of Wind jutsu*
    *can only be used once per battle*
    *after using, the user cannot use any Divine wind jutsu for two turns*

    Divine Wind Style: Wind Surge (Kamikazeton: Kaze Oonami)
    Rank: B
    Type: Attack/Defense
    Range: Mid-Long
    Chakra: 40
    Damage Points: 40
    Description: The user creates a wall of Divine Wind that he pushes forward at the enemy with the wall acting as a solar storm, with anything caught on the inside of it become fried by Lightning surging around through it. The wall of Divine wind is capable of knocking several targets backwards and cause them to take on the properties of Divine Wind, mainly the lightning of it. Due to the power of the lightning being present, the wind cannot be blocked by earth jutsus unless they are extremely thick enough to contain the lightning from the wind.

    Divine Wind Style: One Thousand Birds of Severing Pressure (Kamikazeton: Chidori Tatsuno Ooshigoto)
    Rank: S
    Type: Attack
    Range: Short-Mid
    Chakra: 80
    Damage Points: 90 (+ 15 to user due to blast at end)
    Description: After performing the necessary handseals, the user charges so much Divine Wind chakra into his hand that it becomes visible with the physical properties of Chidori, (but is really Divine Wind) but with wind swirling around the user’s hand. He then charges lightning chakra into his feet and runs at high speeds at the enemy and thrusts it at the enemy. As he does this, the wind circling around the user’s hand mixes in with the Divine Wind at this point, and creates an a Chidori with enough wind in it to blast back everything in the immediate vicinity. The user is then forced backwards in the explosion, causing small amounts of damage.


    Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
    Rank: B-Forbidden
    Type: Attack
    Range: Mid-Long
    Chakra: 40-90
    Damage Points: 40-90
    Description: The user charges large amounts of Divine Wind to his hands. He then makes a few hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 5 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of handseals that take around 3 seconds to perform. Each clap strength increases on a scale like this one:
    1st clap: (B-Rank) strong enough to knock back a man
    2nd clap: (A-Rank) strong enough to knock back a car
    3rd clap: (A-Rank) strong enough to knock over a house
    4th clap: (S-Rank) strong enough to knock over a building
    5th clap: (Forbidden rank) strong enough to destroy a village
    *after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
    *after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
    *after using 5 claps, the user cannot use any Divine Wind jutsu for the rest of the fight*
    *Only useable once a fight*
    *If the 5 clap is used, no other usage is able for the rest of the fight*




    Divine Wind Style: Mist Covering Wave of Inspiration (Kamikazeton: Kasumi Endo Kangekiha)
    Rank: A
    Type: Attack
    Range: Mid-Long
    Chakra: 60
    Damage Points: 60
    Description: The user gathers large amounts of Divine Wind chakra within his lungs. He gathers so much chakra in his chest that he chest swells up from the amounts of chakra, looking as if his chest is about to burst. He will then release the chakra in a invisible gas that he blows at his enemy. With the gas that he blows, the user also spits out several small Senbon with Divine Wind chakra around it. Being of Divine Wind chakra, the gas is extremely flammable and if it touches the enemy, it will shock and burn the enemy very severely. To the enemy, it seems as if the user has spit only Senbon at them, as they will not see the wind coming.

    Divine Wind Style: Northern Lights (Kamikazeton: Aurora Borealis)
    Rank: A
    Type: Supplementary
    Range: Mid-Long
    Chakra: 60
    Damage Points: 60
    Description: The user manipulates the wind around him, adding his Lightning and fire chakra to it, turning it into Kami Kaze chakra. He then forcibly releases large amounts of chakra to the already existing chakra around him, creating a very large and wide area of Divine wind chakra around the user. He then use’s this area of chakra to create a very bright light radiate from him that blinds all who look at him. It also confuses those with Sensing abilities due to the large radius of chakra making it hard to pinpoint the user’s exact position. The bright light from this jutsu comes from the fire chakra within the Divine Wind chakra being manipulated to “shine” and then adding the Lightning to it to create an even brighter light that, if one to view it, would look like the Northern Lights. If the Byakugan were to look directly at, it would blind the user even longer than those without it due to the large amounts of chakra and the Byakugan being able to see chakra directly.
    Note: Lasts for 4 turns at the most
    Useable twice a battle without a wait period of at least 1 turn in between uses.
    If looked at while active, it blinds the enemy for 2 turns. If a Byakugan user looks at it, it blinds for 3 turns.

    Over weekly limit
     
         
    Last edited by Ragnaroc; 10-22-2010 at 07:17 AM.

  9. #134
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    Re: Custom Element's Jutsus

    Quote Originally Posted by Hellsbadass View Post
    Shīrukasutamu (seal of customs)
    Type: Supplimentary/Attack/Defense
    Rank: S
    Range: Short
    Chakra: 40
    Damage: 80+ (depending how big is the object)
    Description: The user Stores his custom Element into a square seal paper, similar to that of jman's bijju cloak stopping seal thing, before the fight. Once placed onto an object, the user will perfomr a tiger seal (at any distance) which releases the stored custom element.
    * able to use 4 times per element*
    KE- The object will be covered in KE in a matter of minutes and will explode (will cover an entire human being and a med size summon is about 75%)
    Void- A small portion of the object (a size of an avarage back pack) will be covered in void and will all the void effects.
    Thermite- a small steam (similar to this - Water Release: Water Wave Palm - Narutopedia, the Naruto Wiki ) will be fired into the object or fired at the opponent. this last only for a short time, like a regular jutsu.


    ~Declined~ Add usage restrictions
    this jutsu is like any elemental scroll but smaller thats y the volume of the elements is small

    Resubmit 0_0
     
         
    Last edited by Ragnaroc; 10-22-2010 at 07:18 AM.

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    Re: Custom Element's Jutsus

    Jigukuton| Maou Gokuenha - (HellFire Release| Devil Prison Flame Wave)
    Rank: S
    Type: Attack
    Range: Short-Mid
    Chakra: 40
    Damage: 80
    Description: The user hold the Sword of Hellfire pointed towards the ground with both hands clasped around its hilt while he closes his eyes to focus his thoughts, with several flower petals falling around him if the opponent is near him when it happens he is easily caught in the genjutsu Magen: Narakumi (Demonic Illusion: Hell Viewing) When he opens his eyes, he creates a intense heat wave around himself, whie drawing chakra from the sword, granting himself with a large burst of strength. He begins a mad dash to the enemy, striking down before performing a combo of several slashes. At the end of the combo, he rises into the air and slams the ground with his sword, causing pillars of fire to rise from the ground and incinerate the foe.
    (Usable Once)
    (The User may skip straight to the end of the combo creating the hellfire pillars if time is a factor)
    ~Declined~

    Jigokuton: Naraku Souhou (HellFire Release: Hades' Touch)
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra: 30
    Damage: 20 per turn
    Description: The user releases their hellfire chakra into the air, by doing so, the user causes the usage of all water-based techniques to become null and void. Because the body is made up of 80% percent water, the opponent's body dehydrates rather quickly, and because of this the opponent will have a heat stroke towards the end of this jutsu due to being exposed to the extreme temperature.
    (last 3 turns)
    ~Declined~ Do no resubmit
     
         
    Last edited by Ragnaroc; 10-22-2010 at 07:26 AM.

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    Re: Custom Element's Jutsus

    (Ekishousan’en: Ishuu no Hitotaba Taka) – Liquid Nitrogen Release: Swarm of 100 hawks

    Rank: B
    Type: Attack
    Range: Short – Long
    Chakra cost: 20
    Damage points: 40
    Description: The user will manipulate their chakra to create 100 small hawks of liquid nitrogen to assault a target by having them fly in a single direction for concentration of the attack or a wide scaled attack to deal with multiple target/s
    ~Approved~
    (Ekishousan’en: Itonami no Ogawa) – Liquid Nitrogen Release: Life Stream

    Rank: B
    Type: Supplementary
    Range: Short – Long
    Chakra cost: 20
    Damage points: N/A
    Description: The user will perform two hand seals Boar – Horse and then will manipulate their chakra to create underground rivers of liquid nitrogen that flow across the battlefield to act as sources of liquid nitrogen. They can be manipulated to flow directly underneath the target as a means to freeze the ground beneath to immobilise them by the feet.
    Note: Takes 1 turn to fully create the rivers for use for future techniques
    Note: must wait 3 turns before capable of using again.
    ~Declined~
    (Ekishousan’en: Fuujikomeru no Enchuu) – Liquid Nitrogen Release: Containment Cylinders

    Rank: B – S (Rank for techniques not the equipment)
    Type: Offensive, Supplementary, Attack, and Defense
    Range: Short – Long
    Chakra cost: 20-40 (dependant on level of attack)
    Damage points: 40 – 80 (dependant on level of attack)
    Description: The user carries with them a specially made metallic containment cylinders that hold liquid nitrogen that can be manipulated at the users will for attacking or defending against enemy targets. There is enough liquid nitrogen within the cylinder to perform the following set of techniques which are ranked and have a limit on the amount of source needed to perform the techniques, with the lower being more uses and the higher using more liquid nitrogen source.
    B rank: - The user can manipulate the liquid nitrogen for a series of attacks ranging from orbs of Liquid nitrogen small objects like shuriken, spikes and pillars for ranged attacks or create a wall of Liquid Nitrogen. (Enough source for 6 times)
    A rank: - The user can manipulate their Liquid nitrogen source to create a projectile missile similar to a dragon or 3 hawks that are shot at the enemy allowing long ranged combat. (Enough source for 3 times without using other techniques)
    S rank: - The user can manipulate the Liquid nitrogen source to create a colossal wave like attack to crash down upon the enemy target and freezing on impact. (Enough source for 1 use without using other techniques)
    Note: This cylinder is wielded by the user at the start and when the user uses Liquid Nitrogen technique to draw a source of Liquid nitrogen if they wish they can replenish the cylinder’s source.
    ~Declined~
    (Geruton: Guuijin no Kugutsu) – Gel Release: Manikin drones

    Rank: S
    Type: Offensive, Supplementary, Defensive
    Range: Short - Mid
    Chakra cost: 40 (+ 10 per extra drone)
    Damage points: 80 (if orbs used as direct attacks)
    Description: The user will manipulate their chakra to create clear like bodies that are capable of being used in many ways. They attain a body that is resistant to taijutsu and absorbs the blows reducing them to nothing and in doing so can cause the opponent to be stuck. They can act on their own and can be used to attack or defend against the opponents by being used as a shield. They can shoot from their body orbs of gel that can be used to deal damage by having a strong density or can be used to disable the targets movements.
    Note: Can only make a maximum of 3 each time.
    Note: can only be used twice with 3 turns before each use.
    ~Declined~ How long do they last and How many times can you use them?
     
         
    Last edited by Ragnaroc; 10-22-2010 at 07:56 AM.

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    Re: Custom Element's Jutsus

    ( Geruton: Hekatonkeiru no Rashomon ) ɸ Gel Release: Castle Gate of Hecatoncheires
    Rank: S
    Type: Defensive/Offensive
    Range: Short-Long
    Chakra cost: 40 ( +10 per turn )
    Damage Points: 80

    A powerfully versatile technique, it combines the best features of Gel to create a strong offense and defense. The user forms ten handseals, and then hundred arms of gel appear behind the user, arrayed in a circular formation. Each arm is the size and shape of a normal adult human arm. Each arm wields a four-foot double-edged broadsword, again made of gel. The arms can then be manipulated by the user, and sent at an opponent to strike them with the swords, thrown in the way of an attack to partially or fully block it, or arrayed defensively to present a "blade wall" that an opponent has to pass through before reaching the user. The gel arms can also trade the broadswords for dexterity ( and vice versa ) in which case they can pick up objects or move them. In this form, they attack by pulling up pieces of the ground and flinging it at an opponent.

    The technique does possess some inherent weaknesses and restrictions -
    • This technique may be used only once per battle.
    • The arms cannot fully block a wide-range attack, or even a focused powerful attack.
    • The gel blades can slice through most substances, but nothing harder than gel ( see weaknesses of Gel Element for the list of these ).



    ( Geruton: Gerubakuhatsu ) - Gel Release: Gel Explosion
    Type: Offensive
    Rank: B
    Range: Short-Long
    Chakra: 25
    Damage: 45
    Gels possess the capability to explode. This technique - a handseal-less technique - makes the chakra in any gel the user has created act on the gel, making a bubble form within the gel which instantly explodes, doing good amounts of damage. If the opponent is physically touching that gel part, then one-fourth of his limb will be blown off. The bubble can be seen and the explosion predicted if the opponent is looking at that part of gel where the bubble is forming.
    Note: Requires a one turn gap between each use
    Note: Maximum amount of gel that can be made to explode per use is 3/4ths cubic meter.
    Note: Next turn, no gel techniques above A rank.

    ~Both Approved~
    Since last time it was said to be OP, the amount of gel exploding has been reduced by 25% and the amount of damage by 75%.
     
         
    Last edited by Ragnaroc; 10-22-2010 at 08:01 AM.

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    Re: Custom Element's Jutsus

    Quote Originally Posted by Kirabi View Post
    Purton| Purton Kaishin- (Plasma Release| Plasma Release Conversion)
    Rank: S
    Type: Supplementary
    Range: N/A
    Chakra: 40
    Damage: +30 to Fire Based Techs
    Description: The user converts the many fire based techniques he know into the plasma element. Giving him more jutsu to use with this element. Theis ranges from lava based techniques to fire based techniques.
    (usable once)
    (last 3 turns)
    ~Declined~ can not turn other KG/CE elements into your own element
    Purton| Hipurton- (Plasma Release| Ultra Cold Plasma Technique)
    Rank: S
    Type: Supplementary
    Range: N/A
    Chakra: 40
    Damage: N/A
    Description: When fusing lightning and fire chakra creating normal plasma the user will slow down the atoms instantly making it cool down reaching temperatures close to 1mk. This plasma works like normal plasma but instead of burning and melting everything it touches it will freeze everything it touches to a near Absolute Zero temperature. This is possible by during the combination process the user causes the atoms within the technique to slow down and stop, making the reactions that give off heat cease and therefore the plasma becomes extremely cold.
    (Usable Once)
    (Last Three Turns)
    ~Declined~ OP add restrictions
    Purton| Purton Kaishin- (Plasma Release| Plasma Release Conversion)
    Rank: B
    Type: Supplementary
    Range: N/A
    Chakra: 40
    Damage: +15 to Fire Based Techs
    Description: The user converts the many fire based techniques he knows into the plasma element by infusing Raiton into the technique. Giving him more techniques to use.
    (usable once)
    (last 3 turns)
    ~Declined~ Impractical and will need usage limits for the different ranks
    Purton| Hipurton- (Plasma Release| Ultra Cold Plasma Technique)
    Rank: S
    Type: Supplementary
    Range: N/A
    Chakra: 40
    Damage: N/A
    Description: When fusing lightning and fire chakra creating normal plasma the user will slow down the atoms instantly making it cool down reaching temperatures close to 1mk. This plasma works like normal plasma but instead of burning and melting everything it touches it will freeze everything it touches to a near Absolute Zero temperature. This is possible by during the combination process the user causes the atoms within the technique to slow down and stop, making the reactions that give off heat cease and therefore the plasma becomes extremely cold. Due to the amount of concentration and chakra control it takes to use this technique, the user can only do two moves while its in use and after deactivation can't use any plasma, katon, or raiton above B rank for 2 turns.
    (Usable Once)
    (Last Three Turns)
    ~Declined~ Still OP
     
         
    Last edited by Ragnaroc; 10-22-2010 at 08:22 AM.

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    Re: Custom Element's Jutsus

    Quote Originally Posted by Nnoitra-Sama View Post
    Cannot edit old post so I fixed the iron corpse and added new jutsu.

    ( Kanton: Shitai no Tetsu ) - Iron Release: Iron Corpse
    Rank: A
    Type: Supplementary - Defense
    Range: Self
    Chakra cost: 30 ( - 10 per turn )
    Damage points: N/A ( + 10 to taijutsu )
    Description: This is a simple jutsu of iron release that allows user to manipulate the iron inside of their body. The jutsu works like any other iron release jutsu where user combines both Earth + Fire chakra to make the iron movable and then user can manipulate it in the way user desires. This allows user to produce their own projectiles/turn hands' edges into swords and/or keep a source of iron always with him/her. While using this jutsu user's body becomes harder compared to regular body. User is weaker to lightning and sound while having this jutsu active.
    Note:
    - Lasts whole battle
    - No Lightning or sound can be used at the same time
    - Consumes chakra every turn.

    ~Approved~
    ( Kanton: Yonsaki tetsu tawā ) - Iron release: Four point Iron Tower
    Rank: Forbidden
    Type: Defence - Supplementary
    Range: Short - Long
    Chakra cost: 60
    Damage points: N/A ( - 30 to user )
    Description: Iron release user makes Snake → Monkey → Dragon → Rooster → Rat handseals or uses huge amount of chakra for this jutsu. After doing so the user will gather the all the iron that the soil has and/or create some, inorder to create four pillars of iron in each corner of the battlefield that go deep into ground. Each pillar is about 25 meters long ( above the surface ), skew and each of the pillars point on top of the user, combining all these pillars 25 meters above the user into structure that looks similar to the bottom of eiffel tower. Ontop of the combined pillars stands the one last pillar that points straight upwards. The whole structure looks very similar to eiffel tower and it works as gigantic lightning rod. It's made to absorb huge lightning strikes mostly nature thunder ( Kirin and Raiga's jutsus ) by guiding the electricity deep into ground without user getting harmed.
    Note:
    - No iron release jutsus can be used in the battle afterwards
    - User suffers - 30 damage from using this jutsu and is left exhausted, panting on ground
    - Takes long time to prepare.

    ~Declined~
    ( Kanton: Kanton no jutsu ) - Iron Release: Iron Technique
    Rank: C
    Type: Offensive - Defensive - Supplementary
    Range: Short - Mid
    Chakra cost: 15
    Damage points: 30
    Description: User uses chakra to produce iron and manipulate it just like in every basic element. This jutsu can be used to create shields, weapons, clones ( <- Normal rules apply to clones ) and other objects. This can be also used to gather iron around user.

    ~Approved~
    ( Kanton: Tetsu Bakuha ) - Iron Release: Iron Explosion
    Rank: Forbidden
    Type: Offensive - Supplementary
    Range: Short - Mid
    Chakra cost: 50
    Damage points: 100
    Description: User focuses chakra into existing iron sources in surroundings. Once that is done the iron starts to compress and heat, resulting wide explosion that cannot be controlled. The exploding iron turns into heated iron sand along with iron shards, lumps and particles. The explosion cannot be controlled but the amount of iron that explodes can be controlled. This jutsu will damage user/opponet(s)/allies if they're withing the range of explosion.
    Note:
    - Can be used only once
    - No iron jutsus for two turns afterwards.

    ~Approved~
     
         
    Last edited by Ragnaroc; 10-27-2010 at 06:38 AM.

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    Re: Custom Element's Jutsus

    Quote Originally Posted by Mugen-sama View Post
    (chitaton: mane) Titanium release: manipulation
    Rank: C
    Type: Supplimentary
    Range: N/A
    Chakra: 20
    Damage: N/A
    Description: the most basic titanium jutsu.This allows the user to manipulate titanium to create titanium gloves(+5 to tai),spear/sword to use,can also be used to travel through titanium.Or just create a small defensive wall (c-rank)
    ~Approved~
    (chitaton: muteki yoroi ) Titanium release: invincible armor
    Rank: A
    Type: Supplimentary
    Range: N/A
    Chakra: 30 (-5 each turn)
    Damage: +10 to taijutsu,+5 to titanium release
    Description: The user will use there ability to manipulate titanium to harden there skin and basically create a layer of titanium on them.This increases the power of there taijutsu drastically,but leaves them vulnerable for fire elements.This can only be activated 2 times and lasts 3 turns.It Cant be used in 2 turns after usage.Because of the vulnerability to fire and wind,no fire or wind element while in the mode.Although he also becomes imune to any B-rank and below lightning,earth or water jutsus.Unless they are higher than B-rank they do not have any effect on him.(can only get hit by 1 A or S rank water,earth or lightning and stay unharmed,after that the armor will be destroyed)
    ~Approved~
    (chitaton: doragon dance ) Titanium release: dance of the dragon
    Rank: Forbidden
    Type: attack
    Range: short-long
    Chakra: 50
    Damage: 90
    Description: The user slams his hands together and creates 2 huge titanium dragons to his sides.Than manipulates them to swirl around each other forming a drill that heads at the opponent at high speed.Because of the strain of the concentration of the jutsu the user will lose 10 of his health everytime it is used and it can only be used 2 times per battle.
    ~Approved~
    (chitaton: Tsunami ) Titanium release: Tsunami
    Rank: S
    Type: attack
    Range: short-long
    Chakra: 40
    Damage: 80
    Description: The user exerts a lot of his chakra and forms a huge wave of titanium that heads at the opponent at high speed.After it is about to hit it forms thousands of spikes that stab the opponent and prevent him from escaping once consumed.The height of the tsunami is about 30 meters and the width is 100 meters.This is a very strong jutsu so it may only be used 2 times per battle and only once every 5 turns.
    ~Approved~
    (chitaton: sousou rei'kue ) Titanium release: early coffin
    Rank: S
    Type: attack
    Range: short-mid
    Chakra: 40
    Damage: 80
    Description: A copy of gara's sand coffin the user will preform 3 his handseals,immediately from the ground titanium will trap there legs and fallowed by there whole body,and than by doing another 2 handseals the titanium will squash them.However the user may squash them at any time by will.
    ~Declined~ needs restrictions
    (chitaton: sousou rei'kue ) Titanium release: early coffin
    Rank: S
    Type: attack
    Range: short-mid
    Chakra: 40
    Damage: 80
    Description: A copy of gara's sand coffin the user will preform 3 his handseals,immediately from the ground titanium will trap there legs and fallowed by there whole body,and than by doing another 2 handseals the titanium will squash them.However the user may squash them at any time by will.
    *Must be on solid ground to preform and can only be preformed 2 times per battle and can not be used consecutively

    ~Approved~ Added a restriction
     
         
    Last edited by Ragnaroc; 10-27-2010 at 06:39 AM.

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    Re: Custom Element's Jutsus

    Quote Originally Posted by Kirabi View Post
    Purton| Purakudon - [Plasma Release| Plasma Bomb]
    Rank: B
    Range: Short-Mid
    Type: Attack/Supplementary
    Chakra: 20
    Damage: 40
    Description: The user will concentrate Plasma Chakra to his palms as a wad of plasma. It will stick together and onto a surface, like rock or something. While it is stuck onto something, it doesn't burn, as all the heated plasma is on the inside waiting to burst. From either a certain distance gained or by making the appropriate hand seal, the user can activate the Chakra stored within it to burst into an explosion of Plasma Chakra in a 10 meter radius. The side effects of being attacked by plasma will ensue, such as very deep burns and disorientation.
    (Max of 4 can be created at a time)
    ~Declined~
    Quote Originally Posted by Kirabi View Post
    Purton| Purton Kaishin- (Plasma Release| Plasma Release Conversion)
    Rank: B
    Type: Supplementary
    Range: N/A
    Chakra: 40
    Damage: +15 to Fire Based Techs
    Description: The user converts the many fire based techniques he knows into the plasma element by infusing Raiton into the technique. Giving him more techniques to use.
    (usable once)
    (last 3 turns)
    ~Declined~ Impractical and will need usage limits for the different ranks
    Purton| Hipurton- (Plasma Release| Ultra Cold Plasma Technique)
    Rank: S
    Type: Supplementary
    Range: N/A
    Chakra: 40
    Damage: N/A
    Description: When fusing lightning and fire chakra creating normal plasma the user will slow down the atoms instantly making it cool down reaching temperatures close to 1mk. This plasma works like normal plasma but instead of burning and melting everything it touches it will freeze everything it touches to a near Absolute Zero temperature. This is possible by during the combination process the user causes the atoms within the technique to slow down and stop, making the reactions that give off heat cease and therefore the plasma becomes extremely cold. Due to the amount of concentration and chakra control it takes to use this technique, the user can only do two moves while its in use and after deactivation can't use any plasma, katon, or raiton above B rank for 2 turns.
    (Usable Once)
    (Last Three Turns)
    ~Declined~ Still OP
    Purton| Purakudon - [Plasma Release| Plasma Bomb]
    Rank: B
    Range: Short-Mid
    Type: Attack/Supplementary
    Chakra: 20
    Damage: 40
    Description: The user will concentrate Plasma Chakra to his palms as a wad of plasma. It will stick together and onto a surface, like rock or something. While it is stuck onto something, it doesn't burn, as all the heated plasma is on the inside waiting to burst. From either a certain distance gained or by making the appropriate hand seal, the user can activate the Chakra stored within it to burst into an explosion of Plasma Chakra in a 5 meter radius. The side effects of being attacked by plasma will ensue, such as very deep burns and disorientation.
    (Max of 2 can be created at a time)
    ~Approved~
    Purton| Purton Kaishin- (Plasma Release| Plasma Release Conversion)
    Rank: A
    Type: Supplementary
    Range: N/A
    Chakra: 30
    Damage: +15 to Fire Based Techs
    Description: The user converts the many fire based techniques he already knows into the plasma element by infusing Raiton into the technique, by doing so the user may only use converted techniques up to A-Rank.
    (usable once)
    (last 3 turns)
    ~Approved~.
    Purton| Hipurton- (Plasma Release| Ultra Cold Plasma Technique)
    Rank: S
    Type: Supplementary
    Range: N/A
    Chakra: 40
    Damage: N/A
    Description: When fusing lightning and fire chakra creating normal plasma the user will slow down the atoms instantly making it cool down reaching temperatures close to 1mk. This plasma works like normal plasma but instead of burning and melting everything it touches, it will freeze everything it touches to a near Absolute Zero temperature instead. This is possible by during the combination process the user causes the atoms within the technique to slow down and stop, making the reactions that give off heat cease and therefore the plasma becomes extremely cold. Due to the amount of concentration and chakra control it takes to use this technique, the user's usage of the plasma element ceases for the rest of the battle.
    (Usable Once)
    (Last Three Turns)
    ~Approved~
     
         
    Last edited by Ragnaroc; 10-27-2010 at 06:45 AM.

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    Re: Custom Element's Jutsus

    ( Murasaki Katon: Karybdisu ) ɸ Violet Flame Release: Charybdis
    Rank: Forbidden
    Type: Offensive
    Range: Short-Long
    Chakra cost: 55
    Damage Points: 90

    The user performs three handseals. The ground underneath the opponent explodes in a dazzling display of purple, and a huge pair of jaws burst out from under the opponent, seeking to engulf him in their blaze. If the opponent dodges the jaws, they begin sucking in everything into them, turning into a fiery whirlpool on the ground that expands for a massive distance of twenty meters in every direction. The whirlpool is also full of churning rocks that are superheated by the flame. The whirlpool's force also draws anything in the air above it into the whirlpool's grasp. Large amounts of smoke are also released from the whirlpool.

    The technique does possess some inherent weaknesses and restrictions -
    • The technique can be used once per battle.
    • The user, if within the whirlpool's grasp, is exempt from its effects. But this also means that if the opponent can get to very close ( a meter or so ) near the user, they are also free of its grasp.
    • No Violet Flame element next turn, and no Violet Flame above A rank the turn after that.

    ~Declined~ OP
    ( Murasaki Katon: Ragnaroc, Za Kyotokage ) ɸ Violet Flame Release: Ragnaroc, the Overgrown Lizard
    Rank: Forbidden
    Type: Offensive
    Range: Short-Long
    Chakra cost: 55 ( +20 each turn )
    Damage Points: 90

    The user bites his thumb, causing it to bleed, and slams it on the ground. This causes an outpouring of violet flame from his hand onto the ground. The violet flame pools and forms a six-foot humanoid figure, but which also has wings, scales, a large tail, and a lizard-like snout. The dragon, which is called Ragnaroc, immediately takes to the air and hovers above the battlefield.
    The user can see through the dragon's eyes, but that is the maximum extent of his control over the dragon. He cannot choose whom it attacks, how it attacks them and when. The dragon merely picks its target as whoever it sees, or senses ( If the user has the ability to sense chakra or something else, the dragon gets it and the user loses it ) on the battlefield, and then begins blasting them, regardless of whom it is. Even the user can be caught in its fury. It cycles through these attacks below in order, and then starts from the beginning again.

    ~ Great Violet Flame Upheaval - The dragon's favourite and simplest attack. It claps its palms/claws/whatever and a geyser of violet flame explodes from under the target.
    ~ Great Violet Flame Explosion - Similar to Great Violet Flame Upheaval, except that the geyser detonates on impact with the target.
    ~ Violet Flame Yo-Yo - The dragon creates a long whip of violet flame tipped by a spiked ball that it then launches at the target.
    ~ Severing Giant Hurricane - The dragon builds up huge amounts of Violet Flame and then launches it from its mouth as a huge hurricane of Violet Flame.
    ~ Violet Flame Sun Goddess - The dragon's most powerful attack, raining a hailstorm of violet flame from its aerial position onto the entire battlefield.

    Aside from this, the dragon through physical contact can burn an opponent, since it is made of violet flame.


    The technique does possess some inherent weaknesses and restrictions -
    • The technique can be used once per battle.
    • The user can also get blasted by Ragnaroc, because it's an angry dragon and likes tormenting the user, especially if the user is Emperor. ~_~
    • No Violet Flame element jutsu for as long as dragon is on the field.

    ~Approved~
    ( Murasaki Katon: Nezumihanabi Taikai ) ɸ Violet Flame Release: Catherine Wheel Display
    Rank: B
    Type: Offensive
    Range: Short-Long
    Chakra cost: 25
    Damage Points: 45

    The user focuses violet flame chakra in their hand, which forms a rapidly spinning wheel, about hand-sized made of violet flame. The wheel is then tossed at the opponent, and it keeps expanding as it travels forward, showering sparks on all sides of it, except near the user. With each use of this technique, up to ten catherine wheels can be made. The wheels can slice the opponent apart, burn them, and the sparks can cause mild stinging if they hit. On impact, the wheels also emit large amounts of smoke.

    ~Approved~
    ( Murasaki Katon: Naraku no Meikyo ) ɸ Violet Flame Release: Netherworld Shade
    Rank: S
    Type: Offensive/Defensive
    Range: Short-Long
    Chakra cost: 45 ( +10 each turn )
    Damage Points: 80

    The user forms six handseals, and violet flame outpours from his body, forming the shape of a six-meter hooded, ghostly figure around him with arms that are shaped like rotting flesh and bone. The construct serves as a defense against physical attack and weaker techniques, but it's primary ability is the conversion aspect. Each time the user performs a jutsu using the fire element or any advanced fire elements, the construct mimics the movements and performs the exact same jutsu, but using violet flame, and shoots it at a target.
    An alternate way of using this jutsu is if the user absorbs the construct after it is made. This makes his hands glow violet, and then any fire jutsu he uses from then comes out not as fire, but as violet flame. However, he has to consciously wish for this.

    The technique does possess some inherent weaknesses and restrictions -
    • The technique can be used once per battle.
    • The construct lasts only for three turns before dissipating.
    • The construct can be separated from the user and made to float around the battlefield as a ghostly figure, but then the user loses the protection aspect of it.
    • If the construct is absorbed, it has to be before it dissipates after three turns. Also, if it is absorbed, all of its abilities are lost.
    • If absorbed, the user cannot use Forbidden rank fire techniques as Violet Flame. S-rank techniques, if used, cause burns to the user's hands.

    ~Declined~ Should be forbidden
     
         
    Last edited by Ragnaroc; 10-27-2010 at 06:57 AM.

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    Re: Custom Element's Jutsus

    Dotenton: Doten| Heaven's Earth Release: Heaven's Earth
    Rank: D
    Type: Supplementary
    Range: Short-Long
    Chakra Cost: 10
    Damage Points: -
    Description: By mixing wind with his earth techniques, the user is able to turn his regular earth techniques, into Heaven's Earth. His earth techniques won't have additional damage but will acquire Heaven's Earth's proprieties.
    *Once this jutsu is used, the user can make his earth jutsus gain the proprieties of Heaven's Earth when he wants to.

    ~Appoved~
     
         
    Last edited by Ragnaroc; 10-27-2010 at 06:56 AM.

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    Re: Custom Element's Jutsus

    Divine Wind Release: State Of Change (Kamikazeton: Zama o Hensen)
    Rank: D-Forbidden
    Type: supplementary
    Range: N/A
    Chakra: Original Cost + 20
    Damage: N/A
    Description: By focusing divine wind chakra into any wind or lightning jutsu, the user changes the properties of said jutsu which raises the power of the jutsu by one rank. It is very strenuous on the user’s chakra converting the wind/lightning jutsus into Divine Wind and thus, an additional +20 chakra cost is added to the original jutsu usage. All of this makes any wind/lightning jutsu used by the User have the result of being stronger and deadlier than normal wind/lightning jutsus.
    ~no divine wind next turn
    ~no wind or lightning in the next turn

    ~Approved~

    Divine Wind Style: One Thousand Birds of Severing Pressure (Kamikazeton: Chidori Tatsuno Ooshigoto)
    Rank: S
    Type: Attack
    Range: Short-Mid
    Chakra: 80
    Damage Points: 90 (+ 15 to user due to blast at end)
    Description: After performing the necessary handseals, the user charges so much Divine Wind chakra into his hand that it becomes visible with the physical properties of Chidori, (but is really Divine Wind) but with wind swirling around the user’s hand. He then charges lightning chakra into his feet and runs at high speeds at the enemy and thrusts it at the enemy. As he does this, the wind circling around the user’s hand mixes in with the Divine Wind at this point, and creates an a Chidori with enough wind in it to blast back everything in the immediate vicinity. The user is then forced backwards in the explosion, causing small amounts of damage.

    ~Declined~ Restrictions?

    Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
    Rank: B-Forbidden
    Type: Attack
    Range: Mid-Long
    Chakra: 40-90
    Damage Points: 40-90
    Description: The user charges large amounts of Divine Wind to his hands. He then makes a few hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 5 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of handseals that take around 3 seconds to perform. Each clap strength increases on a scale like this one:
    1st clap: (B-Rank) strong enough to knock back a man
    2nd clap: (A-Rank) strong enough to knock back a car
    3rd clap: (A-Rank) strong enough to knock over a house
    4th clap: (S-Rank) strong enough to knock over a building
    5th clap: (Forbidden rank) strong enough to destroy a village
    *after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
    *after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
    *after using 5 claps, the user cannot use any Divine Wind jutsu for the rest of the fight*
    *Only useable once a fight*
    *If the 5 clap is used, no other usage is able for the rest of the fight*

    ~Declined~ OP

    Divine Wind Style: Great Royal Air Cannon of Zeus (Kamikazeton: Dai Roiyaru Goukuuhou o Zeus)
    Rank: S
    Type: Attack
    Range: Close
    Chakra: 80
    Damage Points: 90 (+ 20)
    Description: The user stretches his arm out with his palm facing the enemy and gathers Divine Wind chakra in his hand. A vortex of wind begins to form around the user’s arm. The wind is so thin and powerful that it slices cuts into the user’s arm as he holds it around his arm. Lightning then appears within his the palm of his hand and starts to spiral inwards around his arm. At this point, the user’s arm start to become numb. After holding and charging more Lightning into the vortex, the user fires it off at the enemy (a spinning vortex of wind surrounding a cluster of lightning that sends an electric current through everything it touches) with power varying upon how long he charges Lightning into it. The user can charge lightning into the vortex for at least two turns. If held in that long, the power of the vortex will be strong enough to blast through 3 Rashoman Gates. However, if the user does charge it for that long, he will not be able to perform any Jutsu with that hand for the rest of the fight (nin or tai).
    *If charged for one turn, it will have the power to blast through 1 Rashoman Door*
    *If released the same time as the user begins charging it, the power will be of equal standing to Balls of Wind jutsu*
    *can only be used once per battle*
    *after using, the user cannot use any Divine wind jutsu for two turns*

    ~Declined~ if its cutting into you than you need to add damage points that go onto yourself

    Divine Wind Release: Vortex (Kamikazeton: Kadou)
    Rank: forbidden
    Type: attack
    Range: short-long
    Chakra: 50
    Damage: 100
    Description: The user focuses divine wind chakra in the air around the opponent. He then makes a series of 5 hand signs and manipulate the divine wind chakra that was around the enemy to create a huge vortex of divine wind. The wind acts as a tornado, causing anything on the inside of it to be swirled and tossed around. If an enemy if caught in the middle of it, it will cause him/her to lose focus momentarily, causing him/her to be unable to mold chakra of a high level (S-rank and higher) and due to the lightning imbibing the wind, paralyzes him/her. Then, after a few seconds of spinning the enemy around, the user will make a hand seal that causes the wind and lightning to slice inwards, slicing the enemy.
    Note: If in short range, it takes around 1.5 to focus chakra around the enemy. In mid range, it takes around 2.5 seconds to do it. In long range, it takes around 3-4 seconds to focus chakra around the target.
    ~Once per battle
    ~No Divine Wind jutsus for remainder of fight
    ~No Wind or Lightning jutsus for two turns afterwards.
    ~no divine wind 2 turns before
    ~only 1 other jutsu in the same turn
    ~only 2 jusu for the following 2 turns
    ~20 damage to the user cause it requires immense concentration
    ~Declined~ OP do not resubmit
     
         
    Last edited by Ragnaroc; 11-05-2010 at 12:31 AM.

  20. #145
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    Re: Custom Element's Jutsus

    Quote Originally Posted by Nnoitra-Sama View Post
    ( Kanton: Kanton no jutsu ) - Iron Release: Iron Technique
    Rank: C
    Type: Offensive - Defensive - Supplementary
    Range: Short - Mid
    Chakra cost: 15
    Damage points: 30
    Description: User uses chakra to produce iron and manipulate it just like in every basic element. This jutsu can be used to create shields, weapons, clones ( <- Normal rules apply to clones ) and other objects. This can be also used to gather iron around user.

    ~Approved~
    ( Kanton: Tetsu Bakuha ) - Iron Release: Iron Explosion
    Rank: Forbidden
    Type: Offensive - Supplementary
    Range: Short - Mid
    Chakra cost: 50
    Damage points: 100
    Description: User focuses chakra into existing iron sources in surroundings. Once that is done the iron starts to compress and heat, resulting wide explosion that cannot be controlled. The exploding iron turns into heated iron sand along with iron shards, lumps and particles. The explosion cannot be controlled but the amount of iron that explodes can be controlled. This jutsu will damage user/opponet(s)/allies if they're withing the range of explosion.
    Note:
    - Can be used only once
    - No iron jutsus for two turns afterwards.

    ~Approved~
    ( Kanton: Sesshoku no Tetsu ) - Iron release: Touch of Iron
    Rank: A
    Type: Supplementary
    Range: Self - Short
    Chakra cost: 30
    Damage points: N/A
    Description: This is a simple jutsu where user touches iron source and stores small amount of it into him/herself without any dangers to user's health or transform it into armour that covers him/her. First the user starts focusing chakra into the iron and then he transforms it into somewhat liquid-ish form that can be manipulated. This jutsu is mainly used to create iron source inside the user for Iron Corpse jutsu to be executed.

    ~Approved~
     
         
    Last edited by Ragnaroc; 11-05-2010 at 12:33 AM.

  21. #146
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    Re: Custom Element's Jutsus

    Quote Originally Posted by Mugen-sama View Post
    (chitaton: sousou rei'kue ) Titanium release: early coffin
    Rank: S
    Type: attack
    Range: short-mid
    Chakra: 40
    Damage: 80
    Description: A copy of gara's sand coffin the user will preform 3 his handseals,immediately from the ground titanium will trap there legs and fallowed by there whole body,and than by doing another 2 handseals the titanium will squash them.However the user may squash them at any time by will.
    *Must be on solid ground to preform and can only be preformed 2 times per battle and can not be used consecutively [/SPOILER]
    ~Approved~ Added a restriction
    (chitaton: Fortressu ) Titanium release: Fortress
    Rank: Forbidden
    Type: Defense
    Range: short-mid
    Chakra: 50
    Damage: N/A
    Description: This is the strongest titanium defense jutsu.The user will do 3 handseals and then a huge fortress rises, leaving the user in the center.The user using his titanium ability, can travel from and point to any other point at high speed.This fortress can withstand either 2 S rank-fire,water,earth,wind;lightning has no effect at all or 1 wind fire combo.The user may leave the fortress at any time from anypart of the fortress.
    *The user can't use fire or lightning while inside
    *Can only be used once per battle and last for 4 turns.


    ~Declined~
     
         
    Last edited by Ragnaroc; 11-05-2010 at 12:35 AM.

  22. #147
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    Re: Custom Element's Jutsus

    (Karushiumu: Sobou Yoroi)- Calcium release: Hard armor
    Type: Defense
    Rank: S
    Range: Self
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user controls the calcium inside their body and excretes calcium from his pores, covering the body with thin liquid calcium that hardens instantly after exiting the body, covering the body with thin layer of hard calcium for defensive purposes. After the armor has served its purpose, the user uses his chakra to turn it into dust.
    ~Usable 3 times per battle
    ~Approved~ extremely disgusting though 0_0
    (Karushiumu: Hanabi Haretsu)- Calcium release: Fireworks explosion
    Type: Attack
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 60
    Damage Points: 110
    Description: After doing a set of handseals, the user sends his calcium chakra underground, surfacing Calcium phosphide from underground, filling the battlefield with extremely small calcium phosphide compounds that calmly move around in the air, and are invisible to the naked eye. The calcium phosphide is not dangerous unless if it comes in contact with liquid, which makes it ignite vigorously. The calcium phosphide is so small that the opponent can breathe it in without noticing. The user only uses his calcium chakra to make calcium phosphide surface from underground, after it has surfaced, the user has no longer control over it. This technique does not harm the user.
    ~Once per battle
    ~The calcium phosphide that surfaces from underground is so small that it moves in the air like vapor, so if it is blown away, it will just come back after a few seconds.
    ~Only reacts when in contact with water.
    ~The user cannot use calcium techniques again for 4 turns after using this technique.
    ~The user cannot use Forbidden and S-rank the next round.

    ~Declined~ How long does it last?

    (Karushiumu: Karushiumu Soujuu)- Calcium release: Calcium Manipulation
    Type: Attack/Defense/Supplementary
    Rank: A
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: This technique enables the user to control the calcium inside his body or calcium underground to create tools, like shields, pillars, weapons. The user can either use the calcium inside his own body to create a tool that exits his body, or create a tool that comes out from underground, for example pillars. The amount of calcium the user can manipulate is however restricted to medium-sized objects.
    ~Usable 4 times per battle
    ~The user cannot change the properly of the calcium they manipulate, the things that the user creates using this technique have the same properties as bones.
    ~Approved~
    (Karushiumu: Karushiumu Karyuu)- Calcium Release: Calcium Granule
    Rank: S
    Type: Supplementary
    Range: Short-Mid
    Chakra: 40
    Damage: 80
    Description: The user does a set of handseals and controls the calcium in the ground and the calcium inside his body to surface. The calcium that surfaces are in the size of small grains of sand, and the user can control them freely, and can use them as a starting point for his techniques. The calcium granule has a silver color, so can reflect light. The granule are weak to heat and fire, but when used in large amounts, they can resist the fire and melt together, forming regular calcium, with the same properties as bones.
    ~Usable twice per battle
    ~Last for three rounds
    ~After the three rounds end, the user cannot use calcium the following round.
    ~Approved~
    (Karushiumu: Jinsoku Chiyu)- Calcium Release: Rapid Healing
    Rank: A
    Type: Supplementary/Defense.
    Range: Self
    Chakra: 35
    Damage: N/A
    Description: When this technique is activated, the calcium inside the users body will serve as a defense mechanism. Whenever there is harm to the user, the calcium in his body rushes towards the spot where the harm is done and serves as defense. For example, if the user is getting stabbed, after getting a small cut, before the sword can enter the body too far, the calcium rushes to the spot and pushes the sword out and covers the wound. The calcium rushes towards the cut by its own, even if its at the users blind point, therefore its a defense mechanism. If the user is able to see the danger coming, he can rush the calcium towards where he is about to get hit and make the calcium come out of his pores and cover that place in hard calcium for protection. This technique works almost like Ichigos hollow form regeneration, like when he got a cut on the shoulder, a white substance covered the wound split second after he got cut.
    ~Usable twice per battle
    ~Lasts 3 rounds
    ~After the 3 rounds end, the user cannot use any forbidden rank techniques and no calcium the following round. The 2nd time he uses this, after the 3 rounds end, the user is unable to use S-rank the following rank and no calcium for the rest of the battle.
    ~Approved~
    (Karushiumu: Karushiumu Bakuha)- Calcium Release: Calcium Explosion
    Rank: S
    Type: Attack/Supplementary
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: This technique is very simple. The user focuses chakra inside a calcium source, compressing the chakra to a point where when i decompresses, it makes the calcium explode, sending shards of calcium(bone) flying. This can be used on anything that has calcium inside(expect for the opponents body of course), to make it explode, such as milk for example, where the user explodes the calcium inside the milk, which wouldn't be very much of use, because the calcium inside the milk is so small. Calcium extracted from the earth is easier to explode, because all the user has to do is focus water chakra inside the core of the calcium, because calcium reacts vigorously with water, the water chakra inside the calcium makes the calcium explode. However, the calcium extracted from the users body, the user has to compress alot of chakra into it.
    ~Usable 3 times per battle.
    ~The user can only make calcium compound the size of a human explode, nothing bigger.
    ~Cannot perform any calcium techniques for 2 turns after using this.
    ~The damage the technique does, depends on how much calcium explodes, small amount of calcium will do minimal damage, as for bigger amount of calcium, will send bigger shards flying.
    ~If the user makes calcium extracted from the earth explode, and the shard penetrates the opponent, the calcium shard inside the opponents body will react with the water and start to react, damaging the opponent even further.
    ~Declined~ wouldn't this potentially harm you as well?
     
         
    Last edited by Ragnaroc; 11-05-2010 at 12:48 AM.

  23. #148
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    Re: Custom Element's Jutsus

    It's exactly one week sine my last submission as technically it's already the first

    Raging Raikiri (Raijingu Raikiri)
    Rank: S
    Type: Offensive
    Range: N/A
    Chakra Cost: 80 (40 for Raikiri, 40 for the lightning strike)
    Damage Points: 160 (80 for Raikiri, 80 for the added ‘oomph’) (40 damage to the user)
    Description: The user will first create Raikiri, not chidori as it would not have enough power to avoid fatal damage, in their hand before conducting this jutsu. After the Raikiri is done, a bolt of Raging Thunder will strike down. Instead of hitting the opponent, however, it comes down to the user. The user will hold the Raikiri up in the air, using it as a conductor for the lightning. Because this lightning is so powerful and almost uncontainable, the user will rush towards the opponent the moment this happens. Their speed will be so quick that even the sharingan would be unable of keeping up with it. We have already seen that a ninja using Raikri moves very quickly, but with the added bonus of the quick moving lightning, that speed is drastically increased. The Raikiri acts as a conductor and once it hits the opponent, it releases the extra energy from the lightning, calling for a truly devastating impact, powerful enough to cut the opponent in two effortlessly, and then for the user to still have enough momentum to cut through anything behind the opponent with an equal amount of vigor. Because it would not be possible to contain that much lightning in ones hand, even with a jutsu as strong as Raikiri, some of the lightning will consequently damage the user. This is also the reason why chidori wouldn’t work in conjunction with this jutsu, due to the user possibly suffering much more heavy damage, since chidori moves more slowly, giving the lightning enough time to spread, and it also has less energy, stopping the lightning from being controlled as well as it would with Raikiri. However, this attack moves literally at the speed of lightning, being more like the user redirecting the lightning strike to go towards the opponent, along with them using their Raikiri. The only part of this jutsu that truly takes time would be making the Raikri, but everything else would happen not much longer than the time span of a second. The heat of this jutsu as well as the said speed also makes it resistant to wind jutsu.
    Note: This jutsu cannot be dodged from the point where Raikiri is complete.
    Note: Does 40 damage to the user.
    Note: Usable once per battle.
    Note: No Forbidden rank jutsu in the following turn
    Note: Only one other jutsu in the same turn
    Note: No raging thunder or lightning 3 turns after

    ~Declined~ OP OP OP

    Raijingu Sanda: Kankangakugaku Appu (Raging Thunder: Heated Up)
    Rank: Forbidden
    Type: Offense/Defense
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: 100
    Description: The user calls down a large abundance of Raging Thunder, striking down wherever they wish. This lightning is specifically more heated than normal Raging Thunder (which is already extremely hot) therefore allowing it to first overcome its main weakness, wind, as it will feed into the sparks and heat that form around the lightning. Due to all of this heat as well as its momentum, as it hits the ground or the opponent, it makes a crater (obviously), but the lightning also burns through and sinks under the ground. While there, the lightning will become even hotter due to it being deep underground. The heat will finally become an uncontrollable amount, and while underground, the lightning makes a large explosion, destroying nearly anything underground and some above ground depending on its location (so it’d make an explosion that destroys everything above ground within a general area that it was shot). Meanwhile, it would be only natural that due to the extreme heat and how deeply it travels underground that lava would be thrown into the mix as well. When the explosion happens, it looks somewhat like the A rank fire jutsu in which fire travels underground towards the opponent resulting in a large explosion of lava, only with lightning in the midst of that lava as well as larger due to its higher rank and much, much more heat. If a wind jutsu hits the lightning at any point before it goes underground, the explosion will be even larger, due to its heat making even more of a bang.
    *after using, the user cannot use any lightning or raging thunder jutsus for five turns*
    *No Forbidden rank techniques in the next turn
    *Only 2 moves in the following turn
    *useable once a battle*

    ~Declined~ OP OP OP


    (Raijingu Sanda: Housenka Yoroi) Raging Thunder: Phoenix Flower Armor
    Type: Defensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user creates an immense buildup of Raging Thunder chakra within his hand that manifests itself like Chidori. The user then places his other hand on the top of it and pulls it back stretching the Raging Thunder chakra within his hand to reach from hand to hand, creating a barrier. The user uses this barrier as a defense to defend against all Earth, Lightning and Fire jutsus up to S-rank. It also blocks against Wind jutsus up to A-Rank. Doesn’t defend against Water above C-rank as it will only make the water more destructive and increase the power of the water up one rank (due to lightning + water is deadly)
    *Useable twice a battle*
    *After using the user cannot use any Raging Thunder jutsu for a turn and no lightning S-rank and above the next turn*

    ~Approved~

    (Raijingu Sanda: Amaterasu’s ) Raging Thunder: Amaterasu’s Spark
    Type: Offensive
    Rank: Forbidden
    Range: Close-Long
    Chakra Cost: 50 ( + 20 due to the initial flame at the beginning)
    Damage Points: 100 (+ 20 because of the initial flame at the beginning)
    Description: The user focuses his most powerful flame in his hand. The power of the flame is so intense that the flame continues to grow even after it leaves the users hand. The user, before releasing it from his hand, adds all of the Raging Thunder into the flame, turning it into an even hotter spark of lightning. He then waves his hand ferociously, as if turning a doorknob. The liquid lightning flows from his hand, spilling over onto the battlefield, burning all in its path. The liquid lightning heat is so intense that it cannot be stopped by most wind jutsus, only those of S-rank and higher that have a wide attack radius.
    (NOTE: This jutsu is not related to the actual Amaterasu jutsu in any way other than the name of it lol)
    *Only useable once a battle*
    *After using, the user cannot use any lightning jutsus for 3 turns*
    *The user is left with high levels of fatigue after using this jutsu and can only use jutsus of A rank and below for two turns*
    *Due to more fire than lightning characteristic of this jutsu, it can be "put out" by water jutsus of A rank and higher but only those with a wide radius*

    ~Declined~

    (Raijingu Sanda: ) Raging Thunder: Zeus’s Wrath
    Type: Offensive
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user fires two large Raging Thunder lightning bolts into the sky, heating the atmosphere. As the temperature of the battlefield rises dangerously, this rises the static levels in the air, causing the user to sense wherever the enemy is at unless they are hiding in form of earth/water protection (as the static will be caused by the Raging Thunder lightning and leads back to the user). Using this, the user then fires another bolt of lightning into the air that accumulates with the other two bolts and they all fall down upon the enemy.
    *Useable twice per battle*
    *After using, the user can't use any Raging Thunder jutsus for 1 turn*
    *If used in short range when the final blast comes down, the user will be severly burned from being close to the blast and have 2nd degree burns around his hands*
    ~Declined~ why would increased static allow you to sense the opponent?
     
         
    Last edited by Ragnaroc; 11-05-2010 at 12:53 AM.

  24. #149
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    Re: Custom Element's Jutsus

    (Karushiumu: Hanabi Haretsu)- Calcium release: Fireworks explosion
    Type: Attack
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 60
    Damage Points: 110
    Description: After doing a set of handseals, the user sends his calcium chakra underground, surfacing Calcium phosphide from underground, filling the battlefield with extremely small calcium phosphide compounds that calmly move around in the air, and are invisible to the naked eye. The calcium phosphide is not dangerous unless if it comes in contact with liquid, which makes it ignite vigorously. The calcium phosphide is so small that the opponent can breathe it in without noticing. The user only uses his calcium chakra to make calcium phosphide surface from underground, after it has surfaced, the user has no longer control over it. This technique does not harm the user.
    ~Once per battle
    ~Lasts for 3 turns
    ~The calcium phosphide that surfaces from underground is so small that it moves in the air like vapor, so if it is blown away, it will just come back after a few seconds.
    ~Only reacts when in contact with water.
    ~The user cannot use calcium techniques again for 4 turns after using this technique.
    ~The user cannot use Forbidden and S-rank the next round.
    ____________
    -Declined- by definition forbidden ranks do harm the user, and basically I think this is op


    (Karushiumu: Karushiumu Bakuha)- Calcium Release: Calcium Explosion
    Rank: S
    Type: Attack/Supplementary
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: This technique is very simple. The user focuses chakra inside a calcium source, compressing the chakra to a point where when i decompresses, it makes the calcium explode, sending shards of calcium(bone) flying. This can be used on anything that has calcium inside(expect for the opponents body of course), to make it explode, such as milk for example, where the user explodes the calcium inside the milk, which wouldn't be very much of use, because the calcium inside the milk is so small. Calcium extracted from the earth is easier to explode, because all the user has to do is focus water chakra inside the core of the calcium, because calcium reacts vigorously with water, the water chakra inside the calcium makes the calcium explode. However, the calcium extracted from the users body, the user has to compress alot of chakra into it.
    ~Usable 3 times per battle.
    ~The user can only make calcium compound the size of a human explode, nothing bigger.
    ~Cannot perform any calcium techniques for 2 turns after using this.
    ~The damage the technique does, depends on how much calcium explodes, small amount of calcium will do minimal damage, as for bigger amount of calcium, will send bigger shards flying.
    ~If the user makes calcium extracted from the earth explode, and the shard penetrates the opponent, the calcium shard inside the opponents body will react with the water and start to react, damaging the opponent even further.
    ~Can potentially harm the user if used close to the user without protection.
    ____________
    -Declined-
     
         
    Last edited by Nexus; 06-17-2011 at 12:20 AM. Reason: -

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    Re: Custom Element's Jutsus

    Quote Originally Posted by Mugen-sama View Post
    (chitaton: Fortressu ) Titanium release: Fortress
    Rank: Forbidden
    Type: Defense
    Range: short-mid
    Chakra: 50
    Damage: N/A
    Description: This is the strongest titanium defense jutsu.The user will do 3 handseals and then a huge fortress rises, leaving the user in the center.The user using his titanium ability, can travel from and point to any other point at high speed.This fortress can withstand either 2 S rank-fire,water,earth,wind;lightning has no effect at all or 1 wind fire combo.The user may leave the fortress at any time from anypart of the fortress.
    *The user can't use fire or lightning while inside
    *Can only be used once per battle and last for 4 turns.


    ~Declined~
    (chitaton: Fortressu ) Titanium release: Fortress
    Rank: Forbidden
    Type: Defense
    Range: short
    Chakra: 50
    Damage: N/A
    Description: This is the strongest titanium defense jutsu.The user will do 3 handseals and then a huge fortress rises, leaving the user in the center.The user using his titanium ability, can travel from and point to any other point at high speed.This fortress can withstand either 1 S rank-fire,water,earth,wind;lightning has no effect at all or 1 wind fire combo.After getting hit bu 1 S rank jutsu the second if succefully hits will destroy the fortress along with killing the user.The user may leave the fortress at any time from any part of the fortress.
    *The user can't use fire or lightning while inside
    *Can only be used once per battle and last for 4 turns.
    ____________
    make it a summoning and in future don't put the jutsu in spoilers
     
         
    Last edited by Nexus; 06-17-2011 at 12:21 AM.

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