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    SharinganGenLord
     

    ~xHoudinii's Bag Of Magic Tricks~

    My Own Customs

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

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

    -Taught to 6 people before the new rules-

    Link to update:
    http://narutobase.net/forums/showthr...4#post20666284


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

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

    Link to update:
    http://narutobase.net/forums/showthr...1#post20593729

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


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

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

    Link to approval:
    http://narutobase.net/forums/showthr...1#post14635935

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


    4)(Suiton: Mune no sono) - Water Release: Will of the Deep
    Type: Offensive/Supplementary
    Rank: S
    Range: Short
    Chakra: 40 (+15 per turn)
    Damage: 80
    Description: The user will focus their chakra and form the Boar>Dog handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.

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

    Link to approval:
    http://narutobase.net/forums/showthr...1#post18686681

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



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

    Note:
    ~Can only be taught by xHoudinii
    ~Can only be used twice per battle
    ~The user must have contact with the creature to use this technique
    ~The earth coating lasts four turns (unless cancelled or destroyed)
    ~No S-Rank or above Earth on the user's next turn

    Link to approval:
    http://narutobase.net/forums/showthr...2#post18841982

    Taught to:
    ~Ushiro
    ~Korra
    ~
    ~


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

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

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

    Updated here:
    http://narutobase.net/forums/showthr...1#post20701163

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


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

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

    Link to approval:http://narutobase.net/forums/showthr...6#post19422836

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


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

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


    Link to update:
    http://narutobase.net/forums/showthr...4#post20666284

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

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

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


    Link to approval:http://narutobase.net/forums/showthr...4#post20336424

    Taught to:
    ~Yusei
    ~
    ~
    ~

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

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

    Link to approval:
    http://narutobase.net/forums/showthr...4#post19769464

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


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

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

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

    Link to approval:
    http://narutobase.net/forums/showthread.php?t=157594&page=309

    Taught to
    ~Noni
    ~Joker
    ~Edward
    ~Mellow
    ~
    ~

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

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

    Link to approval:
    http://narutobase.net/forums/showthread.php?t=157594&page=309

    Taught to
    ~Erzo
    ~Noni
    ~Venom
    ~Nakk Le Vaar
    ~Nakiri
    ~

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

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

    Approved here:
    http://narutobase.net/forums/showthr...2#post20533192

    Taught to:
    ~Noni
    ~
    ~
    ~

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

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

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

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

    Approved here:
    http://narutobase.net/forums/showthr...1#post20452627

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


    15)(Hebi Kuchiyose: Kuakki)- Snake Summoning: Alastair
    Rank: B
    Type: Offensive
    Range: Short - Long
    Chakra Cost: 20
    Damage Points: N/A(30 from gen)
    Description:
    To begin the user will draw blood from their hand and wipe it across their summoning tattoo as their slam their hand downwards, summoning Alastair a 3m long anaconda with white eyes and a unique pattern across its scales. The snake can use its strength and sharp teeth to physically attack the opponent, crushing or biting them but Alastair’s stand out trait lies within genjutsu.

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

    Note:
    ~Can only be summoned twice
    ~Alastair lasts on the field for 3 turns
    ~Must have signed the Snake contract
    ~Can only be taught by xHoudinii

    Approved here:
    http://narutobase.net/forums/showthr...1#post20452627

    Taught to:
    ~
    ~
    ~
    ~
    ~

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

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

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

    Approved here:
    http://narutobase.net/forums/showthr...1#post20593729

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

    Custom Weapon:

    Blade of Famine | Toushin Kyoukou
    Type: Weapon
    Rank: S-Rank
    Range: Short
    Chakra: 0 (+5 per turn to wield the dagger)
    Damage: N/A
    Description:
    The blade of famine was found buried hilt deep in what appeared to be a tree made of stone by a young shinobi. This dagger is made of a strange metal and appeared unbreakable, it is roughly 11 inches long with a 4 inch hilt and a 7 inch blade. The back of the blade is serrated and built onto the hilt is a loop made so ninja wire can be tied to it, the blade being just big enough to use techniques usually used by swords. The blade appeared normal but when it is held it siphons of a small constant stream of chakra.

    Perplexed by this the shinobi set out to research the blade and to see if he could find out its origins. After much searching in old dusty tomes he came across a legend of the blade of famine, a blade that consumed what it pierced and turned it to stone. The legend went on to say that the blade was forged by a unique material that was created when a meteorite struck the earth and upon impact, the intense amount of heat and pressure petrified the minerals underneath, thus giving the blade its properties.

    Abilities:
    ~The only ability of this blade is that when it cuts or stabs a person other than its user, it will petrify the area around the wound. Below the ability is described and defined:
    [-When the blade cuts a person a small area around the wound becomes petrified. The amount petrified is directly proportional to the size of the wound, the bigger the wound the more that is petrified. When cut the petrification occurs internally as well although it is shallow.
    -When a person is stabbed with the blade, the petrification occurs deeper internally then when cut. When an internal organ is pierced, due to the organs usually small size almost all of it would be petrified.
    -When a person is cut/stabbed by the blade the pertrification affects the veins and muscles etc in the area but it does not seal them, meaning they would continue to bleed even though the area is essestianly rock. Due to this fact the wound cannot be healed using normal means since the area is rock and cannot be brought together.]
    ~The blade is unbreakable

    Resctrictions:
    ~When the user is holding the dagger it needs a constant flow of chakra and so it requires +5 chakra per turn to wield
    ~Due to the size of the hilt, the user cannot performs hand seals while holding the blade
    ~Can only be used by xHoudinii unless given permission, if one tries to use the blade without permission the blade will steal all of their chakra almost instantly



    Link to approval:
    http://narutobase.net/forums/showthr...1#post12461458


    Custom Fighting Styles
    Mato sono Kanningu - Mark of the Trickster

    Type:NinGenTaijutsu

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

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

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

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

    Example Techniques:

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

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

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


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

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

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


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



    Approved here: http://narutobase.net/forums/showthr...1#post20285186

    Taught to:
    ~Nakiri
    ~Loki
    ~Yusei
    ~Joker
    ~Reserved for Noni
    ~Detective L
     
         
    Last edited by Houdinii; 11-22-2016 at 02:21 AM.

  2. #2
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    Re: ~xHoudinii's Bag Of Magic Tricks~

    Below is a list of Customs that allowed by others

    Earth:

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

    Note: Can be used 4 times only

    Learned here:
    http://narutobase.net/forums/showthr...25#post7881725

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=361157

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

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=426242

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

    Learned here:
    http://narutobase.net/forums/showthr...=591122&page=2


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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=591122


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

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

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

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

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

    Learned here: http://narutobase.net/forums/showthread.php?t=703462


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

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

    Learned here:
    http://narutobase.net/forums/showthr...5#post20417915

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

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

    Learned here:
    http://narutobase.net/forums/showthr...6#post20466596

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

    Learned here:
    http://narutobase.net/forums/showthr...4#post20734614

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

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

    Learned here:
    http://narutobase.net/forums/showthr...4#post20982724

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

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

    Learned here:
    http://narutobase.net/forums/showthr...1#post20986286
     
         
    Last edited by Houdinii; 11-03-2016 at 12:41 AM.

  3. #3
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    Re: ~xHoudinii's Bag Of Magic Tricks~

    Wind:

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

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

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=494415

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=660151

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

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=666238

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

    Notes:

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

    Learned here:
    http://narutobase.net/forums/showthr...5#post19928115


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

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=704526


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

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=637565

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=710520
     
         
    Last edited by Houdinii; 07-25-2016 at 07:47 AM.

  4. #4
    Houdinii's Avatar
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    Re: ~xHoudinii's Bag Of Magic Tricks~

    Fire:

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

    Learned here:
    http://narutobase.net/forums/showthr...1#post17723703

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

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


    Learned here:
    http://narutobase.net/forums/showthread.php?t=662042


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

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

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

    Learned here:
    http://narutobase.net/forums/showthr...2#post20721552


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

    Learned here:
    http://narutobase.net/forums/showthr...0#post20753450


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

    Notes:
    - Can only be created 2x
    - Lasts four turns once created
    - Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
    - Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
    - Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
    - Ash manipulation to create ranked structures naturally counts as a move too.
    - Visual representation; http://vignette3.wikia.nocookie.net/...20080726122240

    Learned here:
    http://narutobase.net/forums/showthr...3#post20811023

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

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

    Learned here:
    http://narutobase.net/forums/showthr...1#post20881461

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

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

    Learned here:
    http://narutobase.net/forums/showthr...1#post20881461
     
         
    Last edited by Houdinii; 11-29-2016 at 01:34 AM.

  5. #5
    Houdinii's Avatar
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    Houdinii is online now
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    SharinganGenLord
     

    Re: ~xHoudinii's Bag Of Magic Tricks~

    Water:

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

    Learned here:
    http://narutobase.net/forums/showthr...1#post17723703 ~Has since been updated by Selendrile


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

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=657454

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

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


    Learned here:
    http://narutobase.net/forums/showthr...7#post19237507


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

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=662042


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

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

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=662042


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

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

    Learned here:
    http://narutobase.net/forums/showthr...5#post20399675


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

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

    learned here:
    http://narutobase.net/forums/showthread.php?t=698023


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

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

    Learned here:
    http://narutobase.net/forums/showthr...9#post20557779

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

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

    Learned here:
    http://narutobase.net/forums/showthr...4#post20734614


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

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

    Learned here:
    http://narutobase.net/forums/showthr...7#post20863567


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

    Learned here:
    http://narutobase.net/forums/showthr...5#post20912785
     
         
    Last edited by Houdinii; 10-04-2016 at 02:28 AM.

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    Re: ~xHoudinii's Bag Of Magic Tricks~

    Lightning:

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=591122


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

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=637565

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

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=662042

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

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=662042


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

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

    Learned here:
    http://narutobase.net/forums/showthr...1#post19449161

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

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

    Learned here: http://narutobase.net/forums/showthread.php?t=698023


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

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

    Learned here:http://narutobase.net/forums/showthr...1#post20365681


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

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


    Learned here:http://narutobase.net/forums/showthread.php?t=369711

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

    Learned here:
    http://narutobase.net/forums/showthr...0#post20722920

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

    Learned here:
    http://narutobase.net/forums/showthr...7#post20922897
     
         
    Last edited by Houdinii; 10-07-2016 at 03:54 AM.

  7. #7
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    Re: ~xHoudinii's Bag Of Magic Tricks~

    Genjutsu:

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

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



    Learned here:
    http://narutobase.net/forums/showthr...1#post14848081


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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=591122


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

    ~Notes~
    -Can be used 2x's per battle
    -Must be taught by -Vegeta
    -reference-
    http://youtu.be/104pC-Nrt8I?t=1m59s

    Learned here:
    http://narutobase.net/forums/showthread.php?t=645113


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

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

    Learned here:
    http://narutobase.net/forums/showthr...0#post19449940


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

    Notes:

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

    Learned here:

    http://narutobase.net/forums/showthr...3#post20367603


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

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

    Learned here:http://narutobase.net/forums/showthread.php?t=707898


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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=714282

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

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

    Learned here:
    http://narutobase.net/forums/showthr...1#post20716661
     
         
    Last edited by Houdinii; 08-01-2016 at 05:19 AM.

  8. #8
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    Re: ~xHoudinii's Bag Of Magic Tricks~

    Village Customs:

    Ame

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

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


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


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


    Kiri

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

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

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

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

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

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

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

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

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

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

    Note: Lasts for two turns
    Note: Can only be used twice per battle
    Note: Can only be used by Kirigakure Shinobi
     
         
    Last edited by Houdinii; 07-29-2016 at 08:23 AM.

  9. #9
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    Re: ~xHoudinii's Bag Of Magic Tricks~

    Ninjutsu

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=647921


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

    Learned here:
    http://narutobase.net/forums/showthr...7#post19026227

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

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=637565


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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=647921

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

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

    Learned here:
    http://narutobase.net/forums/showthr...5#post20417915

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

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

    Learned here:
    http://narutobase.net/forums/showthr...8#post20657308

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

    Learned here:
    http://narutobase.net/forums/showthr...7#post20914257
     
         
    Last edited by Houdinii; 10-05-2016 at 03:44 AM.

  10. #10
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    Re: ~xHoudinii's Bag Of Magic Tricks~

    Sage Mode:

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=708599


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

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

    Learned here:
    http://narutobase.net/forums/showthr...6#post20601946


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

    Learned here:
    http://narutobase.net/forums/showthr...4#post20601864

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

    Learned here:
    http://narutobase.net/forums/showthread.php?t=657454
     
         
    Last edited by Houdinii; 11-26-2016 at 10:05 PM.

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    Re: ~xHoudinii's Bag Of Magic Tricks~

    Snakes:

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

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

    Learned here:
    http://narutobase.net/forums/showthr...1#post20881461

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

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

    Learned here:
    http://narutobase.net/forums/showthr...1#post20881461
     
         

  12. #12
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    Re: ~xHoudinii's Bag Of Magic Tricks~

    Custom Fighting Styles:

    Mark of the Trickster:


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

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

    Approved here:
    http://narutobase.net/forums/showthr...1#post20860225


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

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

    Approved here:
    http://narutobase.net/forums/showthr...1#post20860225


    Senken - Thousand Blades


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

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

    Learned here:
    http://narutobase.net/forums/showthr...2#post20949782


    Demon God's Fist - Pencak Silat

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

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

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

    Learned here:
    http://narutobase.net/forums/showthr...4#post20953114
     
         
    Last edited by Houdinii; 10-19-2016 at 05:03 AM.

  13. #13
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    Re: ~xHoudinii's Bag Of Magic Tricks~

    Taijutsu:

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

    Learned here:
    http://narutobase.net/forums/showthr...0#post20978040
     
         

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    Re: ~xHoudinii's Bag Of Magic Tricks~

    Sound:

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

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

    Learned here:
    http://narutobase.net/forums/showthr...1#post21040120
     
         

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