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Welcome to Naruto X! Where you can create a character and setup your own wars and rivalries. You make your own destiny.

Plus we provide cookies! :D

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Costum Jutsu's - Page 39 Icon_minitimeMon 29 Jul 2024, 3:32 pm by Hirokai Hondo

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Zodiark
Missing-Nin
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeSat 25 Oct 2008, 10:33 pm

thanks
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Lkitty
Kazekage
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeSat 25 Oct 2008, 11:49 pm

Kamikaze banbutsuruten no Jutsu (Wind Changing Technique)
Rank:B
Description:Kitsuke can change the material used in a weapon into wind without changing any of its powers
just the appearance of the weapon but will retain its original powers.
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Masahiro Yukina
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Masahiro Yukina


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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeSun 26 Oct 2008, 5:03 pm

Magnetic Release: Metal Clone [Kinzokuton: Kane Bunshin]
Type: B rank, Supplementary
Description: A powerful clone technique, Metaru's Kane Bunshin technique creates clones out of metal. Though these clones would never pass for a real person, their usefulness in battle is unrivaled by any other clone. Forming the clone out of metal nearby, this bunshin is completely solid straight through, making it one-hundred percent more durable then most other clones. Not only can these clones take hits, they can deal them out even harder, weighing nearly five-hundred pounds each. Though they can't perform any of Metaru's earth jutsu, due to their conductive nature, they're able to channel and create simple lightning jutsu, as well as use their own composing material to attack the opponent with metal techniques. This goes from most of Metaru's metal bound techniques, to even altering their body and limbs.

Magnetic Release: Synchronize Technique [Kinzokuton: Shinkuronaizu no Jutsu]
Type: A rank, passive.
Description: More of a constant ability rather then a technique, Metaru constantly generates a powerful electro-magnetic field around himself. When something enters this field, not only can he instantly sense it, but it will be charged with the same charge that he is currently using in his own body. Imagine two positive ends of two very strong magnets trying to touch, it simply won't work. He does the same thing with foreign approaches, changing their poles to match his. Thus, if someone were to try and punch him, either his body would be forced out of the way, or more plausible their hand would be moved out of the way, forcing a miss. THough a certain amount of strength can push through the magnetic field, forcefully touching Metaru, all it would take from him is a simple lean to dodge said attack.

Magnetic Release: Geomagnetic Illusion [Kinzokuton: Chijiki Gen'ei]
Type: A rank, supplementary.
Description: By releasing a massive amount of magnetic energy, Metaru's magnetic chakra will resonate with the earth's own geomagnetic pull, creating an odd magnetic flux in his immediate surrounding area. This creates an illusion by twisting the light in the area, causing everyone's vision to twist in on itself and distort. Because this is a real illusion, and not a mind trick, the illusion can only be dispelled by stopping Metaru's attack. Metaru can stop the light bending, even in small distinct areas by using a second magnetic field to straighten everything out. In this way, he is able to cast a widespread illusion on everyone in the immediate area, while keeping him and his allies safe. Metaru must be cnnected to the earth and he must remain still to use this technique.

Magnetic Release: Geomagnetic Pull [Kinzokuton: Chijiki Puru]
Type: A rank, supplementary.
Description: By releasing his chakra into the earth, Metaru can increase the geomagnetic pull, significantly decreasing everyone's metabolism in the surrounding area. By doing this he can slow down everyone's movements to a point where they become very easy to predict. This technique is more beneficial to his allies however, as Metaru must remain still and connected to the ground to use it. He can also keep his allies metabolism at a normal rate by protecting them with magnetic fields.

Magnetic Release: Plasma Release [Kinzokuton: Kesshouton]
Type: A rank, supplementary.
Description: Using an electric field, Metaru can draw specific ions away from elements. When he does this to a gas, such as oxygen, it becomes a plasma, radiating bright colors and glowing with electricity. These plasma gases appear to be fiery like substances, however they are not hot. Anyone trapped in one of these techniques will not be burned, simply electrocuted.

Magnetic Release: Plasma Release: Ionized Oxygen Technique [Kinzokuton: Kesshouton: Aian-Tei no Jutsu]
Type: B rank, Offensive
Description: Drawing air into his lungs, Metaru then alters the oxygen by using his magnetic chakra to pull ions out of it, creating ionized air. This ionized air is now electrically charged, and at a dangerous level. He will then expel the air, guiding it like a normal fire jutsu technique. And although this technique looks like a similar to fire in nature, it is actually a plasma gas, being purple in color. Anything caught in this plasma gas will be electrocuted instantly.

Magnetic Release: Plasma Release: Aurora Borealis [Kinzokuton: Kesshouton: Hoppou Ranpu]
Type: A rank, Offensive
Description: Forming hand seals, Metaru sends out a magnetic field in the form of a wave. This partially ionizes oxygen in front of him, in the same particular pattern he had just released his wave. In turn this generates a plasma wave, about the same dimensions as Metaru's original wave, capable of shocking any targets it hits.

Magnetic Release: Plasma Release: Aurora Borealis Wall [Kinzokuton: Kesshouton: Hoppou Ranpu Kabe]
Type: C rank, Defensive
Description: Releasing magnetic chakra, Metaru transforms himself into the new magnetic north for the planet. As such, magnetic and electrical fields create a wave of plasma energy that stands as a ten foot wall, that completely encircles Metaru with a radius of about ten feet. This technique is actually quite powerful, stopping anyone trying to get in by electrocuting them and naturally as Metaru has become the new magnetic north, it pulls all metals weapons towards it, which are then held in place, spinning, by the wall. A perfect technique for protecting himself and allies, it's only downfall is that it doesn't cover them from above.


Last edited by Metaru Jisei on Mon 27 Oct 2008, 9:54 am; edited 2 times in total
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Mr. Bojongles
Akatsuki
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeMon 27 Oct 2008, 2:31 am

Add a techqniue related to non metal gases.
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Masahiro Yukina
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Masahiro Yukina


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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeMon 27 Oct 2008, 9:32 am

I assume you're refering to plasma and it being quite ionized?
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Mr. Bojongles
Akatsuki
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeMon 27 Oct 2008, 9:48 am

Im refering to a jutsu for fighting Miyuki
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Lkitty
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeTue 28 Oct 2008, 12:18 pm

Name: Ninpo: Shoyaku no Jutsu - Ninja Art: Elemental Streak Technique
Rank: C
Range: Close (0m ~ 5m), Medium (5m ~ 10m)
Jutsu Type: Nin/Taijutsu
Elemental Affinity: All
Description: This jutsu was created in Konohagakure, as an exclusive technique. It is supplementary, and will appear when the user makes the signs, and performs Taijutsu. The technique depends on the users Elemental Affinity, so for instance, the user was a Lightning user, if they did a sumersalting kick through the air, the ground where the kick landed on would suffer from Lightning Chakra damage. But how it gets is name, is the streak of the element they leave behind after dealing the blow. If a Fire user were to throw a punch, they would have to leave a trail of smoke where the punch was trailed. If used with a weapon, then the weapon will receive the bonuses that the users Taijutsu does. The actual damage this jutsu does depends on the Elemental Affinity, so follows:

* Fire:
Burning strikes
* Water:
Soaking strikes
* Earth:
Hardened strikes
* Lightning:
Shocking strikes
* Wind:
Sharpened strikes


Name: Mist collection
Rank: C
Range: 10meters+
Jutsu Type: ninjutsu
Elemental Affinity: water
Description: A basic ninjutsu that allows the user to create water from the moisture in the air. This is very useful for when you need water and are running low. The only down fault is it takes a lot of moisture to make water so therefore not a lot can be created at one time.


Name: Mist Shurikens
Rank: C
Range: 20m
Jutsu Type: ninjutsu
Elemental Affinity: water
Description: The user will create shurikens using mist. The shurikens themselves are just water but are packed with a mighty force of pressure. They are self propelled so the user is able to move accordingly. However, without the mist from the collection jutsu that precedes this move, this jutsu is unavailable as a weapon.


Name: Mist Bullet
Rank: C
Range: 25m
Jutsu Type: ninjutsu
Elemental Affinity: water
Description: The user will Take moisture in the air and form it into an intense water bullet at the tip of his pointer finger. Using his chakra he can aim and fire the bullet at nearby enemies. However, without the mist from the collection jutsu that precedes this move, this jutsu is unavailable as a weapon.


Name: Choking Fog
Rank: C
Range: In the mist
Jutsu Type: ninjutsu
Elemental Affinity: water
Description: The user super condenses the mist near the opponent making it hard to breathe. Although this isn't enough to kill someone or to do any real damage, it is enough to slow down their movements and place them into a panic-stricken state of mind. This altered state of mind helps the user in pulling off plans or just in simply finding them.


Name: Water Release: Hydro Prison Technique
Rank: C
Range: 0-10m
Jutsu Type: ninjutsu
Elemental Affinity: water
Description: The user will perform the needed Hand Seals to summon a sphere that is capable of imprisoning an opponent. The user will keep touching the sphere when the attack is still in affect. The only way to break the attack is to disrupt the user from touching the sphere. It is impossible to escape when inside the sphere. This is usually used in conjunction with Mizu Bunshin no Jutsu (Water Clone Technique). The real one will touch the sphere and the clone will attack.


Name: Water Trap of Restraint
Rank: C
Range: as big as the puddle of water
Jutsu Type: ninjutsu
Elemental Affinity: water
Description: Creates a large body tourniquet out of nearby water to wrap around an opponent or an unruly prisoner restraining their legs and arms. This can also be set up like a trap, for if someone steps on a puddle the trap will go off and attempt to restrain them.



Name: Mist/Water Clone Explosion
Rank: B
Range: around the clone
Jutsu Type: ninjutsu
Elemental Affinity: water
Description: the user will use a water clone or a mist clone and fill it with an explosive chakra. The explosion releases a large amount of water in a great force that can send an opponent flying back about 20 feet.


Name: Water Release: Water Wall
Rank: B
Range: 0-5m
Jutsu Type: ninjutsu
Elemental Affinity: water
Description: The user will perform the Rat Hand Seal and then blow out a chunk of water from their mouth to create a huge water wall. The water barrier is able to put out fire as well as defending from objects.


Name: Water Release: Water Dragon Blast Technique
Rank: B
Range: 0-10+m
Jutsu Type: Genjutsu/Taijutsu/ninjutsu
Elemental Affinity: water
Description: A powerful attack that creates a huge current of water in the shape of a dragon, which is then sent towards the opponent. Essentially a devastating single target attack.


Name: Water Element; Water Cannon Technique
Rank: B
Range: 0-20m
Jutsu Type: ninjutsu
Elemental Affinity: water
Description: A skill that lets the user spit a powerful beam of boiling water, strong enough to push down to cause physical damage. The user can spit three such beams consecutively, or fire them off one per post.


Name: Water Release: Water Wave
Rank: B
Range: 0-10+m
Jutsu Type: ninjutsu
Elemental Affinity: water
Description: The user will clap his hands together to summon a huge water column. After creating a water column, the user will use the water column as a water bank, meaning the user will send water to attack his opponent and/or fill the are with water.



Name: Hidden Lake
Rank: A
Range: 20 feet deep 20-30m in distance
Jutsu Type: ninjutsu
Elemental Affinity: water
Description: A Jutsu that creates mass amounts of water in the person’s body. The user will then open up his mouth and spit out a massive amount of water. The water turns into a lake that’s about 20 feet deep and can stretch for about 20-30 meters in distance.


Name: Water Release: Water Shark Missile
Rank: A
Range: 0-10m
Jutsu Type: ninjutsu
Elemental Affinity: Water
Description: A powerful attack that requires its target to be on or near the water, this technique creates a large shark comprised of water that can be used to attack in one of two ways. Primarily, the shark is sent towards the opponent at a charge, attempting to strike the opponent with extreme bashing force as well as trying to rend him with its teeth. The second, more devious use involves the shark attempting to swallow the opponent. In this case, the shark is hidden under the water until it attacks. If it manages to swallow an opponent, he is trapped within a sphere of water for 2 posts as the shark itself dissolves. After an attack, successful or not, it vanishes.


Name: Water Release: Grand Waterfall Technique
Rank: A
Range: 0-5+m
Jutsu Type: ninjutsu
Elemental Affinity: water
Description: The ability to create a giant waterfall that is capable of swiping the opponent. A ripe current will occur to give the attack more power. Due to its power and water gushing at high rate of speed, the water will trap the opponent under water until the attack is over, smashing the opponent into objects like tree, rocks, and so on.
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Baku
Missing-Nin
Missing-Nin
Baku


Posts : 161
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Location : Under a rock plotting how to kill you.

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Village: NONE Hahahahahaha

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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeTue 28 Oct 2008, 5:05 pm

The 8 Divine Gates

#1.Oskiku
Raises all stats by 20% and uses 20% of chakra.
rank:E

#2.Maska
Raises all stats by 30% and uses 30% of chakra.
rank:D

#3.Fasash
Raises all stats by 40% and uses 40% of chakra.
rank:C

#4.Posca
Raises all stats by 50% and uses 50% of chakra.
rank:B

#5.Boskama
Raises all stats by 60% and uses 60% of chakra.
rank:A

#6.Caska
Raises all stats by 70% and uses 70% of chakra.
rank:A

#7.Taska
Raises all stats by 80% and uses 80% of chakra.
rank:A

#8.Doska
Raises all stats by 90% and uses 90% of chakra.
rank:S
(you can either say the name or the #.)
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Lkitty
Kazekage
Kazekage
Lkitty


Posts : 2512
Points : 999
Join date : 2008-09-04
Location : ...Flying?...

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Village: Sunagakure

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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeWed 29 Oct 2008, 6:53 am

WIND


Name: Kamikaze aori (Wind Gust
Rank: C
Range: Short-Mid
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: -

Description:
It requires no handsigns so it can be easily used in a fight. I Gather chakra in my lungs as my enemy get close I release it in a huge blust of wind that blasts him/her a moderate distance away. I can use this when wanting to escape a blast or it as other attribute that may make it multi useful in a fight when i think alittle bit clearly. This is just a use of the basic wind element ,but it can be one of my most useful jutsus in a battle.


Name:Eimai bureikusuruu* (Wind Release: Great Breakthrough)
Rank: C
Range: Short-Mid
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: -

Description:
Wind Release: Great Breakthrough is a technique that creates a large explosion of wind from the user's location, easily levelling everything in its path. A variation of the technique involves a smaller blast of wind which gets ignited with flame. Orochimaru and Kakashi in the Naruto series has used this move. Hopefully you don't get hit by it or else you might get hurt badly by it. This has been known to crush almost anything in its path.


Name: Dansai Senpuu (Cutting Whirlwind)
Rank: C
Range: Short-Mid
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: -

Description:
I used handsigns to create the concentrated gusts of wind instead of temarai's technique which uses a fan. I create concentrated gusts of wind mixed with chakra, creating a windstorm that slices through objects in a targeted area. I can control the windstorm with chakra, allowing me to catch my opponents in slicing tornadoes. Which will badly hurt my oppenent if used close enough to them. Many cuts will be on the oppenents body after the use of this technique when close enough.

Name: Ekkusuoopun Batsuichi (X-Strike)

Rank: C
Range: Short-Mid
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: -

Description:
After I use handsigns I it causes chakra to gather at the finger tips of my hands. I move my hands in succesion to each other that it the wind makes a x and slices into many things. This can cause bad cuts but not bad enough to where a person would get sliced in fourths. They are deep cuts though and you can bleed to death if you get hit and is not treated soon. They speed of this is relitively quick and can be used as a disctraction as well as many other things.

Name:Dairekutopusshu (Push)
Rank: C
Range: Short-mid
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: -

Description:
You can can this in close combat. You do handsigns to concintrate into the palms of my hands. Then afterwards with a thrust of my hands it creates a large wind able to blow almost any person away. This has many applications to it. It can hurt alot if close up. This can create many bruises when close up. This will probably be one of my favorite jutsus to use probably. If you fight me you will know soon enough why it is one of my most favorite.


Name: Minisaizu Harikein no Jutsu - Mini Hurricane Technique
Rank: C
Range: Close [0-5] Medium [5-10] Far [10m+]
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: --

Description: Minisaizu Harikein is a ninjutsu technique which utilizes the wind element. First, the user must perform 6 hand signals, then a small wind vortex will materialize around the user. The wind hurricane will engulf the user, and be sent toward the direction they desire, allowing the rapid currents to be launched at the enemy. The hurricane can knock an opponent off their feet, and possible injury. Its around 5 feet wide, 10 feet tall.

--------------------------------------------

Name: Kajou Akufu Genko no Jutsu - Spiral Hand Fist Technique
Rank: C
Range: Close [0-5] Medium [5-10] Far [10m+]
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: --

Description: Kajou Akufu Genko is a ninjutsu technique which utilizes the wind element. First, the user must perform 5 hand signals, then redirect their fuuton chakra on their hand pores and palm // wrist. They will make the fuuton chakra explode out, as the wind will engulf the user's hand, palm, wrist, and lower arm. The fuuton chakra will move in rapid succession, going spirally, like a wind drill. This can be used for taijutsu combat after it is done. The drill will be able to cut through most things, leaving a dangerous weapon.

--------------------------------------------

Name: Erusaizu Tanagokoro Oshiyaru - Open Palm Thrust
Rank: C
Range: Close [0-5] Medium [5-10] Far [10m+]
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: --

Description: Erusaizu Tanagokoro Oshiyaru is a ninjutsu technique which utilizes the wind element. First, the user must perform 6 hand signals, then, they will store up chakra in their hand and palm. At will, the user will explode the chakra out, as they use the hand the push the fuuton away, and their palm to balance it, as a large burst of wind is sent toward the target, enough to be a distraction to escape, or just pushing back weaponry attacks.

--------------------------------------------

Name: Hidarimawari no Jutsu - Counterclockwise Rotation
Rank: C
Range: Close [0-5] Medium [5-10] Far [10m+]
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: --

Description: Hidarimawari is a ninjutsu technique which utilizes the wind element. First, the user must perform 5 hand signals, then enhance their entire body with fuuton chakra. The chakra will explode, as the ninja will move in a counterclockwise rotation, sort of like the Hyuuga technique. The wind chakra will form as a shield, to block off weaponry, and weak ninjutsu attacks.

--------------------------------------------

Name: Buatsui Kaitenjiba Tooneedo - Massive Rotating Tornado
Rank: B
Range: Close [0-5] Medium [5-10] Far [10m+]
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: --

Description: Buatsui Kaitenjiba Tooneedo is a ninjutsu technique which utilizes the wind element. First, the user must perform 7 hand signals, then slam their hands onto the ground. As they slam their fingers, it will have fuuton chakra, which is now redirected toward the earth, as it explodes into a massive wind tornado, which is sent flying toward the opponents. The Tornado is around 10 feet wide, 20 feet long, and each hit will blow the enemies away, as well as injury and possible bleeding loss.

--------------------------------------------

Name: Daitoppa - Great Breakthrough
Rank: B
Range: Close [0-5] Medium [5-10] Far [10m+]
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: --

Description: Fuuton • Daitoppa is a Ninjutsu technique which utilizes the Wind Element. First, the user will build up chakra in their upper chest, as it expands greatly, and at will, they will bring their hand toward their mouth. When they want too, they will extend their mouth open wide, and blow out massively, sending immense wind at the opponent, attempting to give them injury. The wind will escape the user's mouth for 10 rapid seconds if they are not attacked or not concentrated anymore.

--------------------------------------------

Name: Shuriken Nomu Kyodan - Shuriken Engulfing Projectile
Rank: B
Range: Close [0-5] Medium [5-10] Far [10m+]
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: --

Description: Shuriken Nomu Kyodan is a ninjutsu technique which utilizes the wind element. First, the user must perform 8 hand signals, then throw multiple Shurikens around their body. Fuuton chakra will move around the user's body, as they will levitate the shurikens. At will, they will raise their hands, and the wind which is engulfing will bend, and be sent upward, in a horizontal position. The wind will lead the shurikens toward the enemy, as they are sent flying at them, danger of striking.

--------------------------------------------

Name: Heikousen Gaifuu Chuuseki - Parallel Wind Pillars
Rank: B
Range: Close [0-5] Medium [5-10] Far [10m+]
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: --

Description: Heikousen Gaifuu Chuuseki is a ninjutsu technique which utilizes the wind element. First, the user must perform 10 hand signals, then, two parallel wind pillars will materialize on each side. The pillars are around 5 feet wide, and 15 feet tall. The user will slam his/her hands together, and perform 2 more hand signals, telling the pillars to be sent at the enemy. The pillars will collide, and launch at the opponent, hoping to slam into them. If they dodge, they can be redirected to chance after them with rapid succession.

--------------------------------------------

Name: Denkouissen - Flash of Wind
Rank: A
Range: Close [0-5] Medium [5-10] Far [10m+]
Jutsu Type: Ninjutsu
Elemental Affinity: Wind
Clan: --

Description: Denkouissen is a ninjutsu technique which utilizes the wind element. This is a ninjutsu move used by many Chuunin-Jounins in Otogakure, because it is good to have in your arsenal. This move will only require the user to perform the "Ox" hand signal. The trick of this technique is the ninja must add loads of Chakra around their feet area, and once you perform the Ox hand signal, you will be able to move three times as fast as you can normally move. This technique uses up loads of chakra to complete, but, once you get the hang of it, this is a really helpful move. This is mostly used to catch up to an enemy, or stop something, or dodge a insanely fast technique.

Name: Kaze no Ariki – Walk of the Wind

Rank: C
Range: N/A, Supplementary Technique
Jutsu Type: Ninjutsu
Elemental Affinity: Fuuton [Wind]
Clan: N/A

Description: Using this technique,Kitsuke gathers compressed wind natured chakra to the bottom of his feet. He will then either take a quick step forward or jump, simultaneously releasing the compressed wind. Unlike most wind techniques, this wind is not sharp, causing the force to shoot Kitsuke forward in whichever direction he stepped or jumped. This technique is completely meant for evasion or travel, since it cannot technically harm anyone and is only meant for quickly moving to evade attacks or travel quickly.



Name: Kaifuu no Houdou – Guidance of the Breeze

Rank: C
Range: Mid to Far
Jutsu Type: Ninjutsu
Elemental Affinity: Fuuton [Wind]
Clan: N/A

Description: This technique is primarily used by kitsuke to support his use of small knives and other projectiles. Forming a short string of hand signs, strong gusts of winds begin blowing towards a central point, which is usually the location of his opponent. This wind will only slightly hamper his opponent’s movement, but its primary use is to guide his lighter weaponry towards his enemies. The wind will continue for about a minute, allowing Kitsuke to shower his opponents with his metal projectiles during that window of time.



Name: Bakusai Reppuu – Blasting Gale

Rank: C
Range: Close to Far
Jutsu Type: Ninjutsu
Elemental Affinity: Fuuton [Wind]
Clan: N/A

Description: After forming a short combination of hand signs, Kitsuke inhales deeply and begins manipulating chakra in his lungs and chest into wind-natured chakra. After a brief moment, he then unleashes a rapid gust of wind from his mouth in the shape of a large sphere, though being wind it is nearly impossible for either him or his opponent to see its shape. Upon contact with the opponent or an object, its vibration will begin shredding whatever it came into contact with, as well as the compressive force making sure that even if the shot misses, the expanding force can still damage nearby objects or people. The sphere is about a foot in diameter, and the radius of the ensuing blast is about a meter, though it is weaker as it gets closer to the outermost reaches of the blast.



Name: Kaze Senbon – Wind Senbon

Rank: C
Range: Close to Far
Jutsu Type: Ninjutsu
Elemental Affinity: Fuuton [Wind]
Clan: N/A

Description: Using this technique, Kitsuke gathers wind natured chakra to his palms and forms it into a certain quantity of needle-shaped projectiles. Upon throwing these weapons, they will pierce through an opponent and certain objects just as any senbon would, but the sharpened wind effect gives it about an extra few inches of damage radius if someone tries to evade them.



Name: Shippuu Kekkai – Hurricane Barrier

Rank: C
Range: Close
Jutsu Type: Ninjutsu
Elemental Affinity: Fuuton [Wind]
Clan: N/A

Description: To prepare this technique, Kitsuke forms only ond hand sign and holds it. During this time, wind begins swirling around his entire body, forming a complete layer of wind-natured chakra around his figure. This barrier can easily knock away most physical projectiles, as well as negate certain other elemental ninjutsu, depending on their rank and element. Any opponent who tries to directly break through this barrier without some sort of technique will be either knocked away or badly cut due to the unpredictable and sharp nature of the wind chakra. This technique constantly siphons Kitsuke's chakra and keeps him immobile during its use, so this defense is very far from perfect. The technique can negate up to B rank lightning techniques and C rank of any other element, however almost any fire technique will render the barrier useless.



Name: Chuutai no Kadou – Vortex of the Void

Rank: B
Range: Mid to Far
Jutsu Type: Ninjutsu
Elemental Affinity: Fuuton [Wind]
Clan: N/A

Description: After forming several hand signs, Kitsuke extends his arms forward with his palms open and facing his opponent. Using the power of wind-natured chakra, he causes the air around his opponent, specifically their head, to begin rapidly swirling around and expanding outward, away from their body. As long as Kitsuke does not move from his position or break his concentration, he can freely manipulate this air in order to keep his opponent from taking a breath. Since this technique is his ‘trump card’, holding this technique in place is physically exhausting for him and drains all of his useable chakra in his reserves. Any physical or mental interruption during this technique will end the effects, so it is mainly used during combat with a single opponent. With no interruption, he can hold the technique for about a full minute, not enough to suffocate an opponent, but enough to cause dizziness and possibly unconsciousness.
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeWed 29 Oct 2008, 7:51 am


ICE



Name:Fubuki Kiba (Snow Fangs)
Rank:C
Range: Close, Medium
Jutsu Type: Ninjutsu
Elemental Affinity:Ice
Clan: hirameke
Description: Though not essentially a complex technique to perform it snow fangs requires a good level of ice elemental manipulation. this requires no handseals but only the ability to activate ones chakra freely. the user focuses chakra in the hand, drawing their desired element of ice towards it visibly. in their hands, normally cupped, what seems to be a ball of ice is formed. when launched between three and five fang shaped spikes of ice are propelled forwards towards an intended target. each fang is about four to five inches long and extremley sharp.


Name: Aisu Ariki (Ice walking)
Rank:D
Range: Close, Medium
Jutsu Type: Ninjutsu
Elemental Affinity:Ice
Clan: hirameke

Description:similar to many countries water walking and tree climbing techniques, ice walking is a variation of this, used by many ninja to prevent incidental slips. by focusing ones chakra in the soles of their feet they can adhere to icy surfaces as though they were solid earth. this can be a useful added touch to a fight andcan give a snow ninja the edge against other ninja.


Name: Aasusen Kasui (Ground Pikes)
Rank:C
Range: Close, Medium
Jutsu Type: Ninjutsu
Elemental Affinity:Ice
Clan: hirameke

Description: After the proper handseals are formed a barrage of spikes will errupt from the ground in varrying lengths and angles within a confinedradius of 10 ft from the user. these spikes are made of chakra reinforced ice and are not easily broken through. they are able to peirce through skin and into bone, though not strong enough to peirce armor. this can be used both as a distraction and an offensive attack though its damage is relative to the severity of each hit.
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeThu 30 Oct 2008, 11:19 am

Fuuton Furyuu no Jutsu (Wind Dragon)
Type: Ninjutsu
Rank: C Rank
Description: Creates a dragon formed from wind. The dragon looks like a large serpent, a traditional Chinese dragon that is twenty feet long. The dragon has a red mane and the rest of his body borders light blue. The color is not distinct because the wind manipulates it from its color to transparency. The dragon can shoot Kaze Kongou from its mouth.

Kuchiyose Kirikiri no Mai (Summoning Skill: Execution Whirl)
Type: Ninjutsu
Rank: C Rank
Requirement: Fuuton Fuuryu (Wind Dragon)
Description: After the user wipes their own blood on the area in front of them or on the offensive weapon they intend to use for the attack, Daikamaitachi No Jutsu is prepared as normal. But instead, when the wind is released, a large summoned weasel, as well as a long pole, two short sickles and a container becomes shaped out of the wind. This is a much more intensified gust of wind that is able to chop down trees with ease.

Fuuton - Dai Kamaitachi (Great Cutting Whirlwind)
Skill: Ninjutsu
Rank: B Rank
Effect: Can repel any weapon's projectile attack regardless of dodge stat.
Description: Using a fan or with the correct elemental affinity, the user then blows a concussive wind that is imbued with Chakra. This technique is a bigger version of the normal Kamaitachi no Jutsu, having the ability to cause a great amount of cutting damage to the nearby area.
Limits: Fan Type Weapon or Elemental Fuuton.

Kaze Kiri no Jutsu (Wind Drill Technique)
Type: Ninjutsu
Rank: B Rank
Description: The user creates another arrow from his mouth that is fired from the mouth. This time though the arrow is in the shape of a drill, much like the arrow Kidoumaro uses in his last attack against Neji. The drill passes through stone and tree but once it hits the ground it dispels. This arrow can drill through a person.

Kaze Gyorai no Jutsu (Wind Torpedo)
Type: Ninjutsu
Rank: B Rank
Description: The user gathers a large amount of wind into his lungs and expels it in a single blow. The wind forms a torpedo that is near invisible that launches towards the opponent. Upon contact it explodes with the force of two exploding tags.

Kaze no Yaiba (Wind Blade)
Type: Ninjutsu
Rank: B Rank
Description: Creates a blade of wind around the user’s arm. The sword cannot be blocked due to it being made of wind but it can be dodged. Since the wind is condensed down it does weigh down the user’s arm.

Hikui Tenkuu Assaku no Jutsu (Low Air Pressure Technique)
Rank: B Rank
This technique makes the air pressure in a room drop dramatically, causing anyone inside to fall asleep. It can only work in an enclosed area like a building or room.

Fuuton - Renkuudan (Drilling Air Projectile)
Skill: Ninjutsu
Rank: A Rank
Description: Renkuudan is a Ninjutsu technique utilizing the Wind Element. The user inhales a large amount of air into their chest and then expels it in one large explosive burst. To strengthen the attack, they will imbue chakra into the air and then release it in large, spherical projectile shots.
Limits: Elemental to Fuuton.

Fuuton Fuuryuudan no Jutsu
Type: Ninjutsu
Rank: A Rank
Description: Powerful attack that creates a huge surge of wind in the shape of a dragon, which is sent towards the opponent. Large dragon, much like the Suiryuudan in size but made out of wind. If the victim is hit they will suffer great amounts of damage. It will seem as if he or she is stuck inside a tornado.

Sansai no Ketteiteki Shikiichi (Final Threshold of the Three Calamities of Fire, Flood and Storm)
Type: Ninjutsu
Rank: A Rank
Description: When a tornado is formed it picks up debris and sometimes other elements. A hurricane is a tornado on the water that has taken up the storm and water below it. Using this jutsu, the user performs it like they would a daikamaitachi, swings their fan and the wind is shot forth. The tornado hits the required elements and takes up a new form. Each element and form is a calamity.

Flood: If the tornado hits a body of water a massive whirlpool-like tornado is sent towards the victim. When it hits the ground or victim a large flood is sent forward that could crush or drown the victim(s)

Fire: If the tornado hits a fire it would pick up the flames and still be shot forward towards the victim. The tornado would take flame qualities and a “flaming spin-cycle” would ensue. If it hit the ground or victim an explosion would occur and a large fire would be started.

Storm: If the tornado absorbs electricity or a cloud the tornado would turn gray with lightning flashes being seen in the tornado. It would be a thunder storm crossed with a tornado shot towards a victim.



Kaze Kuiki
Type: Ninjutsu
Rank: A Rank
Effect: The user is surronded by a vortex's of wind that is so dangrous it is hard for the enemy to approach it without getting cut or voilently thrown back.
Special:None
Drawback: This requires a large deal of charka to be sacrificed in order to do such a dangeours move. The amount of chakra that is taken is about 80% of the users max's chakra. Since the move is so long this requires a +30 more training points.
Description: A dangerous wind sourronds that user in a sphere that is 5 meters in lenght and 3 meters in width as it protects them from any attack. This move is consider the greatest wind offensive and defensive justu.
Stage 1 Using tremendous amount of chakra and a long serious of hand seals wind starts to pick up around the user in a sphere by 5 meters in length and 3 meters in width. The wind that the user is inside starts to spin at a rate of 80 Mph. The user is then lifted off the ground only 3 meters and sits their without moving. Anything that is not away from the user within 10 meters will be pulled in and violently thrown in another direction or will get sliced in to peices
Stage 2 After the user is in the air the user lets out a loug screaming causing the sphere of wind around them to start to grow bigger in size depending on the stenght on the users nin.Once the sphere starts to expand the ground under the user is destroyed and anything the sphere hits is damaged by wind cutters and goes flying back half the distance of the winds speed in meters.


Stage 3 After stage one the sphere then compresses back to its normal size and starts to pick up violent speed again then it seems the sphere around the user starts to bubble as if it is about to exploded but wind cutters the size of 3 meters wide and 2 meters in width shoot out of the sphere.The amount of cutters depend on the amount of nin the user has.The cutters go in any direction of 180 degress around the user. If the enemy is hit by the cutters then they will be hurt on a great scale and will be thrown back on half the speed of the wind cutters in meters.



Stage 4 The final stage of Kaze Kuiki the user is then set down to the ground with his sphere of wind still around him then the user can move around while the sphere is still around him making it very hard for any tai or projectile attacks to come close to hurting the user. This last for only five turns as the user can still use some of his offensive attacks like the wind cutters:

Fuuton - Tsuin Doragon no Jutsu (Wind - Twin Dragon Technique)
Rank: B-rank
Skill: Ninjutsu
Effect: Requires the only seal of dragon. It utilizes the element of wind to create two dragons that swirl around the user and can be moved through the air by chakra usage towards a target. The two dragons become feirce winds and collect any debris or anything that swirl around within it, and charge towards an enemy, slashing at them with fierce winds and a powerful blow. If the seal is formed upsidedown, the wind dragons can be used in a vaccuum sort of way; basically when the dragon's hit the user, the only effect it has on them is that it sucks the air out of them, causing lack of oxygen and possible suffocation.
Special: Handseals : Dragon (reverse dragon)
Drawback: If used incorrectly, or not strong enough to weild this technique, the jutsu could backfire. Expecially dangerous when using reverse version, if not utilized well, suffocation could become your downfall.
Description: When created, it becomes two twin dagons, about 5 feet in diameter, length varies to the distance of the opponent. They look like traditional chinese dragons, no color since wind is transparent, color can change to the debris that is collected.
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeFri 31 Oct 2008, 12:53 am

Wind


Wind Release • Conservation of Breathing [Fuuton • Kyou Iki no Jutsu]
- A technique utilizing Wind Chakra
- Handseals: Rooster
- Rank: E
- Effect: A technique where the user flows chakra into their lungs, creating air within their own lungs. Basically giving them extra oxygen so that they have to breathe less and can also go without breathing for a short period of time for various reasons. // One use of this jutsu can last up to 3 posts // Chakra Drain 10%

Wind Release • Aerial Bird Barage [Fuuton • Kakuu Tori Rendan]
- A technique utilizing Wind Chakra and Materialization
- Handseals: Ram, Rooster
- Rank: D
- Effect: A skill where the user gathers their chakra through the air. Within the air, there is a multitude of birds created. These birds made of pure wind fly off towards the opponent, flying at a fast pace in order to strike them very quickly. Normally this jutsu can be executed fast enough where the opponent barely has time to even completely evade the attack // Chakra Drain 30% // Dmg 45 // Creates three birds

Wind Release • Mouth Gale [Fuuton • Kaikou Jinpuu no Jutsu]
- A technique utilizing Wind Chakra and Burst
- Handseals: Rooster, Dragon
- Rank: D
- Effect: A skill where the user gathers chakra within their mouth, firing it off as a large burst. Capable of deflecting projectiles and reflect them back towards the opponent, as well as difusing some ninjutsu and weakening their strength such as Katon jutsu // Chakra Drain 18% // Dmg 27

Wind Release • Projectile Push [Fuuton • Tobidogou Maishin no Jutsu]
- A technique utilizing Wind Chakra and Infuse
- Handseals: Rooster, Horse
- Rank: D
- Effect: A skill imbueing wind chakra into a users projectiles. Activating the jutsu while the projectiles are in flight, a burst of wind flows from the projectile making them fly faster to increase their damage. Seeing as how they suddenly go faster, its also a suprise to the opponent // Chakra Drain 3% per projectile // Projectile Dmg +7
Levitation Technique [Furo-to No Jutsu]
- A technique utilizing Wind Chakra and Burst
- Handseals: Dragon, Rooster
- Rank: D
- Effect: A technique where the user having chakra flowing into their feet, begin to create wind chakra. This wind chakra fires off with a burst, levitating the user high up into the air. Using bursts of wind to flow about the air making the person 'levitate'. However, this makes the movement within the air very erractic and slightly uncontrollable. // Chakra Drain 25% Each Turn / The users speed is cut by 1/4th while in the air

Wind Release • Bursting Air Shot [Fuuton • Heki Tei Dama]
- A technique utilizing Wind Chakra and Burst
- Handseals: Rooster
- Rank: D
- Effect: A skill where the user brings about wind chakra into the palm of their hands. This chakra infused through the hand eventually reaches a point where no more chakra can be used for the jutsu. At that point, from the hand a burst of wind emerges being about as large as the palm. // Chakra Drain 20% // Dmg 30

Wind Release • Wind Kunai [Fuuton • Kaze Kunai]
- A technique utilizing Wind Chakra, Materialize, and Infuse
- Handseals: Dog, Ram, Rooster
- Rank: C
- Effect: A skill where the user mixes their chakra with the wind around them. Creating Kunai from the air and launching them at the opponent, this being a lesser powered version of the Kaze no Yaiba // 30% chakra per kunai // +45 Damage // Cannot be blocked, must be evaded

Wind Release • Whirlwind Column [Fuuton •Senpuu Hashira no Jutsu]
- A technique utilizing Wind Chakra, Spin, and Focus
- Handseals: Boar, Dog, Rooster
- Rank: C
- Effect: A technique where the user gathers wind chakra into the air, having it surround the opponent. The wind quickly begins to spin and is focused to spin faster and faster. As it surrounds the opponent it tries to draw them from the center into the spiralling winds. When added with projectiles, they are thrown about back and forth tossed between the winds making the idea of being inside the jutsu very deadly // Chakra Drain 35% to initiate, 20% per turn // Dmg +45 to projectiles, does no damage unless the opponent touches the outsides of the column. 35% damage when they touch the sides

Wind Release • Spinning Repel Cycle [Fuuton • Supin Gun Junkan]
- A technique utilizing Wind Chakra, and Double Spin
- Handseals: Boar, Rooster
- Rank: C
- Effect: A skill where the user gathers a spiralling mass of wind within their hands. This spiralling wind is flat in shape and is a powerful offensive and defensive jutsu. Defensively, it can be used to repel projectiles away from the user and have those projectiles lay about them for their use. Offensively, it can be used while in the air against an opponent to send them spiralling down into the ground // Chakra Drain 40% // Dmg = 1/4th the opponents weight

Wind Release • Aura of the Winds [Fuuton • Reiki Kaze no Jutsu]
- A technique utilizing Wind Chakra, Infuse, and Shield
- Handseals: Rooster, Horse, Dog
- Rank: C
- Effect: A technique where the user gathers chakra into the winds around them, having this invisible aura around them that offers protective. The winds of this jutsu are capable of deflecting projectiles such as kunai, shuriken, and senbon. Larger projectiles though will be veared off course, but will still hit the user in a less fatal fashion // Chakra Drain 40% to initiate, 20% per turn
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeSat 01 Nov 2008, 12:45 pm

(Don't forget to look at my lightning jutsus on page 48 anyways,)

------------------------------------------------------------------------------------------------------
Doujutsu(s)

Name: Time Travel
Element: -------
Rank: A
Description: works with the three tomoe sharingan, its a technique that sends a person in back of time of their time, even of their bad/worse memories or some good memories. This technique can make the person get unconscious by how much bad memories they have.
-------------------------------------------
Name: Mind Destruction
Element: ------
Rank: B
Description: the user controls the person's mind and finds some truth/secrets/memories/(ect.) and the person would be put into unconscious for few minutes until technique is complete/done.
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeSun 02 Nov 2008, 9:09 pm

Obito Uchiha wrote:
(Don't forget to look at my lightning jutsus on page 48 anyways,)

------------------------------------------------------------------------------------------------------
Doujutsu(s)

Name: Time Travel
Element: -------
Rank: A
Description: works with the three tomoe sharingan, its a technique that sends a person in back of time of their time, even of their bad/worse memories or some good memories. This technique can make the person get unconscious by how much bad memories they have.
-------------------------------------------
Name: Mind Destruction
Element: ------
Rank: B
Description: the user controls the person's mind and finds some truth/secrets/memories/(ect.) and the person would be put into unconscious for few minutes until technique is complete/done.


eh approved
and kitsuke ill get to yours in a second this one was just shorter
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeSun 02 Nov 2008, 9:12 pm

Kitsuke Maru wrote:
Wind


Wind Release • Conservation of Breathing [Fuuton • Kyou Iki no Jutsu]
- A technique utilizing Wind Chakra
- Handseals: Rooster
- Rank: E
- Effect: A technique where the user flows chakra into their lungs, creating air within their own lungs. Basically giving them extra oxygen so that they have to breathe less and can also go without breathing for a short period of time for various reasons. // One use of this jutsu can last up to 3 posts // Chakra Drain 10%

Wind Release • Aerial Bird Barage [Fuuton • Kakuu Tori Rendan]
- A technique utilizing Wind Chakra and Materialization
- Handseals: Ram, Rooster
- Rank: D
- Effect: A skill where the user gathers their chakra through the air. Within the air, there is a multitude of birds created. These birds made of pure wind fly off towards the opponent, flying at a fast pace in order to strike them very quickly. Normally this jutsu can be executed fast enough where the opponent barely has time to even completely evade the attack // Chakra Drain 30% // Dmg 45 // Creates three birds

Wind Release • Mouth Gale [Fuuton • Kaikou Jinpuu no Jutsu]
- A technique utilizing Wind Chakra and Burst
- Handseals: Rooster, Dragon
- Rank: D
- Effect: A skill where the user gathers chakra within their mouth, firing it off as a large burst. Capable of deflecting projectiles and reflect them back towards the opponent, as well as difusing some ninjutsu and weakening their strength such as Katon jutsu // Chakra Drain 18% // Dmg 27

Wind Release • Projectile Push [Fuuton • Tobidogou Maishin no Jutsu]
- A technique utilizing Wind Chakra and Infuse
- Handseals: Rooster, Horse
- Rank: D
- Effect: A skill imbueing wind chakra into a users projectiles. Activating the jutsu while the projectiles are in flight, a burst of wind flows from the projectile making them fly faster to increase their damage. Seeing as how they suddenly go faster, its also a suprise to the opponent // Chakra Drain 3% per projectile // Projectile Dmg +7

Levitation Technique [Furo-to No Jutsu]
- A technique utilizing Wind Chakra and Burst
- Handseals: Dragon, Rooster
- Rank: D
- Effect: A technique where the user having chakra flowing into their feet, begin to create wind chakra. This wind chakra fires off with a burst, levitating the user high up into the air. Using bursts of wind to flow about the air making the person 'levitate'. However, this makes the movement within the air very erractic and slightly uncontrollable. // Chakra Drain 25% Each Turn / The users speed is cut by 1/4th while in the air

Wind Release • Bursting Air Shot [Fuuton • Heki Tei Dama]
- A technique utilizing Wind Chakra and Burst
- Handseals: Rooster
- Rank: D
- Effect: A skill where the user brings about wind chakra into the palm of their hands. This chakra infused through the hand eventually reaches a point where no more chakra can be used for the jutsu. At that point, from the hand a burst of wind emerges being about as large as the palm. // Chakra Drain 20% // Dmg 30

Wind Release • Wind Kunai [Fuuton • Kaze Kunai]
- A technique utilizing Wind Chakra, Materialize, and Infuse
- Handseals: Dog, Ram, Rooster
- Rank: C
- Effect: A skill where the user mixes their chakra with the wind around them. Creating Kunai from the air and launching them at the opponent, this being a lesser powered version of the Kaze no Yaiba // 30% chakra per kunai // +45 Damage // Cannot be blocked, must be evaded

Wind Release • Whirlwind Column [Fuuton •Senpuu Hashira no Jutsu]
- A technique utilizing Wind Chakra, Spin, and Focus
- Handseals: Boar, Dog, Rooster
- Rank: C
- Effect: A technique where the user gathers wind chakra into the air, having it surround the opponent. The wind quickly begins to spin and is focused to spin faster and faster. As it surrounds the opponent it tries to draw them from the center into the spiralling winds. When added with projectiles, they are thrown about back and forth tossed between the winds making the idea of being inside the jutsu very deadly // Chakra Drain 35% to initiate, 20% per turn // Dmg +45 to projectiles, does no damage unless the opponent touches the outsides of the column. 35% damage when they touch the sides

Wind Release • Spinning Repel Cycle [Fuuton • Supin Gun Junkan]
- A technique utilizing Wind Chakra, and Double Spin
- Handseals: Boar, Rooster
- Rank: C
- Effect: A skill where the user gathers a spiralling mass of wind within their hands. This spiralling wind is flat in shape and is a powerful offensive and defensive jutsu. Defensively, it can be used to repel projectiles away from the user and have those projectiles lay about them for their use. Offensively, it can be used while in the air against an opponent to send them spiralling down into the ground // Chakra Drain 40% // Dmg = 1/4th the opponents weight

Wind Release • Aura of the Winds [Fuuton • Reiki Kaze no Jutsu]
- A technique utilizing Wind Chakra, Infuse, and Shield
- Handseals: Rooster, Horse, Dog
- Rank: C
- Effect: A technique where the user gathers chakra into the winds around them, having this invisible aura around them that offers protective. The winds of this jutsu are capable of deflecting projectiles such as kunai, shuriken, and senbon. Larger projectiles though will be veared off course, but will still hit the user in a less fatal fashion // Chakra Drain 40% to initiate, 20% per turn

thats alot of jutsu but approved
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeMon 03 Nov 2008, 9:09 pm

Name: Suirou no Jutsu
Rank: C
Suirou no Jutsu is a Ninjutsu technique that utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The ninja must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. When combined with a bunshin technique, the ninja can imprison their target but still allow for a clone to attack others nearby.

Name: Mizu Bunshin no Jutsu
Rank: C
Mizu Bunshin no Jutsu is a Ninjutsu technique that utilizes water to create a Bunshin clone. Unlike a normal Bunshin, the Mizu Bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited however, it can not travel very far from the original body. If the Mizu Bunshin is injured, the clone will usually revert back into its natural water state.

Name: Magen • Narakumi
Rank: D
Magen • Narakumi no Jutsu is a Genjutsu technique that causes its target to see a horrifying vision. The ninja will use the serpent hand seal to cause a circle of leaves to spin and envelop the target and then fall away. Once cast the world will appear normal to the target until they see the illusion.
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeMon 03 Nov 2008, 10:06 pm

endora wrote:
Name: Suirou no Jutsu
Rank: C
Suirou no Jutsu is a Ninjutsu technique that utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The ninja must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. When combined with a bunshin technique, the ninja can imprison their target but still allow for a clone to attack others nearby.

Name: Mizu Bunshin no Jutsu
Rank: C
Mizu Bunshin no Jutsu is a Ninjutsu technique that utilizes water to create a Bunshin clone. Unlike a normal Bunshin, the Mizu Bunshin has the ability to interact more with the environment due to it having physical substance. This allows the clone to carry out limited attacks on its target. The range of the clone is limited however, it can not travel very far from the original body. If the Mizu Bunshin is injured, the clone will usually revert back into its natural water state.

Name: Magen • Narakumi
Rank: D
Magen • Narakumi no Jutsu is a Genjutsu technique that causes its target to see a horrifying vision. The ninja will use the serpent hand seal to cause a circle of leaves to spin and envelop the target and then fall away. Once cast the world will appear normal to the target until they see the illusion.

Approved
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Village: Sunagakure

Costum Jutsu's - Page 39 Empty
PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeTue 04 Nov 2008, 5:13 am

All my jutsus are not approved?
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeTue 04 Nov 2008, 8:55 am

Kitaro wrote:
Kitsuke Maru wrote:
Wind


Wind Release • Conservation of Breathing [Fuuton • Kyou Iki no Jutsu]
- A technique utilizing Wind Chakra
- Handseals: Rooster
- Rank: E
- Effect: A technique where the user flows chakra into their lungs, creating air within their own lungs. Basically giving them extra oxygen so that they have to breathe less and can also go without breathing for a short period of time for various reasons. // One use of this jutsu can last up to 3 posts // Chakra Drain 10%

Wind Release • Aerial Bird Barage [Fuuton • Kakuu Tori Rendan]
- A technique utilizing Wind Chakra and Materialization
- Handseals: Ram, Rooster
- Rank: D
- Effect: A skill where the user gathers their chakra through the air. Within the air, there is a multitude of birds created. These birds made of pure wind fly off towards the opponent, flying at a fast pace in order to strike them very quickly. Normally this jutsu can be executed fast enough where the opponent barely has time to even completely evade the attack // Chakra Drain 30% // Dmg 45 // Creates three birds

Wind Release • Mouth Gale [Fuuton • Kaikou Jinpuu no Jutsu]
- A technique utilizing Wind Chakra and Burst
- Handseals: Rooster, Dragon
- Rank: D
- Effect: A skill where the user gathers chakra within their mouth, firing it off as a large burst. Capable of deflecting projectiles and reflect them back towards the opponent, as well as difusing some ninjutsu and weakening their strength such as Katon jutsu // Chakra Drain 18% // Dmg 27

Wind Release • Projectile Push [Fuuton • Tobidogou Maishin no Jutsu]
- A technique utilizing Wind Chakra and Infuse
- Handseals: Rooster, Horse
- Rank: D
- Effect: A skill imbueing wind chakra into a users projectiles. Activating the jutsu while the projectiles are in flight, a burst of wind flows from the projectile making them fly faster to increase their damage. Seeing as how they suddenly go faster, its also a suprise to the opponent // Chakra Drain 3% per projectile // Projectile Dmg +7

Levitation Technique [Furo-to No Jutsu]
- A technique utilizing Wind Chakra and Burst
- Handseals: Dragon, Rooster
- Rank: D
- Effect: A technique where the user having chakra flowing into their feet, begin to create wind chakra. This wind chakra fires off with a burst, levitating the user high up into the air. Using bursts of wind to flow about the air making the person 'levitate'. However, this makes the movement within the air very erractic and slightly uncontrollable. // Chakra Drain 25% Each Turn / The users speed is cut by 1/4th while in the air

Wind Release • Bursting Air Shot [Fuuton • Heki Tei Dama]
- A technique utilizing Wind Chakra and Burst
- Handseals: Rooster
- Rank: D
- Effect: A skill where the user brings about wind chakra into the palm of their hands. This chakra infused through the hand eventually reaches a point where no more chakra can be used for the jutsu. At that point, from the hand a burst of wind emerges being about as large as the palm. // Chakra Drain 20% // Dmg 30

Wind Release • Wind Kunai [Fuuton • Kaze Kunai]
- A technique utilizing Wind Chakra, Materialize, and Infuse
- Handseals: Dog, Ram, Rooster
- Rank: C
- Effect: A skill where the user mixes their chakra with the wind around them. Creating Kunai from the air and launching them at the opponent, this being a lesser powered version of the Kaze no Yaiba // 30% chakra per kunai // +45 Damage // Cannot be blocked, must be evaded

Wind Release • Whirlwind Column [Fuuton •Senpuu Hashira no Jutsu]
- A technique utilizing Wind Chakra, Spin, and Focus
- Handseals: Boar, Dog, Rooster
- Rank: C
- Effect: A technique where the user gathers wind chakra into the air, having it surround the opponent. The wind quickly begins to spin and is focused to spin faster and faster. As it surrounds the opponent it tries to draw them from the center into the spiralling winds. When added with projectiles, they are thrown about back and forth tossed between the winds making the idea of being inside the jutsu very deadly // Chakra Drain 35% to initiate, 20% per turn // Dmg +45 to projectiles, does no damage unless the opponent touches the outsides of the column. 35% damage when they touch the sides

Wind Release • Spinning Repel Cycle [Fuuton • Supin Gun Junkan]
- A technique utilizing Wind Chakra, and Double Spin
- Handseals: Boar, Rooster
- Rank: C
- Effect: A skill where the user gathers a spiralling mass of wind within their hands. This spiralling wind is flat in shape and is a powerful offensive and defensive jutsu. Defensively, it can be used to repel projectiles away from the user and have those projectiles lay about them for their use. Offensively, it can be used while in the air against an opponent to send them spiralling down into the ground // Chakra Drain 40% // Dmg = 1/4th the opponents weight

Wind Release • Aura of the Winds [Fuuton • Reiki Kaze no Jutsu]
- A technique utilizing Wind Chakra, Infuse, and Shield
- Handseals: Rooster, Horse, Dog
- Rank: C
- Effect: A technique where the user gathers chakra into the winds around them, having this invisible aura around them that offers protective. The winds of this jutsu are capable of deflecting projectiles such as kunai, shuriken, and senbon. Larger projectiles though will be veared off course, but will still hit the user in a less fatal fashion // Chakra Drain 40% to initiate, 20% per turn

thats alot of jutsu but approved

Yeah, look
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Costum Jutsu's - Page 39 Empty
PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeSat 08 Nov 2008, 11:52 pm

white death seronade
Type: keke/weaponry
Rank: ?
Description: thousands of white ribbons come from fingers as the user spins upward into the air, creating a beutiful performance. then the ribbons turn into scrolls that concealed pollen that contains poison. liquid and airieal. along with selirum, a base material that eats away skin.
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeSat 08 Nov 2008, 11:55 pm

approved
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Costum Jutsu's - Page 39 Empty
PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeTue 11 Nov 2008, 7:54 pm

what about mine on page 48?
Divine Pillars

The first pillar:
Shahadah
Raises stats by 2x.
rank:d

The second pillar:
Salat
Raises stats by 4x.
rank:c

The third pillar:
Zakat
Raises stats by 6x.
rank:b

The fourth pillar:
Siyam
Raises stats by 8x.
rank:b

The fifth pillar:
Hajj
Raises stats by 10x.
rank:a
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeTue 11 Nov 2008, 7:56 pm

What are the pillars anyway?
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeTue 11 Nov 2008, 9:01 pm

Name:Fuuton~ Houmen - Wind Style~Release
Rank:C
Type:Supplementary
Effect: This is the basis of all wind techniques. A user who masters this skill is able to summon wind chakra at any time with ease. The basic gist of this jutsu is that they can now use wind-based jutsu. But they can also use this seperately to create gusts of wind out of nowhere.

Name-Kuchiyose~ Kaze Hogosha - Spiritualism~ Wind Guardians
Rank:-
Type:Summoning
Effect: This technique is utilized by the shinobi Kidate. After giving blood, he rubs it on the earing in his left cat ear. Then, he weaves handseals and gives chakra. This technique can summon one of four beasts made of wind.

Sora:
Sora is a massive crow, made of black wind. It is the most powerfu known, and would be classified as an A-ranked summoning. He can control wind, and create solid weapons out of the wind he breathes. Sora can teleport him and his summoner by turning them into clear wind, and traveling along the breeze.

Kaze:
Kaze is the second strongest known, a B-ranked summoning. He takes the form of a massive snake made of green wind. Kaze has the ability to use any wind/poison-based jutsu he sees. This ability is extremely useful against wind shinobi and medical ninja. However, the jutsu is about 25% weaker than the original would be if it had it in it's arsenal already. Kaze already has all of Kidate's wind-based jutsu in it's arsenal.

Kumo: Kumo is the weakest known. He is a C-ranked summoning. Taking the form of a blue squirrel, he is extremely fast. His ability lies in his eyes. While he can't mimic jutsu, he can see through genjutsu, and even cancel them for Kidate. He will also give Kidate advice on the opponent, being able to read the opponent a little better than a shinobi could.

The fourth and final summoning is unknown to Kidate. It is presumably an S-ranked summoning, and extremely powerful. According to legend, he would take the form of a dragon. While the size, and abilities are unknown, Kidate does know that it would be a force he couldn't even think of controlling unless he had full mastery over his own power first. Kidate must grow a lot more before he can summon this beast.
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PostSubject: Re: Costum Jutsu's   Costum Jutsu's - Page 39 Icon_minitimeWed 12 Nov 2008, 5:03 pm

Metaru Jisei wrote:
Magnetic Release: Metal Clone [Kinzokuton: Kane Bunshin]
Type: B rank, Supplementary
Description: A powerful clone technique, Metaru's Kane Bunshin technique creates clones out of metal. Though these clones would never pass for a real person, their usefulness in battle is unrivaled by any other clone. Forming the clone out of metal nearby, this bunshin is completely solid straight through, making it one-hundred percent more durable then most other clones. Not only can these clones take hits, they can deal them out even harder, weighing nearly five-hundred pounds each. Though they can't perform any of Metaru's earth jutsu, due to their conductive nature, they're able to channel and create simple lightning jutsu, as well as use their own composing material to attack the opponent with metal techniques. This goes from most of Metaru's metal bound techniques, to even altering their body and limbs.

Magnetic Release: Synchronize Technique [Kinzokuton: Shinkuronaizu no Jutsu]
Type: A rank, passive.
Description: More of a constant ability rather then a technique, Metaru constantly generates a powerful electro-magnetic field around himself. When something enters this field, not only can he instantly sense it, but it will be charged with the same charge that he is currently using in his own body. Imagine two positive ends of two very strong magnets trying to touch, it simply won't work. He does the same thing with foreign approaches, changing their poles to match his. Thus, if someone were to try and punch him, either his body would be forced out of the way, or more plausible their hand would be moved out of the way, forcing a miss. THough a certain amount of strength can push through the magnetic field, forcefully touching Metaru, all it would take from him is a simple lean to dodge said attack.

Magnetic Release: Geomagnetic Illusion [Kinzokuton: Chijiki Gen'ei]
Type: A rank, supplementary.
Description: By releasing a massive amount of magnetic energy, Metaru's magnetic chakra will resonate with the earth's own geomagnetic pull, creating an odd magnetic flux in his immediate surrounding area. This creates an illusion by twisting the light in the area, causing everyone's vision to twist in on itself and distort. Because this is a real illusion, and not a mind trick, the illusion can only be dispelled by stopping Metaru's attack. Metaru can stop the light bending, even in small distinct areas by using a second magnetic field to straighten everything out. In this way, he is able to cast a widespread illusion on everyone in the immediate area, while keeping him and his allies safe. Metaru must be cnnected to the earth and he must remain still to use this technique.

Magnetic Release: Geomagnetic Pull [Kinzokuton: Chijiki Puru]
Type: A rank, supplementary.
Description: By releasing his chakra into the earth, Metaru can increase the geomagnetic pull, significantly decreasing everyone's metabolism in the surrounding area. By doing this he can slow down everyone's movements to a point where they become very easy to predict. This technique is more beneficial to his allies however, as Metaru must remain still and connected to the ground to use it. He can also keep his allies metabolism at a normal rate by protecting them with magnetic fields.

Magnetic Release: Plasma Release [Kinzokuton: Kesshouton]
Type: A rank, supplementary.
Description: Using an electric field, Metaru can draw specific ions away from elements. When he does this to a gas, such as oxygen, it becomes a plasma, radiating bright colors and glowing with electricity. These plasma gases appear to be fiery like substances, however they are not hot. Anyone trapped in one of these techniques will not be burned, simply electrocuted.

Magnetic Release: Plasma Release: Ionized Oxygen Technique [Kinzokuton: Kesshouton: Aian-Tei no Jutsu]
Type: B rank, Offensive
Description: Drawing air into his lungs, Metaru then alters the oxygen by using his magnetic chakra to pull ions out of it, creating ionized air. This ionized air is now electrically charged, and at a dangerous level. He will then expel the air, guiding it like a normal fire jutsu technique. And although this technique looks like a similar to fire in nature, it is actually a plasma gas, being purple in color. Anything caught in this plasma gas will be electrocuted instantly.

Magnetic Release: Plasma Release: Aurora Borealis [Kinzokuton: Kesshouton: Hoppou Ranpu]
Type: A rank, Offensive
Description: Forming hand seals, Metaru sends out a magnetic field in the form of a wave. This partially ionizes oxygen in front of him, in the same particular pattern he had just released his wave. In turn this generates a plasma wave, about the same dimensions as Metaru's original wave, capable of shocking any targets it hits.

Magnetic Release: Plasma Release: Aurora Borealis Wall [Kinzokuton: Kesshouton: Hoppou Ranpu Kabe]
Type: C rank, Defensive
Description: Releasing magnetic chakra, Metaru transforms himself into the new magnetic north for the planet. As such, magnetic and electrical fields create a wave of plasma energy that stands as a ten foot wall, that completely encircles Metaru with a radius of about ten feet. This technique is actually quite powerful, stopping anyone trying to get in by electrocuting them and naturally as Metaru has become the new magnetic north, it pulls all metals weapons towards it, which are then held in place, spinning, by the wall. A perfect technique for protecting himself and allies, it's only downfall is that it doesn't cover them from above.

Approved
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