So, the last thread is OLD. And a lot of Nen changed after the Succession Arc! We have more terms, concepts, more cool examples, more broken abilities, and lot more fun to have!
So perhaps you want to give your old technique a bit of a refresh. In the era of AI, we can also use it to improve our own ideas. The world is not the same as 2 years ago, or 10 years ago...and your technique has probably evolved too! Let me know yours!
And I share mine, of course, which changed over the years:
This is a Conjuration-based ability that manifests two main tools: a witch staff and a Tarot deck.
The core of the ability is Magic is Motion. The user can move non-living objects imbued with their Shu. The object must remain within the user’s field of vision, and the user must maintain the aura connection. The more objects are controlled at once, the harder it becomes to move them precisely.
The staff acts as the main focus of the ability. It can be used as a broom for flight, as a wand, and as a medium to apply Shu to objects.
The second part of Witchcraft is Arcana. The user conjures a Tarot deck and draws cards to impose symbolic effects on the battlefield. To activate a Tarot card, the user must draw, reveal, and declare the meaning aloud. It can use the card only in a way that matches the declared meaning. If the declaration contradicts the situation, or if the user tries to use the card against its meaning, the effect fails or backfires. It can only draw 1 at a time, and not more than 10 in an hour (To complete a Celtic Cross)
The Major Arcana are much stronger: they impose a symbolic rule based on the card’s archetype. Their effect depends on the reading and can change depending on the context.
The strength of Witchcraft comes from preparation, interpretation, and field control.
I think I participated long ago in the old thread. Here is a refresh :
Name: Inventory Nen Type: Materialization / Conjuration
Inventory is a Nen ability that lets the user store and retrieve physical objects inside a personal Nen-made storage space, like a virtual inventory. The ability is not about creating objects from nothing, but about transferring real objects into a conjured storage system and bringing them back later.
The user materializes a small tablet-like interface, which displays everything currently stored. The tablet is not the true source of the ability, but the control interface: it lets the user browse the stored items, select them, organize them, and retrieve them.
The ability is mainly designed for survival, travel, preparation and tactical versatility. It is not a flashy combat ability by itself, but it becomes extremely useful because the user can carry tools, food, weapons, medicine, clothing, traps, documents, money, spare equipment, antidotes, and other useful objects without physical burden.
Food and perishable items do not rot while inside the Inventory. Time is effectively paused for stored objects.
The core idea is: a personal pocket-storage system with strict physical conditions.
Main Conditions
The user can only store objects that they can physically lift with one arm without using Nen.
This is the central limitation. If the user cannot lift the object naturally, it cannot be stored.
The user must touch the object directly to store it.
Only inanimate objects can be stored. Conscious living beings cannot be placed inside the Inventory.
The object must be a complete physical item. The ability cannot store abstract things like aura, memories, curses, diseases, emotions, or someone else’s Nen ability.
Stored objects must be retrieved through the tablet interface. The user has to select the object before bringing it out.
Retrieved objects appear either in the user’s hand or very close to the user. The ability cannot be used to summon an item directly inside someone’s body or in an impossible location.
There is a total storage limit, either by number of slots, total weight, or total volume. The user cannot store an infinite amount of matter.
Dangerous or highly complex objects may take more space or require stricter handling. For example, weapons, explosives, poisons or fragile objects may have special limitations.
If the tablet is destroyed or unavailable, the items are not necessarily destroyed, but the user temporarily loses access to the Inventory until they can conjure the interface again under the proper conditions.
Strengths
The ability is extremely versatile. It allows the user to be prepared for almost any situation: exploration, infiltration, escape, first aid, survival, cooking, crafting, combat support, deception, and emergency planning.
It is especially strong in long missions, unknown environments, or Dark Continent-style exploration, because the user can carry an absurdly useful toolkit without being slowed down.
It also works well with intelligence and preparation. The stronger the user’s planning, the stronger the ability becomes.
Weaknesses
Inventory is not an automatic win condition. It does not directly overpower the opponent. The user still has to know what to store, when to retrieve it, and how to use it.
The one-arm lifting condition prevents the ability from becoming broken. The user cannot store buildings, vehicles, huge creatures, or massive objects like Owl’s Fun Fun Cloth can.
The tablet interface also creates a tactical vulnerability: choosing and retrieving items takes attention, so the user can be punished if they rely on it carelessly during close combat.
Overall Concept
Inventory is a Materialization ability built around preparation rather than raw power. It is less spectacular than many combat abilities, but far more useful in real life and in adventure scenarios.
It is basically the perfect Hunter ability: practical, flexible, grounded, and potentially brilliant in the hands of someone who thinks ahead.
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Some other ideas that I came up with :
Little Buddha Nen Type: Specialization
The user conjures a small Buddha statue and asks it a question. The Buddha does not reveal absolute truth; it searches the collective field of human knowledge and gives the best answer currently known by someone. The rarer or more hidden the knowledge, the higher the aura cost. If only one person knows the answer, the price may become almost impossible to pay. Hourglass Nen Type: Enhancement
The user activates a visible hourglass-like timer near their shoulder. For two minutes, their physical power, aura output, and combat performance are greatly enhanced. After that, they are forced into two minutes of Zetsu, unable to use Nen. Once activated, the ability cannot be cancelled. Teleport Circles Nen Type: Emission
The user draws Nen circles on the ground and can teleport between them. Temporary circles allow short-range movement during combat or exploration, while a limited number of permanent circles can serve as long-distance return points. The ability requires preparation, clear placement, and strict limits on the number and distance of circles. Feather of Longing Nen Type: Emission + Manipulation
The user creates a feather linked to a specific person through memory, name, image, or emotional focus. The feather slowly travels toward the target, even across great distances. The user can sense its direction and approximate distance. The feather is not offensive, but it is extremely useful for tracking, searching, or creating a Nen link. Soul Key Nen Type: Specialization
The user materializes a key that can open access to someone’s inner world or “soul.” Depending on the conditions, it may allow the user to read, enter, influence, or heal deep psychological structures. It requires strong restrictions, such as consent, emotional vulnerability, or serious aura cost, because the ability touches identity itself.
So, the last thread is OLD. And a lot of Nen changed after the Succession Arc! We have more terms, concepts, more cool examples, more broken abilities, and lot more fun to have!
So perhaps you want to give your old technique a bit of a refresh. In the era of AI, we can also use it to improve our own ideas. The world is not the same as 2 years ago, or 10 years ago...and your technique has probably evolved too! Let me know yours!
And I share mine, of course, which changed over the years:
This is a Conjuration-based ability that manifests two main tools: a witch staff and a Tarot deck.
The core of the ability is Magic is Motion. The user can move non-living objects imbued with their Shu. The object must remain within the user’s field of vision, and the user must maintain the aura connection. The more objects are controlled at once, the harder it becomes to move them precisely.
The staff acts as the main focus of the ability. It can be used as a broom for flight, as a wand, and as a medium to apply Shu to objects.
The second part of Witchcraft is Arcana. The user conjures a Tarot deck and draws cards to impose symbolic effects on the battlefield. To activate a Tarot card, the user must draw, reveal, and declare the meaning aloud. It can use the card only in a way that matches the declared meaning. If the declaration contradicts the situation, or if the user tries to use the card against its meaning, the effect fails or backfires. It can only draw 1 at a time, and not more than 10 in an hour (To complete a Celtic Cross)
The Major Arcana are much stronger: they impose a symbolic rule based on the card’s archetype. Their effect depends on the reading and can change depending on the context.
The strength of Witchcraft comes from preparation, interpretation, and field control.
So, the last thread is OLD. And a lot of Nen changed after the Succession Arc! We have more terms, concepts, more cool examples, more broken abilities, and lot more fun to have!
So perhaps you want to give your old technique a bit of a refresh. In the era of AI, we can also use it to improve our own ideas. The world is not the same as 2 years ago, or 10 years ago...and your technique has probably evolved too! Let me know yours!
And I share mine, of course, which changed over the years:
This is a Conjuration-based ability that manifests two main tools: a witch staff and a Tarot deck.
The core of the ability is Magic is Motion. The user can move non-living objects imbued with their Shu. The object must remain within the user’s field of vision, and the user must maintain the aura connection. The more objects are controlled at once, the harder it becomes to move them precisely.
The staff acts as the main focus of the ability. It can be used as a broom for flight, as a wand, and as a medium to apply Shu to objects.
The second part of Witchcraft is Arcana. The user conjures a Tarot deck and draws cards to impose symbolic effects on the battlefield. To activate a Tarot card, the user must draw, reveal, and declare the meaning aloud. It can use the card only in a way that matches the declared meaning. If the declaration contradicts the situation, or if the user tries to use the card against its meaning, the effect fails or backfires. It can only draw 1 at a time, and not more than 10 in an hour (To complete a Celtic Cross)
The Major Arcana are much stronger: they impose a symbolic rule based on the card’s archetype. Their effect depends on the reading and can change depending on the context.
The strength of Witchcraft comes from preparation, interpretation, and field control.
Name: Inventory Nen Type: Materialization / Conjuration
Inventory is a Nen ability that lets the user store and retrieve physical objects inside a personal Nen-made storage space, like a virtual inventory. The ability is not about creating objects from nothing, but about transferring real objects into a conjured storage system and bringing them back later.
The user materializes a small tablet-like interface, which displays everything currently stored. The tablet is not the true source of the ability, but the control interface: it lets the user browse the stored items, select them, organize them, and retrieve them.
The ability is mainly designed for survival, travel, preparation and tactical versatility. It is not a flashy combat ability by itself, but it becomes extremely useful because the user can carry tools, food, weapons, medicine, clothing, traps, documents, money, spare equipment, antidotes, and other useful objects without physical burden.
Food and perishable items do not rot while inside the Inventory. Time is effectively paused for stored objects.
The core idea is: a personal pocket-storage system with strict physical conditions.
Main Conditions
The user can only store objects that they can physically lift with one arm without using Nen.
This is the central limitation. If the user cannot lift the object naturally, it cannot be stored.
The user must touch the object directly to store it.
Only inanimate objects can be stored. Conscious living beings cannot be placed inside the Inventory.
The object must be a complete physical item. The ability cannot store abstract things like aura, memories, curses, diseases, emotions, or someone else’s Nen ability.
Stored objects must be retrieved through the tablet interface. The user has to select the object before bringing it out.
Retrieved objects appear either in the user’s hand or very close to the user. The ability cannot be used to summon an item directly inside someone’s body or in an impossible location.
There is a total storage limit, either by number of slots, total weight, or total volume. The user cannot store an infinite amount of matter.
Dangerous or highly complex objects may take more space or require stricter handling. For example, weapons, explosives, poisons or fragile objects may have special limitations.
If the tablet is destroyed or unavailable, the items are not necessarily destroyed, but the user temporarily loses access to the Inventory until they can conjure the interface again under the proper conditions.
Strengths
The ability is extremely versatile. It allows the user to be prepared for almost any situation: exploration, infiltration, escape, first aid, survival, cooking, crafting, combat support, deception, and emergency planning.
It is especially strong in long missions, unknown environments, or Dark Continent-style exploration, because the user can carry an absurdly useful toolkit without being slowed down.
It also works well with intelligence and preparation. The stronger the user’s planning, the stronger the ability becomes.
Weaknesses
Inventory is not an automatic win condition. It does not directly overpower the opponent. The user still has to know what to store, when to retrieve it, and how to use it.
The one-arm lifting condition prevents the ability from becoming broken. The user cannot store buildings, vehicles, huge creatures, or massive objects like Owl’s Fun Fun Cloth can.
The tablet interface also creates a tactical vulnerability: choosing and retrieving items takes attention, so the user can be punished if they rely on it carelessly during close combat.
Overall Concept
Inventory is a Materialization ability built around preparation rather than raw power. It is less spectacular than many combat abilities, but far more useful in real life and in adventure scenarios.
It is basically the perfect Hunter ability: practical, flexible, grounded, and potentially brilliant in the hands of someone who thinks ahead.
I love this ability so much! You can even have tons of items in that space and then drop them on battle if needed. It feels a bit like Erza equip magic.
Fantastic.
Little Buddha Nen Type: Specialization
The user conjures a small Buddha statue and asks it a question. The Buddha does not reveal absolute truth; it searches the collective field of human knowledge and gives the best answer currently known by someone. The rarer or more hidden the knowledge, the higher the aura cost. If only one person knows the answer, the price may become almost impossible to pay.
Hourglass Nen Type: Enhancement
The user activates a visible hourglass-like timer near their shoulder. For two minutes, their physical power, aura output, and combat performance are greatly enhanced. After that, they are forced into two minutes of Zetsu, unable to use Nen. Once activated, the ability cannot be cancelled.
I would go for a twist here and allow the user to spin it at the beginning to choose how much time they want to be estimated. This is a better version than what we saw on the latest arc (Which I think is fine, since Togashi probably nerfed that one for narrative reasons rather than actual Nen restrictions)
Teleport Circles Nen Type: Emission
The user draws Nen circles on the ground and can teleport between them. Temporary circles allow short-range movement during combat or exploration, while a limited number of permanent circles can serve as long-distance return points. The ability requires preparation, clear placement, and strict limits on the number and distance of circles.
Somehow I think this can be done without a specialized technique, akin to Greed Island. I don't think this is an ability in itself but rather an appliance of Nen (Kinda like Nen-scripture)
Feather of Longing Nen Type: Emission + Manipulation
The user creates a feather linked to a specific person through memory, name, image, or emotional focus. The feather slowly travels toward the target, even across great distances. The user can sense its direction and approximate distance. The feather is not offensive, but it is extremely useful for tracking, searching, or creating a Nen link.
Soul Key Nen Type: Specialization
The user materializes a key that can open access to someone’s inner world or “soul.” Depending on the conditions, it may allow the user to read, enter, influence, or heal deep psychological structures. It requires strong restrictions, such as consent, emotional vulnerability, or serious aura cost, because the ability touches identity itself.
Good one, but it seems that the two abilites are not necessarily of the same Nen-type, and a bit too different. Overall, a bit too OP. But great idea.
As for me, in any case, if we remove specialization, I would chose conjuration any way.
Yes, it's too OP. It has a random part of it that I feel is not fully leveraged into restrictions. Couldn't come up with an idea to balance it, hence, I recreated the thread
I love this ability so much! You can even have tons of items in that space and then drop them on battle if needed. It feels a bit like Erza equip magic.
Fantastic.
Yes, it can be battle-useful. In HxH, some weapons can damage even strong nen users. A rocket launcher, a rose bomb, a grenade launcher, a poisoned blade etc. Now that I think about it, it is similar to the "book" from Greed Island.
I would go for a twist here and allow the user to spin it at the beginning to choose how much time they want to be estimated. This is a better version than what we saw on the latest arc (Which I think is fine, since Togashi probably nerfed that one for narrative reasons rather than actual Nen restrictions)
Somehow I think this can be done without a specialized technique, akin to Greed Island. I don't think this is an ability in itself but rather an appliance of Nen (Kinda like Nen-scripture)
Nothing I guess... No target, no activation. And if a targeted person dies, or a targeted object is destroyed, the feather could just drop on the ground and vanish. A second ability could be to generate a big feather that one can ride, like in Inu Yasha.
Yes, it's too OP. It has a random part of it that I feel is not fully leveraged into restrictions. Couldn't come up with an idea to balance it, hence, I recreated the thread
Maybe add something like : some Tarot cards are a detriment, the user cannot chose the card he draws, and the drawned card must be used before using another one ?
I have a few questions:
1. That one arm lifting condition only matters for weight of the object? So for example a liquid without a bottle can be stored in that amount, which does not overweight your arm strength? Example: You touch the ocean and only like 10 kg are stored of it
2. Is that one arm lifting limitation fixed to the time you got the ability? Or can you do strength training?
3. What happens when for example a piece of cloth is infested with some caterpillars feasting on it. Can that piece of cloth be stored? What happens to the caterpillars
4. What if the object you want to store is stuck? Do you need to free it first or can you for example touch it and remove it from the stuck position by storing it?
5. If the object is heavily soild. Does your ability store the object with the dirt or is the dirt removed?
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Oh and one more:
6. Can you store corpses of smaller animals?
6a. If no: What if they were copied by Gallery Fake? xD
I have a few questions:
1. That one arm lifting condition only matters for weight of the object? So for example a liquid without a bottle can be stored in that amount, which does not overweight your arm strength? Example: You touch the ocean and only like 10 kg are stored of it
2. Is that one arm lifting limitation fixed to the time you got the ability? Or can you do strength training?
3. What happens when for example a piece of cloth is infested with some caterpillars feasting on it. Can that piece of cloth be stored? What happens to the caterpillars
4. What if the object you want to store is stuck? Do you need to free it first or can you for example touch it and remove it from the stuck position by storing it?
5. If the object is heavily soild. Does your ability store the object with the dirt or is the dirt removed?
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Oh and one more:
6. Can you store corpses of smaller animals?
6a. If no: What if they were copied by Gallery Fake? xD
Haha, thanks for your interest. The stored object must be lifted off the ground, so a stuck object or touching water won't work. Living multi-cellular lifeforms and objects conjured by nen or containing nen cannot be stored. Bacteria are ok though. If a caterpillar is stuck inside a piece of cloth or in a bottle, either the object cannot be stored or the caterpillar just fall on the ground. Yes, the dirt or anything stuck to the object is stored as well. No problem with corpses or meat. And yes, it could be funny to picture the nen user strenghening the one arm that is required to do the lifting.
This is my own original character and protagonist of a comic I'm working on called Sewer Boy.
His name is Billiam "Billy" Chrome, he's in the 4th grade. He fell into the vast world of The Sewer and now has to fight monsters using the power of
SOAP!
In The Sewer soap is rare and has immense cleansing power. Billy will eventually master Saponificakinesis or Soap Manipulation.
He has three basic moves Lather, Scrub, Rinse and one special move Repeat.
Lather---soap bubbles appear and cover the target.
Scrub---basic physical attack
Rinse---water appears and washes away the soap and dirt from the target
Repeat--This is the first three attacks repeated with exponential frequency until the target is removed from existence
Billy's Saponificakinesis starts off small but as the series continues it will become cartoonishly powerful and versatile.
Hunter x Hunter has Nen. Sewerboy has Quintessence---an infinite invisible energy source. It moves the entire universe.
Yet while Quintessence itself is limitless the body's ability to use it without being destroyed in the process is not.
Billy can (eventually) weaponize any soap bar but there are seven soapbars which become the seven soapswords
(which I made up long before chainsawman existed) These have their own unique abilities and become very powerful.
Billy can also (eventually) psychically transform fat into soap and summon water from his surroundings.
Billy can also transform soap into nitroglycerin. Yes I have seen fight club but the first rule of fight club is we not talk about fight club.
Billy's initial melee weapon is a broken rusty pipe which is kinda inspired by Gon and his fishing pole and Sabo from One Piece.
I know this thread is about nen abilities so I'm curious where you think Billy's soap powers would fall into if they were nen based hatsu
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Another ability Billy has are his gray eyes which allow him to temporarily sacrifice his ability to see color for increased sensitivity to motion and contrast
This is something he develops/learns after many battles fighting in total darkness.
Haha, great job. I enjoyed reading your character. Obviously, his abilities are a bit off from a HxH standpoint, but I would suggest conjuration/materialization with strong restrictions, such has - only usable in a sewer.
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MinMax (Pocket Catastrophe).
Type: Conjuration
MinMax allows the user to shrink or enlarge real, non-living objects, as long as they are not created by Nen and are not currently imbued with active Nen.
The object keeps its original nature, structure, and function: a car remains a car, a truck remains a truck, a building remains a building. The ability does not create or copy anything; it only changes the object’s scale.
The user must touch the object to activate the effect.
If the altered object is carried on the user’s body, the effect can last indefinitely. If it is separated from the user’s body, it automatically returns to its original size after one hour.
The minimum possible size is 2 cm.
The maximum possible enlargement is x2.
This makes the ability extremely useful for theft, transportation, smuggling, infiltration, logistics, and preparation. The user could shrink a car and keep it in their pocket, steal large objects by miniaturizing them, transport massive cargo without vehicles, or hide valuable items in plain sight.
Although the ability is not directly offensive, it can become dangerous through preparation. For example, the user could shrink a truck, carry it to a high place, drop it, and let it return to normal size later. In theory, they could make heavy objects “rain” from above.
Its main restrictions are simple: the object must be real, inert, non-Nen-made, and not protected by active Nen. It cannot be used on living beings, Nen constructs, or objects guarded by another user’s aura. The user also needs access to the original object, since MinMax does not duplicate anything.
Btw, that would also make for a cool Devil fruit in One Piece.
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A Thin Veil
(That one is directly inspired by Yu Yu Hakusho. By the way, I had fun adapting Yu Yu Hakusho’s abilities into an HxH format, but I don’t think I need to write everything down. I’ll just say this: Yusuke: Emission with an inclination toward Enhancement. Kuwabara: Transmutation/Conjuration. Kurama: Manipulation. Hiei: Transmutation with an inclination toward Enhancement.)
Type: Emission + Conjuration
A Thin Veil allows the user to conjure a nearly weightless veil of Nen. If an opponent is fully encased inside the veil, they are instantly teleported to a random location within a 50 km radius.
The user cannot choose the destination. The target is displaced somewhere within range, but the location is random and unknown even to the user.
The veil itself is thin, flexible, and difficult to notice in motion, but it is not especially durable. Its strength does not come from binding the opponent by force; it comes from completing the condition of full enclosure.
For the ability to activate, the target must be completely wrapped or covered by the veil. If any part of the body remains outside, the teleportation fails. A strong Nen user can also resist, tear, burn, cut, or blow away the veil before the condition is completed.
The ability does not directly injure the opponent. It is a displacement ability: escape, removal, separation, ambush prevention, or battlefield control. In a duel, it can instantly remove a dangerous enemy from the fight, but only if the user manages to trap them cleanly.
The random destination is both a strength and a limitation. The user cannot use it as precise teleportation, cannot send enemies to a chosen prison, and cannot reliably kill by choosing a lethal location. It is essentially a forced banishment.
The target reappears in a physically possible location within the radius, not inside solid matter. However, the destination may still be inconvenient, dangerous, isolated, exposed, or strategically disastrous.
This makes the ability especially useful against opponents who rely on proximity, formation, protection, or timing. It is less effective against extremely fast enemies, wide-area attackers, or opponents capable of detecting and destroying the veil before it closes.
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This is not a new ability, but a nasty strategy for a Conjurer.
A Conjurer could make this especially nasty because Transmutation is still a neighboring category for them, at 80% efficiency.
And basic Nen applications outside your main type are clearly possible: Gon trains Emission and Transmutation, Biscuit teaches cross-category fundamentals, and Ging shows how far strong Nen fundamentals can go without needing every technique to be a dedicated Hatsu.
So imagine a Conjurer whose main ability revolves around a visible conjured object. The opponent naturally focuses on that object and assumes it is the main threat.
Then, at close or close-mid range, the Conjurer suddenly extends aura from the other hand, transmutes it into a blade, and hides it with In.
The visible conjured object is just the feint.
The opponent may even shift their Ryu toward the expected attack, leaving another area less protected, while the real strike comes from an invisible aura blade they did not know existed.
Gyo is the obvious counter, but people do not keep Gyo active constantly for no reason.
It would not cut through a strong Ken automatically, but as a surprise attack against a misdirected defense, it could be devastating.
Basically: make the opponent understand the wrong threat, bait their Ryu with the conjured object, then hit them with an invisible Transmutation blade from the other side.