In general, elemental ninjutsus are more powerful than tai and genjutsus which is why they have the highest BP and stamina costs. Taijutsus have lower BP costs but roughly the same stamina cost, Genjutsus have low BP and stamina costs.
This is the guideline I follow when creating elemental ninjutsus.
Its all about the ratio between BP cost, Stamina cost, attack/defense power and the other variables.
If a jutsu has high attack and/or defense power then it must also have high BP cost and/or stamina cost. Lower one, increase the other and vice versa.
For example, lets say you want a powerful jutsu that you can cast at moments notice in case someone surprises you. A low BP cost and high defense power would mean that jutsu would have to have a HUGE stamina cost. If you want a lower stamina cost you'll have to lower the atk/def power or increase the BP cost or give it crappy effects or a very small range.
Just so you know, range is measured in meters. Imagine the battlefield like a grid in a turn based strategy game (like Heroes of might and magic or Final fantasy tactics) and ninjas can only move on grids. Each grid is 5 meters apart and all movement actions are done in terms of 5 meter movement (meaning a ninja can move 5, 10, 15 meters... but not 4 or 6 or 13...). When choosing the range coverage for a jutsu bear in mind that it should reflect on how the jutsu looks like in the anime/manga and that the greater the range coverage the more you'll have to nerf the other variables. You can't use an exploding jutsu in melee range now can you?
Anyway, you get the idea. Now here are some guidelines you need to follow when making each jutsu:
-D rank elemental ninjutsus should have 1~2 BP cost, 1~6 stamina cost, no more than Ninjutsu knowledge stat x 1. Why Nin x 1?
When making a jutsu always assume that Nin KS is 100 (since that's the usual cap) to orient yourself. This will mean that the jutsu will normally have 100 power at most. Doesn't sound much since a basic action (with the Physical stats at max) would do around 250 attack or defense for a lot less BP and stamina. That is where the effects come in. Giving a jutsu effects will give it an edge that can't be emulated by basic actions or taijutsus or genjutsus.
For example take this jutsu:
- Spoiler:
Name: Karyuudan - Fire Dragon Projectile
Type: Ninjutsu, Katon, D rank
Description: The ninja does the necessary hand seals and then he will blow a short burst of a large stream-like flame.
BP cost: 2
Stamina cost: 5
Atk p: Nin x 1 + X
Def p: Nin x 1 + X
Range: 0~10m
Effect: Medium size; Non-physical; Narrow; Shared power; Regenerating attack and defense (100%) VS Medium/small physical opposition. Targets 1 general direction.
Its effect "Regenerating attack and defense (100%)" means that if your opponent uses basic actions against it, like throw kunai at it or block it with his arms, the flames will just slip right through them unaffected, thus the jutsu will remain at full power. Furthermore, since this jutsu has both an attack and defense power you can use it to overwhelm the enemy's attacks then keep on going and attack the enemy itself (a simultaneous defense and attack). In an rp this is how it would look like:
Lets say the enemy is 10 meters away and threw 3 series of shuriken at me one after the other (all from the same spot, and he hasn't moved).
Round 1: atk p 112
Round 2: atk p 120
Round 3: atk p 102
My RT (reaction time) for the first round is 3 (distance gives me 2; enemy BP cost gives me 1. 2+1=3). SO what do I do? I use the Karyuudan on them (BP cost 2). The jutsu hits the first wave of kunai (100 VS 112). My jutsu is reduced to 0, enemy attack is reduced to 12, BUT my jutsu regenerates back to 100. Since the next wave came from the same direction (meaning its still within the jutsus area of effect) it too hits my jutsu (100 VS 120). Same thing happens with the 3rd wave. My jutsu regenerates again and (because my enemy is within 10m, and hasn't moved sideways or something) it attacks him with 100 power. Furthermore, because I (technically) used this jutsu during the defense phase and sacrificed 2 RT to cast is, it also reduces the enemies RT by 2.
So you see, the effects make a lot of difference. If you made the BP, Stamina cost, power ratio unfair, you'll have to add crappy effects. Its all about balance. All of the effects are listed below in the "KEY" spoiler. Use them wisely and if you can think of an appropriate effect then add it to the list.
Another thing you need to know is that there are 3 effects you must always assign to a jutsu. Its size, type and area of effect Narrow or Wide (Narrow means it attacks in a straight line or only a specific grid. Wide means it spreads like a cone and attacks the entire general area), all other effects are optional. These are important because they affect how they measure up against other ninjutsus. For example: a larger sized non-physical jutsu would gain a 25% attack boost if used against a smaller physical defense jutsu because it would simply swallow it up.
Each element tends to favor a certain type (Katon jutsus tend to be non-pysical, water tend to be semi-physical, Earth tend to be physical jutsu), however to prevent this from making a certain element become predictable and having an exploitable weakness, now and again you should add a jutsu with a different type, just so it can have all its basis covered. Same goes for size and area of effect. Every element should have large and small jutsus, narrow and wide, semi, non and just physical jutsu.
The 5 sizes are : Tiny, small, medium, large, huge. The first and last should be used more rarely than the other 3.
Anyway, back to the guidelines:
-C rank elemental ninjutsus should have 2~5 BP cost, 10~22 stm cost, Nin x 1~4. If using both attack and defense then their total shouldn't exceed Nin x 6.
-B rank elemental ninjutsus should have 4~5 BP cost, 19~27 stm cost, Nin x 2~5.
-A rank elemental ninjutsus should have 6~7 BP cost, 27+ stm cost, Nin x 6+.
-S rank...no guidelines here. anything can happen with these guys, just maintain the balance.
Guidelines about effects:
Regeneration and Overwhelming are so far the strongest effects. Shared power is a strong negative effect, use it to balance things out if you overdue it with the others. Jutsus with longer durations should not have high power.
Jutsus with high power rating should not have high regeneration.
Jutsus with more than Nin x 2 should not have Overwhelming.
Key:
- Spoiler:
-Physical: This means the object is solid, it possess a lot of mass and thus packs a lot of kinetic energy. Physical jutsus gain a +25% def boost per size difference against Non-physical jutsus if they are bigger, atk boost if they are smaller. Against Semi-physical +25% def boost if they are smaller, atk boost if they are bigger.
-Non-physical: This means the object in not solid, it possess a lot of pure energy but little mass thus if has little kinetic force. Non-physical jutsus gain a +25% def boost per size difference against Semi-physical jutsus if they are bigger, atk boost if they are smaller. Against Physical +25% def boost if they are smaller, atk boost if they are bigger.
-Semi-physical: This means the object in not solid, but it possesses some mass and a lot of kinetic force. Semi-physical jutsus gain a +25% def boost per size difference against Physical jutsus if they are bigger, atk boost if they are smaller. Against Non-physical +25% def boost if they are smaller, atk boost if they are bigger.
-Wide: This jutsu is very widespread, affecting everyone in the general direction it was used in. +25% VS evasion/displacement jutsu.
-Narrow: This jutsu focuses its power in a limited area thus when fired in a general direction it only affects targets in a straight line or only in selected places. +25% VS Wide jutsu.
-Fast/Slow #: This jutsu is ether faster or slower than usual thus reduces or increases enemies RT based on the # value, or when used defensively, costs less or more RT.
-Concealed strike (#): After the jutsus attack power is reduced below # number, it changes its nature (see jutsu in question) and its remaining attack power gains a 25% boost and reduces enemy's RT by 1. This doesn't work if the jutsu is completely stopped in 1 go.
-Destructible defense: These jutsus are more permanent obstacles that can withstand a lot of punishment. As such, their defense power doesn't decrease when hit by an attack, but they do have a durability gauge. 1/10th + (atk p. - this jutsus def p.) of an attacking jutsu's attack power is converted into durability damage (plus other modifiers). For every 10% durability is reduced, reduce defense power by 10% as well.
-Overwhelming: This jutsu is very powerful. All individual incoming enemy defenses, who are smaller in size than this jutsu, lose power equal to this jutsu's defense power before reducing its attack power. Best use a single powerful defense against this jutsu rather than multiple weak ones.
-Piercing: This jutsu is small, but all of its power is compressed in a single point causing it to literally drill through obstacles. All individual incoming enemy defenses, who are bigger in size than this jutsu, lose power equal to this jutsu's defense power before reducing its attack power. Best use a single powerful defense against this jutsu rather than multiple weak ones.
-Diminishing attack: If this jutsu's defense power would be reduced, reduce its attack power instead.
-Diminishing defense: If this jutsu's attack power would be reduced, reduce its defense power instead.
-Shared power: If this jutsu's def power is reduced then reduce its atk power as well, and vice versa. If ether drops to 0 then so does the other.
-Regenerating attack/defense (*): This jutsu has a longer duration and its attack/defense power is restored by (*) or its initial power every round. If its an instantaneous jutsu then the recovery happens after every clash with an enemy jutsu. This effect doesn't work if attack or defense power becomes 0 (not counting basic actions).
-Premature activation (*): If this jutsu's attack or defense power (depending on *) would be reduced to 0, the activate its secondary effect immediately instead of when it reaches its target.
-Explosion (#): This jutsu explodes upon impact and may affect others nearby depending on how large the explosion is. Increase jutsus power and reduce all evasion jutsus/action as well as visual and auditory perception by 25% for every 5m someone is closer to the center of the explosion. Also, it causes a smoke cloud that lasts 1 round per 5m size of the explosion.
-Smoke cloud (#): This jutsu/item creates a smoke cloud # meters in diameter. People inside the smoke lose -100% Prc (visual penalty). People standing right next to it lose -50% Prc (visual penalty) when looking in the direction in which the cloud is. People of any range lose -25% Prc (visual penalty) if looking in a direction in which the cloud is in direct line of sight.
-No casting: The user can't cast other jutsus until this jutsu ends.
-Mobile/Immobile: The user can/can't move from the current spot until this jutsu ends.
-No friendly fire: Allies will not be harmed by this jutsu even if they are within its area of effect.
-Power transfer (*): You can reduce this jutsu's defense power by (*) to increase its attack power by the same amount and vice versa.