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  1. #1
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    Intro

    ++In nomine Patris et fillii et Spiritus Sancti++





    ++This is my Sanctuary and it is forbidden to you sinners++

    PS :this thread is only made for my customs and customs that i am given. Any spam would be reported.



     
         
    Last edited by Priest; 02-25-2015 at 06:59 AM.

  2. #2
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    Re: Priest's Holy Scriptures

    Inventory Content

    Personal Scriptures
    1. Doton - Pesuku Riritu Obitu : Earth Release - Pesky Little Hobbits
    2. Doton: Kyojin no Aizengaadu - Earth Release: Troll of Eisengard
    3. Doton: Tenkyo Tsuchi waku - Earth Style: Moving Earth Slide
    4. Pitohui Arts: Death is Bliss - Pitohui Geijutsu: Shikichi
    5. Pitohui Geijutsu: Iyemoja no hōyō - Pitohui Arts: Embrace of Iyemoja
    6. Katon: Weldingu Yubi - Fire Style: Welding Fingers
    7. Pitohui Geijutsu: Hane Engi - Pitohui Arts: Feathery Omen
    8. Magen: Rosuto Sorrisu no Garathorne - Demonic Illusion: Lost Souls of Galathorne
    9. Suiton: Joi Toisu - Water Style: Joy Toys
    10. Pitohui Geijutsu: Pitohui Kawarimi - Pitohui Arts: Pitohui Substitution Technique
    11. Doton: Seishin'ijousha Inakamono - Earth Style: Psychotic Boogies
    12. Raiton: I-emu-pi - Lightning Style: EMP
    13. Pitohui Arts: Lost Religion - Pitohui Geijutsu: Senshukyo
    14. Holy Art- Lightning/Fuinjutsu: Shock Therapy
    15. Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne
    16. Genjutsu: Upsu! - Illusionary Arts: Oops!
    17. Sound Release: Anti-Resonance
    18. (Raiton: Risaikura) - Lightning Style: Recycler
    19. Fuuton: Surīpingukobura - Wind Style: Sleeping Cobra
    20. Fuinjutsu: Shinsei - Sealing Art: Sacred
    21. Raiton: Zeusu no Waru-Hi - Lightning Style: Zeus's Evil Concubine
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    Sensei Bonus
    1. Doton: Shaolin Saka - Earth Release: Shaolin Soccer
    2. Doton: Doro Yubi Funsha Kei - Earth Style: Mud Finger Jet Whip
    3.
    4.
    5.

    Custom Weapons
    1. (Bo no Elendil) - Bow of Elendil

    Customs Summons
    Contract 2 Hooded Pitohuis
    1. Pitohui Kuchyose: Arwin
    2. Pitohui Kuchyose: Kullio
    3. Pitohui Kuchyosei: Dada Kyou Ige
    4. Pitohui Kuchyosei: Seth
    5. Pitohui Kuchyose: Pitohui Jotei, Majele
    6. Pitohui Kuchyosei: Owambe
    7.
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    9.
    10.

    Customs Element 1
    Name: Harmattan
    1. Karakazeton no Jutsu - Harmattan Release Technique
    2. Editting
    3. Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
    4. Karakazeton: Takai Mabataki - Harmattan Release: Death Wink
    5. Karakazeton: Ureshii Youseihana - Harmattan Release: Happy Fluer Fairy
    6. Karakazeton: Kelechi, Sono Puransingu Kuriketto - Harmattan Release: Kelechi, The Prancing Cricket
    7. Forbidden Harmattan Arts: Zebel Emblem
    8. Harmattan Summoning: Agony of Agolo
    9.
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    11.
    12.

    Customs Element 2
    Name: Soapstone
    1. ☺Toseki: Zurui Kyushu - Soapstone: Flimsy Wispy Plunge ☺
    2. ☺ Toseki: Tane no Sozosha - Soapstone Release: Seeds of Oduduwa ☺
    3. ☹ Soapstone: Darn It! - Toseki: Shimata! ☹
    4. ☹ Soapstone Release: Redox - Toseki: Uwaki ☹
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    Customs Element 3
    Name: Chloroform
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    Customs Fighting Style 1
    Name: Vector Cobra
    1. † (Bekuta Kobura: Erumesu no Shisha no Tsue) Vector
    Cobra: Caduceus of Hermes †
    2. † (Bekuta Kobura: Damballah Ihan) Vector Cobra:
    Violation of Damballah †
    3. † Bekuta Kobura: Buraku Mamba - Vector Cobra: Black Mamba †
    4.
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    Last edited by Priest; 07-27-2016 at 03:18 PM.

  3. #3
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    Re: Priest's Holy Scriptures


    Personal Water Incantations

    Suiton: Joi Toisu - Water Style: Joy Toys
    Rank: S
    Type: Attack
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: The user after 3 handseals, will spit a large volume of spiralling water ball at immense speed towards the opponent then at the snap of his finger the big ball vanishes into thousands bullets sized water spheres with smiley faces. The now smaller water balls now gains more speed, x2 of the original speed of the large ball and they gain a wider range of impact. However instead of a piercing effect, each of the smileys explodes/violently burst outwards upon impact with each causing an explosion equivalent to a generic paper bomb.
    -Usable 3x per battle
    -No suiton above S-rank next turn
    -A turn cool down inbetween usage
    -Must be taught by Priest



    Taught to:
    -Shady Doctor
    -Daemon
    -Panthalasa
    ++Approved++



    Given Water Incantations

    by Magic..

    Water Style: Sticky Image - Suiton:
    Nebanebasuru Zo
    Rank: B
    Type: Sup
    Range: Short
    Chakra: 20
    Damage: 0
    Description: The user knead his suiton chakra throughout his entire body and creates a perfect image dummy of himself
    made of sticky water while quickly moving
    away from his current position in a swift dash(5meters from his original position).
    The user can do this while running and create
    the dummy behind himself for distraction
    and to buy some time for himself. The
    dummy can't move but is created and stay at
    the point of creation and any physical contact with him would immediately trap the target
    in its adhesive gelatinous body thus
    restraining their movement.The dash
    however can not be used to avoid incoming
    techniques other than Taijutsu.
    -1 turn rest in between usage

    (Suiton: Earozoru) - Water Style: Aerosol
    Rank: A
    Type: Supplimentary
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user kneads his suiton chakra into a water source then makes very tiny water droplets rise covering an expansive range and upto 20meter height. He then merges the water droplets with harmful airbone gaseous particles like poison gas and its varient. This is an alternative water release in which the user breaks down water into its least possible size which makes it more prone to combine with gases in the air(something like moisture). Instead of the normal syphoning of harmful gas from the air, the water fuses with it and continue to coagulate more water unitl it becomes heavy. After combination, the later (gas/water mixture) becomes heavy/dense due
    to the presense of impurity then drops to the
    ground. This clears harmful gases from the
    surrounding air.
    The aerosol is nearly invisible at first(appears like a fading mist) but can be seen clearly when
    it has completely combined with the gas and is
    droping as tiny droplets of water.
    -note-
    +- Requires a water source
    +- No S-rank suiton in the next turn
    +- Can be used twice.

    (Suiton: poseidon's hei,kabe ) - Water Style:
    poseidon's wall

    Rank: S
    Type: Defence/Supplementary
    Range: Short
    Chakra cost: 40
    Damage Points: N/A
    Description: This defensive jutsu creates a
    wide Range,10 ft wall of water horizontally in
    front of the user from the ground,the seconds
    he/she slams his/her two hands on the ground.
    This wall of water is exceptionally good,for
    stoping fire based attacks and can further, be used as a water source
    Note-
    -Does not require water source
    -Can only 2 times a battle

    (suiton: mizu kujira ) water style-water whale
    Rank: forbbiden
    Type: Offense
    Range: long
    Chakra Cost:50
    Damage Points:90(20 to user) Description:This technique is a complicated
    move to pull off,as it requires a very large
    water-source to work,After the user must have
    done two handseals,with great concentration
    he/she manipulates and turns a large body of
    water-source such as river or lake into a giant whale that navigates towards the target with
    unimaginable speed whilst demolishing
    everything in its path.Still in motion,the whale is
    able to absorb some incoming water jutsu thus
    becoming more bigger and also able to shot off
    a medium size c-rank water shark to do major damage to the target,before crashing into the
    target leaving no bone uncrushed.
    -Once per battle. -no S-rank water jutsu and
    above next turn.
    -absorbs 'one' C-rank and lower water jutsus.
    -The user take 20 damage,due to stress. -requires a standard water-source.

    by Axle

    (Suiton Bunshi): Water Molecules
    Rank: Forbidden
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 80
    Damage : (15 damage per turn ) Description: The user puts their hands
    together as if they were praying but is
    actually releasing large amounts of water
    chakra into the water molecules in the air so
    that now all fire attacks lose -15, sand is
    reduced to mud, lightning used becomes instantly conducted and all water or
    elements containing water gain +15
    Note: can only be taught by Axle
    Note: lasts 5 turns
    Note: can only be used once per battle
    Note: after this technique is done the user can't user any A-rank and above water
    jutsus for 3 turns
    Note: can be used as a water source

    by Jokey

    (Suiton: Dekisui Ejiki ) - Water Style: Drowning Prey
    Rank: A
    Type: Attack
    Range: Short/Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The user does the Tiger hand
    seal to create a creature underwater. This
    creature pulls his/her opponent down
    through the water, making them drown.

    by Twilight

    (Suiton: Shokubai) Water Release: Catalyst
    Type: Supplementary/Offensive
    Rank: S
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description: The user focus his chakra into any water on the battle field, water which can either be a passive water source or water source as a result of water techniques used on the terrain. The user can use this technique to take control of A-rank and below active water jutsu/source. The user makes the entire water body to rapidly sink be absorbed into the ground and while it may seem the user is only making the water vanish, the user would make the water to compress into patches and once again seep out of the ground though a little compact, small but
    compressed. The water would re-emerge as small several puddles of water scattered around the field. The puddle of water looks gentle and peaceful until any chakra presence comes into a perimeter of 1meter radius from the puddle. It reacts and releases all the pent up compressed energy within itself as the water undergoes a cataclysmic explosion sending dangerous upthrust of dense water into the sky that quickly expand into a 2m radius column of water geyser. The geyser carries a very destructive force that can break bone with ease and they would affect anything up to 2m from its position.
    NOTE:
    - The puddles last 3 turns before the rescind back to the ground dormant.
    - The power of the each puddles is divided to the amount of puddles made, ranging from a one to ten. So with less puddles the force the geyser carries is more compared to more puddles. S-rank force is only one puddle is made, A-rank each for two puddles, B-rank each for 4 puddles, and so on.
    -Puddles cannot be created directly beneath an opponent
    - 3x per battle with a 2 turns in between usage
    - No S rank Suiton the same turn this is used

    (Suiton: Yorokobi) Water Release: Rapture
    Type: Supplementary
    Rank: S
    Range: Mid-Long
    Chakra: 40
    Damage: 80
    Description: The user after a single handseal, focuses his chakra onto on spot up to 20meters and the chakra acts like. a suction to all volatile liquid that has its base as water. An exception is CEs that has water as one of its components. If the CE is purely water + chakra manipulation, then it would affected . This is akin to how one can use his chakra to gather black clouds into a spot, though the user would also need to use his chakra as a transporting medium to guide the volatile liquids to this spot. This includes mist, water droplets, rain, water molecules etc. They would gather from around a long range vicinity into that spot, coagulating and compressing into an unstable ball similar to the unstable water balloon during rasengan training. The unstable ball of compressed water then explode after a turn or prematurely when the user wills it or something punctures it. The explosion however carries an omnidirectional punch that extends to a 10meter radius, a reason why he has to form the ball a little further from himself.
    NOTE:
    - 2x per battle
    - 2 turns in-between usage
    - No S-rank suiton in the same turn.


     
         
    Last edited by Priest; Today at 07:21 AM.

  4. #4
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    Re: Priest's Holy Scriptures


    Personal Earth Incantations

    Doton - Pesuku Riritu Obitu : Earth Release - Pesky Little Hobbits
    Type: Offensive/Supplementary
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Point: 60
    Description: The user spreads his doton chakra and does 2 hand seals, he then makes up to 10 earth dwarfs(1meter height) emerge from the ground. The dwarfs however can't use any jutsu but they are very fast and each of them holds a kunai which can be used to stab the opponent. The dwarfs are as fast at running as they are when digging and moving through the ground where they can hide objects or lay traps or perhaps hide themselves from prying eyes.

    -useable only 3 times
    -they stay on the battle field for 3 turns and unless destroyed
    ++Approved++


    Taught to:
    Magic..
    Selendril
    Vëx
    Hayate Gekko
    ZandaT
    Detective L


    Doton: Kyojin no Aizengaadu - Earth Release: Troll of Eisengard
    Rank: Forbidden
    Type: Offensive/Suplementary
    Range: Short - Long
    Chakra cost: 50(+20 per turn active)
    Damage points: 90(-30 to user due to chakra
    strain)
    Description: An advance earth chakra
    manipulation where the user creates (short range of him) a giant mud troll the same size as the "great stone golem". This mud troll is able to move about up to long range and acts via the user's will. Due to semi-intangibility of mud, the troll is immune to weapons and most
    physical attacks as they would just pass
    through it, however is weak to wood, lightning, etc following its elemental weakness towards
    other elements. The troll regenerates when hit by attacks that aren't enough to destroy it at
    once as it churns for more mud as it moves on
    the ground. The troll however can sweep a
    large area with mud flood and can extend his
    body. Due to its semi-intangibility, It can't break through most solid matter , however it
    can be fatal when a human recieves a direct hit. The user however, would be exhausted after the troll is out of play and find it hard to mold earth chakra thus can't use doton for next 2 turns and at the same time he is only able to use 2 moves per turn for next 2 turns
    +++Mud flood count as a move out of the 3 moves and is equivalent to A-rank mid range
    earth
    +++useable only once
    +++User recieves +30 damage due to chakra strain
    +++No doton for the next 2 turns after troll is out of play.
    +++The user can only use two moves for the
    next two turns after troll is out of play
    +++Stays on the field for 3 turns after which it crumbles forming a huge pile of mud. However it can be destroyed before then where, depending on the technique used to destroy it may or may not leave the mud pile behind.
    +++No A-rank and above Earth when troll is
    on the field
    ++Approved++


    Taught to:
    Magic..
    General
    Thunderbolt
    Axle


    Doton: Tenkyo Tsuchi waku - Earth Style: Moving Earth Slide
    Rank: C
    Type: Sup
    Range: Short-Long
    Chakra Cost: 15(+10 for each turn active)
    Damage Point: N/A
    Description: This is somewhat similar to Marvel
    Ice-Man's Ice Slide. The user focuses his/her
    doton chakra to the hands and legs and while
    constantly coating his legs in glossy molten
    mud, he also continously releases a stream of mud from one or both his/her hand which he/she
    extends a little bit forward so that a long Mud
    slide is formed conveying the user along as it
    extends. The mud he releases partially solidifies as soon as it is released in such a way that the upper half which will be in contact with the user's legs is inform of a glossy mud while the lower half is solid. The user then while his legs is coated with molten mud creates a small rideable mud wave from the top molten half of the mudslide. It appears that the user is riding a very narrow mud wave on an equally narrow solid earth sky-way. The user can ride this from his/her initial position(ground/Mid air) to any direction and can go high into mid air (not very high) and also has quick manouvreability. The user is prone to lightning when using this.
    +note+
    -can't use any jutsu apart from earth while using this although the user can't make handseals to sustain this
    -Dormant earth slide crumbles one turn after
    user passes it(this is due to the user chakra
    timely depletion from the slide and also prevents unneccesary narrow bridges formed
    from the conveyance)
    -can carry only one person who holds on to the user while he rides the mud
    ++Approved++


    Taught:
    Magic..
    Negative Knight
    Thoth
    -Vegeta-
    Lucifer


    Doton: Shaolin Saka - Earth Release: Shaolin Soccer
    Type: Offense
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Point: 80
    Description: The user after 5 handseals, channels his doton chakra into the ground short range of him, then he stomps his leg making up to 3 big boulders (x2 size of a normal soccerball) rise from the ground shaped into soccer balls. The user while hardening his legs also using doton chakra, momentarily leaps into air and with swift continuous spinning movement, kicks each balls separately towards the opponent with extreme power at different angles(overall kicking takes 1sec and can be directed in any direction the user is facing). the rock balls proceeds towards the opponent at fast speed. However it can still be seen and tracked by normal eyes. its procession carries a force that rub itself against air resistance therefore making it to be coated in fire due to air friction as soon as they are kicked. due to the additional fire coating which requires no katon chakra, Ball can break through S-rank earth and A-rank if splitted into 2, can break B- rank earth if 3 balls were made.
    ++Note++
    -No S-rank Doton in the same turn or next -Usable only twice
    - Added Fire doesn't grant advantage against Wind Release or any element that Fire is
    strong against.
    -Requires one turn rest in between usage

    ++Approved++



    Taught to:
    Magic..


    Doton: Doro Yubi Funsha Kei - Earth Style: Mud Finger Jet Whip
    Rank: A
    Type: Offensive
    Range: Short - Long
    Chakra Cost: 30
    Damage: 60
    Description: An alternate earth release where the user compresses mud into his fingers then shoots out fast concentrated mud which are still connected to the finger through an elastic and glossy thin line of mud. The tip of the whip is made of dense mud with a cone shape while the lines connecting the cone shaped tips to the fingers are light, flexible and elastic wires of mud with glossy appearance and ancient markings on the body. The jet while been shot, can be manouvred in mid air before it hits an obstacle. it can be disconnected or retracted back into the fingers at the user's will but making another shot after it is being called back into the fingers will count as another move. 10 jets can be shot at a time with the 10 fingers while this is upto the user, he can reduce the amount of jets he wants to shoot by using less fingers.
    ++Must be taught by Priest
    ++Useable 5 times per match
    ++Re-shooting after retracting back into the fingers counts as a move
    XApprovedX


    Taught to:
    Magic..
    Professor Sarutobi


    Doton: Seishin'ijousha Inakamono - Earth Style: Psychotic Boogies
    Rank: S
    Type: Offensive/Sup
    Range: Short/Mid - Long
    Chakra: 40 (-20 per turn)
    Damage: 80
    Description: The user claps his hands together while kneading large amount of chakra into the earth then he raises up to 8 oval shaped balls of mud(size of a normal soccer balls) with smiley faces and mouth. Should there be no earth source around, the user could cause them to emerge from his body, or he spits one big ball which would split to smaller sizes. Their individual power depends on how many balls was made. Say a total of 8 balls is made, then each has the power of a C-Rank earth technique (in terms of physical impact or possible offensive or defensive uses). They would when the user deems it, start to laugh aloud to annoy the opponent and deaf their ears. The boogies are saturated with the user's chakra and can be if they don't emerge from the users body, raised within and upto mid range of the user although they can move/swim up to long range. They have special abilities which while they act through the user's will, they can merge to form a single boogie and can shape into several constructs though still with a sense of humor having mouth like a clown. They are made of mud but they can become dense and harder than steel at will which still gives them lethal capabilities, able to smash/cut/pierce clean through C rank earth jutsu each, however elemental strenght and weakness still holds. Also since they can merge, they have the ability to split back into their initial forms and also, they can assume several shapes while in their splitted forms too. The jutsu leeches the user's chakra to sustain itself and thus they cannot be sustained for long making them crumble at the end of the 3rd turn. The user also because of the chakra expenditure to maintain the jutsu, would make him unable to use any elemental jutsu above S-rank except for doton during the period the jutsu is in play
    -Usable 3x per Match
    -Last 3 turns
    -Boogies are sentient (although they require the user's focus and will to act) and move at immense speed
    -No other jutsu above S-rank while boogies are in play except doton
    -2 turn rest before re-use
    Approved





    Given Earth Incantations

    by Magic..

    (Doton: Doton yuhhi) - Earth Style: Earth
    flying jump

    Rank: A
    Type: Defence
    Range: N/A
    Chakra Cost: 30
    Damage Points: N/A
    Description: After the user does a single handseal,he/she manipulate the earth below
    their feet to raise up with great speed inform
    of a small platform that bumps the user into the
    air either backwards,sidways,upwards,
    forward.The bump is strong enough to send the
    user miles.However while the user is within the air they have trouble with reacting to enemy
    attacks unless they have some form of measure
    helping them to eliminate the risk
    -Can only be used 3 times per battle
    -Cannot use A rank or above Earth techniques
    the following turn
    -Must be taught by Seto Kaiba


    (Doton:shinkuro) - Earth style: Synchronize
    Rank: A
    Type: Defence
    Range: short-long
    Chakra Cost: 40
    Damage Points: N/P
    Description: The user sends his/her doton chakra into the ground thus through out
    the battle field and
    synchronises with earth.when this
    jutsu is active the user can sense anything
    either standing on earth or
    underground.
    -Twice per battle
    -lasts for 3 turns.
    -Must be taught by Seto Kaiba


    (Doton: Toraberingu Doro ) - Earth style: Travelling Mud
    Rank: A
    Type: Attack/defence
    Range: N/A
    Chakra Cost:40
    Damage points:N/A
    Description: this justsu is similar to earth style- hiding like a mole,but only works on muddy and
    swampy portions of the earth.firstly, The user
    focuses earth chakra through out his or her
    whole body,then he is able to merge or sink into
    any mud/swamp but instead of turning the earth
    into fine grains,he solidifies it a bit whilst travelling through it, and just like the earth
    style hiding like a mole technique,the user is
    still updated with every movement happening
    on surface thus enabling him or her to launch a
    surprise attack.
    -The user can't use any other elemental jutsu except earth whilst using this technique,simply
    because of the constant earth chakra
    concentration needed.
    -twice per battle.


    (Doton-Sokonashi no Kussaku Earth style-
    bottomless excarvation

    Rank: S
    Type: Defense/Offense
    Range: long
    Chakra Cost:40 Damage Points: N/a Description:This technique
    requires The user to
    first perform some handseals, then he or she
    forcefully seperates his/her hands whilst
    manipulating and horizontally excarvating/
    demacating the earth between them and the target.this jutsu can be used to drain out water
    jutsu,watery/muddy/swampy terrains because of
    the mass capacity of this technique.
    -Twice per battle.



    by Sharingdork

    (Doton: Daibingu Hebi) Earth Style: Diving Serpent
    Type: Offence, Defence
    Rank: A
    Range: Short-Long
    Chakra: 30 Damage: 60
    Description: The user focuses doton chakra into
    the ground beneath them, and creates a large
    snake out of the earth. Then snake then "leaps"
    out of the earth in an arc, causing a large
    ruckus, landing back into the earth, and fusing back into it (as if it were never there). However,
    sensors are still able to see the snake-shaped
    chakra signature moving under the ground. The
    snake can leap out of the ground as often as
    the user likes, and can be used to defend up to
    A-rank jutsu (B-rank lightning). If the snake lands on an object which is not a part of the earth
    (ie. a tree or an opponent), the earth snake will
    crush it in it's path back into the earth.
    Note:
    ~Can only be used twice per battle
    ~Lasts three turns each time it's used (or until
    destroyed)
    ~Can only be taught by Sharingdork


    by Teno

    (Tama youshiki maruishi tooriame) Earth Style:
    Boulder Shower
    Rank:S
    Range:Mid-Long
    Type:Attack
    Chakra Cost:40
    Chakra Damage:80
    Description: The user picks up a rock then focuses his earth chakra to his hands. once he
    does that. he then crushes the rock to
    smiterings then blows it into hundreds of
    pieces. He then throws the pieces high in the
    air and does 4 hand seals, ending with the
    tiger. Once thats done the tiny pieces that are in the air turn into boulder size rocks and come
    crashing down on the enemy like mini size
    meteors.
    -Notenly can use once
    -Note: if not secure you can get hit with the
    boulder showers -Note: Can only use A rank earth and below
    after use
    -Note: Anybody in the Hidden Ash Can use this


    by NK

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

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

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

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

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


    By Lucifer

    (Doton: Akuma no Hana) - Earth Style: Demonic Flower
    Rank: S
    Type: Offensive
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will focus his doton chakra through the ground and form a range of three handseals causing a flower of earth to rise up under the opponents, with the target in the middel of it, wrapping itself around the whole body of the opponent, with many thorns inisde it, with the size of an kunai and as they are thorns they will tear the flesh open of the enemy hence the name "Demonic Flower". And the moment it closes it releases all the oxygen inside of it as it doesn't take unnecessary space it directly climbs up, thus pushing the oxygen out, and goes back undeground suffocating the targets. This jutsu represents the carnivorous plants, the user can make it rise up anywhere on the battlefield. [Example]

    ♦ Note: Can only be taught by Lucifer.
    ♦ Note: This jutsu can only be used trice per battle.
    ♦ Note: The user cannot use any earth techniques the following turn.


    by Juha

    Doton Gi Sochi- Earth style deception step
    Type: Supplementary
    Rank: C Rank
    Range: Short
    Chakra: 15
    Damage: N/A
    Description: This jutsu is primarily used in short range and close combat fighting. The user can focus their earth chakra into the ground at any point where the enemy is about to step, and proceed to lower that small portion of earth for that step. The earth section being lowered is very precise to the enemies foot size, and also the exact moment the enemy steps onto the ground. The section of earth will drop down one foot into the ground and will delay an enemies movements and creativity for defending briefly, hopefully causing an opening to attack. This jutsu is fast as it is simply focused on one foot of the enemy while they are in movement.

    Restrictions:
    + can only be used on land
    + cannot lift earth in anyway


     
         
    Last edited by Priest; 02-18-2016 at 06:49 PM.

  5. #5
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    Re: Priest's Holy Scriptures


    Personal Lightning Incantations

    Raiton: I-emu-pi - Lightning Style: EMP
    Rank: S
    Type: Supplementary
    Range: Short - Long
    Chakra: 40
    Damage: N/A
    Description: The user focuses raiton into his hands and then claps thereby he releases a massive omnidirectional wave of translucent electromagnetic pulse able to instantly turn off every electricity within its blast radius. However this is not harmful to life, it would render anything that works on electrical energy dud for one turn. Lightning techniques, battery powered tools etc.
    -Works on Raiton related techniques up to S-rank
    -Can only be used once every 2 turns
    -Usable twice per battle

    Approved

    Taught to:

    Yusei
    Ryuken
    Drakos

    (Raiton: Risaikura) - Lightning Style: Recycler
    Type: Supplementary/Offensive/Defensive
    Rank: S
    Range: Short
    Chakra: 40
    Damage: N/A (+20 to Taijutsu)
    Description: Whenever the user is hit and at the risk of being paralysed by unfocused lightning, he quickly focus on his own lightning chakra throughout his body and tames the lightning current before it completely paralyses him. This is the same as mixing his lightning chakra with the opponent's lighning, collecting the opponent's lightning current using his own and redirecting them like a lightning rod into his fists, feet or both which he will now use to clad his fists/feet in a translucent but sparking lightning aura. This can be used to aid the user during taijutsu.
    NOTE: Lightning aura lasts 3 turns
    NOTE: Can only be used three times per battle
    NOTE: No Raiton above S-rank the turn this is used.
    NOTE: Only works on unfocused lightning like Nagashi


    Approved

    Taught to:

    LA
    Hell Autarch

    Raiton: Zeusu no Waru-Hi - Lightning Style: Zeus's Evil Concubine
    Type: Defensive/Supplementary
    Rank: S
    Range: Short
    Chakra: 40(-10 per turn)
    Damage: N/A
    Description: This is a daughter technique to Lightning Style: EMP. The user would focus his lightning chakra into his core and releases all over his body and outwards to form an invisible aura(short range around him) of alternative form of lightning which is the ElectroMagnetic Pulse. The user can extend the aura up to mid-range at lightning speed if he wants. This aura is likewise harmless, not able to shock, numb or paralyze nor would it relate with matter, but its work is to shut down all electricity it touches. Perhaps subtle and defensive as it is, it's non aggressive nature allows it to slow down and halt completely every free electron within an electricity force field causing it to end. A ninja hit by this would be unable to mold lightning chakra. He would be able to regain his lightning manipulation a turn after he leaves the vicinity of the aura. A drawback to this is that the user's lightning jutsu is also affected by this.
    -User can't perform wind jutsu while this is active
    -2x per battle
    -2 turns inbetween usage
    -No S-rank lightning in the same turn
    -The user can't use Raiton: I-Emu-Pi the next turn after this is used and vice versa.


    Approved



    Given Lightning Incantations

    by Sharingdork

    (Shizen Kaminari no Kyōka) Natural Lightning Enhancment
    Rank: C-Forbidden
    Type: Supplementary
    Range: N/A (depends on jutsu)
    Chakra Cost: N/A (+10 to the new rank's chakra cost)
    Damage Points: +5 to the new rank's damage
    (+5 to user for C-A; +10 to user for S-rank)
    Description: The user, after forming the handseals for a lightning release ninjutsu, will then add a final handseal (unique from the common 12) and raise their dominant hand to
    the sky, heavily charging it with negativly charged Raiton chakra. A bolt of natural lightning will come down from the heavens, and upon meeting the same-charge hand of the user, repel into an unfocused lightning mass for a fraction of a second. The jutsu is then completed in the same fraction of the second, and is increased by one rank (changing the rank, chakra cost, and damage points accordingly).
    Note:
    ~The user cannot use another Raiton jutsu on the same or next turn as this jutsu is used due to strain on the user's body.
    ~This jutsu cannot, under any circumstances, be used on a Forbidden, or can-be-Forbidden- rank (ie. Rank: S-Forbidden) jutsu.
    ~This jutsu cannot be used on a jutsu that causes lightning to strike (ie. Lightning Fang or Kirin), or a jutsu that requires Raiton chakra to be focused within the user's body (ie. False
    Darkness Spear and False Darkness).
    ~Due to how close it is to his body, the Raikage's armor cannot be used with this jutsu.
    ~This jutsu can only be used by one of a members two bios.
    ~This jutsu can only be used during stormy conditions, and causes the stormy conditions to dissipate afterwards.
    ~This jutsu can only be used three times per battle.
    ~This jutsu can only be used on an S-rank (becoming a Forbidden) jutsu one time per battle, and the user cannot move for one turn afterwards, even collapsing due to the ammont
    of strain on their body.
    ~This jutsu cannot be used for at least three turns after it has been used.
    ~This jutsu can only be taught by Sharingdork.

    by Magic..

    (Raiton: meimei souhou) - Lightning Release:
    Divine touch

    Rank: S
    Type: Offense
    Range: Close
    Chakra Cost: 40
    Damage Points: 80
    Description: This jutsu allows the user to
    concentrate huge amount of raiton energy in
    his/her palms. electricuting and paralysing
    anything their hands comes incontact with.
    Note:-Must touch the target
    Note:-Must be used only twice per battle
    Note:-The target is paralysed for 1 turn
    Note:- No A rank Lightning jutsu or above the
    following turn.
    (Raiton:shainingu boruto ) - Lightning style: shining bolts
    Rank: forbidden
    Type: Attack
    Range: long
    Chakra Cost: 50
    Damage points: 90(10 to user)
    Description: The user focuses a large amount of lightning chakra and trasmits them into both
    hands whilst stretching forth his/her hands,he/
    she gathers a pool of shinning lightning energy
    in his palms,then releases them in many shinning bolts that travells widely and with an insane speed.
    -Once per battle
    -No A-rank and above next turn
    - this shinning bolts has the ability to
    temporalily blind anything that makes eye contact with it,thus the are blinded for a
    turn(This goes for the user also).

    by Negative Knight

    (Raiton: Kyuuzou Furea) – Lightning Release: Surging Flare
    Rank: S
    Type: Offensive/Supplementary
    Range: Short (Long range vertical reach)
    Chakra Cost: 40
    Damage Points: 80
    Description: The user after channeling their raiton chakra throughout every chakra point in
    their body and performing the handseal
    sequence of Dragon → Serpent → Tiger,
    throws both of their arms upwards to release
    the chakra as a vertical cylindrical column of
    lightning which surrounds their body and travels up towards the sky. The column encases the
    user's body as its released and can be altered
    to have up to a radius of five meters around
    the user. If the opponent comes into contact
    with the column, they are suddenly thrown
    upwards and overloaded with a dangerous amount of raiton chakra, leaving their body
    paralyzed for two turns. The raiton chakra
    released via this method is oppositely charged
    to that of natural lightning, allowing this
    technique to be used to discharge storm
    clouds and hence prevent any lightning strikes. As a result, this technique is exceedingly useful in negating the conditions required for Kirin.
    Note: Can only be Used Twice Per battle
    Note: Can only be Taught by Negative Knight
    Note: No S-Rank or above Lightning in the user's next turn
    Note: Deals 20 damage to the user.

    by Professor Saru

    (Raiton:Keika)- Lightning Release: Firefly Light
    Rank:A
    Type:Attack
    Range:Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user focuses lightning chakra in both their palms then holds their hands out and
    releases the chakra as 20 condensed balls of
    lightning that spread out around the field and
    as soon as they come in contact with a person
    besides the user they burst, paralyzing the
    target for 1 turn.
    -Balls float around for 2 turns before losing
    shape and harmlessly dispersing.
    -Can't be used for 2 turns afterwards.
    -Can only be used 3 times per battle.
    -Only taught by Professor Sarutobi.

    by Omega

    Raiton: (Misutishizumu Ori) – Lightning Style|Mystic Cage
    Rank: S
    Type: Supplemental/Attack
    Range: Short-mid
    Chakra Cost: 40
    Damage Points:N/A (80 if the user attacks)
    Description: The user will send their chakra towards the opponent to create electrical chains about one meter away from the opponent that are to circle the enemy to create a spherical image around the target large enough to trap about one individual inside. Once the chains are fully formed, they will then wrap themselves around the enemy's body within the sphere so that he is unable to escape. The user of this jutsu can perform the ram handseal to proceed to shock the enemy that has become trapped inside if he so chooses to so.

    Can only be used twice
    Can only be taught by Omega
    Cannot be used in consecutive turns
    No S rank Raition during or after the turn this is used

    by Yusei

    Raiton: (Kami no dorei) — Lightning Release: Servants of the Divine
    Type: Supplementary/Offensive/Defense
    Rank: S
    Range: Short - Long
    Chakra Cost: 40 ( 5 additional Cp for every turn sustained)
    Damage Points: (5-80)
    Description: The user will gather a large amount of Lightning Chakra and perform 3 hand seals. The user will then release the chakra, manipulating it to create a creature or creatures composed of extremely focused lightning. These "servants" take on the appearance of small, yellow, white or blue, cylindrical, creatures with either one or two eyes. The lightning composing their bodies is extremely focused, that it makes little to no sound. These servants require constant chakra to stay on the field. The technique revolves around affecting the servants in 3 specific ways. Their first way is through their ability of complete mastery of shape manipulation, allowing the user to freely manipulate their focused body, or parts of it, into any form they desire. For example, the user can manipulate a servants arm to become a spear of lightning (extends to that of mid-range), form both arms into a shield of sorts for both offensive and defensive purposes, or manipulation for supplementary uses such as manipulating their arms into wings to fly and etc. The second ability comes in two forms. The first form involves reverting the focused electrical bodies of the servant(s) into an unfocused electrical current, similar to a Chidori Nagashi, they can revert back to focused form through a handseal. The other form is simply causing their body to explode into an electrical explosion. However, servants that are self-destructed via the electrical explosion method are completely lost afterwards. The final ability allows the user to have the servant(s) passively split and combine following basic Rank Splitting principals (e.g. 1 S-Rank Servant can divide into 4 B-Rank Servant & 4 B-Rank Servant can combine into 1 S-Rank Servant.) A user is capable of forming 1 S-Rank Servant or several lower-rank Servant from the beginning. In the event that a Servant is destroyed, the Rank of the existing Servant do not change (e.g. 4 B-Rank Servant are out on the field, one is destroyed and 3 remain, the 3 remaining B-Rank Servant stay B-Rank). Also due to how focused/concentrated the lightning is, it does not get conducted by liquids such as water (This of course does not apply to when a servants reverts to unfocused electricity).

    Note: User can only use lightning based techniques or techniques utilizing basic chakra while sustaining the servants.
    Note: The rank of each attack or defense of a servant correlates to the specific rank of the servant
    Note: The size of each servant is dependent on the rank
    Note: Servants destructing into an electrical explosion are completely lost afterwards
    Note: Shape Manipulation is limited to the Servants bodies. As such, they cannot release projectile attacks
    Note: The Servants last a maximum of 4 turns
    Note: Can be used 2 times per battle
    Note: No S-rank lightning in the next turn.
    Note: Can only be taught by Yusei

    Hell Autarch

    (Raiton: Anzû no Asento) - Lightning Release: The Ascent of Anzû
    Type: Offensive/Supplementary/Defensive
    Rank: S
    Range: Short - Long
    Chakra Cost: 40 (-10 to maintain after initial turn)
    Damage Points: 80
    Description: The user performs a single hand seal, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of lightning, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and numbness, the effect can be drastically increased when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body, forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, the user deactivates the technique or if the user performs a technique from another element. Manipulation of these creatures for offensive or supplementary purposes does not make them get used up. The user cannot use any technique from the Basic Five, except for Lightning for as long as this technique is active. Doing so would result in these creatures dispersing. The only case or scenario where this is not applicable is when the user has mastered Yin and Yang. However, the user is free to utilize any Elemental Kekkei Genkai they possess, as long as one of the two elements that compose that given KG is Lightning.
    Note: Commanding these creatures counts as one of the three jutsus per turn, regardless of the extent of their manipulation in a single turn.
    Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
    Note: The user cannot use Lightning S rank and above the turn after deactivating the technique
    Note: Can only be used twice per battle
    Note: Can only be taught by Hell Autarch



     
         
    Last edited by Priest; 09-08-2016 at 03:29 PM.

  6. #6
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    Re: Priest's Holy Scriptures


    Personal Wind Incantations

    Fuuton: Surīpingukobura - Wind Style: Sleeping Cobra
    Type: Supplementary/Defensive
    Rank: S
    Range: Short
    Chakra: 40(-20 to repair)
    Damage: N/A
    Description: The user would create two large snakes make of
    wind that curl up around his body and disperses into thin
    air. Their dispersion does not mean they are gone, they
    actually remain dormant around the body of the user in
    chakra form and would remain on the user's person until
    foreign chakra tries to touch the user. The wind snakes
    would manifest once a foreign entity nears the user(2
    meters), wrap themselves around the entity and crush it
    before it can harm the user. Should the object they destroy
    be inferior to them in terms of power/rank, once they are
    done, the snake retreat back into the dormant form while
    leeching the user's chakra to repair themselves and make
    them back to their former strength. The snakes are able to
    reform 3 times. They would be destroyed or undone
    though if they happen to defend the user from something
    same rank as theirs following elemental strength and
    weakness.
    NOTE: Usable 2x per battle
    NOTE: No S-rank Fuuton the same turn this jutsu is used
    NOTE: Purely defensive, thus can not be used to attack the
    opponent directly except they are attacking the user and the
    snakes would defend anyway.
    NOTE: User can only use elements related to the wind
    element and other non elemental techniques while the
    snakes are active

    Approved

    Taught to:

    Kamishiro




    Given Wind Incantations

    by Sharingdork

    (Fuuton: Jōshō kiryū o yon) Wind Release: Hailing Updraft
    Type: Supplementary
    Rank: A
    Range: Short- Long
    Chakra Cost: 30 Damage Points: N/A (+10 to the hail created
    by Joki Boi)
    Description: The user focuses their Fuuton
    chakra into the air above them, creating a
    strong updraft which carries objects from
    overhead upwards into the atmosphere, and away from the user when they fall back to earth.
    If used in conjunction with the hail created by
    Joki Boi, or other techniques, the hail becomes
    twice as large and will fall to the earth twice as
    fast and with twice as much force, doing more
    damage to the target and their defences.
    Note: ~Can only be used/taught by Sharingdork
    Note: ~Can only be used three times per battle
    Note: ~Takes one turn to fall back down

    by Magic..

    (Fuuton: Meimei Bakuha no Jutsu) - Wind Style: Divine Blast Jutsu
    Rank: S
    Type: Offense/defense
    Range: short-mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user makes a snake
    handseal and releases a strong 360
    degrees wind blast from his/her body,
    that flattens every thing at mid- range
    to the him/her.
    -can only be use 2 time per battle
    -No A-ranked wind jutsu next turn

    ( fuuton: mei mei din kikku no Jutsu) - Wind Style: Divine Dropkick Jutsu
    Rank: S
    Type: Offense/defense
    Range: mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user concentrates a
    large amount of wind chakra into his/
    her leg and jumps up,doing a front flip
    with a leg dropkick that intsantly
    sends down a strong,large wave of wind to
    impale the target. This jutsu is best in mid-air .
    -3 times per battle.
    -no A rank wind next turn

    ( fuuton: mei mei kikku no Jutsu) - Wind Style: Divine Kick Jutsu
    Rank: S
    Type: Offense/defense
    Range: mid
    Chakra Cost: 40 Damage Points: 80 Description: The user concentrates a
    large amount of wind chakra into his/
    her leg and does a backflip kick that
    instantly elevates anything in the users
    path and is able to knock a Target unconscious.
    -Useable 3 times per battle -No A-rank wind next turn

    (futon: mei mei mikku no Jutsu) - wind Style: divine stomp Jutsu
    Rank: S
    Type: Offense/defense
    Range: long
    Chakra Cost: 40 Damage Points: 80 Description: The user concentrates a
    large amount of wind chakra into one
    of his/her leg and stomps on the
    ground thus releasing a
    powerful,large wave of slicing wind raging
    through the ground with great speed, towards the Target. Doing
    major damage to his/her leg.
    -Useable 3 times per battle
    -No A-rank wind next turn

    (Fuuton: Sukai Toku) - Wind style: sky shield
    Rank: S
    Type: defense
    Range: N/A
    Chakra Cost:40
    Damage points: N/A Description: The users focuses and channels a
    certain amount of wind chakra into their
    head,then he or she manipulates the chakra into
    a large flat sphere of wind,more like a flat hat
    atop the users head,which is large enough to
    shade the user's whole body and acts as a barrier against attack from skywards.
    -useable twice.
    -lasts for 3 turns

    (fuuton-mimi juuten)wind style-ear plugs
    Rank: S
    Type: defence
    Range: N/A
    Chakra Cost:40
    Damage Points:N/A
    Description:The users concentrates and
    channels small amount of wind chakra into both of their ears,manipulating it to gain a tiny
    sphere like shape.this renders them completely
    deaf.Thus,making sound based attacks useless
    but leaving he or she open for surprise/sneak
    attacks.
    -Twice per battle -lasts for 5 turn

    by Jokey

    (Fuuton: Henteko Kunai ) - Wind Style: Strange Kunai

    Type: Attack
    Rank: B
    Range: Mid/Long
    Chakra Cost: 20
    Damage Points: 40
    Description: The user focuses their wind
    chakra onto the kunais. After they are
    thrown, they explode and turn into large
    tornados. If missed, tornado follows the
    opponent for a few seconds and disappears.

    by LA

    (Futon : Wana jeido) - Wind Release : Ensnared Jade
    Type: Offensive
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: N/A
    Description:
    The user will tag their opponent with Wind Chakra by touching them and channeling it through the clothing of the target. Opponents shouldn't be able to notice it (unless they are a dojutsu user or have sensory capabilities) until the user makes the Rat hand seal when ever he wants to activate it and the wind chakra creates a gust around the target that will knock them about, taking them off guard. The user then makes another hand seal and the gust becomes tighter around the target and traps them between the ever flowing wind so that they cannot use their hands neither, it spins around their body, but does not damage.

    -Can only be used twice
    -Lasts for 3 turns
    -Does not work on clothing/armor that already has chakra flowing through it
    -can only be taught by LonelyAssassin

    by ZandaT

    (Fuuton: Taifū no me) Wind Style: Eye of the Storm
    Type: Offensive
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 4 inch horizontal tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. The user creating this technique by focusing on an area within the air, the forming of the projectile is rather quick taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills into the target, reaching a depth of 4 inches affecting a 2 inch diameter, delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents that expands 6 and a half feet (2m) from the epicenter of the technique. The jutsu will drill into its target, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu by exploding. Multiple mini tornadoes can be created back to back, adding up to a total of 6 tornadoes all amounting to A rank, but their exploding diameter is reduced to 1.6 feet (0.5m) field. Like most wind techniques Eye of the Storm tornadoes are intangible and translucent with a slight greenish hue making them very hard to catch with normal eyes. This is considered an assassin type technique due to the fact that the signs of this jutsu is very easy to miss and it travels at a swift speed. When this technique travels it makes a whistling sound that can only be heard within 13 feet (4m) of their target, and the technique needs to be made at least 16.4 feet (5m) away from the target in order to allow the jutsu to build enough rotation speed in order for its effects to take place.
    NOTES
    ►Can be used 4x per battle
    ►Jutsu has a 1 turn cooldown
    ►Can only be taught by ZandaT

    by Detective L

    (Fuuton: Mojiretsu kurōn) | Wind Release: String Clone
    Type: Offensive
    Rank: A rank
    Range: Short - Mid range
    Chakra: 30
    Damage: 60
    Description: The user form three hand seals and focuses his Wind based chakra before himself, to create a clone which forms from thin wires of Wind, into a copy of the user. A slight shine is given off by the clone, which differentiates the clone from the user. However, this clone is much different from a usual elemental variation. Due to being made of thin wires of Wind, rather than just unfocused Wind, this clone is capable of forming his hands into thin wires that can extend towards the opponent (up to Mid range), and can inflict cutting damage, due to the sharpness of the wires. The clone is also capable of grabbing onto opponent with said wires, and constricting their movement, and cutting them. With another hand seal, the clone is capable of exploding into the thin wires that creates an omni-directional blast, releasing said wires in all directions around. This explosion spans up to Short range around the area where the clone is. The power of the explosion is also B rank in power. The clone is capable of using all of the wind techniques the user knows and non-elemental abilities such as Nin, Gen, Tai, Ken, etc.

    Illustration of how string clone forms:


    Notes:

    -Can only be taught by Detective L.
    -Can only make 2 clones per fight, though not at the same time.

    by Twilight

    Futon: Tobu Baai Miyou - Wind Style: Let it Fly
    Type: Supplementary
    Rank: B
    Range: Short
    Chakra: 20
    Damage: N/A
    Description: The user focuses his wind chakra into his bowels, you know, where the poop comes out from and then while mixing wind chakra with the foul gaseous entity present in there, let's out a thumping one. The wind chakra amplify the gaseous waste and what would be coming out would be akin to spewing a stream of wind technique from the mouth like the "dust wall" technique albeit this is coming out from the user's behind. Aided by wind, the annoying gas would immediately fill the entire vicinity and severely be a form of distraction for those around as the immediate air becomes foul with a orange hue capable of forcing one to hold their breathe, be irritated and be blinded due to the color. Inhaling the gas could cause anyone apart from the user to puke and fill sick. With the annoyance and distraction, chakra focus becomes a bit of a hassle thus reducing the power of techniques used by those with keen sense of smell and taste (Ganmi and Inuzuka only) by one rank.
    NOTE
    -Can only be used once
    -Last 3 turns on the field if not dealt with.
    -No S-rank fuuton in the same turn.


     
         
    Last edited by Priest; Today at 07:28 AM.

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    Re: Priest's Holy Scriptures


    Personal Fire Incantations

    Katon: Weldingu Yubi - Fire Style: Welding Fingers
    Rank: A
    Type: Offensive
    Range: Short
    Chakra: 30(+5 per turn active)
    Damage: 60
    Description: An alternative fire release where the user kneads fire chakra into some or all of his ten fingers. He then realeases pressurized fire from the tip of the fingers. The flame has a 5m reach. This is released similarly to the way oxy-acetylene flame is released from a gas welding machine nozzle. The length of the fire can be reduced and increased at will while similarly to pressurised flame, it can cut through something as hard as steel. However elemental weakness is still valid for this.
    -Useable 5 times per match
    -Only Fire jutsus can be used while active
    -Must be taught by Priest.
    +Approved+


    Taught to:
    Magic..
    Professor Sarutobi
    Thoth
    Omega




    Given Fire Incantations

    by Hayate Gekko
    (Katon:Hitoshirenu Hisaki) - Fire release:Hidden Flames
    Type:Supplementary
    Rank:C
    Range:Short
    Chakra cost:20
    Damage: (15 whenever it's steped on)
    Description:The user spits out tiny bearly visible sparks to the ground. They will continue to burn as tiny flame sparks almost invisible. If anybody steps on a spark it would engulf the persons feet/legs/lower body in a sudden burst of flames.And my clone will past through them.


    by Jokey
    (Katon: Bareru) - Fire Style: Barrel
    Rank: A
    Type: Defence
    Range: Short/Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: A wall of fire surrounds the user all around, protecting them from any attacks. Each attack (Except for Water) is most likely to be burnt.
    Note: It is shaped like a cylinder. It does not have any open spaces except inside.

    by Drakos

    (Katon: Honō Koka Keisei) – Fire Release: Flame Solidification Formation
    Type: Supplementary
    Rank: B
    Range: N/A
    Chakra: N/A (+5 chakra cost to applied techniques)
    Damage: N/A
    Description: A specialized type of activation technique
    applied to the user’s Fire Style techniques. The Flame
    Solidification Formation allows for the user to apply and
    utilize a substantial reserve of chakra and apply it to their
    own Fire techniques to allow for a much more advanced
    degree of shape manipulation upon their creation. This
    technique is based upon the concept of the solid and
    physical nature of certain Fire techniques which have the
    ability to punch through solid obstacles unlike regular
    intangible fire techniques. The technique takes that principle
    and applies it to all fire techniques causing fire techniques of
    the user to be manipulated by this additional shape
    manipulation and infusion of additional chakra. In terms of
    fire projectiles this technique will make them effectively
    solid allowing as well as causing them to explode on impact.
    Because the explosions are infused with the user’s chakra
    the user will also be able to angle the explosion away from
    their body should they wish allowing them to keep safe
    despite the size and potential devastation of the explosion.
    In terms of stream-like fire techniques this technique will
    cause their nature to be akin to waves of water or mud
    allowing them similar physical characteristics. However,
    stream techniques do not gain the same explosive benefits
    as projectiles under the effects of this technique. To fire
    techniques already solid in nature the Flame Solidification
    Formation offers no benefit and cannot be applied to them.
    Note: Can only be used two times per battle.
    Note: Once activated this technique will last for four turns.



     
         
    Last edited by Priest; 09-08-2016 at 03:38 PM.

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    Re: Priest's Holy Scriptures


    Personal Elemental Combinations Incantations
    _
    _
    _


    Given Elemental Combinations Incantations

    by Mangekyou Byakugan

    Lightning/Earth Release: Electro Limb Armor/attack - (Raiton/Dotpn:eda bugu/batsu)
    Type: Defense
    Rank: C
    Range: Short
    Chakra: 15
    Damage: 30
    Description: The user will uses his earth chakra to form an armor around a certain limb of his body then he will use his lightning chakra around the limb so that the lightning chakra travels on the covered limb the user then can hit his opponent with his limb causing the opponent to get electrified
    -usable only twice per battle



    by Shady Doctor

    (Doton/Katon: Zã Stáfe ) - Earth/Fire style: Beetle Staff
    Rank: S
    Type: Attack
    Range:Short-Mid
    Chakra Cost:40
    Damage Points:80
    Description: The user begins by gathering up a considerable amount of chakra in his palms
    followed by clapping them together near his
    chest.. Once that is done, the user takes his
    hands apart but as they move away from
    each other the user uses shape manipulation
    around his hands to conjure up a very hard and condensed staff of earth.. The staff is
    approximately the same height as the user
    and about a foot in diameter and is holds
    enough hardness and strength to attack with
    A-rank slashing capabilities. Upon creation,
    the staff is crafted to be more sharp with a pointed end to cut instead of dealing blunt
    damage.
    Close range abilities:
    The staff's main use is to be used in close
    combat, where it is able to be used as a
    normal staff, though it has the cutting
    abilities of an S-rank earthen blade
    Mid range use:
    The staff can also be used at a range, in
    which it gained its name "beetle staff". The
    user can simply throw the staff like a spear
    but in mid flight, the user does a single hand
    seal, thus transforming the staff as it
    moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a
    beetle's. This allows the staff to not only pick
    up speed and killing potential (S-rank power)
    but also also allows the user to control it in
    mid flight to hit opponents. While being
    controlled, the staff has to always be moving forward and can't turn around nor make
    sharp turns.. At any point while flying, the user can do one more hand seal whilst inserting fire chakra within the staff which results in the
    exploding outwards into a 5m wide vortex of fire with sharp earthen shards that would
    cause major fiery damage while also cutting
    anything that comes into contact with it up. ~Only teachable by Shady
    ~ Only usable once per match
    ~ Staff lasts 3 turns unless thrown, then.it
    ends that same turn..
    ~ Using the fire to make the staff explode
    costs an extra move, thus completing the entire jutsu takes up 2 slots



     
         
    Last edited by Priest; 07-06-2014 at 01:29 PM.

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    Re: Priest's Holy Scriptures


    Personal Gentle Fist Incantations
    _
    _
    _


    Given Gentle Fist Incantations

    by Magic..

    (Myou Yakke)- Chakra Coat
    Rank: A
    Type: Defence
    Range: N/A
    Chakra Cost:40
    Damage points: N/A
    Description: The user molds up huge amount of chakra within their body then channels it out
    through all 361 chakra points to form a blunt
    coat ofchakra covering their whole body.This
    chakra coat enables the user to walk on sticky
    materials, spikes and also a good defense against chakra base attacks(A
    ranks).
    -can only be used by a hyuuga clan member
    - only twice per battle
    - the coat last for 3 turns.
    -Must be taught by Seto Kaiba


    (Yubi Funsha)- Chakra Finger Jet
    Rank: A
    Type: Attack
    Range: short -mid
    Chakra Cost:30
    Damage points: 60
    Description: The user compresses the chakra in their fingers and shoot themout in form of jet that travels at great speed and are capable of cutting through concreat.
    -Must be a hyuuga clan member
    -3 times per battle -Must be taught by Seto Kaiba


    (kansetsu shogai)- joints disorder
    Rank:A
    Type: Defence/offense
    Range: close
    Chakra Cost:30
    Damage points: 60
    Description: The user performs a series of
    gentle fist strikes on the target,but not the
    chakra points nor the gates but the joints
    (major joints).thus temproraly disordering them
    and leaving the target defenseless.
    -target stays immobilized for a turn. -twice per battle.
    -must be a hyuuga clan member.
    -Must be taught by Seto Kaiba


    (Mittsu Doragon Hira)- 8 Trigrams
    Dragon Palms

    Rank: S
    Type: defence/Attack
    Range: close
    Chakra Cost:40 Damage points:80
    Description: The user focuses a huge
    amount of chakra into both palms and
    manipulates it to become a sphere of
    chakra with a dragon head in the user palms. A
    single touch of this chakra will sink into the targets body and damage their
    internal organs.
    -3 times per battle
    -last for 3 turns
    -Must be a hyuuga clan member.
    -This tech can be combined with normal tai.
    (Mittsu Semento)- 8 Trigrams Chakra Cement
    Rank: S
    Type: defence
    Range: long
    Chakra Cost: 40
    Damage points: N/A Description: The user concentrates a
    huge amount of chakra, then channels
    it into the earth and with great
    concentration he/she cements the entire area
    with chakra, preventing
    earth(ground) based jutsu . -This technique becomes a success in
    one turn meaning it takes one turn
    after the jutsu has been used cement
    the whole area.
    -useable only by a hyuuga member
    -the chakra cement lasts for 5 turns and once per battle.
    (Chakra Zesei ) -Chakra correction

    Rank: S
    Type: defense
    Range: N/A
    Chakra Cost:40
    Damage points: N/A Description: The user focuses and
    compresses the chakra in their
    thumb,then poke theirselves with
    it,thus sending in a wave of chakra
    into their body to correct their chakra
    flow, if previously disturbed. -Must be a hyuuga clan member
    -3 times per battle
    (Hakkeshou kuuhaku Kaiten) - 8 Trigrams
    chakra spikes
    Rank: S
    Type: Attack
    Range: long
    Chakra Cost:40 Damage points:80
    Description: After the user must have used (8
    trigrams
    chakra cement) to cement the entire battle
    field. Then he puts his hands unto the
    ground ,whilst manipulting the chakra cement to gain a spike shape,making it to instantly erupt
    all over the battlefield.The chakra spikes are 5
    ft and are extremely sharp.
    -must be from the hyuuga clan
    -only once per battle and lasts as long the
    chakra cement is available -must have used chakra cement.
    (chou Hakke Hazangeki) - Giant mountain
    crusher

    Rank: forbbiden
    Type: Attack
    Range: long
    Chakra Cost: 50 Damage points: 90
    Description: This technique,is a larger variation
    of "8 trigrams air palm".This jutsu allows the
    user to gather a very large amount of chakra
    into his dominant hand,then thrusting his palm
    forward, he is able to release an air palm but on a far more larger scale.Although this chakra
    burst travells with an insane speed,its strength
    is equal to the ones of "8 trigram mountain
    crusher".
    -must be a hyuuga clan member
    -Twice per battle -due to the strain caused by the air-palm to
    the user,he is unable to use hand based
    taijutsu next turn.
    (Jukenpo:Aoi Jiten ) -
    8 trigrams:Blue rotation
    Rank: S
    Type: Defense
    Range: close
    Chakra Cost:40 Damage points: 80 Description: This is a unique type of rotation
    that requires the addition of a little
    quantity of water chakra to the normal chakra
    needed for
    rotation.first off,the user channels out water
    based chakra through all 361 chakra points whilst immediately following it with the
    channelling out of non-elemental chakra,making
    they two almost close before rotating rapidly,
    thus using the water chakra as a sheild against
    opposite/weaker elemental attacks. whilst in
    rotating motion the chakra dome gives off a blue color, unlike the normal rotation,hence the
    name.
    -must be a hyuuga clan member.
    - twice per battle.
    -this is a good defense against certain fire
    based jutsus but leaves the user completely open for any lightning jutsu.
    (Jukenpo:shiro
    Jiten ) - 8 trigrams: white
    rotation
    Rank: S
    Type: Defense
    Range: close Chakra Cost:40 Damage points: 80
    Description: This is a unique type of rotation
    that requires the addition of a little quantity of
    wind chakra to the normal chakra needed for
    rotation.first off,the user channels out wind
    based chakra through all 361 chakra points whilst,immediately following it with the
    channelling out of non-elemental chakra,making
    they two almost close before rotating rapidly,
    thus using the wind chakra as a sheild against
    opposite/weaker elemental attacks. whilst in
    rotating motion the chakra dome gives off a whitish like color, unlike the normal
    rotation,hence the name.
    -must be a hyuuga clan member.
    - twice per battle.
    -this is a good defense against certain lightning
    based jutsus but leaves the user completely open for some certain fire jutsu
    (Jukenpo: jin Jiten ) -8 trigrams:Silver rotation

    Rank: S
    Type: Defense
    Range: close
    Chakra Cost:40
    Damage points: 80 Description: This is a unique type of rotation
    that requires the addition of a little quantity of
    raiton chakra to the normal chakra needed for
    rotation.first off,the user channels out raiton
    based chakra through all 361 chakra points
    whilst,immediately following it with the channelling out of non-elemental chakra,making
    they two almost close before rotating rapidly,
    thus using the raitön chakra as a sheild against
    opposite/weaker elemental attacks.whilst in
    rotating motion the chakra dome gives off a
    Silver color, unlike the normal rotation,hence the name.
    -must be a hyuuga clan member.
    - twice per battle.
    -this is a good defense against certain earth
    based jutsus but leaves the user completely
    open for some certain wind jutsu.
    (Jukenpo:Akai Jiten ) -
    8 trigrams:Red rotation

    Rank: S
    Type: Defense
    Range: close
    Chakra Cost:40 Damage points: 80 Description: This is a unique type of rotation
    that requires the addition of a little quantity of
    fire chakra to the normal chakra needed for
    rotation.first off,the user channels out fire
    based chakra through all 361 chakra points
    whilst,immediately following it with the channelling out of non-elemental chakra,making
    they two almost close before rotating rapidly,
    thus using the fire chakra as a sheild against
    opposite/weaker elemental attacks. whilst in
    rotating motion the chakra dome gives off a red
    color, unlike the normal rotation,hence the name.
    -must be a hyuuga clan member.
    - twice per battle.
    -this is a good defense against certain wind
    based jutsus but leaves the user completely
    open for some certain water jutsu.
    (Jukenpo:chakassh Jiten ) -
    8 trigrams: brown rotation

    Rank: S
    Type: Defense
    Range: close
    Chakra Cost:40 Damage points: 80 Description: This is a unique type of rotation
    that requires the addition of a little quantity of
    earth chakra to the normal chakra needed for
    rotation.first off,the user channels out earth
    based chakra through all 361 chakra points
    whilst,immediately following it with the channelling out of non-elemental chakra,making
    they two almost close before rotating rapidly,
    thus using the earth chakra as a sheild against
    opposite/weaker elemental attacks.whilst in
    rotating motion the chakra dome gives off a
    brownish like color, unlike the normal rotation,hence the name.
    -must be a hyuuga clan member.
    - twice per battle.
    -this is a good defense against certain water
    based jutsus but leaves the user completely
    open for some certain lightning jutsu.


     
         
    Last edited by Priest; 03-31-2013 at 02:24 PM.

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    Re: Priest's Holy Scriptures


    Personal Swift Incantations
    _
    _
    _


    Given Swift Incantations

    by Professor Sarutobi

    (Hayaton:Hayai Undoushinkei) Swift Release: Swift Reflexes
    Rank: C
    Type: Offensive, Defensive, Supplementary
    Range: Short
    Chakra cost:20
    Damage points: N/A
    Description: The user releases a quick burst of swift release chakra to a single limb to heighten
    their reflexes substantially for a few seconds.
    -Only taught by Professor Sarutobi.
    -Can only be used by a swift user bio.


    (Hayaton:Tatsumaki Haijo) Swift Release: Tornado Rejection
    Rank: B
    Type: Defensive
    Range: Short
    Chakra cost:25
    Damage points: 10
    Description: The user grabs onto their enemy's arm or leg and spins at great speeds, releasing
    the enemy after spinning them several times,
    leaving them disorientied and skidding across
    the ground, eventually stoping 10meters away
    from the user.
    -Only taught by Professor Sarutobi. -Can only be used by a swift user bio.
    -Can't be used to defend againest A rank or
    above taijutsu
    -Only useable once per turn


    Hayaton:Shinsuu Kobushi Panchi) Swift Release: 10 Fist Punch
    Rank: A
    Type: Offensive
    Range: Short
    Chakra cost:30
    Damage Points: 60
    Description: The user releases swift release chakra into their arms to increase the speed of
    their arms substantially for a few seconds,
    allowing them to throw 10 punches but in a
    burst of speed so that it appears to only look
    like one punch was thrown.
    -Only taught by Professor Sarutobi. -Can only be used by a swift user bio
    -Only useable once per turn


    (Hayaton: Shinsuu Fi-to Hitokeri) Swift Release: 10 Feet Kick
    Rank: A
    Type: Offensive
    Range: Short
    Chakra cost:30
    Damage Points: 60
    Description: The user releases Swift release chakra into their legs to increase the speed of
    their kicks substantially for a few seconds,
    allowing the user to throw 10 kicks but in a
    burst of speed so that it appears to only look
    like one kick was thrown.
    -Only taught by Professor Sarutobi. -Can only be used by a swift user bio
    -Only useable once per turn





     
         

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    Re: Priest's Holy Scriptures


    Personal Ninjutsu
    _
    _
    _


    Given Ninjutsu

    by Hayate gekko
    (Senbon Kusa) - Grass Senbon
    Type:Atack
    Rank: D
    Range:Short-Mid
    Chakra:10
    Damage:20
    Description:The user sends his chakra into the grass near him and hardens it.After that the user would be able to fire the hardened grass from the ground like senbons at the oponent.
    ~Note:Can be only used on terains with short grass.


    by Magic..
    (Taishou No Me) Contrasted eye
    Rank: A
    Type: Defence
    Range:Short-Mid
    Chakra Cost: 40
    Damage Points: N/P
    Description: the user infuses his/her eye balls with chakra,there for reducing their eye contrast so as not to be affected by light based attacks.
    -Twice per battle
    -lasts for two turns.


    (Ninjutsu-chakura no dami) Ninja Art: Chakra Dummy
    Rank: S
    Type: Defence
    Range: N/A
    Chakra Cost:40
    Damage Points:N/A
    Description: This defensive jutsu enables the
    user to create a huge dummy made out of a particular type of elemental chakra,By just
    sendind forth the desired chakra from their
    body,whilist jumping backwards.The dummy instantly forms at the users previous location before the jump.However,this dummies are motionless and doesn't really have any abilities thus they just used to block incoming attacks.
    Note: This technique counts as a substitution
    technique
    Note: twice per battle


    by Jokey
    (Kumokasumi Saezuru) - Disappearing Chirps
    Type: Supplementary
    Rank: C
    Range: Short
    Chakra Cost: 10
    Damage Points: N/A
    Description: The user does the Tiger hand
    seal. When your opponent attacks you, you
    disappear into 10 birds flying and chirping
    away. You reappear 30 meters away from
    where you disappeared.


    by Pervy

    (Katateochi Meisai Gakure no Jutsu) - Partial Camouflage Concealment Technique
    Rank: A
    Type: Supplementary
    Range: Short
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user will focus their chakra into parts to their body like the camouflage concealment technique, but instead ill only turn the named body parts invisible to the naked eye. The user can also use this by placing their hand on object and releasing their chakra into it making it invisible to the naked eye. This can be very useful when used on throwing weapons or your arms in a close combat fight.

    Note: Object must remain in the users grasp to remain invisible. Using wires to connect to the object won't work.
    Note: Doujutsu can see through this technique.
    Note: Can only make invisible something up to the size of the user.
    Note: Useable 4 times.

    By Kamishiro

    [Manipyureito Yougu/Suiton: Uesokudo Omokasui] - Manipulating tools/Water Release: Overrated
    Mainstream
    Type: Offensive
    Rank: S
    Range: Short - Long
    Chakra Cost: 40
    Damage: 80
    Description: Similar to "Earth Release: Sticky Earth Drop" The
    technique relies on the creation of portals. However, instead
    of creating a single portal, three portals are created. The first
    portal is 10 meters above the opponent, the second one is 5
    meters to his right and the third one is 5 meters to his left.
    Once done, the user would use each portal to summon a
    different object. The user would use the first portal which
    lies above the user to create hundreds of water spikes that
    rain down on the opponent as well as two big metal spikes,
    one on the right side of the water spikes and one on the left
    side of the water spikes. Simultaneously, the user would use
    the second and third portals to summon hundreds of
    different ninja tools (kunais, strings, needles, shurikens,
    etc..) as well as a lot of wires that the user can manipulate
    freely to bind or damage the opponent, leaving him at the
    mercy of the water and ninja tools.
    Note: Can only be used twice
    Note: Can't use any Water techniques higher than A-Rank in
    the user's the next turn
    Note: Can only be taught by Kamishiro




     
         
    Last edited by Priest; 08-04-2016 at 07:43 AM.

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    Re: Priest's Holy Scriptures


    Personal Genjutsu

    Magen: Rosuto Sorrisu no Garathorne - Demonic Illusion: Lost Souls of Galathorne
    Rank: A
    Type: Attack
    Range: Short-Mid
    Chakra: 30
    Damage: 60
    Description: After making 6 handseals, the user casts a genjutsu upon an opponent while he immediately follows up with water manipulation. This is an advance genjutsu/water combination where the opponent immediately sees himself bound from behind(like pretta path holding sage-Naruto while sucking his chakra) by an earthy creature that looks like an elvish golem which becomes stiff immediately leaving the opponent bound and unable to move. At the same time he is bound, another elf would rise 5 meters infront of the opponent holding a katana. This Figure is fully erect split seconds after the oponent is bound, then it pushes forward stabbing the opponent with its earthy katana. The katana would pierce through the opponent and into the first earthy figure binding the opponent and it becomes stiff too leaving the katana hanging through the opponent. In real life as soon as the genjutsu is trigered, the user kneads his suiton chakra underground, making an elvish humanoid golem made of water to rise from beneath/behind the opponent restricting him just like in the genjutsu. Everything in the genjutsu happens in real life but the only difference now is that both figures are made of water meaning the opponent takes the full damage the katana stab which in real life would be a katana made of water.
    ++No A-rank Genjutsu and water in the next turn
    ++it takes the same time to perform this as it takes to perform 2 techniques and it counts as two techniques
    ++Useable only twice per match
    ++Does not require water source
    ++Must be taught by Priest
    ++Approved++


    Taught to:
    Magic..
    Professor Sarutobi
    Thunderbolt
    LiliChwan
    Lucifer
    Nanazai

    Genjutsu: Upsu! - Illusionary Arts: Oops!
    Type: Supplementary
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: 0
    Description: An opposite of a genjutsu that removes gravity. This increases it albeit one or two things involved. after 2 handseals, the genjutsu is cast. This works on an opponent that is suspended in air maybe through a flight technique, wings, etc. Considering the type of flight mechanism, if its a kind of wings, the target who is in the illusion suddenly sees his wing tear/break and thus he would start falling due to him unable to sustain his flight. Perhaps what gives the target flight is a technique that uses raw chakra/energy like Mu's flight jutsu, the target would immediately feel a massive continous amount of pressure succumbing him to a strong gravity pull and thus would begin to fall. If the flight technique used is a wing, the pair of wings break and when it is recasted, they break again until the target is actually out of the illusion. This genjutsu also ofcourse may be used if an opponent is temporarily airborne maybe due to a high jump or through the usage of a suplementary jutsu to sustain a guided and premature flight/glide like using the wind stream jutsu. The genjutsu make it seem that gravity has just richocheted high and the victim has been forcefully succumbed to fall due to immense gravity. In real life, the victim is still there though mere hovering on a spot or perhap continues to glide in the direction he was moving. However he may actually fall in real life though at a normal rate, if his flight technique needed focus to sustain.
    NOTE: Usable 3x per battle
    NOTE: One turn rest inbetween usage
    NOTE: No genjutsu above A-rank next turn

    Approved


    Taught to:

    Detective L




    Given Genjutsu

    by Magic..
    Illusionary Art: Continuity - Genjutsu: Renzoku
    Type: Sup
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: 0
    Description: This is deceptive genjutsu that lay emphasis on the most basic of things used in battle. This actually works on covert freeform techniques that are used to create diversions or distractions like smoke from smoke bombs and the flash from flash bombs. Concurrently with the genjutsu, the user can detonate a smoke bomb. Now the affect of the genjutsu makes it look like the smoke that is created is never ending and continues to spread throughout the terrain in an endless chain of fluffy plume. Though on a normal day, a smoke or flash light would not affect doujutsus however, because they are embeded with this genjutsu, their sense of sight would equally be affected like any other ninja. Even when the smoke is blown away with wind, it has no notable effect on them. The same goes with flash bombs, thus the whole environment ceases to come back to normal from its whitish and blinding appearance. Another useful application of this genjutsu is using it concurrently with dormant blinding effects/aftermath on the terrain like the steam produced through the clash of fire and water, dust from disturbing earth with wind, etc. Because these after- effects requires no control whatsoever but are equally blinding, they can perfectly be used with the genjutsu to make them seems they continue to linger forever.
    ++No genjutsu above A-rank the turn this is used
    ++Last 2 turns
    ++Usable 4x per battle


    (Genjutsu-genshuku songai)Illusion technique-gravity damage
    Rank: A
    Typeefence/Offense
    Range: löng
    Chakra Cost:40
    Damage Points:60
    Description:This technique,requires the target to be in mid-air,then the user casts an illusion that makes the target think his or she is floating in the air but for some reason they are unable to move a single muscle due to gravity,where as in reality he or she is just falling.after crashing unto the ground the illusion desperse but leaves the foe badly wounded,depending on the height of the fall.
    -lasts for a turn
    -twice per battle.


    (Genjutsu:Kaihou Omoi ) - Illussion
    technique: open mind

    Rank: S
    Type: deffence
    Range: mid/long
    Chakra Cost: 40 Damage Points: N/A Description: The user casts an illusion
    on the target,that forces him to mumor
    anything he has in mind momentarily,
    to the hearing of the user.The target
    would doubt what had just happened,because
    the jutsu lasts for only a second.This technique is usually
    used by village gate guards to
    interogate any suspicious target
    without violence.
    -twice per battle . -lasts for a second.


    (Sono Chou Tegotae ) - Illussion
    technique: The butterfly effect

    Rank: S
    Type: deffence/offense
    Range: mid/long
    Chakra Cost: 40 Damage Points: N/A Description: The user casts an illusion
    on his/her foe,of rare beautiful
    coloured butterflies scattered around
    the battlefield.once the targets eye
    comes incontact with the pretty creatures,he is
    stunned and pleased at what he/she is seeing,stoping him/
    she from thinking about anything else
    but the creatures therefore completely
    restricting the movement of their
    whole body. -last for a turn and useable twice
    per battle.
    -No A-rank genjutsu next turn


    (Genjutsu: Han-Genkaku ) - Illussion
    technique: anti- illussion

    Rank: S
    Type: deffence
    Range: N/A
    Chakra Cost: 40 Damage Points: N/A Description: The user casts an illusion
    on him/herself that prevents the user
    from getting caught in any other
    genjutsu.The genjutsu is just to block
    other genjutsu but keeps the user's vision of
    reality. - lasts for 5 turn
    -useable twice
    -can't block forbidden genjutsu or A
    rank and Above Doujutsu


    (genjutsu-omoi karada) - illusion technique-
    heavy body

    Rank: S
    Type: Defence/Offense
    Range: mid
    Chakra Cost:40 Damage Points:N/A Description:The user does a unique set of
    handseals that leaves the foe under an
    illusion,making him think that his whole body has
    instantly grown so heavy,that he can't barely
    move a muscle but this is only temporarily. -
    last's for a minute. -once per battle.
    -no S-rank and above genjutsu next turn.


    by PB

    (Genjutsu: Chinou Dansu) Illusionary Arts: Brain Dance
    Type:Supplementary
    Rank:S
    Range:Short-Mid
    Chakra:40 Damage: N/A
    Description:This genjutsu is in fact extremely
    simple. The user will first make a string of seven
    handseals, and simply point at the opponent
    inserting chakra into them. The user then puts
    the opponent in a genjutsu in which light flashes repeatedly, at insanely fast speeds in
    no particular pattern. The lights also Cause
    excessive and rapid neuronal activity and
    abnormal rhythmic discharges of cortical
    neurons in the brain. At the same time the gen
    also makes the opponent feel exhausted (has no effect on stamina or chakra reserves). This
    along with the lights would cause a seizure. The opponent would be rendered unable to move, and would have uncontrollable spasms and muscle movement. After around 3 minutes of this (and the illusion not being broken), the opponent would be rendered unconsious. During
    the seizure, the opponent in the genjutsu
    would still see the lights. They would not stop
    until the genjutsu is broken. This illusion places
    enormous strain on the mind causing damage if
    the illuion is left un-broken.
    -Restrictions-
    Can only be used once
    Can only be taught by PB
    No genjutsu in the next turn or same turn that
    this jutsu is used


    by Professor Saru

    (Genjutsu: okashi sen) Illusionary Technique:
    Candy Beam

    Type:Attack
    Rank:A
    Range:Short-Long
    Chakra Cost: 30 Damage Points: N/A
    Description: User points at the opponent which
    places a genjutsu on them which makes it seem
    as if a pink beam of energy is fired from the
    user's finger at lightning fast speed which
    transforms the opponent into a candy version of themselves, paralyzing them since food can't
    move.
    -Only taught by Professor Sarutobi
    -3 times per battle.


    (Genjutsu: Sen Soutei) Illusionary Technique:
    Wire Binding
    Rank: B
    Type: Offensive
    Range: Short-Mid
    Chakra cost: 20 Damage points: N/A
    Description: The user will perform 3 handseals
    and the opponent will then feel as if several
    needles with metal wires attached have pierced
    through their limbs and the wires have wrapped
    around the limbs and pulled back as to leave the opponent with their torso thrust forward
    and their limbs behind them. Their body mimics
    the illusion in real life as the opponent's limbs
    pull back and they find it very hard to move. A
    strong enough ninja can fight back against the
    illusion and free themselves much like Demonic Illusion: Shackling Stakes. The stress on the
    body and the realistic illusion causes the
    opponent minor harm.
    -Twice per battle.
    -Lasts two turns.
    -Only taught by Professor Sarutobi.



    by Thunderbolt

    (Genjutsu sutairu: Hikisaka )Illusion
    Technique:Ripped Apart

    Type: Offense
    Rank: B
    Range: Short-Mid
    Chakra:20
    Damage:N/A
    Description:The user performs the rat, dog and
    tiger hand seals and casts his opponent under
    a genjutsu Which creates an illusion in which his feet and legs are being bound[Restrained,Not
    Paralyzed] to two moving horses going in the opposite directions, which gradually begins to
    tear his body muscles and flesh apart until the
    force becomes too great that the opponent
    body is completely ripped apart into two
    separate directions. This is a mere illusion as in reality the opponent is unharmed.
    Note:Can only be done three times in a battle
    Note:must be taught by thunderbolt to use


    by Jokey
    Genjutsu: Sendo Shazou (Illusion Technique:
    Death Image)

    Rank: A
    Type: Supplementary/Attack
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: 60
    Description: The opponent sees their self
    dying by either suicide or blood. After the
    illusion is over the opponent is mentally
    damaged
    Note: Lasts only 2 turns


    by Lucifer

    (Magen: Kūdaka Sekai) - Demonic Illusion: Shattered World
    Rank: S
    Type: Offensive
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: This Genjutsu affects the opponent by attacking their sense of touch and sight, by causing unbearable pain. The user will perform three hand seals (Dragon → Horse → Tiger), and then channel their chakra into their opponent’s nervous system, taking control of their senses. This jutsu then traps the opponent in a world where literally everything is made out of glass, that breaks down in sharp glass spikes with the slightest move, even by breathing. So if the victim trapped in the genjutsu would breath, it would feel if glass was piercing their lungs over and over again, even if the victim would blink, it would feel like there are small pieces of glasses stuck within the victims eyes. If they would take a step, it would feel like their leg was pierced and so on. This jutsu has been known to be extremely painful, if the victim does not break out of this technique within one turn, then he or she will pass out due to the constant pain. [Example]

    ♦ Note: This technique can only be taught by Lucifer.
    ♦ Note: This technique can only be used once per battle.
    ♦ Note: The user cannot perform any type of Genjutsu for the following two turns


    by Detective L

    (Genjutsu: Namekuji o taberu! ) | Illusionary Technique: Eat slugs!
    Type: Supplementary
    Rank: A rank
    Range: Short - Mid range
    Chakra: 30
    Damage: N/A
    Description: A Genjutsu used mainly to mock or distract the opponent. With two hand seals, the user will induce the opponent in a Genjutsu, where the opponent would start to feel as though a large amount of slugs are situated in his throat, and they are moving towards his mouth, with gooey slime. Due to the human gag reflex, the opponent would feel the need to get rid of these slimy slugs by throwing up, and this allows the user to attack within this time window. The slugs keep on generating as one is released, making it extremely disgusting for the opponent. In reality, the opponent is standing still, as he tries to release himself from the Genjutsu.

    Notes:

    -Can only be used three times per battle.
    -No S rank and above Genjutsu in the next turn.
    -Can only be taught by Detective L.

    (Genjutsu: Rengoku misuto) | Illusionary Arts: Purgatory Mist
    Type: Supplementary
    Rank: A rank
    Range: Short - Mid range
    Chakra: 30
    Damage: N/A (60 if successful)
    Description: The technique starts off with forming a single hand seal, which places a Genjutsu on the opponent, however, one of a dormant nature. The Genjutsu stays dormant within the opponent until he uses a technique that forms smoke or any smoke that might occur on the battlefield, like a summoning technique (includes summoning animals, clones, and even weapons) or from an explosion, to the burning of papers. This sets the Genjutsu in motion, where the pearly white smoke of the technique quickly forms into a darker more sinister version which engulfs the opponent. As it takes over the opponent, it enters his eyes, nose, mouth and even ears, causing massive amounts of pain and discomfort as the smoke becomes sharper as it enters the openings. The rest of the smoke would constrict the opponent's body, holding him in place as it enters him. Once inside the body, the smoke expands, and would cause the explosion of inner organs or parts, up to the users creativity. The smoke can be manipulated to be very sharp, or simply be smooth. All of this occurs within the illusion, and has could cause mental stress on the opponent's mind after a single turn if not countered.

    Notes:

    -Can only be taught by Detective L
    -No S rank Genjutsu for the next turn


    by Nanazai

    (Genjutsu: Keeki no Uso)Illusionary Arts: The Cake is a Lie
    Type:Supplementary
    Rank:D -Rank
    Range:Short - Mid
    Chakra:10
    Damage:N/A
    Description:
    A weak but funny and probably effective genjutsu, the user will channel a small portion of chakra into the brain of the target by making a hand seal. The user will then create 3 illusion clones that will appear behind the target. Two will hold the target in place, while the third one appears in front of the target. The third clone will be created with a spoon and plate with a large slice of chocolate parfait in it. The clone will then force feed the target with the cake, till the target is filled with the cake. The consumption of the cake will create a false sense of sudden weight gain and obesity. The target clones will then disperse, and the technique remains in effect for 4 turns, causing the target to feel as if there body is extremely over weight and under a lot of pressure. When the clones are created and lock the target, if the target is moving in reality they will suddenly stop moving in coherence to the clones locking there body movement, however this is only for a brief moment.This mean they can’t move in reality when the technique is first activated but is able to move a few moments afterwards., and the user can’t stop a moving target that is moving beyond their tracking speed (e.g a person who might be moving twice as fast as the user, if the user can’t track them, the technique can’t work)

    by Scorps
    Genjutsu: Senkyoushi | Illusionary Arts: Missionary
    Type: Defensive/Supplementary
    Rank: B-Rank
    Range: Short-Mid
    Chakra: 20
    Damage: N/A (40 if done with hand seals)
    Description:
    The user will induce a simple but precise and useful illusion
    onto the enemy making him feel a blow was just delivered
    to the back of his knees. As a reflexive response, in reality
    his legs lose strength and the enemy falls on his knees
    immediately. While quite simple, the technique serves many
    purposes and leaves the enemy vulnerable. The technique
    can target other areas and deliver similar blows to induce
    other similar reflexive actions. If the user does 2 handseals
    (boar+rat) he can cause the enemy to experience pain and
    even target the enemy's neck from behind, making the
    enemy experience severe pain and loss of limb control for a
    few moments, collapsing to the ground as if a precise blow
    was given to a nervous cluster in the neck. Off course in
    reality, no damage is done but the body is fooled into
    reacting in a reflexive manner to the illusionary blows.
    Note: Can only be taught by Scorps
    Note: For the hit to cause damage, the user needs to do the
    handseals.



     
         
    Last edited by Priest; 09-08-2016 at 03:48 PM.

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    Re: Priest's Holy Scriptures



    Weapons

    (Bo no Elendil) - Bow of Elendil
    Type: Weapon
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80(-40 if splited)
    Description: Bow of Elendil is a 70" metallic chakra bow made of hard lustrous metal alloy of unknown nature but is as hard as diamond with up to 35" draw length. it has a reddish color with body frame like that of a dragon's scales. It also has sharp spikes all over the curves except for the hilt in the middle which serves as the handle. the string is made of a thin metallic spring that draws 3 different elemental chakras which are earth, water and fire from the users hand thereby forming an arrow made of earth, water or fire as the user pulls it. the arrow that it shoots been mainly pure earth, water or fire chakra (= to A-Rank) is fast and precise and can pierce through B-Rank of its nature but the arrows
    still follows their elemental weaknesses.

    Picture:


    Abilities:
    -the spikes can be used to slash and pierce opponent in close range.
    -because of the metallic composition of the bow, it is indestructible
    -can fire up to 2 arrow at once but the power is halved for each arrow
    -1 Arrow = A-Rank, 2 Arrows = Each arrow is B-Rank

    Earth
    -The user focuses on his earth chakra and the bow responds to this by forming up to 2 arrows of earth as the user pulls it.
    -the arrows are thick and has accient markings on their glossy body.
    -An arrow can pierce through B-rank earth and 2 arrows can pierce through C-rank earth each

    Water
    -The user focuses on his water chakra and the bow responds to this by forming up to 2 arrows of water as the user pulls it.
    -the arrows are dense and has blunt glowing body.
    -An arrow can pierce through B-rank water and 2 arrows can pierce through C-rank water each.

    Fire
    -The user focuses on his Fire chakra and the bow responds to this by forming up to 2 arrows of fire as the user pulls it.
    -the arrows are thick and has golden scripture markings on their fiery body.
    -An arrow can pierce through B-rank fire and 2 arrows can pierce through C-rank fire each

    Restrictions:
    -can't wave handseals when wielding the bow
    -Can't use elemental ninjutsus except earth, water or fire when wielding the weapon
    -Shooting from the bow counts as one of the 3 moves per turn, regardless of shooting 2 arrows or only 1.
    -each elemental version is useable only 5 times per battle making it useable 15 times in total
    -only one elemental version can be used per turn
    -can only be wield and only listen to Priest


    Approved

    http://narutobase.net/forums/showthr...1#post20640295

    Iris
    Type: Weapon
    Rank: S
    Range: Short
    Chakra cost: N/A
    Damage: N/A
    Description: Iris is a cloak said to be forged from darkness
    itself , it's black in colour and it fits itself to the height and
    desires such as color, shape, size and accessories e.g hood
    of the user which if used correctly allows the user to
    camouflage with his surroundings although ninjas of higher
    rank, can easily spot the user, the camouflage only masks
    the user's appearance, it doesn't mask chakra, sound, scent
    etc, when viewed up close, the cloak seems to be made of
    several tormented souls each trying to break free from the
    cloak, the true substance used to create the cloak is
    unknown but it is known the cloak can passively block basic
    ninja tools without sustaining so much as a scratch. Iris has
    only one special ability and that is the ability to create
    chakra human figures out of itself, it is rumored that it's
    simply the cloak releasing a soul and forcing it to do the
    user's bidding, these figures are black as night (Like an
    human with no face nor hair then covered completely in
    black paint), these figures also bend and move the same
    way the human body does i.e the joints and movements and
    they vary in height and body proportion(still within humanly
    possibilities), plus they pack quite a punch possessing with
    each attack counting as A rank similarly to how an earth
    golem's freeform attack depends on its rank e.g A rank
    golem freeform = A rank damage . Each chakra human
    figure counts as A rank Wind and costs the user 30 chakra
    per usage , also, each figure must be short range from Iris at
    all times or it'll simply vanish and if the user chooses, he
    might decide not to create the figure fully i.e creating upper
    body etc the it still counts as A rank
    ~ Only one chakra figure can be created at a time and it
    costs user 30 chakra plus it counts as a move and each
    figure stays for a turn before running outta chakra and
    vanishing.
    ~ Can only be taught by Lytes.
    ~ The Cloak's is so evil and dark that everything that comes
    from it is affected by its color, In real terms, the cloak
    literally darkens any chakra that passes through it changing
    its color to black, furthermore, In the NV, it has been shown
    that elemental chakra can exist in various colour. If this
    explanation doesn't work, then, The wind chakra in the
    figures is so concentrated that the conc blue chakra appears
    to black
    ~ The cloak can withstand freeform Taijutsu and weapons
    such as kunais, even explosive tags, it can also withstand up
    to B rank jutsus, any more would damage the cloak.


     
         
    Last edited by Priest; 07-04-2016 at 06:19 PM.

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    Re: Priest's Holy Scriptures


    Summoning Animal
    Hooded Pitohui(Pitohui dichrous)
    Scroll Owner
    Priest
    Other Users who have signed contract
    Thaal Sinestro
    Summoning Boss if existing
    Majele
    Other Summoning Animals tied to contract
    Majele
    Arwin
    Kullio
    Dada & Ige
    Seth
    Owambe
    Atukpa
    Description and Background
    Origin
    Hooded Pituhois live and Originates from the tropical rainforests and jungles of Modakeke from the lower forests to sea level located Northeast of KIri .
    General Description
    Hooded Pitohui, members of the family Corvidae(crows, ravens, jays, etc.), are beautiful passerines, i.e., songbirds. Their wing, head, and tail feathers are black and their back and belly feathers orange. They have black legs ending in sharp claws and a black beak that is strong and sharp. Male and female birds have the same coloration. When threatened, these birds erect their head feathers to form a crest.
    Their sizes varies from younglings to Adult birds. Some averaging sizes of a normal raven bird while others are as big as peins bird. Hooded Pitohuis are omnivorous, feeding on variety of berries and insects. This species were the first documented
    poisonous birds. The poisons found in the birds' skin and feathers, A neurotoxin called homobatrachotoxin which for the most part, cause numbness and tingling, sneezing and other minor symptoms when touched. Serious side effects such as paralysis and death would occur if you came in contact with a
    higher quantity of this poison. They acquire its poison from part of its food, the Choresine beetles. the exact same poison that is found in the slightly more famous “Poison Dart Frogs”.

    ~Approved~

    Pitohui Arts
    Pitohui Geijutsu: Hane Engi - Pitohui Arts: Feathery Omen
    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Point: 60
    Description: A Hooded pitohui hums a moderately slow tune which instantly puts anyone who hears it except the summoner and other pitohui summons, into a malicious illusion where large feathers grow all over the body of the opponent causing great pain as instead of normal thin hair occupying the sweat pores, they are critically expanded and strained with the growth of the large feathers from each of the pores making blood to ooze out painfully from the pores. This restricts the opponent
    movement and also the opponent may collapse from mental stress is he doesn't release the illusion in 2 turns.
    Note
    ++Useable 3 times per match
    ++No other Pitohui Art in the same turn or next
    ++No A-rank and above genjutsu in the same turn or next
    ++Can only be used by Hooded Pitohuis
    ++Must be taught by Priest
    Approval

    Pitohui Geijutsu: Pitohui Kawarimi - Pitohui Arts: Pitohui Substitution Technique
    Type: Sup
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: N/A
    Description: After taking a brunt of an attack, A hooded pitohui would subsitute himself with feathers shaped inform of a pitohui which soon burst releasing purple colored neuro-toxin gas into the surrounding atmosphere(Short-range). Anyone that inhales the toxin friend or foe, suffers mild muscle paralysis and numbness for one turn. The hooded pitohui himself upon subtituting himself would have taken flight at extreme speed and would be mid-air making it look like it appeared in mid-air.
    -Can only be used by Hooded Pitohuis
    -Can only be used 1x and counts as a substitution as per the substitution restrictions.
    -Must be taught by Priest
    Approval
    Pitohui Arts: Lost Religion - Pitohui Geijutsu: Senshukyo
    Rank: A
    Type: Sup
    Range: Short
    Chakra: 30(-10 per turn)
    Damage: 60
    Description: While the user is airborne, he claps and summons from Modakeke, a large purple Pitohui feather(size of a surfboard) under himself. The feather is able to hover in mid air and able to move in any direction at a time at kage speed. Though the feather can only keep floating if the user keeps fueling it with chakra. However this make the user unable to use non-elemental ninjutsu above S-rank while he's fueling it. Also while fueling it, the user can only use 2 other move per turn. When the user wills it, he is able to make it so that the large feather shoot out smaller quills from all sides except the area that conveys him. The quills are like senbons and contains toxins that causes total paralaysis. Getting struck by upto 5 of the quills will inject enough neurotoxins that can cause heart failure.
    NOTE
    -Last 3 turns
    -Usable 2x per battle
    -No ninjutsu above S-rank while active
    -only 2 moves per turn while active
    -The user needs to be standing on it to fuel it.
    - The user can't use Pitohui Arts the next turn after this ends.

    Approved
    Pitohui Arts: Death is Bliss - Pitohui Geijutsu: Shikichi
    Rank: A
    Type: Offensive
    Range: Short-Mid
    Chakra: 30Damage: 60
    Description: A very advanced genjutsu of the pitohui, tagged as one of their most powerful techniques though a brother technique to "feathery omen". A hooded pitohui would begin to hume a rather sweet and fast tune making anyone apart from the summoner and other pitohui who hear it, be draged into a malicious illusion. Their limbs begin to swell/bulge and then burst into a plume of feathers and purple neurotoxin gas while they themselves in their amputated form, float above the ground. Overwhelmed in the purple gas, their body begin to spasm due to the poison from the toxins, vibrating at intervals, their vision become blurred and they see hundreds of after-images of everything. The feathers however, converges behind him and forms into a very large hooded pitohui. The large pitohui figure swallows the target and suffocates him in its stomach. The mind however interpetes the situation in the genjutsu to be true thus makes the target surfer immense mental stress from the genjutsu. Outside the illusion, the target is just standing there, unable to use their four limbs. If the huge pitohui however succesully swallows the target in the genjutsu, the target would pass out at the end of the turn the genjutsu is cast due to mental exhaustion and the thought that they are unable to breathe and are suffocating due to them being swallowed by the pitohui that appear behind them. This means if the target is not succesfully swallowed in the genjutsu, he won't pass out.
    -While the pitohui humes the song, he can't perform any other pitohui arts.
    -No genjutsu can be used by the summoner in the same turn
    -Last for 2 turns
    -Usable 2x per battle with 2 turn rest inbetween usage.

    Approved
    Pitohui Geijutsu: Iyemoja no hōyō - Pitohui Arts: Embrace of Iyemoja
    Type: Defense/Offense
    Rank: S
    Range: Close
    Chakra: 40
    Damage: 80
    Description: The user claps, summons from Modakeke and clad his entire body in pitohui feathers. This feathers are light though thick as steel and able to tank B-rank and below techniques without notable effect though can be canceled out completely by A-rank elemental attack which would prompt the feathers to poof back to Modakeke. However their beauty lies in their complete immunity to pure taijutsu and in their own counter attack. If for example, an opponent tries to punch the user the feather can open up and form hard scales able to shave, pierce and impale the target's hands and because they are cursed with neurotoxins, they discharge mild toxins into the open wound of the target causing paralysis. More potent and lethal dose of toxins can be administered through a direct hit from the user's attack while wearing the feathers. The damage that would be recieved from this goes beyond total body paralysis as the target is prone to blood poisoning which could lead to neuro disfunction and cause the target to be unable to mold A-rank jutsus and above for 2 turns.
    NOTE: Although the user still would be pushed by the force of the attack even if he receives no damage from them.
    NOTE: Usable once per battle
    NOTE: Last 4 turns
    NOTE: No forbidden rank Ninjutsu(pure) while wearing the feathers.

    Approved




    Pitohui Summons
    Pitohui Kuchyose: Arwin - Pitohui Summoning: Arwin
    Rank: S
    Type: Supplementary
    Range: N/A
    Chakra: 40
    Damage: N/A
    Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Arwin in a cloud of white smoke. Arwin is a large Hooded Pitohui(as large as Sasuke's hawk), elegant and beautiful but she still remains one of the most foulest among her specie. She is fast and has fluid and excellent manouvreability in mid-air and is able to navigate through dense clouds and fogy condition. She is with inteligence and she is as smart as Minato being able to access every battle situation with ease and come up with a counter very quickly. She can communicate with her summoner through Pitohuian Language which only the summoner or any body who signed the contract can understand.
    Abilities:
    -Arwin even as she is of moderate size compared to other hooded Pitohuis, posseses a very high content of neurotoxin in which a single scratch from her claws, beak, tail and wings would cause brief localized paralysis.
    -She secretes odours to which anyone apart from the summoner that gets into short range of her would begin to feel tingling sensation all over themselves which is quite distracting and somewhat painful.
    -She is able to mold chakra and she is good at it where she can use "Suiton" techniques upto A-ranks. This, she can spew directly from her mouth or form by flapping her wings.(she needs no water source as she can produce a voluminous water from her mouth, except in extreme cases where a very large water source is needed)
    -She can also use Pitohui Arts, A set of arts that are taught to every capable pitohuis in the training mangroves of Modakeke by the elder sage of the Hooded pitohuis "Majele". (Pitohui arts would be submited separately)
    NOTE
    ++Can only be summoned once
    ++Lasts 4 turns for each time summoned
    ++Can only be summoned when there are not more than one other hooded pitohui summoned.
    ++Can use water upto A-rank which would also take a spot in the 3 move slot of the summoner
    ++Hooded Pitohui summon can only be taught by Priest
    Approval

    Pitohui Kuchyose: Kullio - Pitohui Summoning: Kullio
    Rank: B
    Type: Sup
    Range: N/A
    Chakra: 20
    Damage: N/A
    Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Kullio in a cloud of white smoke. Kullio is a small messenger Hooded Pitohui with the size of a dog. He wears a blue armor on its back and a Kirigakure headband tied around it neck showing their loyalty to the village. However he is but with very large and light feathers even he as a whole is a very rare one among his species being enourmously lightwieghted which naturally grants him immense speed twice that of its summoner. He can communicate with his summoner through Pitohuian Language.
    Abilities:
    ♦Kullio is also known as the store keeper being very skilled with sealing art using its body(stomach) and can store very large amount of items in his body by swallowing them though this does not in anyway increase his weight albeit his prowess in fuinjutsu . Anything he swallows is frozen in time and can only escape using space time or if he releases them himself through regorgitation. The summoner can aswell hide inside Kullio and while inside, his chakra signature is completely hidden from the outside world.
    ♦Has immense flying speed and mid-air manouvrability.
    ♦Can use A-rank and below Pitohui arts
    ♦He also has some amount of neurotoxins though not enough to kill but can cause paralysis
    ♦He can't be ridden as he's small and very light but can perch on its summoner's head without any stress/load on the summoner
    Note:
    † Except for the summoner that can hide in Kullio while he's alive and sound, Kullio can only swallow/seal opponent that are weak and at the brink of death, depleted of chakra, paralized/passed out and thus can not swallow opponent that are well and able to fight.
    † Paralysis from his neurotoxin only lasts for 2 turns
    † Swallowing and regorgitaion sealing counts as a move each and cannot be used on techniques. The seal itself is A-Rank.
    † Can be summoned once and lasts on the field for 4 turns
    † Must know Fuinjutsu to summon
    † Summoning must be taught by Priest
    Approved

    Pitohui Kuchyosei: Dada Kyou Ige - Pitohui Summoning: Dada and Ige
    Rank: C
    Type: Sup
    Range: Short
    Chakra: 15
    Damage: N/A
    Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Dada & Ige in a cloud of white smoke.
    Dada & Ige are a set of twin hooded pitohuis that are summoned on both shoulders of the summoner facing opposites sides(Dada on the right shoulder facing front while Ige on the left shoulder facing back).
    Their appearances are that with moderately large wings, long sharp claws that contains no toxins, strong beaks with great amount of toxins, beautiful laced colors and as elegant as they are, they are cunning and also foul. Their sizes are that of a generic falcon and they are able to stay on the summoner's shoulder even during complex movement without falling off.
    Abilities:
    -They can't speak but can have a two-way telepathic communication with their summoner which thus gives the summoner a 360 field of vision due to their placement and focus.
    -They can not use Pitohui arts
    -They can spit continously a stream of 6inches chakra needles defiled with toxins able to contaminate the victim's blood and cause short term paralysis, death may occur if the victim recieves large quantity of the neurotoxins(meaning having more than 10 needles piercing him). Counts as a C-Rank Jutsu, Short Range, and a jutsu slot.
    -They are a bit of jesters, cracking jokes with their summoner even during intense battle situations.
    -Restrictions-
    -Can only be summoned once
    -Can only be summoned if there are not more than 2 Hooded Pitohui on the battle field
    -Stay on the field for only four turns.
    Approved

    Pitohui Kuchyose: Seth - Pitohui Summoning: Seth
    Rank: S
    Type: Sup
    Range: N/A
    Chakra: 40
    Damage: N/A
    Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Seth in a cloud of white smoke.
    Seth is a soldier, stoic though not fearsome because of his color. As big as Sasuke's Eagle, He is rare in terms of appearance amongst other Pitohuis as his entire self is clad in white feathers, although rumor has it that the whiteness is because Seth is pure and is almost with no toxins except for his claws and beak which a scratch could cause paralysis and that Seth is the essence of lightning. He has excellent manouvreability in mid-air and can communicate to the summoner or other Pitohuis through Pitohuian language though he rarely speaks except when it matters.
    Abilities:
    -He can use Pitohui Arts
    -Seth is a lightning specialist and 1x per battle, he can turn himself completely into lightning though still taking his normal shape thus becoming intangible to physical things and immune to lightning but vulnerable to wind via elemental strenghts and weaknesses. Also he can move faster while in this form. However, he is not able to attack or convey the summoner in this form as he is intangible and touching him could cause electrical shock and total paralysis. This counts as a move and last only for 2 turns or when he abruptly turns back to tangible.
    -1x per turn he can generate a flush of blinding white light that covers the whole terrain and even blinds the summoner. However, he can choose to propagate the harmless but blinding light into one direction like a beam.
    -Seth is immune to A-rank and below lightning but in defense to other elements, he would discharge a focused omnidirection lightning surge(S-rank) up to short range around him, though he can only use this 1x per turn and counts as a move from the user's jutsu slot.
    -1x every 2 turns, he can flap his wings to release in a widespread, hundreds of miniature golden(lightning) pitohuis that paralyses to the touch, this is A-rank and counts as a move.
    NOTE
    ++Can only be summoned 1x
    ++Lasts 4 turns
    ++Hooded Pitohui can only be taught by Priest
    ++All of his abilities counts as moves from the users move count

    Pitohui Kuchyose: Pitohui Jotei, Majele - Pitohui Summoning: Pitohui Empress, Majele
    Rank: S
    Type: Sup
    Range: N/A
    Chakra: 40
    Damage: N/A(+20 to summoner)
    Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Majele in a cloud of purple smoke.
    A magnificent feat, Majele would stand equal is size against the likes of Gamabunta. Although She doesn't want it seem that way, but she is true Elegance clad in interwoven magnificence, colors that are beautifuly interlaced on her feathers and She is very proud. She does not like to be controlled or rather can't be control and only fights at her own free will and in dire circumstances when summoned into the terrain, and if she likes she would reverse summon herself back to Modakeke.
    Abilities
    -Majele is also as foul as her descendants, though the foulest pitohui ever lived. Like "Arwin", she passively secretes a foul odour which linger short range of her and anybody apart from the summoner and other pitohuis within short range of her becomes itchy as the odour is a light neurotoxin only able to cause the body to be itchy and cause mild distraction. This makes the ninja victim unable to use techniques that requires utmost focus like Genjutsu and Fuinjutsu(S-rank and above)
    -1x Per battle, Majele is able to spew a massive amount of purple colored neurotoxin gas(A-rank)that spreads sporadically and engulf the whole terrain in a matter of seconds(moves and spread at the same speed a generic wind jutsu would). The neurotoxin gas is extremely noxious and a simple inhalation would cause paralysis and numbness of the whole body for one turn while a heavy dose(staying in the fume for 2 turns) causes the victim to pass out. However this counts as a move and the gas last only for 2 turns then it diffuses.
    -She can use Pitohui Arts
    NOTE
    ++Summoning takes a toll on the summoner and makes him nose-bleed and unable to perform any summonings for two turns afterwards.
    ++No other pitohui must be on field
    ++Majele is immune to C-rank and below attacks
    ++Last for 4 turns
    ++Can only be summoned 1x
    ++Summoner can't use Ninjutsu above S-rank the turn she is summoned.
    ++Must be taught by Priest

    Pitohui Kuchyosei: Owanbe - Pitohui Summoning: Owambe
    Type: Suplementary
    Rank: B
    Range: Short
    Chakra: 20
    Damage: N/A
    Description: The user smears blood on the Hooded Pitohui tattoo, claps or slams his hand on a surface to summon Owambe. Owambe is a very small pitohui, size of small akamaru and can be carried on the summoners head. She has no power whatsoever nor can she use any ninjutsu by herself. However with her on the field of play, every other hooded pitohui in Modakeke, has a special link to her that makes it so that with her on the field, their morale and will to protect her and her summoner becomes tripled thus they develop an extra saturation of toxin on their entity. This makes them instead of appearing an disappearing in a cloud of smoke, the cloud of smoke is replaced by a cloud of purple neurotoxin gas. The potency of the cloud of toxin is B-rank for any hooded pitohui that is summoned or sent back, Though other distinguishing affects may be noticed; If the hooded pitohui summoned while Owanbe is on the field is B-rank, A-rank, S-rank or even D-rank, the level of damage the neurotoxin does to anyone apart from the summoner and Owambe would be equivalent to B-rank damage. However, the distinguishing affects does not add to the damage, albeit only adding taste and longetivity to the condition. B-rank summoning: Paralysis for 2 turns, A-rank: Paralysis for 3 turns: S-rank summoning: Paralysis for 3 turns with extremely itchy skin + slight respiratory problems.
    NOTE: Owambe can only be summoned once and can be on the battle field for 4 turns max.
    NOTE: Once summoned though, only one other Pitohui can be in play at a time while she is on the field
    Pitohui Kuchiyosei: Atukpa - Pitohui Summoning: Atukpa
    Type: Supplementary
    Rank: S
    Range: Short
    Chakra: 40
    Damage: N/A(80 for physical attack)
    Description: The user swipes blood upon the Pitohui summoning tattoo or uses the traditional summoning rites to summon Atukpa.
    Atukpa is a moderately sized hooded pitohui with a size only 4x of that of his summoner. Apparently he can communicate with his summoner and other Pitohui's telepatically and only able to convey(carry) his summoner and non other. Atukpa is quite arrogant, though this is due to him being strong and special in his own way and he always see himself as the strongest. Atukpa is ferocious when he attacks physically using his claws and beak. Even the hooded tendril on his head which he can extend up to short range, packs a punch. His body is entirely black with hazy smoke always oozing out of his body. The smoke covers short range around him, apparently making everyone around him unable to see due to this smoke though this would not affect doujutsu users. Atukpa however, is able to see through the smoke easily. Like any other Pitohui, Atukpa is also cursed with potent amount of neuro-toxins which through the smoke exhuming from him, mild dosage of neurotoxins from his feather would mix with the smoke subtly affecting those in the smoke(except the user) causing their body to be itchy, distracting them from focusing much thus they are unable to use or sustain complex chakra control techniques like space time techniques and genjutsu. This is a slightly powerful form of Arwin's Odour as it does not poison but irritates and itches the skin and it only occurs when one is within the smoke. Should the enemy removes himself from the smoke vicinity, he won't feel the effect again.

    Abilities
    Atukpa is a fire specialist, able to user any fire technique the user knows. However due to the smoke always surrounding him, his fire techniques appears black in color except if the fire technique he uses is not originating from him. Due to his latent fire speciality and due his body all tempered and constantly exhuming strong heat signatures, Atukpa is not affected by A-rank and below fire techniques. His fire speciality allows him to be able to, just like the hozuki's water transformation but not totally, transform his entire feathers completely to fire(black in color) or ash albeit still having his body within the fire. In this form however, he won't be able to convey the user as the user would be affected by his nature. This ability is S-rank and can only be used once.
    Once per battle, Atukpa can release a very large amount of ash(A-rank) that covers mid-range in a second. He can either release this omni-directionally or in a direction up to mid-range. This ash however does not cause immediate damage to anyone surrounded by it like the "Ash Pile Burning" Tech but what this does is it ignites any matter that are prone to flame except flesh. The ash serves as a conductor, igniting them and the flames are able to cause severe burns.
    Atukpa's final ability is his ability to release hundreds of miniature black pitohuis made of fire(black) or hot ash. All of the miniature pitohuis amounting to S-rank in power.

    Restriction
    Can only be summoned once per battle
    Lasts 4 turns
    Every ability of Atukpa apart from passives, counts as a move from the user's move slots.


    Approved








    Tattoo

     
         
    Last edited by Priest; 09-13-2016 at 05:55 PM.

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    Re: Priest's Holy Scriptures


    Snakes

    Contract

    (Kuchiyose no Jutsu: Kyodalja) - Summoning
    Technique: Giant Snakes

    Rank: B-Rank
    Type: Supplementary
    Range: Short
    Chakra cost: 20
    Damage points: N/A
    Description: The user will summon a generic Giant Snake
    whose size can vary from a 10 meter long
    snake to ones the size of a boss summon,
    rivaling 100 meters long. These snakes vary in
    appearance and size and serve only as basic
    warriors, having only the normal characteristics of snakes. Although they are quite simple
    snakes, they are very enduring and resistant
    and, when big enough (about 50 meters long)
    they can take up to B-Rank damage.
    Note: requires snake contract.
    Note: can only be summoned once


    (Kuchiyose no Jutsu: San Kashira Ebi) -
    Summoning Technique: Three Headed Snakes

    Rank: A-Rank
    Type: Supplementary
    Range: Short
    Chakra cost: 30
    Damage points: N/A
    Description: The user will summon a generic, 70 meter long
    Three Headed Giant Snake. These snakes vary
    in appearance and size and serve only as basic
    warriors, having only the normal characteristics
    of snakes. Although they are quite simple
    snakes, they are very enduring and resistant and they can take up to B-Rank damage.
    Note: requires snake contract.
    Note: can only be summoned once


    (Kuchiyose no Jutsu: Manda) - Summoning
    Technique: Manda

    Rank: Forbidden Rank
    Type: Offensive/Defensive
    Range: Short
    Chakra cost: 50
    Damage points: N/A (-10 to user upon
    summoning) Description:
    Manda is a gigantic, 100 meter long snake who
    serves as the "leader" of all snakes. Fierce and
    aggressive, Manda is a shrewd warrior. To
    summon Manda, the user takes a big gamble, as
    he can easily turn on its summoner if he so deems it. Not only that, but the sacrifice and
    the amount of chakra needed damages the
    user, making summoning Manda a forbidden act.
    Manda has some unique abilities. Extremely fast
    and strong, his tail acts as a sharp mace that
    he can fling at the enemies with ease, speed and tremendous power (capable of overcoming
    even A-Rank defenses). Manda is also capable
    of using his chakra for 2 unique techniques: he
    can borrow underground (even if its affected by
    up to A-Rank techniques), tunneling through the
    earth at enormous speed or shed his skin, using a sort of substitution technique, where he
    trades places with his shed skin. While
    underground, Manda can sense the vibrations
    through the earth and pinpoint the location of
    his enemy. While completely immune to
    techniques A-Rank and below, Manda can take one S-Rank attack and survive by shedding his
    skins afterwards, although this can only be done once.
    Note: requires snake contract
    Note: can only be summoned once


     
         
    Last edited by Priest; 05-20-2013 at 01:39 PM.

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    Re: Priest's Holy Scriptures


    Personal Smoke Incantations
    _
    _
    _


    Given Smoke Incantations
    by Thoth

    (Kemuri Genkotsu Rendan) - Smoke Fist
    Barrage
    Rank: B Type: Offensive Range: Short - Mid Chakra Cost: 20 Damage: 40 Description: The user upon releasing smoke out of a helping tool, for example wrist launcher, will
    proceed to manipulate smoke to create multiple
    extending fists that will stretch out to cover a
    wide radius, punching a desired target with
    great speed, in comparison to Fuguki Suikazan's
    Hair Spears. The user must use precise chakra control and ably compress the smoke into the
    created fists to do damage. Having sensory
    skills will give these fists a better accuracy
    because due to speed of this technique, it's
    not easy to aim perfectly. The purpose of the
    fists is that they can launch a target into the air, or knock it down. Notes: - Usable only three times per battle.
    - Can make a maximum of ten extending fists.
    - The used smoke cannot be utilized for making
    another Smoke technique in the same turn.
    - Can only be used by a Smoke user.
    - Can only be taught by Thoth.


    (Kemuri no Mai) – Smoke Dance
    Rank: C Type: Supplementary Range: Short - Mid Chakra Cost: 15 Damage: N/A Description: The user upon manipulating newly
    created smoke or existing smoke that has
    remained from a previous Smoke technique, can
    form smaller smoke clouds and concentrate
    chakra to the top of the clouds, making them
    usable as a foothold. The clouds get dissolved through air after they've suffered a pressure of
    any strength. That doesn't happen in an instant
    but after approximately 2-3 seconds, meaning
    that the user has enough time to jump from
    cloud to cloud. The concentrated chakra makes
    the smoke clouds so dense and solid that the user doesn't have to channel any chakra to his/
    her feet. While the cloud is dissolving, it looks
    like an inconspicuous smokescreen that is very
    little, lasts shortly and has no significant harmful
    properties. The user cannot manipulate the
    smoke clouds to move around at any point and the clouds will only float in the air, staying
    exactly where they are. Not only that the user
    is able to create the clouds previously,
    preparing them before he tries to 'dance' on
    them but is also able to make them as he/she is
    moving through air. That ensures the user to create the clouds just when they are needed
    and in an exact place where they are needed.
    The clouds can only be created up to mid-range
    in height above the ground and to the same
    length, considering the place where the user
    was when he/she has started making the first cloud. Notes: - Can create up to 10 smoke clouds.
    - Can only be used by a Smoke user.
    - Can only be taught by Thoth.


    (Seizetsu Yakubarai) - Ghastly Exorcism
    Type: Offensive Rank: S Range: Short - Mid Chakra: 40 (-10 per turn) Damage: 80 Description: By manipulating smoke, the user will create five human-sized creatures with
    disturbing faces that will hover around the
    battlefield, being able to reach every corner of
    it up to mid-range. The creatures are incredibly
    fast and due to the speed of their movement,
    they look like contours and are thus often perceived as ghosts. Their speed and the
    resulted transparency make it very hard for the
    opponent to stay concentrated on knowing
    where they are. The ghosts also have high
    agility and are able to avoid attacks and
    obstacles and move around in the woods or rocky terrain for example, without any difficulty.
    The purpose of the ghosts is that they can
    attack their targets from various directions and
    rush into them. When they come in contact with
    their target, they convert into a smaller
    smokescreen that blind the target and makes it cough. The rapidity of the impact also allows
    the ghosts to push their target backwards a bit
    and also make the smoke's noxiousness to be
    on a higher level. Notes: - Usable only twice per battle.
    - The ghosts can be active up to three turns
    because after as much time, they dissolve on
    their own.
    - The user cannot perform any techniques
    above S-Rank while the ghosts are active. - Can only be used by a Smoke user.
    - Can only be taught by Thoth.


     
         
    Last edited by Priest; 10-19-2013 at 07:00 PM.

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    Re: Priest's Holy Scriptures

    Body Arts

    Personal Taijutsu Incantations


    Given Taijutsu Incantations

    by Deamon

    (Yuukai Hi Kobushi) Intertwined Flame Fist
    Rank: S
    Type: Offensive
    Range: Short-Long
    Chakra Cost: 40
    Damage Points:80
    Description: The user focuses fire chakra
    into his/her hand and builds is up over time.
    The user then breathes in deeply while
    winding back his/her fist. A strong punch is
    delivered into the air in front of them. Using
    precise timing the user releases 2 large streams of fire. Using their chakra control.
    They manipulate the fire stream to spiral
    around each other and once they are about to
    hit the enemy both of the streams of fire
    conjoin into only large blast in the shape of a
    first that completely incinerates the enemy. After this taijutsu technique is complete, the
    user's first is left steaming and smoking
    from its power and thus cannot use they
    hand for the rest of the turn.
    Restrictions:
    - can be taught by Daemon - can only be used 2 times per battle.
    - No fire elemental taijutsu can be used in
    the same turn.


    by -Vegeta
    (Sutoradoru bunkatsu panchi) - Straddle Split punch
    Type: Defensive/Offensive
    Rank: B
    Range: Short
    Chakra: 20
    Damage: 40
    Description: A very fast, defensive maneuver meant for counter-striking against high attacks (chest and above). The user while being attacked high will spread both legs outwards doing a straddle split, quickly lowering their position while striking with a punch to the lower regain of the body (lower abdomen and below).
    ~Notes~
    -Must be taught by -Vegeta
    -Attack happens as fast as the user is
    capable of moving at the time of use


    by Scorps

    Magarime | Flip
    Type: Supplementary/Defensive
    Rank: C-Rank
    Range: Short-Mid
    Chakra: 15
    Damage: N/A
    Description:
    A simple Taijutsu move, Flip pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way.While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on flips, either lateral flips (or cartwheels) back flips or front flips. The user will charge his muscles and spring his body, performing either a lateral, front or a back flip, with or without the help of his hands. If he uses his hands he can do up to 4 consecutive flips that will bring him from short to mid range from his initial position. The speed of the flips is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Flip technique.
    Note: Can only be taught by Scorps

    Ro-ru | Roll
    Type: Supplementary/Defensive
    Rank: C-Rank
    Range: Short-Mid
    Chakra: 15
    Damage: N/A
    Description:
    A simple Taijutsu move, Roll pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way. While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on rolls, either back rolls, front rolls or side rolls (also called strifes or strifing rolls). The user will charge his muscles and take a lower stance, while using the strength of his body to either do a lateral roll, a front roll, or a back roll, with or without the use of his hands. The roll can be done on the ground (shorter but faster) or by jumping and rolling at the same time (longer but slightly slower). The speed of the rolls is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Roll technique.
    Note: Can only be taught by Scorps

    by ZandaT

    (Ryōshi doraibu) Quantum Drive
    Type: Offense
    Rank: S
    Range: Short
    Chakra Cost: 40
    Damage Points: 80
    Description: Quantum Drive is a nintaijutsu attack that uses the water molecules in the air to attack in unison with the user. Once the target is within range the user will begin to repeatedly punch them as they release their water chakra into the air manipulating the area 4m above, behind, and to the sides of the opponent. With every punch the user throws they will also manipulate a wave of miniature needles that impact the target's body penetrating it dealing damage internally. The back to back punches and waves of needles will continually impact and penetrate the opponent leaving their mangled at the hands of their user as they suffer from blunt and penetrating damage. The opponent would be caught in the onslaught with no place to run as the user holds them in place with their rapid back to back punches. If the opponent managed to survive this technique due to some sort of defense or physical healing, they would still suffer from the symptoms of "Overhydration" which would leave the target with a massive headache as they stand disoriented and confused. The ailment would last for two turns afterwards.
    NOTES
    ►Can be used 2x per battle
    ►Has a two turn cooldown
    ►No water S rank and above afterwards
    ►The move can be affected by water and tai boosts
    ►Can only be taught by Zanda


     
         
    Last edited by Priest; 04-10-2016 at 07:06 PM.

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    Re: Priest's Holy Scriptures

    Konohagakure Village CJ


    Allowed to use

    [IMG]http://*******/1iMcAZj[/IMG](Kuchiyose: Kin-hi) - Summoning Technique: Kin-hi
    Type: Summoning
    Rank: A
    Range: N/A
    Chakra Cost: 30
    Damage: N/A
    Description: Kin-hi is one of the five Guardians of the Golden Eagles. He is slightly larger than the toad Gama (first on seen in the series) and is able to carry up to two people. Kin-hi specializes in fire techniques and can use up to rank A fire jutsu that the user knows. He is also capable of releasing an A-ranked eagle shaped blast of fire once every two turns. Kin-hi is unique among the Guardians in the he can burn a target he touches and is immune to B-rank and below fire.

    -Can only be used once.
    -Lasts four turns once summoned.
    -Can release an A-ranked fire blast every other turn which counts towards the user's three moves.


    [IMG]http://*******/1iMcAZj[/IMG]The Leaf Heritage: The Will of Fire & The Will of Darkness (Konoha Isan: Hi no Ishi & In'utsu no Ishi)
    Type: Supplementary
    Rank: N/A
    Range: N/A
    Chakra Cost: N/A
    Damage: +10 or +15
    Description: More than a technique, ability or skill, the Will of Fire and the Will of Darkness are, instead, teachings and philosophical beliefs that induce specific ways of teaching and acting towards the protection of the Village.
    • The will of fire is an idea taught to and carried by all members of Konoha. It is the belief that only through love, understanding and decisive action can true peace be acquired, though never by attacking others and rather by protecting something the individual holds dear. The belief is a spiritual heritage that was created by Hashirama Senju and passed down to all the villagers and shinobi of Konoha. Shinobi who carry this belief love the village with all their heart and will fight to protect it even against the most significant odds. It gives them the strength to keep going even when the situation looks grim. When defending the village the Will of Fire gives the shinobi of Konoha the extra strength needed to defeat the invading forces and the will power to continue the battle after receiving damage, ensuring the Will of Fire is never extinguished.

    • Can only be used by members of Konohagakure who embody the Will of Fire.
    • Only usable when defending the village from external threats.
    • Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).
    • Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.
    • The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.
    • The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.
    • If the villager is fighting inside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points.
    • A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.
    • The antithesis to the Will of Fire, the Will of Darkness is a school of thought that was developed by Shimura Danzo during the reign of Hiruzen Sarutobi and taught to the members of the Root (Ne). He instilled this will within members of his Root organization so that they would be able to carry out their missions successfully and without failure. The Will of Darkness holds the belief that one must protect what he loves by aggressive action and the destruction of all potential threats, no matter the moral cost or context. Where the Will of Fire is based on the defense of the village, the Will of Darkness is based on the attack of its enemies. After his death and the dissolution of Root, his will spread into other Konoha shinobi as former root members began to integrate themselves back into normal village organizations. People who have committed themselves to this school of thought understand the need to eliminate threats and do things that may be considered amoral for the greater good. As a result they battle without hesitation and with a greater ferocity when committing acts of aggression than those who adhere to the Will of Fire.

    • Can only be used by members of Konohagakure.
    • Only usable when attacking another village or enemy in accordance to an official mission.
    • Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).
    • Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.
    • The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.
    • The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.
    • If the villager is fighting outside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points.
    • A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.


    [IMG]http://*******/1iMcAZj[/IMG](Sarutobi Hi Ichizoku no Jutsu: Idaina Hai Hinotama) Sarutobi Clan Fire Technique: Great Ash Fireball
    Type: Offensive
    Rank: C-A
    Range: Short-Long
    Chakra: 15-30
    Damage: 30-60
    Description: Being capable of mastering high-level techniques for various jutsu in Konoha, the Sarutobi Clan was known for their afinity towards Fire Release, namely those that revolved around their trademark technique, the Ash Cloud technique. After observing the Uchiha Clan's Great Fireball technique for many years, they decided to develop a similar technique and make it more deadly by combining it with their own skills. Through practice and diligence, they came up with the Great Ash Fireball technique. As the user channels his chakra inside his lungs, he makes the Boar → Horse hand seals. As the user exhales, he releases a large fireball enveloped in ash. The projectile created is a compressed fire ball, covered in incredibly hot ash, resembling a ball of red hot rock rather than a fire ball. Upon impact, the ash breaks and releases the compressed flames into a fiery mayhem which rips through anything caught within a mid range area around its impact. The effect is devastating as the ash augments the destructive power of the fire by adding a physical almost sand-like grinding effect to it and by quickly engulfing the area in a cloud of blazing hot ash. Alternatively, the user can perform only the Boar handseal and unleash a barrage of smaller, yet much faster, Ash covered Fireballs. In this case, the quantity can be such that it seems more like a stream of ash and fire rather than a barrage of individual projectiles. The more chakra added, the more powerful the ash fireball becomes.
    Note: Can only be used by Konoha Ninjas
    Note: If A rank version is used, the user must wait at least 2 turns before using again in any form.


    [IMG]http://*******/1iMcAZj[/IMG]Summoning Technique: The Golden Branch Armor (Kuchiyose no Jutsu: Eda no Yoi Yoroi)
    Type: Supplementary
    Rank: C-Rank
    Range: Short-Mid
    Chakra: 15
    Damage: N/A (60 if used offensively)
    Description:
    All Konoha ninjas sign a contract which links them to a secret bunker inside the village. In this bunker, hundred of thousands of different weapons exist, from basic ones, to more elaborate ones, making the whole of the villages arsenal and armory. With a simple chakra cost and using the basic summoning method (blood + handseals + slam hand on air/surface) the user can call forth any number of these weapons to aid and use in battle. If he wishes, he can summon them anywhere around him up to mid range, which can result in damage if used correctly. However, as they are summoned they carry little to no momentum thus the damage is only possible if the user summons the weapons above his opponent which will enable them to fall under the effects of gravity and thus do damage (summoning a large amount of weapons more than 10 meters above the target will induce the mentioned damage). The technique can be used in tandem and in a fast sequence with the (Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu, which doubles its damage and its lethality by multiplying the number of weapons almost to infinity. The list of weapons one can summon encompass any basic weapon known to exist in the ninja world though the most common variations are: Shurikens, Kunais, Knifes, Needles, Swords, Axes, Spears, Staffs, Shields, Bows, Nun-chucks, etc. The user can summon from each type specific weapons, like summoning a windmill shuriken instead of a normal one or a broad sword instead of a katana or a ninjato.
    Note: Usable only by Konohagakure Ninjas
    Note: The user can use this technique with (Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu to double its damage, costing 2 moves but being done in the time frame of a single move


    [IMG]http://*******/1iMcAZj[/IMG](Fuuton: shikkyaku ha zansatsu) - Wind Style: Falling Leaf Massacre
    Type: Attack
    Rank: D-A
    Range: Short-Mid
    Chakra Cost: 10-30
    Damage: 20-60
    Description: The user channels their wind chakra throughout a forest, or into any number of trees, and coats the leaves with a thin layer of wind chakra. This thin layer of wind gives the leaves the ability to cut deep into skin. Once the leaves are coated the user takes control of them and causes them to envelope the target or targets. The more leaves available to more deadly the attack.

    -Can only be used by members of Konoha
    -One tree is equivalent to rank D
    -A few trees is equivalent to rank C
    -A thin forest is equivalent to rank B
    -A large forest is equivalent to rank A


    [IMG]http://*******/1iMcAZj[/IMG](Genjutsu: Minato No Izou) - Illusion Technique: Minato's Legacy
    Type: Offensive
    Rank:S-Rank
    Range:Short-Mid
    Chakra:40
    Damage:80
    Description: After a short string of hand seals, and gazing directly into his opponent's eyes, the user disappears into a cloud of leaves. Almost immediately after, he will reappear in front of his enemy with a Rasengan in hand and slam it into him. While the enemy sees the user dissolving and disappearing into a burst of leaves, the user is in reality making the Rasengan and running at the enemy in a burst of speed.

    -In order to use this jutsu, the user is required to have mastered his Genjutsu training
    -Usable only twice per battle
    -Usable only by Konoha Ninjas
    -Requires user to know the Rasengan


    [IMG]http://*******/1iMcAZj[/IMG](Katon: Ryūsei-gun) – Fire Release: Meteor Shower
    Type: Attack
    Rank: S
    Range: Close-Long
    Chakra Cost: 40
    Damage: 90
    Description: The user extends both arms in front of him, with the palm of his hands facing forward. Then, as he focus fire and wind chakra into both hands, two small but bright flames will be create in front of each palms. Immediately after, as the flames keep hovering centimeters away from the user, he will start punching those flames at a blazing rate. Each times he do so, a powerful jet of fire will burst from the flame and shoot itself toward the enemy(ies). Each of those fire blast are so fast and powerful that an untrained eye will only see flashes of light and the craters created where the fire hit it's target. The total amount of damage will be divided by the number of fire blast sent. This mean that if the user shoots 4 blast, they do 20 damages each.

    -Can only be used twice per match
    -Can only shoot up to 10 fire blasts and a minimum of 3 fire blasts
    -Must at least be Sannin rank to use this jutsu


    [IMG]http://*******/1iMcAZj[/IMG](Sono Izō no Senju: Hachi Mie no Moji ) The Legacy of Senju: Trigram of Eight
    Type: Offensive/Supplementary
    Rank: S-Rank (S-Rank)
    Range: Short-Long
    Chakra: N/A (40 per stage)
    Damage: N/A (80 for the first stage)
    Description: A simple yet devastating summoning technique, the Legacy of Senju was a technique designed by the Senju clan elders in the war thorn era of their feud with the Uchiha Clan. Designed to be effective against large enemies or large groups of enemies, the technique stands as a vicious and enormous attack using basic weapons to their fullest. The user will draw blood and perform the Rat+Tiger handseals while focusing copious amounts of chakra. As it glows red, the user will point his palm at a target. From 8 points around the target, in an octagon formation, 8 Senju Clan crests appear mid air, glowing in light blue. From them, a torrent of swords, daggers, kunais, shuriken, etc shoot out, faster than any ninja can throw them. As the technique triggers, above the target, a final symbol appears, the crest of Konoha, before a large octagonal prism is summoned, falling on the target from above. The prism will always be proportionate to the size of the target as are the weapons shot in the first stage of the technique. The prism is made of chakra conducting metal and has a smaller hollow area, allowing it to imprison the enemy inside. If the user knows fuuinjutsu, he can clap his hands upon the completion of the technique and focus a huge amount of chakra. The 9 crests will converge upon the prism and activate a powerful sealing technique, containing the target inside. The first stage of the technique carries 80 damage and is equal to an S-Rank Weapon attack, the second stage carries no damage but carries an S-Rank strength with it, while the sealing technique is a S-rank sealing technique, with 40 chakra cost. Sealing technique can be released by the user by spending 50 chakra points and doing the confrontation handseal. Enemies caught inside can release the sealing through whatever method is valid to release a sealing technique of that same rank.
    Note: Each step counts as a move but the first two can be done in the time frame of a single one and simultaneously
    Note: Cannot use summoning techniques above A-Rank for 3 turns; if the sealing technique is triggered, cannot use sealing techniques for the next 2 turns
    Note: Can only be completely used once (with all three stages); however, one can use the first and second steps of the technique up to 3 times
    Note: Can only be used by Konoha Ninjas


    [IMG]http://*******/1iMcAZj[/IMG](Fuuton: Arashi) – Wind Release: Tempest
    Type: Attack
    Rank: Forbidden
    Range: Close-Long
    Chakra Cost: 50
    Damage: 100 (-20 to user)
    Description: The user will start by infusing a large amount of Wind chakra into a projectile (Kunai, Shuriken, Needles…etc). Then, after he throws it, he will perform one hand seal which will trigger the jutsu. A devastating spinning wind will be created around the kunai, merging with it. From the enemy’s point of view, it’ll look like an F-5 tornado is coming toward him, horizontally, and that the tip of that tornado is the kunai, which is now spinning at a furious speed. This jutsu will carve the very earth as it rushes toward its target, and it’ll leave the field devastated to the point where even the user will suffer damage and be projected long-range from his initial position. Even if the jutsu doesn’t directly hit the opponent, both him and the user are left with several cuts on their bodies, moderately bleeding.

    -Can only be used once per match
    -No S-rank and higher Wind jutsu next two turns
    -Must at least be Kage rank to use this jutsu


    [IMG]http://*******/1iMcAZj[/IMG](Hijutsu: Konohagakure no Rō) Hidden Technique: The Law of the Leaf
    Type: Offensive
    Rank: Forbidden
    Range: Short-Long
    Chakra: 70
    Damage: 90 per each enemy on the field (-15 to the user)
    Description:
    A technique developed to protect the hidden leaf, ages ago, the Law of the Leaf is an offensive technique that has no equal in terms of power. The user will gather an immense chakra and mold it into his primary elemental chakra nature, focusing it in his hands and will clap them. Depending on what elemental chakra the user is primarily linked to, the effects will vary, though a unique characteristic will be kept: bearers of the Will of Fire or the Will of Darkness will suffer no harm from any of its variations. The technique itself is designed as a punishment to anyone who the caster sees as an enemy of the Hidden Leaf and was made specifically to fight more than one enemy at a time.
    Earth: as the user claps his hands and the technique is triggered, the earth around the user shatters outwards in a gigantic shockwave-like effect (as if the earth was punched by a large, invisible fist from above). The jagged rocks lifted from the ground, rise up into gigantic spikes, chasms, fissures, plateaus, etc, altering the terrain in a dramatic fashion. As the ground is cracked outwards all around, the large rocks will converge upon any enemy nearby. The rocks will lift up and converge upon them with drastic force and speed, pilling themselves upon the enemy in rocky layers, eventually crushing the enemy within.
    Water: as the user claps his hands and the technique is triggered, countless droplets of water materialize and seemingly grow out of thin air all around the field. The thick and gluey spheres of water rapidly converge upon any enemy on the field from all directions, first heavily impacting upon his body and then rapidly spreading across it. Once the enemy is fully covered in the gluey water, he'll begin to suffocate as the water, even when the technique ends, will retain its stickiness and be incredibly hard to get rid of. Seemingly simple, the speed of the small droplets and the sheer number of them add up to make one of the deadliest techniques.
    Fire: as the user claps his hands and the technique is triggered, an inferno of flames rapidly rages outwards from his body in tendrils, waves and large arcs, as the user releases more and more flames. Rapidly resembling a sun, the user will shine in a bright orange color as the flame arcs and tendris spread chaos all around. The flames, once released will be attracted to any enemy on the field and surround them in a mayhem inferno of rotating flames and reducing them to ash.
    Wind: as the user claps his hands and the technique is triggered, the air all around shifts as if a large shockwave passed through the field. As this happens, strong currents of wind ravage through the field seemginly out of nowhere in rapid speed as the skies darken and the weather shifts, converging upon any enemy around and rapidly surrounding them. Forming large spheres of ravaging rotating winds, the currents tear upon any enemy in the field, cutting and bashing their bodies inside until nothing is left.
    Lightning: as the user claps his hands and the technique is triggered, electrical arcs span away from the users body as he glows in a golden light. Small minute electrical discharges will be felt all around the user and the sky will rapidly become charged with great amounts of electricity. Suddenly, Lightning will fall from above in the form of a large cylinder of golden light, hiting the ground with the user as its center. The effect is drastic and the speed ridiculous. Ravaging the field all around, the lightning will only affect enemies who will be electrified and killed if they can't defend or escape from the technique.

    Note: Usable only once per battle
    Note: The technique can only be used for the element in which the bio who is using it specializes (this means, the element it is able to use with one handseal). In the case a bio has no elemental specialty, the user will need to do 5 handseals prior to clapping his hands and pick one of the 5 elements above. Bios that can wield more than one elemental specialty can pick between the available ones to use.
    Note: The element used for the technique cannot be used above B-Rank for 2 turns and the user cannot use any other Forbidden Rank techniques for 2 turns
     
         
    Last edited by Priest; 12-21-2014 at 09:51 PM.

  19. #19
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    Re: Priest's Holy Scriptures

    SEALING ARTS


    Personal Sealing Incantations:

    (Seijutsu-Raiton/Fuinjutsu:Shokku Terapi) Holy Art- Lightning/Fuinjutsu: Shock Therapy
    Type: Supplementary
    Rank: A
    Range: Close
    Chakra: 30
    Damage: 0
    Description: This jutsu requires the user to have a pair of unique tattoo seals on his chest where his heart is located. The seal activates whenever the user goes unconcious but still alive. Upon activation, the seal discharges subtle lightning current/shock throughout the body and a controlled on the heart. Sorta works like a defibrillation machine. This causes depolarisation of the heart muscles and re-establishes normal conduction of the heart’s electrical impulse to the brain makes normal neural activities to resume and the user once again gains conciousness.
    NOTE: Only usable 2x per battle
    NOTE: No Fuin and Raiton above S-rank the next turn
    NOTE: Can not be used to get out of genjutsu, unless the genjutsu actually causes the user to go in a state of unconsciousness (for example: sleep, or heavy pain which causes the effect if stated in the description of the genjutsu)

    Approved



    Taught to:

    Negative Knight
    ZandaT
    Vex
    Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne
    Type: Supplementary/Defensive
    Rank: A
    Range: Close
    Chakra: N/A (-5 when the user forcibly moves it from a spot)
    Damage: N/A
    Description: The use has a fuin tattoo in form of a large spider on his body which passively can move around the body of the user like a tattoo moving around a body. The spider has nothing much to do than sensing and responding whenever a foreign seal(which is not of the user) is marked/placed on the user. The spider moves immediately towards the foreign seal and devours it and becomes bigger in size. This specifically is meant to destroy the source of a sealing jutsu(like marks and tags) placed on the user only, instead of negating the effect of the seal itself. By sealing the external sealing source within himself via devouring, Arachne is able to neutralize a sealing technique.
    NOTE: Arachne leeches the user's chakra for it to devour sealing marks. The rank of the foreign fuin seals determines the amount of chakra Arachne leeches. 20 if the seal is B-rank and 30 if the seal is A-rank in nature.
    NOTE: Can devour a single fuin sealing marks/tag. However the user can sacrifice 20 chakra to repair/refresh Arachne's sealing ability. Refreshing Arachne can be done 2x per battle
    NOTE: Must be mentioned on bio about Arachne passive ability as Arachne is a tattoo that is drawn on the body before hand
    NOTE: By default, it is drawn on the user's back. But the user can spend 5 chakra to change its position. This is different to when he moves in fear of a foreign body which is passive

    Approved

    Fuinjutsu: Shinsei - Sealing Art: Sacred
    Type: Supplementary
    Rank: A
    Range: N/A
    Chakra: 30
    Damage: N/A
    Description: This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are metallic in nature. Because most of this metals are prone to be manipulated by someone who has affinity for them, e.g: Kunai made of steel or iron would be able to be manipulated by someone who has the iron or steel kg. Thus the sealing formulae inscribed with the kanji "Sacred" only serve to protect the metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object. In other words, the seal blocks and absorbs chakra that is designed to take control of the weapon.
    The seal is applied to each and every metallic tools/object/weapons the user has which must be posted at the beginning of the battle and cost a move slot and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks A-rank and below foreign infusion.
    Note: Would not apply to weapons created by the weapon clone jutsu.

    Approved



    Incantations given by others

    by Edward

    (Fuinjutsu: Kamei no Gokuin) - Sealing Technique: Command Seal
    Type: Supplementary
    Rank: B
    Range: Short
    Chakra: 20
    Damage: N/A
    Description: The user will have a seal that look like one of the symbols below (see spoiler) on either of their hands that will lie dormant until passively activated. The seal only works on jutsu that transform or are donned on the user's body and can only be activated whenever one of these techniques are in use. On activation of the seal, the seal become linked to any jutsu present on the user's body and serve as link between it and the user thus making the seal be the one sustaining the jutsu for as long as the seal remains un-destroyed. This does not however add any power to the jutsu in question as the jutsu can still be negated like normal. The only work of the seal is to make the jutsu remain if not destroyed though as long as the user is able to sacrifice his chakra sustaining the seal itself. The seal passively leeches 20% chakra per turn of the jutsu it is sustaining from the user, meaning if the seal is sustaining an A-rank earth armor, then the seal leeches 20% of 30 chakra per turn to keep sustaining the armor. The seal does not work on basic weapons or body armor, but can work on techniques that forms or mimics them. Works well with techniques like the hardening technique, lightning plasma ball, chakra cloak, etc. Also since the fuin is now the one sustaining the jutsu, the user now have access to use another jutsu/element if the jutsu in question restricts it beforehand. In escence this seal allows the user to keep the armor and focus on other chakras for the duration.

    Note: Can only be used on S-rank and below and it doesn't extend the duration of techniques (e.g. Plasma Ball would still last only last 3 turns)
    Note: Can only be used once per battle
    Note: Can not work on modes

    By Venom

    [Fuuinjutsu: Sukuripucha Shussekenteki Kishi] - Sealing
    Technique: Scripture of the Templars
    Type: Defensive/Supplementary
    Rank: C
    Range: Short
    Chakra: N/A (+15 chakra to all of the user's seals)
    Damage: N/A
    Description: This is a passive ability that is applied to all of
    the user's seals that are always active or lie dormant on the
    user's body prior to a battle (essentially seals stated in one's
    biography). The sealing script of the Fuuinjutsu seals will be
    infused with one of the basic five elemental chakras to
    reinforce, strengthen and enhance them so to make their
    destruction or corruption more difficult. The seals will now
    respect elemental strengths and weaknesses of the chosen
    element and will possess the strength of the chosen element
    up to their own rank. They will also be infused with 15 more
    chakra than normal and this chakra cost will be expended
    whenever the seals triggered or are activated. This technique
    doesn't make Fuuinjutsu techniques stronger or enhance
    them in any way, it simply makes the seals on the user's
    body/clothes/person harder to tamper with or destroy. If the
    seal's rank is boosted on activation, the strength of the
    sealing script will now reflect it's new rank.

    Alternatively, this technique can be passively applied to
    seals created in battle rather than those already placed on
    the user's biography. By infusing one of the five basic
    elemental chakras into the seal, the user can enhance and
    fortify the sealing script in the same way as the seals applied
    to the user's bio. It will now follow elemental strengths and
    weaknesses of the chosen element and will possess the
    power of it up to it's own rank. The seal will also be infused
    with 15 more chakra than normal, which is the cost of
    applying this jutsu to this technique. This technique doesn't
    make Fuuinjutsu techniques stronger or enhance them in
    any way, it simply makes the created seal(s) harder to
    tamper with or destroy.

    In regards to being tampered with it or cancelled, both
    variants follow the elemental strengths and weaknesses of
    the chosen element and will require non-elemental
    techniques (Ninjutsu, Fuuinjutsu, etc) one rank higher than
    the seal in question for it to be successfully corrupted (e.g. S-
    Rank Fuuinjutsu required to tamper with an A-Rank
    elemental seal).
    Notes:
    Can only be taught by Venom
    Must be stated in the user's biography
    Must be posted at the beginning of a battle
    Must be referenced every time the alternative use is used
    Cant be used on the opponent

    by Scorps

    Fuuinjutsu: Nehan Jomei | Sealing Arts: Nirvana's Excommunication
    Type: Supplementary/Offensive
    Rank: S-Rank
    Range: Short-Long
    Chakra: 40
    Damage: N/A
    Description:
    An ancient sealing technique that is designed to weaken one's enemy. The user does 2 hand seals (Ram+Dog) and slams the ground with his palm. Upon contact a sealing formula spreads, covering a circle about 2 meters wide with the kanjis for "From your power I grow; With your power, I win" and a human sized Panda made of the ground (rock, earth, mud, water, snow, basically the material from which the ground were its used is made of) rises, covered in the sealing formulas. The seal has the unique ability to absorb small amounts of any chakra present on the field and siphoning it into itself (exception made for the users chakra). The seal absorbs any chakra that is released into the field, regardless of any other properties but only in small amounts. Because of this, the effect of the seal is, while its active, to decrease the power of enemy techniques by absorbing chakra from them into itself. However, the seal isn't infinite. When it reaches its limit, the stored chakra in the Panda makes it collapse upon itself into nothing.

    Abilities:
    -Reduces the enemy ninjutsu by 1 rank while active

    Restrictions:
    -Can only be used twice
    -User can't use any other Fuuinjutsu technique for 2 turns
    -If the user attempts to mold a Forbidden Rank technique, the seal is dispersed due to the disturbance of the high amount of chakra being focused by the user
    -Stays active for 4 turns
    -Can only be taught by Scorps
    Fuuinjutsu: Kyō no Yōso Fūin | Sealing Arts: Master Element Seal
    Type: Offensive/Defensive/Supplementary
    Rank: A-Rank
    Range: Short
    Chakra: N/A
    Damage: N/A
    Description:
    A simple basic sealing technique, this elemental seal is designed to work as an advanced substitute to the normal, basic ninja special weapons such as exploding tags, smoke bombs, flash bombs, etc. In a method similar to that of the Contract Seal or the Thunder God Seal, the user will mark anything through touch with a circular seal, which contains the kanji for the chosen element or elements in the middle, no bigger than his own palm. As he does this, he focuses his chakra inside the seal, varying the amount according to his own needs. The raw chakra is then manipulated by the sealing formula and bound to the medium. The seal will then be charged with the given element and its properties and can then be used for a variety of effects. Different seals can be created depending on the will of the user and can vary in how they trigger, how strong they are, how its
    released, their type (destructive, defensive) and even what specific effects they create.

    -Trigger: The seal can be set to trigger and release the sealed chakra on command (confrontation handseal), proximity of specific chakra signature, proximity of any foreign chakra, after a set amount of time or a custom set of conditions that might suit the situation.
    -Strength: The user can infuse anything from 10 chakra points up to 30, into the seal, giving him freedom in what power he can release when used. This creates a directly proportionate effect in terms of rank, meaning that, for example, 30 chakra points will produce an A-rank damage or effect.
    -Release Method: The user can set the seal to release chakra outwards all around, outwards in a localized burst from the seal, directly infusing the medium in which the seal is
    placed, etc.
    -Type: The seal can be destructive in the effect it produces or defensive. Destructive will basically create an explosion or otherwise damaging attack using the seal as the trigger point and using the same element and its given properties. This explosion will be confined in short range around the sealing mark for explosions up to A-Rank, were as A-Rank explosions will trigger an explosion up to mid range in size. Directional blasts can reach mid range if B-Rank or below or long range if A-rank. The user has control over the size, as
    long as these max sizes are obeyed. Defensive use can be applied in both physical means (like unsealing a large amount of earth chakra creating a large boulder wich will defend from an incoming water attack) or disruptive means (unsealing lightning chakra directly on to an earth technique can be used to cancel its chakra and cancel the technique).

    Note: Seal can only be placed in a passive medium (kunai,
    paper tag, scroll, etc) not on a living medium, but always
    through direct contact.
    Note: The seal itself is A-Rank in strength and follows all
    normal sealing rules and limitations, meaning that if the
    medium is destroyed so is the seal.
    Note: When placed on the medium, the seal is, like all other
    seals, undectectable until triggered
    Note: Can only be taught by Scorps
     
         
    Last edited by Priest; 09-08-2016 at 04:05 PM.

  20. #20
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    Ototon

    Ototon

    Personal Sound Incantation

    Ototon: Ni-Hankyo - Sound Release: Anti-Resonance.
    Type: Defensive/Supplementary
    Rank: S
    Range: Close
    Chakra: 40
    Damage: 0
    Description: The user focus sound chakra all over his body making the sound chakra begin to gently resonate through his entire entity as a low frequency pulse. The low frequency vibration would ripple through the user while negating another vibration caused by external affect, probably from the opponent's sounds technique. This is just like two ripple merging together. The user's sound wave combines with the opponents sound wave causing a destructive interference. With this, the user is able to counter act the affects of induction from external sound waves and negate them completely.
    NOTE: Can only be used 3x per battle with a 2 turn wait after each use.
    NOTE: Last 3 turns
    NOTE: No wind jutsu while active
    NOTE: No other S-ranked Sound jutsu while active

    Approved

    Taught to:
    -Venom-
    Detective L
    Nathan
    Vex



    Given Sound

    by Edward

    ( Ototon: Ekō no hogo ) - Sound Release: Protection of Echo
    Type: Defensive / Supplementary
    Rank: B-S
    Range: Short-Long
    Chakra: 20-40
    Damage: 40-80
    Description: Protection of Echo is one of the few defensive techniques of Sound Release. The user will charge the index finger, and thumb of both hands with Sound chakra and snap his fingers, which would release the sound chakra as a sound waves towards the intended structure and/or target. The structure must be a tangible item, like mud, earth, ice, crystal, etc.; Fire and lightning, or any intangible elements would not work. The sound chakra is sent out and envelopes the targeted structure, shaping around its structure through shape manipulation. By performing a hand seal after the chakra has covered the structure, the user will order the chakra covering the structure to crush it with immense vibrations and force, reducing it to fragments of its original form. This is done by causing the seemingly harmless sound vibrations to dramatically increase in vibrations and molecular movements, thus causing it to become much more dangerous. The sound vibrations would crush the tangible object into fragments, forcing it to disperse and lose its shape thus losing its offensive capability. For instance, a boulder headed towards the user would simply crumble into smaller sediments and rubble, causing it to lose momentum and durability and gradually descend to the ground. The strength of the technique varies depending on the strength of the technique that the user wishes to destroy (In order to destroy techniques according to elemental strengths and weaknesses).
    Notes & Restrictions:
    Note:Can only be used 4x with a 2 turn cooldown between each usage & Can only be taught by EdwardSama
    Note: No S-rank Sound Release in the same turn or next turn.
    Note: If it is used to destroy other attacks, it still abides the elemental strengths and weaknesses. Cannot be used on humans.


    by Venom

    (Ototon: Hekis o za Ame) - Sound Release: Tears in the Rain
    Type: Supplementary/Defensive
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: N/A
    Description: The user channels his sound chakra into his hand (either one) and quickly snap his finders to send a high frequency & high pitch sound wave out in a omnidirectional manner. Should the sound wave connect with his opponent's weapon (Basically anything solid; kunais, chains, shuriken that has direct contact with the victim(s) ) the vibrations will resonate through the weapon for 2 turns and if contact is maintain with the weapons, the vibration will pass along through to the opponent's weapon and then his body causing temporary muscle paralysis for two turns due to the sonic vibrations being released. Muscle paralysis can easily be avoided if the opponent loses contact with the said weapon(s) for a short time interval of when the weapon(s) starts to vibrate. This sound jutsu works similar to the canon sound jutsu; 'The voice of Midas' in which the opponent suffers a muscle paralysis after hearing the sound. This jutsu can only be used thrice per fight with a one turn interval. No S rank and above sound jutsu the turn this jutsu is successfully used and the next.


    by Nathan

    (Ototon: Damu Hooru) - Sound Release: Dumb Hole
    Type: Supplementary/Offensive
    Rank: S-rank
    Range: Short (Short - Mid for offensive application)
    Chakra: 40 (-20 per each turn the Dumb Hole's supplementary application is active)
    Damage: 80 (+10 for offensive application when sound is absorbed)
    Description: This technique is based off a interesting concept known as the "Sonic/Acoustic Black Hole" or "Dumb Hole". The user starts by gathering Sound Release Chakra either in a specific part of their body, or throughout their entire body. The user then releases this Chakra in the form of a "bubble" around themselves which can be as large or as small as they wish, but it's size is restricted to Short Range of themselves. The bubble consist of high frequency, low energy sound waves, which vibrate at an extremely high frequency, so any noise that the barrier makes is above regular hearing, but this also creates an interesting effect. As the sound waves are vibrating at a higher frequency than most other sounds, especially those that are not created as a result of Sound Release, they act like a barrier for all but the most powerful Sound Waves, making it impossible for sounds from outside the bubble to be perceived inside the bubble. This applies in reverse too, making sounds from inside the bubble impermeable from the outside.

    In addition to acting like "soundproofing", Dumb Hole has another application, which is far more violent and destructive than it's more supplementary application. By compressing the same high frequency, low energy Sound Release Chakra anywhere within of short range from the user, the user is able to create a much more violent, but controllable Dumb Hole, which visually resembles a Rasengan, that acts like a Black Hole for Sound Waves, drawing in any Sound from the immediate vicinity and trapping it inside the Dumb Hole. Once the sound chakra is trapped within the confines of the dumb hole, the user is able to use their own chakra to amplify and change the Sound trapped within the Dumb Hole, changing it into a sound wave that has low frequency and high energy, or in other words, destructive qualities. Once the user has changed the sound so that is able to act like a destructive Sound Jutsu, they aim the Dumb Hole at their designated target and weaken it's surface, causing the sound waves trapped within to violently burst out in the direction of the designated target, releasing them in the form of a destructive wave of Sound.

    Note: This technique's offensive application can only be used two (2) times per battle.
    Note: If the offensive application is used, the user must wait two (2) turns before they can use this technique again.
    Note: The supplementary application can only be used three (3) times per-match.
    Note: The supplementary application stays active for three (3) turns, unless countered, or manually halted by the user.
    Note: The user can also only use sound, wind, lightning ninjutsu, taijutsu, kenjutsu & genjutsu techniques below A-rank while this supplementary application is active.
    Note: Can only be taught by Nathan.

    by Vex

    (Ototon: Apparitionu) Sound Release: Apparation
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra: 30
    Damage: N/A
    Description: A sound jutsu conceived after seeing the legendary Hozuki clan in action. The user would be able to suddenly turn his body into pure, low frequency, high amplitude sound waves. It would, in actuality, appear as if the user had turned into wind. However, the user's body becomes changed into sound. The user is actually able to reform and disperse at will. This can even be applied to singular portions of the user's body, or to single limbs. The opponent would not actually be harmed upon the user's body turning to sound. However, the sound waves would drive back all matter within a short range radius. This is similar in manner to (Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill. Thus, the jutsu would be good to use upon being bound. While the user is capable of normal movement if a singular body parts are changed into sound, if the user were to turn just his lower body into sound he becomes capable of moving at the average speed of a sage ranked user, and able to use sustained flight. This is done by way of acoustic levitation. Furthermore, if the user was to turn his entire body into sound he becomes able to move as a cloud of sound waves (unable to attack, and extremely vulnerable to wind) that travels at the speed of a Sage Ranked shinobi. The user is visible as ripples ain the air, and the opponent is able to hear him as a low pitched hum. Although matter, and energy attacks will be unable to affect the user, attacks utilizing wind are extremely effective. They become able to disperse the user's form. When large scaled wind jutsu such as Tornado Wall strike the user, his form becomes displaced to such a degree that he is unable to reform. This means that the user must be very wary while he is transformed. Upon dispersing, a loud 'pop' is heard. This is, of course, purely cosmetic and serves no purpose. Alternatively, by varying the way in which the sound waves travel, and condensing them - the user becomes able to appear as a traveling whisp of dark smoke (again, purely cosmetic).

    Note: Usable twice per battle.
    Note: Lasts for the duration of the turn it's used in
    Note: No sound jutsu in the same turn
    Note: No sound above A rank next turn
    Note: Teachable only by Vex
    Note: User cannot use this Jutsu whilst he is using a technique to seal the opponent's wind, or restricting him from using wind.

    (Ototon: Lumos) - Ototon: Lumos
    Type: Supplementary
    Rank: C
    Range: Short - Long
    Chakra: 15
    Damage: N/A
    Description: High frequency sound waves have been shown to be able to be converted into pure energy in the form of light. This is called Sonoluminescence (the process of high frequency sound waves being transformed into light), and is a well documented phenomenon. The usage of chakra to generate the soundwaves causes them to be much more potent than normal, being able to produce much brighter light than what is normally found in sonoluminescence.By focusing their chakra, as a jutsu is released, the user is able to quickly produce a sound wave (through some sort of body movement, snapping a finger, clapping, even whistling) which is of a high enough frequency to immediately generate a bright flash of light. This sound wave is released in the same time frame as the previous Jutsu, and aims to make it difficult to see the incoming jutsu, disrupting the opponent's sight. The sound wave would seemingly 'coat' the expelled jutsu in light, making it difficult for the opponent to see the jutsu or look at it directly, blinding the opponent if he looks at it directly for more than a few seconds. This would not work against the Byakugan, or chakra sensors.

    Note: Teachable only by Vex

     
         
    Last edited by Priest; 05-06-2016 at 10:53 PM.

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