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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. Doton: Shaolin Saka - Earth Release: Shaolin Soccer
    5. Doton: Doro Yubi Funsha Kei - Earth Style: Mud Finger Jet Whip
    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. Pitohui Arts: Death is Bliss - Pitohui
    Geijutsu: Shikichi
    15. Holy Art- Lightning/Fuinjutsu: Shock
    Therapy
    16. Genjutsu: Upsu! - Illusionary Arts: Oops!
    17. Sound Release: Anti-Resonance
    18. (Raiton: Risaikura) - Lightning Style:
    Recycler
    19.
    20.
    21.
    22.
    23.
    24.
    25.
    26.
    27.
    28.
    29.
    30.
    31.
    32.
    33.
    34.
    35.

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

    Customs Summons
    Contract 1 Snakes
    1. Giant Snakes
    2. Three Headed Snakes
    3. Manda
    4.
    5.
    6.
    7.
    8.
    9.
    10.
    Contract 2 Hooded Pitohuis
    1. Pitohui Kuchyose: Arwin - Pitohui Summoning: Arwin
    2. Pitohui Kuchyose: Kullio - Pitohui Summoning: Kullio
    3. Pitohui Kuchyosei: Dada Kyou Ige - Pitohui Summoning: Dada and Ige
    4. Pitohui Kuchyosei: Seth
    5. Pitohui Kuchyose: Pitohui Jotei, Majele
    6.
    7.
    8.
    9.
    10.
    Customs Element 1
    Name: Harmattan
    1. Karakazeton no Jutsu - Harmattan Release Technique
    2. Taibu Karakazeton no Jutsu - Greater Harmattan Release Technique
    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.
    10.
    11.
    12.

     
         
    Last edited by Priest; 05-20-2015 at 10:09 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
    ++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.

     
         
    Last edited by Priest; 10-14-2014 at 10:08 AM.

  4. #4
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    Re: Priest's Holy Scriptures


    Personal Earth Incantations

    Doton - Pesuku Riritu Obitu : Earth Release - Pesky Little Hobbits
    Rank: A
    Type: Offensive/Sup
    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.
    -useable only 3 times
    -they stay on the battle field for 3 turns and
    unless destroyed
    -Must be taught by Priest
    ++Approved++


    Taught to:
    Magic..
    Selendril
    Vëx
    Hayate Gekko


    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


    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: N/A (up to 80 if all are used)
    Description: The user makes 2 handseals and clap 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. 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 are raised short range of user although they can move 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 2x 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



     
         
    Last edited by Priest; 10-14-2014 at 10:11 AM.

  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

    (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



    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



     
         
    Last edited by Priest; 05-20-2015 at 10:06 PM.

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    Re: Priest's Holy Scriptures


    Personal Wind Incantations
    _
    _
    _


    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


     
         
    Last edited by Priest; 06-08-2015 at 03:16 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.


     
         
    Last edited by Priest; 04-17-2015 at 12:48 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.

     
         
    Last edited by Priest; 10-14-2014 at 09:49 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

    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





    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

     
         
    Last edited by Priest; 02-09-2015 at 08:50 AM.

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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

     
         
    Last edited by Priest; 09-15-2014 at 09:15 AM.

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    Re: Priest's Holy Scriptures


    Summoning Animal
    Hooded Pitohui(Pitohui dichrous)
    Scroll Owner
    Priest
    Other Users who have signed contract
    Ace.
    Summoning Boss if existing
    N/A
    Other Summoning Animals tied to contract
    Arwin
    Kullio
    Dada & Ige
    Seth
    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 a
    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: B
    Type: Sup
    Range: Short
    Chakra: 20(-10 per turn)
    Damage: N/A
    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.
    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.

    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 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


     
         
    Last edited by Priest; 09-17-2014 at 10:12 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

     
         
    Last edited by Priest; 10-14-2014 at 09:36 AM.

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    Re: Priest's Holy Scriptures

    Konohagakure Village CJ


    Allowed to use

    (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.


    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.


    (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.


    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


    (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


    (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


    (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


    (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


    (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


    (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
     
         

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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





     
         
    Last edited by Priest; 04-14-2015 at 10:26 PM.

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