Priest's Holy Scriptures

Priest

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Intro

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

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++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.



 
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Personal Scriptures
1. Doton - Pesuku Riritu Obitu : Earth Release - Pesky Little Hobbits
2. Doton: Kyojin no Aizengaadu - Earth Release: Troll of Eisengard
3. Doton: Tenkyo Tsuchi waku - Earth Style: Moving Earth Slide
4. Pitohui Arts: Death is Bliss - Pitohui Geijutsu: Shikichi
5. Pitohui Geijutsu: Iyemoja no hōyō - Pitohui Arts: Embrace of Iyemoja
6. Katon: Weldingu Yubi - Fire Style: Welding Fingers
7. Pitohui Geijutsu: Hane Engi - Pitohui Arts: Feathery Omen
8. Magen: Rosuto Sorrisu no Garathorne - Demonic Illusion: Lost Souls of Galathorne
9. Suiton: Joi Toisu - Water Style: Joy Toys
10. Pitohui Geijutsu: Pitohui Kawarimi - Pitohui Arts: Pitohui Substitution Technique
11. Doton: Seishin'ijousha Inakamono - Earth Style: Psychotic Boogies
12. Raiton: I-emu-pi - Lightning Style: EMP
13. Pitohui Arts: Lost Religion - Pitohui Geijutsu: Senshukyo
14. Holy Art- Lightning/Fuinjutsu: Shock Therapy
15. Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne
16. Genjutsu: Upsu! - Illusionary Arts: Oops!
17. Sound Release: Anti-Resonance
18. (Raiton: Risaikura) - Lightning Style: Recycler
19. Fuuton: Surīpingukobura - Wind Style: Sleeping Cobra
20. Fuinjutsu: Shinsei - Sealing Art: Sacred
21. Raiton: Zeusu no Waru-Hi - Lightning Style: Zeus's Evil Concubine
22. Katon: Kūfuku Kobura - Fire Style: Hungry Cobra
23. Katon: Seishin'ijousha Inakamono - Fire Style: Psychotic Boogies
24. Jūjika āto: Nokori no Basho - Crucifix Art: Place of Rest
25. Fuinjutsu: Tsuihō - Sealing Art: Banishment
26. Vi~vi~rukādo - Vivre Card
27. Sacred Purgation: Fruit of the Spirit
28. Creed of the Beast, Zero
29. Sacred Endowment: de Avaritia Beelzebub
30. Sealing Arts: Banishment II
31. Sealing Arts: Arachne II
32. Sealing Arts: Sage Release
33. Sage Body Fluid Hydrification Technique
34. Creed of the Beast, Revelation
35. Yin Release: Pentecost
36. Yin Release: Fallen
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.


Sensei Bonus
1. Doton: Shaolin Saka - Earth Release: Shaolin Soccer
2. Doton: Doro Yubi Funsha Kei - Earth Style: Mud Finger Jet Whip
3. Fire Style/Sealing Art: Spicy Cold
4.
5.


Custom Weapons
1. (Bo no Elendil) - Bow of Elendil - DROPPED
2. Daruku - Dalk - DROPPED
3. The Witch's Legacy
4. Eli


Customs Summons
Contract 2 Hooded Pitohuis
1. Pitohui Kuchyose: Arwin
2. Pitohui Kuchyose: Kullio
3. Pitohui Kuchyosei: Dada Kyou Ige
4. Pitohui Kuchyosei: Seth
5. Pitohui Kuchyosei: Owambe
6. Pitohui Kuchyosei: Atukpa
7. Pitohui Kuchyosei: Owokembe Rebi Ija
8.
9.
10.


Customs Element 1
Name: Harmattan
1. Karakazeton: Chichi no Shinkō - Harmattan Release: Faith of the Father
2. Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
3. Karakazeton: Takai Mabataki - Harmattan Release: Death Wink
4. Karakazeton: Seishin no inshu - Harmattan Release: Sobriety of the Spirit
5. Karakazeton: Kelechi, Sono Puransingu Kuriketto - Harmattan Release: Kelechi, The Prancing Cricket
6. Forbidden Harmattan Arts: Zebel Emblem
7. Sealing Art/Harmattan Release: Corruption of Agolo -
Fuinjutsu/Karakazeton: Oshoku no Agolo
8. Karakaze/Katon: Musuko no Hiseki - Harmattan/Fire
Release: Sacrament of the Son
9. Harmattan Release: Spiritual Song - Karakazeton:
Reitekina Uta
10.
11.
12.


Customs Element 2
Name: Soapstone
1. ☺Toseki: Zurui Kyushu - Soapstone: Flimsy Wispy Plunge ☺
2. ☺ Toseki: Tane no Sozosha - Soapstone Release: Seeds of Oduduwa ☺
3. ☹ Soapstone: Darn It! - Toseki: Shimata! ☹
4. ☹ Soapstone Release: Redox - Toseki: Uwaki ☹
5. ☹ Toseki: Shutsugen no Obatala - Soapstone Release:
Advent of Obatala ☹
6. ☺ Toseki: Keraniya no Kakei - Soapstone Release:
Kindreds of Kelani ☺
7. ☺ Toseki/Katon: Eledua no Hogo - Soapstone/Fire Release: Protection of Eledua ☺
8. ☻ Toseki Kuchyosei: Mazui Ringo - Soapstone
Summoning: One Bad Apple ☻
9.
10.
11.
12.


Customs Element 3
Name: Chloroform
1. ムKurofomuton: Dedula no hakai | Chloroform
Release: Destruction of Dedula ム
2. ムKurofomuton: Radagasuto no reido | Chloroform
Release: Raid of Radagast ム
3. ム(Kurofomuton: Vu~esuna no toku) | Chloroform
Release: Virtue of Vesnaム
4.
5.
6.
7.
8.
9.
10.
11.
12.


Customs Fighting Style 1
Name: Vector Cobra
1. † (Bekuta Kobura: Erumesu no Shisha no Tsue) Vector
Cobra: Caduceus of Hermes †
2. † (Bekuta Kobura: Damballah Ihan) Vector Cobra:
Violation of Damballah †
3. † Bekuta Kobura: Buraku Mamba - Vector Cobra: Black Mamba †
4. † Bekutoru Kage: Vector Shadow †
5. Vector Cobra : Rattle Fangs
6.
7.
8.
9.
10.


Medical Arts
1. Iryo Hijutsu: Herena no ibutsu - Hidden Medical Art: Relics of Helena † Arc of Abstinence
2. Hidden Medical Technique - Black Blood
3.
 
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Personal Water Incantations

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



Taught to:
-Shady Doctor
-Daemon
-Panthalasa


Given Water Incantations



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.


(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


(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.


(Suiton: Shokubai) Water Release: Catalyst
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user focus his chakra into any water on the battle field, water which can either be a passive water source or water source as a result of water techniques used on the terrain. The user can use this technique to take control of A-rank and below active water jutsu/source. The user makes the entire water body to rapidly sink be absorbed into the ground and while it may seem the user is only making the water vanish, the user would make the water to compress into patches and once again seep out of the ground though a little compact, small but
compressed. The water would re-emerge as small several puddles of water scattered around the field. The puddle of water looks gentle and peaceful until any chakra presence comes into a perimeter of 1meter radius from the puddle. It reacts and releases all the pent up compressed energy within itself as the water undergoes a cataclysmic explosion sending dangerous upthrust of dense water into the sky that quickly expand into a 2m radius column of water geyser. The geyser carries a very destructive force that can break bone with ease and they would affect anything up to 2m from its position.
NOTE:
- The puddles last 3 turns before the rescind back to the ground dormant.
- The power of the each puddles is divided to the amount of puddles made, ranging from a one to ten. So with less puddles the force the geyser carries is more compared to more puddles. S-rank force is only one puddle is made, A-rank each for two puddles, B-rank each for 4 puddles, and so on.
-Puddles cannot be created directly beneath an opponent
- 3x per battle with a 2 turns in between usage
- No S rank Suiton the same turn this is used
(Suiton: Yorokobi) Water Release: Rapture
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user after a single handseal, focuses his chakra onto on spot up to 20meters and the chakra acts like. a suction to all volatile liquid that has its base as water. An exception is CEs that has water as one of its components. If the CE is purely water + chakra manipulation, then it would affected . This is akin to how one can use his chakra to gather black clouds into a spot, though the user would also need to use his chakra as a transporting medium to guide the volatile liquids to this spot. This includes mist, water droplets, rain, water molecules etc. They would gather from around a long range vicinity into that spot, coagulating and compressing into an unstable ball similar to the unstable water balloon during rasengan training. The unstable ball of compressed water then explode after a turn or prematurely when the user wills it or something punctures it. The explosion however carries an omnidirectional punch that extends to a 10meter radius, a reason why he has to form the ball a little further from himself.
NOTE:
- 2x per battle
- 2 turns in-between usage
- No S-rank suiton in the same turn.


(Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on technique)
Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep. relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This technique acts as a second life to many water techniques: streams, projectiles, humanoids, armors, etc. Essentially the mist around the water will be intangible and initially play no role in the clash of the two original techniques, however, when the users original technique is weakened, the mist ability be put into fruition. The mist will turn into a body of water, and flush itself back into original body of the technique, regenerating it if it was weakened or reforming if it was negated/overpowered. This mist can regenerate specific parts of the water structures or its whole body, and can only be used once for the whole body or body parts (mainly applies to humanoids). The regeneration of the technique happens instantly when attacked and passively. Full regeneration can only occur to water techniques A-Rank and below restoring their initial rank, while S-Ranks can be regenerated, but weakened to an A-Rank. This technique can be used with only water techniques, and extends to many different. variants of water- syrup, crystalline, rain, etc. The technique after reformation will have the same bodily movement and abilities it had beforehand. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with a jutsu. When the opponent and users techniques initially clash the forward momentum will slow down, and as it regenerates, allowing the opponent time to
react, maneuver, and counter.
Note: Can only be taught by Noni
Note: Can only be used three times
Note: Can not be used on above S-Rank techniques
Note: Does not work on KG/CE variants
Note: Can not be combined with both Ceto, and Davy at the same time, but can so with only one of them


Suiton - Hidaka shita heizu|Water Style: Bloated Haze
Type: Supplementary/Offense
Rank: S
Range: Short-Long
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user would focus his chakra into the surrounding mist and cause several portion of the mist to coagulate and expand until there are several hovering bloated water all around the terrain. The bloated water looks like blobs of water though they are rather dense and can be used for effective footings for the user. However, the floating blobs would explode upon the touch of anyone other than the user due to it reacting to other chakra signatures apart from the user. The explosion is simply a rapid instability water molecule within the blob, making it blast outwards from its compressed form while the resultant explosion is a physical blunt force of water. The explosion span a 3m radius. The user is able to conceal this bloated forms of water within the surrounding mist even concealed from the sharingan as they are normally blind within the mist, however, they would be able to see notice the thick mass of chakra short range from them. Byakugan however, is able to see them within the mist. The user has total control over their movement and by sacrificing a move per turn, he is able to move them with his will to set traps or to attack the opponent directly. The explosion causes by a bloated mist is equivalent S-rank water explosion and would cover a short range radius. Should more than one bloated mist is sent towards the opponent at once, then all of them amounts to an S-rank attack though only upto 6 bloats can be made.If the mist continues to exist, the user continues to sacrifice his chakra per turn to re-generate used up bloats while using the immediate mist as the source until the jutsu ends
or there are no more mist around.
-Requires mist to be present to use
-2x per battle
-Last 4 turns or when the user ends it
-No Earth jutsu the same turn this is used
-2 turns inbetween usage
-No water jutsu the turn after this jutsu ends

 
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Priest

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Personal Earth Incantations

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

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



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

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



Taught to:
Magic..
General
Thunderbolt
Axle
Vegeta

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



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

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





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



Taught to:
Magic..
Professor Sarutobi

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




Given Earth Incantations



(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.




(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



(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



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

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

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

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

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



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

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



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

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


(Doton: Ōkami no Fukkō)- Earth Release: Wolves Reconstruction
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (depends on the technique)
Description: The user will gather their earth chakra and manipulate it so it activates an ability (instant activation due to it being stand alone, and does not grant ability until another tech is used that works with it), where certain structures of earth techniques; when protruded from the ground, out of the user's body or from the sky, will have mud infused into the body of the structure, as a passive ability when being released (still costs a move to activate). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique takes on the basic earth jutsu Earth Release: Mud Wolves and expands on it. What will occur, when the users earth techniques are destroyed, the mud will forcefully erect out and reform to take the shape of the previous technique. The mud can reform specific parts of the earth structure, or its whole body, but can only be used once, both for the body and body-parts. The mud will reform the technique as soon as the initial reason of the previous techniques destruction is finished. Meaning, the moment a projectile technique that had destroyed the users original technique bypasses, the mud will begin to jump out and reform, if the technique used to destroy the technique was streaming based, the mud will once again move around/over the streaming tech and reform. The creation of the technique back is passive, just the the original technique of the mud wolves. The technique will then now be slightly weaker (one rank less) then before, and lose certain amount of its stability/
hardness, it still has brute force damage of mud, and can engulf the opponent entirely. This technique applies to logical ones that can co-exist with it, obviously any earth-based technique can be used from it, and with different sizes (as small as spikes, or as big as Golems), the mud will also remain to have the same basic ability and movement that the previous technique had.
Note: Can only be taught by Noni
Note: Can only be used two times
Note: Requires two turn cool down before re-use
Note: Must have earth mastery
Note: Reformation is done only once per technique
Note: Activation lasts three turns, can be turned off any time
Note: Can only be applied to earth techniques with solidity,
and that erect from the ground
Note: Can only be used on A-Rank and below earth techniques

 
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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



Taught to:

Yusei
Rucken
Drakos
Noni
Raiden
Juha
(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




Taught to:

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




Taught to:

Noni
Ryoma


Given Lightning Incantations



(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.


(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).


(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.


(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.


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


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

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


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


Raiton:Ritorujaianto: Lightning Style: Little Giant
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user would raise his hand and release large amount of his lightning chakra into the sky to create storm clouds, then a giant lightning bolt would strike the ground from the sky creating a giant crater. However, the lightning bolt instead of becoming lost, once it strikes the ground (short range from the user), forms into a giant goat with 3 horns. The goat has the same size as the great stone golem but instead of standing on all fours, it stands upright albeit still standing on hoofs. Its hand however, are like normal human hands, holding a giant axe on each hand. The goat is able to move around on its own at kage speed and carries a deadly punch. It is also able to throw the axe towards a target, with each ax having a B-rank strength. Once the axe is thrown, he is able to manifest another axe into his hand to replace the one that was lost. The goat is able to assume a stance where he stands on all fours and charge towards a target with its horns pointed outwards to impale and shock.
-2x per battle and last 4 turns on the battle field.
-Throwing an Axe counts as a move
-No S-rank and above lightning the same turn this used
-2 turns in between usage.
Raiton: Kegareta Ashi - Lightning Release: Dirty Foot
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
The user channels his lightning chakra into the ground to short range from him. With this, he would be mixing his lightning chakra with earth while forming a dormant static electricity within the earth surface. This however does not harm anyone atop the earth but the static lightning only responds to movement and pressure on the ground. The technique is particularly potent not for pressure that results from normal walking but pressure on the earth that results from running. The fast interval of steps on which the opponent makes with the ground would quickly generate static electricity from the ground that spreads outwards from the feet and into the opponent's body. The more the speed, the higher the electricity that would be conducted through the opponent. The static electricy though would not cause fatal electrocution but painful shocking that only paralyses the opponent. The pain from the static shock increases with increase in speed, likewise the level of muscle paralysis increases with increased speed. This would not work on the user or anyone other than the user walking
normally. It only trigers when the opponent is running since the steps puts more pressure on the earth when compared to walking.
-2x per battle
-Last 4 turns or until deactivated
- Paralysis last for 2 turns
-While active, the user can not use other elements except lightning. He is still able to use non elemental abilities though.
-2 turns in between usage.
-The technique is noticeable and can be seen
(Raition:Howaito fesutibaru) Lightning Release: White Festival
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
With a two handseals, the user would erect a dome of lightning around him. The dome is formed 2meters away from the user while the user is in the epicenter. The lightning dome has special abilities which makes it responds to chakra approaching it. The reason for the sensory is the presence of a 5 meter area of invisible harmless static electricity around the outside of the dome and as soon as a foreign chakra either from a jutsu from a sentient being, enters the vicinity, the lightning dome would release a dynamic animal construct made of focused dense electricity that charges on a linear path towards the incoming intrusion. The size of the construct released would be the same size of the foreign chakra approaching the dome. If the intrusion is coming low, the dynamic construct released by the lightning also travels low, meaning if the intrusion comes towards the user moving slightly above the ground or moving on the ground, a bull can be released from the dome and charges towards the intrusion. Should the intrusion be moving way above the ground or coming from above the user, a flying animal can be released from the dome towards the intrusion. The constuct however, would only move on a linear path and continue to move on that path until they meet an obstacle or out or range(>20m).
-Dome last for 2 turns
-Release of constructs counts as a move
-The user can not use other element except for lightning element while the dome is active
-The user has no control on what's released from the dome as it only responds to chakra via its static vicinity. However, he spends chakra every turn to maintain the dome itself
-2x per battle with a turn interval before it can be used again
(Raiton:Nisshoku): Lightning Release: Eclipse
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50(-30 per turn)
Damage: 90
Description: The user would weave 3 handsigns and create 4 large portals at least 5 meters from the opponent. The portals would be used to surround him except from below. This means a portal would be above, in front, behind, left and right. The user can place all the portals in an array above the opponent. From each portals, a large dragon entirely made of focused lightning would rain down towards the direction it is facing without the dexterity to divert from its path and would continue until it hits something able to stop it (mid range). The dragon is very large that it would hit and affect a 5m radius impact. The unique aspect of the portal is that it continues to rain down this type of dragon though with different colors until the time for the portal runs out or the portal is destroyed. Each portal would release a dragon per turn without the dragon loosing its power. For example, If the portals release 4 dragons this turn, the four dragons amount to a forbidden rank. The portal release another 4 dragons next turn and they'll also amount to a forbidden ranked attack.
-Portal last for 2 turns until the user stops it or destroyed
-Usable one time per battle
-The user's speed would be reduced by a rank for 2 turns due to over exerting the chakra
-The user suffers 30 damage.
-The user spends 30 chakra every turn its active
-The user can only use 2 moves per turn while its active.
-Unable to use other elemental techniques not lightning while active


(Raiton: Eregan Rai Jisshi)- Lightning Release: Elegant Electrical Embodiment
Type: Defense/Offense
Rank: S
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: The user will gather lightning chakra throughout their body, and release it on the edge of the users skin all at once. This creates a unique armor of extreme condensed electricity for the user with random electrical wires appear out of it the armor that extends up to short range radius of the user. This doesn't add to Taijutsu but gives a more unique pain and method of attack, numbing on first contact and paralyzing on prolonged contact. Metal weapons will be shredded against the armor as well. Specific usages come along with the armor as well. Defensively, when touching things of solidity, no matter the size, the electricity will be. able to ravage along the body, conducting through it, and destroy it to pieces, this makes golems in contact with the opponent vulnerable, roots of wood destroyed with ease, and steel cages less of a threat (this costs a move and is A-Rank) and extends up to the size of the construct it is negating no matter the size, this ability activates whenever
the material touches the armor, even when the user is unable to notice the attack. Also, the electricity will prevent earth (KG and CE as well) to be created under the user and their short range radius for the electricity will negate it before its creation/usage (passive) due to the electrical wires created with the armor discharging lightning into the ground. The user can also create electrical whips out of their limbs that are heavily condensed able to restrict the opponent, swing around areas or slice through material/flesh that extend up to mid range. The user can shape the threads to create various tools like spears, spikes, walls, spheres, etc to aid for various purposes, using a hand seal will allow the user to release these weapons as a projectiles (count as a move and is A-Rank). The user can create up to eight constructs at most (with the use of one hand seal) with the power of this technique being split accordingly. While
active, the user can only use Lightning and non-elemental abilities. The user will be able to deactivate it mentally with no time wasted. Due to the stress of the electricity the user will be unable to use Taijutsu above C-Rank for three turns, only applicable when armor is active for all 4 turns.
Note: Can only be taught by Noni
Note: Last four turns and can only be used twice per battle
Note: Can not use lightning in same turn deactivated
Note: The abilities that come with this armor can only be used four times before it disperses on its own
(Raiton: Zeusu Mōretsuna Bēru)- Lightning Release: Zeus's Ferocious Veil
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will release an omnidirectional pulse of unfocused electricity from every inch of their body. Initially this electricity does no harm to anything or anyone. The pulse can reach all around the battlefield along the ground and sky. The pulse can just barely be perceived with the naked eye but it cannot be reacted to physically or blocked by a technique. After set the battlefield will have random bursts of non-hazardous electricity. The purpose of this terrain change is whenever the user performs techniques within the vicinity they will naturally conduct with the electricity present around the atmosphere and terrain. However, to activate this conduction the user must perform a hand seal along side with the technique/weapon used this allows for the technique to be used only by the user, so the
opponent gains no benefit from this technique. The conduction happens within the same time frame. Kunai's become conducted with ease, every water attack will carry electricity, and earthly material will have a veil of lightning around its body, giving all these types of substances an extra amount of lethality and shocking damage. Only techniques that do not offer a benefit would be things like wind, wood, lightning, fire, etc. Logical elements apply to this as well as. their alternative releases. This allows the user to constantly have a source of electricity to combine with their techniques. It does not enhance speed of techniques, gives it a new set of abilities or things of the sort, the technique originally will remain the same ability and purpose wise, just lethality is increased. The amount of electricity around the body of these material will correspond with its original size. This pulse can be manipulated and localized to fit the range and terrain that is needed for the user, but will always have the user in the center. Weapons benefit 10+ damage while techniques will be updated to one rank stronger along with the benefits lightning entails. Essentially any technique created within the dome will have the electricity, material that are created outside it will not have the benefit.
Note: Can only be used twice
Note: Lasts four turns
Note: Must wait two turns before re-use
Note: Only usable with feasible elements
Note: Does not work with techniques above S-Rank


(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a lightning jutsu the user will perform 2 handseals as they release there chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 25 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.
Note: Can only use used on lightning the user or the users summon has created
Note: Can only be used once on each lightning jutsu created
Note: can only be used 3 times


(Raiton: Vuaruhara no Handan) | Lightning Release: Judgement of Valhalla
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By performing three handseals and infusing chakra into the sky, the user will be capable of calling down large lightning bolt(s) (up to eight) from the air. Each lightning bolt can have a radius large enough toaffect an area up to short range in size, making them powerful and large enough to pierce gigantic holes through even the largest of summons. As the lightning bolts descend they will rapidly charge the air around them, creating a field of electricity that, similar to ‘levitating blades’ will result in anything within short range of the lightning bolt being forced to levitate, and subsequently drawn in towards the lightning bolt through attraction at the speed of the lightning technique. When the lightning bolt strikes the ground, it will not immediately disappear, but will instead linger as a pillar of lightning after its initial earth shattering impact. Alternatively, the Lightning bolt can be made to disperse upon impact with the ground into an unfocused current so strong that it will charr the earth black as it conducts into the ground, while also neutralising any earthen based chakra within the ground on account of its chakra nature. Naturally, the user will be unaffected by any of the Lightning’s conduction effects as it is their chakra, meanwhile the effects of the Lightning bolt will completely expire after two turns.

Notes:
Can only be used 2x.
No lightning techniques above B rank for the rest of the turn.
Two turn cooldown between uses.
(Raiton: Zeusu no Raimei) | Lightning Release: Zeus’ Thunderbolt
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 (- 10 per turn to sustain)
Damage Points: 80
Description: A technique whereby the user will perform three handseals while rapidly expelling lightning chakra from their body. Through the performance of such, the user will be capable of materialising lightning bolt(s) via infusing the air around them with a strong charge. The amount and sizes of the lightning bolts are freely subject to the users intentions, but could be of a great enough scale to wipe out large earthen constructs such as ‘Opening Earth Rising Excavation’ and send a rain of lightning towards opponents, or small and focused such as a senbon, to deal pinpoint but extreme piercing damage. The real use of this technique however comes when control is maintained over it - through doing so the user will be capable of having lightning bolts split, merge, shift in size and change direction, allowing for the lightning bolts to be easily maneuvered to fulfil various offensive and defensive purposes. While control is sustained, the lightning bolts will also be capable of, on command, dispersing into the ground or solid terrain and conducting through it as a directed unfocused charge, neutralising any earthen based chakra (KG/CE included) within the structure during its travel, and then re-emerging back into a focused lightning bolt when the user so wishes to strike the opponent. This of course respects normal elemental interactions (that is, that the Lightning bolts will weaken when neutralising weaker Earthen chakra), and the surface of the conducting object will glow a distinct blue, serving as a warning hint to observant shinobi of the lightnings presence. Lightning bolts can only be materialized within short range of the user; furthermore, choosing to sustain control over Zeus’ Thunderbolt however has the massive drawback of limiting the user to the lightning element, elements that have lightning as a component, and non-elemental abilities.

Notes:
Can only be used 3x
When the user finishes sustaining this technique they will be barred from using Lightning techniques A rank and above, for the rest of the turn.


Raiton: Cho Biburato Raiton (Lightning style: Super Vibrating Lightning)
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+50 to any Raiton or object Charged with this)
Description: The user must be a Master Raiton User. With this the user can increase the frequency of his Lightning Chakra and with it, make an object that has more penetrative force then that of a Fuuton technique. Killer Bee's lightning prowess is so great, he can even charge weak but sharp pencil-point to pierce straight through a large tree trunk. As stated by Kisame, Killer Bee is able to do this by increasing the vibration frequency of his lightning chakra to surpass the standard penetrative force of wind-chakra.
(Last 5 turns)
(No lightning 2 turns afterwards)

 
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Personal Wind Incantations

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



Taught to:

Kamishiro
Shinta
Ryoma
Vegeta


Given Wind Incantations



(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


(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


(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.


(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


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


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

Illustration of how string clone forms:

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Notes:

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


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

 
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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.



Taught to:
Magic..
Professor Sarutobi
Thoth
Omega
Katon: Kūfuku Kobura - Fire Style: Hungry Cobra
Type: Offense
Rank: S
Range: Short- Mid
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user focuses his fire chakra throughout his body and release from his entire body millions of ants made of fire/ash. At first it looks as if the user is cladding himself in fire or ash. Should it be fire, the color would be that of fire and would be darker should it be ash. The armour of fire/ash is a collection of millions of soldier ants made of fire the are release above the user's skin albeit they are unable to affect the user is continually releasing the ants while the fire chakra are all now concentrated just above the skin. After forming the armor of ants, the user can now will them to move out, controlling them and due to their sheer number they are able to overwhelm a large summon, burning it to ashes. The user can will them to split up and move in batches or perhaps, keep some around and send the rest
outwards. Though when they are split, their power also is divided to the amount of division. If the fire ants are made of ash variant, they are able to move across some surface without affecting it and they choose who the user wants them to affect. For example, they can move on the ground and not scorch it until they are at their destination. The fire variant however, scorches even the ground as it move along to its destination without a reduction in potency so far what they are moving across is passive in nature. The ants are able to burrow through the ground and come out from it at will. It would just be as if they are travelling like normal, though if what they are travelling through, is chakra infused, then elemental strength and weakness would follow.
-Usable 2x per battle with 2 turns inbetween usage
-Lasts for two turns per usage
-While controlling the ants, the user is unable to use any other jutsu that requires chakra. Trying to do so would break the user's control off them

Taught to:
Vegeta
Katon: Seishin'ijousha Inakamono - Fire Style: Psychotic Boogies
Rank: S
Type: Offensive/Sup
Range: Short/Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: A sister technique to .
The user forms two hand seals, while kneading large amount of chakra into the ground, then he raises up to 8 oval shaped balls of condensed fire(size of a normal soccer balls) with smiley faces and mouth. The fire balls produced can be inform of actual fire or ash variant though both forms can not be used at once. Should there be no ground(solid source) around, the user could cause them to emerge from his body, or he spits one big ball which would split to smaller sizes. Their individual power depends on how many balls was made. Say a total of 8 balls is made, then each has the power of a C-Rank fire 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 drown miniscle sounds in his surrounding. The boogies are saturated with the user's chakra and can be if they don't emerge from the users body, raised within and upto mid range of the user. 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 fire or ash but like "Dragon Flame Song" they can become dense and even cut through steel at will which still gives them lethal capabilities, able to smash/cut/pierce clean through C rank fire jutsu each, however elemental strength 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 katon during the period the jutsu is in play
-Usable 2x per Match
-Last 2 turns
-Boogies are sentient (although they require the user's focus and will to act) and move at Kage ranked speed.
-No other jutsu above S-rank while boogies are in play except katon
-2 turn rest before re-use



Taught to:
Rücken

Given Fire Incantations


(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.


(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.


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


(Katon: Gekido no Stihi)- Fire Release: Wrath of Stihi
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 damage when contacting with the enemy 80 for explosion)
Description: The user will release out fire chakra, and create short range of themselves, a demonic creature composed of fluid, but extremely hot flames. This being is able to stand around the same height of the user, and has a dark red color on its body, with a black hue exterior, whips free flowing out of its body, red in color. The flames are quite condensed, similar to Fire Release: Dragon flame release song technique. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. The beast has a special ability to turn into different fiery compositions, such as flammable gas, and flammable ash. Turning into these forms are passively done, and each ability grants different entailment. Turning into a flammable gas grants the beast an intangible nature, allowing him to phase through solid, organic matter with ease. The same can be done for ash as well, the ash can literally phase through materiel as expressed. The after-
results vary, when phasing with flammable gas, it leaves behind a residue for explosion (only for non-chakra infused material), when doing so for ash, the ash literally burns the solid material and dissipates. When phasing through natural material, it will continue to retain its strength and power as before, as well as size, however when phasing through techniques of solid or, organic matter, depending on it might not be able to phase through it at all due to rank differential, however if it can overpower, the abilities turn into effect (this might weaken the beast in some obvious scenarios). He can also move through the users own techniques, however, it would likely risk destroying it due to its powerful rank and burning heat (for ash), techniques that can withstand and combine will be weakened. Flammable gas can phase through chakra infused objects, but won't leave flammable residue. Alone, these alternative releases can be used for tactical purposes, and attacks. This ability gives the creature an extreme advantage in moving as well as stealth uses. This demonic creature mainly moves on ground, in its normal form. This beast can also perform basic bodily movements, such as taijutsu, burning and skinning the opponent alive. He is also able to release from his limbs and body, specific whips that can reach up to a mid range distance, either one at a time, or multiple at a time, it can even release whips in an omnidirectional manner, only problem that happens when releasing these whips is the beast must stay in place to focus, so it is unable to move when releasing the whips at all. the whips can both slash an opponent, and constrict movements, leaving up to third degree burns, these whips count as the same damage as its regular taijutsu, this ability is B-Rank in power, and counts towards the users jutsu slot.
Note: Can only be used twice
Note: Must be taught by Noni
Note: Stays on field for four turns
Note: Follows elemental strength and weakness
Note: Requires one turn cool down before re-use
Note: Can not use fire S-rank and above on the turn this is deactivated
Note: Can not use fire above S-rank the turn the jutsu is created


(Katon: Kokuyouseki Hai) Fire Release: Obsidian Ash
Type: Defensive | Offensive | Supplementary
Rank: A- Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: A rather simple yet effective technique for ranged weapon users, the user will channel chakra into their weapons with fire chakra. Once they do this the user will release/throw/drop the weapon at the enemy. The effect of the technique isn’t seen through normal means as a standalone technique does nothing, but when the ranged weapon is in the process of being destroyed/stopped the user is able to click their teeth. This will activate the hidden mechanic of the technique in which the fire chakra embedded into the weapon will surge through it allowing it to dematerialize the weapon in question into ash thus allowing it to remain safe before impact with another object. The users ash is then formed into a cloud of hot ash which the user can activate to detonate and explode with a click of the teeth. The dematerializing of the weapons counts as a
move but causing it to explode doesn’t . The projectiles although when infused with the fire chakra they look the same until activated midflight in which they shift into red hot ash. The projectiles in question also retain the explosive and hot properties of ash and once they touch the target burns on contact dealing 30 damage to them and can explode on contact dealing 60 damage.
*Can only be used four times per battle*
*Can be applied to up to one projectiles at at a time*
*No Fire Techniques A-ranked and above next turn*
*Ash cloud can remain for one turn before dissipating naturally*


 
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Personal Elemental Combinations Incantations
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Given Elemental Combinations Incantations



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




(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


 
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Personal Gentle Fist Incantations
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Given Gentle Fist Incantations



(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.

 
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Personal Swift Incantations
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Given Swift Incantations



(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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Personal Ninjutsu


Type: Offensive/Supplementary
Rank: S
Range: Mid
Chakra: 40(-10 per turn)
Damage: N/A(80 when used offensively)
Description:
The user stomp his leg on the ground and summons into the terrain hundreds of headstones. This is a special summoning similar to the rashomon gates. The headstones are all cross shaped and made up of different constituents, mostly made of stones while some are metallic and some are wooden. The headstones are a part of tombstones which is buried shallow in the ground and not revealed safe for only the headstone which is the only part shown. The sizes of the headstones varies, from the smallest which is 2m long and 1 meter length for the cross section. The largest would be upto to 10meter in length and 5 meter cross section. The headstones would react to user's chakra and the opponents chakra. The chakra is recorded and responded to when they move above the ground and they are at aleast 2 meters away from a headstone.
When the opponent is within sensing proximity of the headstones, the headstone would immediately do one of two things. They can eject while launching like a rocket towards the opponent with a blunt force equivalent to A rank Ninjutsu attack. Should more than one headstone launches at the same time towards the opponent, then their combine power would be equivalent to S-rank. Secondly, instead of launching, the headstone could shift beneath the opponent and let him fall into a deep coffin which would quickly explode while the explosion is confined to the coffin and underground. The explosion is equivalent to A-rank. The reason behind this is because each coffin is laced with several explosive tags that only react to the opponent's chakra thus for the second variation which would be mentioned below, while the user is able to enter the coffin unharmed, if the opponent tries to seek refuge in the coffins, he would meet a fatal resistance.
When the user moves close to the headstone, it reacts by shifting backwards, revealing a confined space like a coffin within the earth. As a headstone responds to the user's chakra, so would other headstones as they would also reveal a confined space of theirs. he could conceal himself within the coffin without moving away from the same spot.
The entire graveyard can only be summoned on solid ground.

NOTES
-Usable 2x per battle
-Last 3 turns on the field of play
-No A-rank and above Ninjutsu in the same turn and next turn this is used.
-2 turns in-between usage.

Type: Supplementary
Rank: E
Range: N/A
Chakra: N/A
Damage: N/A
Description:
This is a special passive paper tag that contains the user's chakra signature and life force. By giving this paper tag to allies, they are able to trace and find the user. This is because there is a sealing script with an arrow inscription on the paper and the arrow is always pointing to the direction of the user's chakra thus moving like a compass arrow towards the direction of the
user. This can be used to locate the user and purely for rp purposes. Whenever the user is hurt and in danger, the paper turns gray in color and begins to burn slowly. It stops burning if the user's life is no more threatened and turns to ashes should the user's life fades.
Note: Only 3 can remain active at one time

Taught to:

Nakiri
Rücken 定規
Howard
Loki


Given Ninjutsu


(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.


(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


(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.



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

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

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


Ninjutsu: Satta |Ninja Art: Outcast
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A(Depending on the armor)
Description:
The jutsu requires one to be wearing an armor be it armor made of pure chakra, energy, barrier or even elemental. With the activation of the jutsu, the armor is torn off the user's body, turning into millions of miniscle version of itself. For example, chakra armor would turn to nothing but intagible aura of deformed chakra, earth armor would turn to pebbles, water would turn to mist, lightning would turn to unfocused electricity etc. After deforming, the deformed armor would splash outwards and reform back short-mid range from the user as the same armour but with the user not in it. With this now, the armor become able to act on his own without the user's consent though the armor's working principle would not differ from when it is worn on the user. The only difference now is that it is now separated from the user and now a single entity on itself. The user still sacrifice the chakra he is spending when he wears the armor but he is not restricted elementally again if he was restrained beforehand when he was wearing the armour. The jutsu can work on armor the user is wearing upto S-Rank.
-3x per battle
-Lasts 4 turns
-While the armor is active, the user can't use other elemental nature apart from that of the armor and those that comprises it IF the amor is elemental in nature
-Cant be used on forbidden rank techniques or armor.
Ninpou: Gōi - Ninja Art: Accomplice
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(depends on the familiar)
Damage: N/A
Description:
A brother technique of albeit it works in a reverse manner. Unlike turning an active armor into a separate sentient entity, the user would be able to wear a sentient or non-sentient familiar like an armor. Same with Outcast, when the user wills it, the sentient familiar splits to bits of itself and converge around the user, forming a fitted armor around him. For example, earth would split to million bits(dust), water splits to mist, etc., and form back around the user as a armor. The armor would have the same ability, strength and durability the familiar has and it would also require the same chakra needed to sustain the familiar, to sustain the amor.
An alternative usage of this ability is instead of the user choosing the familiar to form an amor around him, he may will it that they merge with him thus the user's body become's more or less the property of the familiar itself. The characteristic however, is only noticeable on the outer appearance of the user. His skin becomes more like earth spear technique if he merges with earth familiar, His skin becomes blinding like an active flash bomb when he merges with lightning familiar etc. The user's body also gets the strength and durability of the familiar. However, the familiar must be that of the user, due to the fact that he must know the inner workings of the familiar to be able to turn it to an armor.
Usable 3x per battle
Can only be used on S-rank and below
The armor takes the remaining duration of the familiar and also the user spend the chakra that is needed to sustain the
familiar in the first place.
2 turns in between usages
While the armor is active, the user can't use other elemental
nature apart from that of the armor and those that comprises it IF the armor is elemental in nature
Only works on techniques the user has mastered.


(Ninpo: Mokumoku) - Ninja Art: Mute
Type:Supplementary
Rank: A
Range: Short - Long
Chakra:30
Damage: N/A
Description:A relatively simple technique based on the "Hiding with Camouflage Technique" the user reflects light off of any seal he places making them effectively invisible to the naked eye. This affects seals he has already placed and those the user places after activating this technique. Like the aforementioned technique this wlll not stop detection by Dojutsu or sensing abilities. This technique can be applied after the seal is placed or within the same time frame as placing the seal.
Note: Can only be used 4 per battle with 2 turns between uses.
Note: Lasts for four turns and the seals become visible afterwards.


 
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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



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




Taught to:

Detective L
Quest



Given Genjutsu


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.



(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



(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

(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


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



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

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



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

Notes:

-Can only be used three times per battle.
-No S rank and above Genjutsu in the next turn.
-Can only be taught by Detective L.
(Genjutsu: Rengoku misuto) | Illusionary Arts: Purgatory Mist
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A (60 if successful)
Description: The technique starts off with forming a single hand seal, which places a Genjutsu on the opponent, however, one of a dormant nature. The Genjutsu stays dormant within the opponent until he uses a technique that forms smoke or any smoke that might occur on the battlefield, like a summoning technique (includes summoning animals, clones, and even weapons) or from an explosion, to the burning of papers. This sets the Genjutsu in motion, where the pearly white smoke of the technique quickly forms into a darker more sinister version which engulfs the opponent. As it takes over the opponent, it enters his eyes, nose, mouth and even ears, causing massive amounts of pain and discomfort as the smoke becomes sharper as it enters the openings. The rest of the smoke would constrict the opponent's body, holding him in place as it enters him. Once inside the body, the smoke expands, and would cause the explosion of inner organs or parts, up to the users creativity. The smoke can be manipulated to be very sharp, or simply be smooth. All of this occurs within the illusion, and has could cause mental stress on the opponent's mind after a single turn if not countered.

Notes:

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



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

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


 
Last edited:

Priest

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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:
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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 Taught to: Thaal Sinestro
Daruku - Dalk
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Way back when priest joined the league of assassins, he was trained in the art of using dolls and each assassins gets to choose a particular doll, having reached a particular level in power and experience. Or perhaps, the dolls are the ones that choose them. Dolls are a set of weapons that are primarily concealed within a seal and once they are unsealed, they manifest their true self as weapons with their own consciousness. This is the reason why the dolls are able to choose a master of their liking but before they finalise their decisions, they would battle their master to see if he is fit to wield and control them.
Dalk is a doll which is concealed in a small spherical metal(steel) ball. It has several forms in which she can manifest.

Sealed form

In the sealed form, Dalk takes the form of a small metal marble which can be kept in the pocket or within her master's weapon pouch. Priest is able to retrieve and retract this marble from within his sleeves if he wants. Once the marble is revealed, it expands into a large metal sphere with the "doll creed" seal. This is Dalk's sealed form and while she is in this form, she pose no threat.
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Unsealing Dalk would see several metallic ball of different sizes, emerge from the seal, though this is not obvious, it seem as if the metal sphere has exploded into a multitude small metal spheres of varying sizes and floating in the air. This would be a pre-requisite for Dalk to assume any other form. While unsealed, the numerous balls all are drawn into the "single" ball which they originated from(the ball that contains the seal), the ball which would also be the heart of Dalk. Should the balls surrounding Dalk's heart be destroyed, the seal on Dalk's heart would always release more balls to replenish the lost one. This is however if Dalks heart itself is not damaged, which would see Dalk loose any form she's currently in and all other ball except the heart disperses while dalk would be unusable.

Semi-Humanoid Form

After Dalk is unsealed and she explodes into multitude of smaller balls with varying sizes, the balls will coalesce into a semi-humanoid shape. The fusion of the balls however, is simply the balls all coming together with chakra being their bond. The chakra necessary for this all of Dark's self actions are also contained in the seal situated at the heart. However, the user uses his chakra to unseal Dalk and when applicable, if he wishes to further augment Dalk with his chakra. The balls are amalgamated in order so that the smaller ones forms a humanoid body part that is small and narrow while the bigger ones are ones that form much large part of the body. The joints are that of a simple ball ligament with no socket joint which aid for a 360 movement possibility of the limbs and head. Some parts like the head are transformed so that the ball on that part is closely reminiscent to actual body part. However, this transformation is as simple as "henge", so this is not in any way manipulating the metal itself.
Unlike the sealed form, in this form, Dalk is acts based on the user's will. She has the mobility of a human though she is only able to move up to mid-range of her master. Any range beyond that, the balls will fall apart safe for the heart which would need to come close to the user before she can do anything else. While in this form, She can fire pieces of her body as projectiles while calling them back to herself, though this parts are lost once destroyed. She is also able to attack directly with her limbs which are transformed and are akin to blades. She can transform her arms so that after pointing her palms outwards, make small tubes to protrude out and fire makeshift tiny balls at speeds equivalent to arrows shot from a compound bow, bullets which are very small parts of her body that are released from the seal continuously.
In this form, Dalk's firing her body parts as attack is equivalent to a B-rank attack while bullets fired from her hands are C-rank each. Attacking using her sharp limbs which can only be done at close range is equivalent A-rank piercing attack. A B-rank blunt attack is able to stop Dalk's mobility for a turn. In defense, Dalk can let go of her supplement balls and retreat towards her master. An A-rank blunt attack is able to dismember Dalk's body into scattered balls, which would all come back together after a turn. Should the heart of Dalk be affected either by an A-rank attack that is focused on the heart or an S-rank blunt attack, all the other balls would disperse and Dalk would revert back to her marble form and be unusable.
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Semi-Spider Form

After 2 turns in the semi-human form, Dalk can morph further, assuming a more spider like form albeit with a human torso. Dalk is particularly increasing her own volume by releasing more balls into her own anatomy and this reforming her own waist into a spider's body while her torso is humanoid. She is bigger but rather faster than her previous form due to having more legs(6 more than the former) which are reminiscent to that of spiders. The legs are sharp spikes which are useful for stomping and impaling. Dalk is still able to use his previous ability albeit they are stronger due to her increase in thickness and bulkiness from the addition of more balls. Her physcial attacks are still A-rank, Body parts firing are B-rank in power, while the bullets are B-rank each. Although entering this form restricts the user into using only 2 moves per turn. This form last 3 turns and then Dalk reverts back to the humanoid form and the cycle continues although, the user can force Dalk to revert back to a lower form. However, he can't make her to assume a higher form if due process is not followed.
1x per turn, the user is able to infuse his water chakra into dalk, Making her able to shoot strong webs of thick sticky water from her body to ensnare opponent's. The sticky web is dark, in contrast to Dalks body appearance which makes it seems the sticky substance is made from the metal Dalk was made from. The sticky web has an A-rank strength and the user spends chakra for it every time its used.
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Notes

Dalk's transformation into forms are passive. Unsealing Dalk is passive but costs the user's 20 chakra. Dalk's hand bullet attack counts as a move and while its in use, the user can only use 2 moves per turn. Dalk's web attack also counts as a move and can only be used 3x per battle.
The user can use his chakra to forcibly dismember Dalks balls and make them come back together. This counts as a move though passive and is C-rank while the user spends chakra to do so.
Dalk can only assume the spider form 2x per battle
No one other than Priest is able to control her or even unseal her


Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
There are so many holy relics in the old times, one which was Eli. It was said that Eli fell with the fallen angels but nonetheless, its purpose was never well utilised. However, Eli embodies a seal that secretly absorbs chakra from its past wielders for years until the time for its true purpose is brought to light. Eli is a special golden crucifix that is worn around the neck. It is able to passively morph into a skin tight elastic underwear vestment. Eli has special affinity for lightning nature, seeing that large amount of chakra has been stored within it for a very long time; with this affinity, wielding Eli passively boosts the wielder's lightning related techniques by +20 damage up to A-rank (if offensive) or by one rank (excluding S-ranks) if defensive. Apart from the general ability above, special abilities comes with different forms of Eli.

Crucifix
Eli can only be used offensively while in crucifix form and can be wielded either when it is worn around the neck or held on the hand. The ability of the crucifix is that it is able to form lightning animal familiars, forming them by collecting negative electric charge in the air. These familiars are able to move/act on their own, though they can only be created at least short range away from their target. Familiars can only take the form of animals and depending on type of animal, they exhibits the physical trait accordingly. Their size depends on their rank, where S-rank could reach a size slightly smaller than that of a boss summon. S-rank familiars can only be made once every 2 turns. In the case more than one familiar is made at the same time, their individual power is divided accordingly to the single chakra leeched from the user. E.g: making 2 familiars at the same time while leeching 30 chakra from the user would make each familiars to be B-rank.

Vestment
Eli is mostly used defensively and supplementarily while in this form. The first ability is physical enhancement which is the supplementary aspect of the vestment. Eli passively responds to body movement and muscle contractions to react. This would make Eli flush lightning chakra to the point of movement for the duration of the movement. This works in two ways; the lightning chakra would enhance taijutsu when a punch is thrown in a special way that lightning explosion occurs at the point of impact. By releasing a dense unstable lightning chakra to the moving limb, when the taijutsu is executed, it causes an electric explosive aftermath that can reach up to short-range though directed away from the user, causing extra damage of +20. The other way this explosive lightning works is through body movement. A typical example is when the user begins his movement to run, Eli would quickly respond to the initial muscle contraction of the limbs and send constant unstable lightning chakra to the sole of the feet, so that with every step, a sharp explosion is directed into the ground, causing the user to move faster and take wider steps that before. This would equally increase running and jumping speed 2 folds. For this ability(1st and second), Eli would leech 10 chakra from the user every time its used. For the running/jumping aspect, the 10 chakra is deducted for moving from a position to when the user stops moving. Both of these supplementary usages can only be performed twice per battle. The defensive ability of the vestment is experienced when the user is directly hit by a target or technique. This is an S-rank ability and can only be done once per battle. Eli would instantly respond to slight inward distortion of the user's body and release lightning chakra into the object causing the distortion. If the object is physical in nature, the lightning would serve to pulverize it completely by breaking through its physical lattice similar to how lightning tears through the earth. Mind you, this defense would only be truly effective is the cause of the distortion is S-rank and below though elemental strength and weakness still holds.

NOTE
If anyone apart from Kirei tries to wield Eli, it would electrocute them instantly.
Can only be taught by Priest.

Type: Weapon
Rank: S
Range: Short
Chakra: N/A (-5 per turn)
Damage: N/A
Description:
The Witch's Legacy was forged by the first witches coven, stolen by Medusa, one of the Gorgon's sisters and modified while she was in Ryuichi cave. Medusa studied it for years before making her own modification to it. The Witch's Legacy is a pair of silver colored bracelets which can be worn on both arms. It is composed of an hybrid of organic and inorganic material that are extremely rich in Jugo's genes and nature energy. Also, it is particularly very durable and impervious to foreign chakra infusion or control. Majo no Isan can not be directly used offensively. Each pair of "The Witch's Legacy" has its own unique name and abilities. Ar and Em are the physical and spiritual aspect of "The Witch's Legacy". While Em is the bracelet on the right arm, Ar is the bracelet on the left arm.

"Ar"
The Witch's Legacy is rich in nature energy and due to its composition of Jugo's dna, it continually absorbs nature energy from the surrounding and feeds it to the user. Ar takes the physical aspect of the natural energy while amplifying and refining it for specifics effects that only affects anything physical within the user. Ar would affect the user's strength and vigor, using natural energy to increase muscle tone and flexibility. It would also increase the user's bone density and physical balance. This would in turn, increase agility, speed, strength and endurance. The user's body speed and reaction would increase 2 folds, though the speed would not stack with other speed multipliers. An active ability of Ar however, is the ability to add "sage kata" to one's taijutsu by releasing a 1m aura of absorbed natural energy to surround the attacking limb, adding +20 to the Taijutsu attack. This would take a move slot though used in the timeframe of the taijutsu attack in question. Would leech 20 chakra from the user and can only be used once every 2 turns twice per battle. Having used Sake Kata, one would be unable to perform above A-rank taijutsu the next turn.

"Em"
Em takes the spiritual aspect of the natural energy while amplifying and refining it for specific within the user. Em would take some of the saturation of natural energy (10 per turn), gotten from the passive absorption of natural energy via Jugo’s DNA and convert them to refined sage chakra, storing it within itself and may be added when the user enters sage mode. Once the user initiates sage mode however, sage chakra conversion could not be used to add sage chakra to the user again. Conversion leeches 5 chakra per turn from the user's native chakra. Actively, Em can be used to break genjutsu up-to S-rank once every two turns twice per battle. Instead of channeling the chakra to boost a ninjutsu, the chakra can be actively channeled into the chakra system, acting as a surge to free one from genjutsu. This would take a move slot though can be used in the same timeframe as another jutsu since the user is not directly using his chakra for the surge.

NOTE
Sage Kata and Surge are active abilities of The Witch's Legacy and they follow their respective restrictions as mentioned.
Should anyone apart from Priest tries to wear the bracelets, it would petrify them.

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


(Soul of Hades)
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 300
Damage: Death
Description: A mythical book, the user is able to use the Soul of Hades to kill any member he is able to see on the field simply by writing their name in blood on any part of the book, be it inside it or the cover. Established by a powerful Fuuinjutsu, the user links the soul of the target to the book and invokes a powerful Kinjutsu that draws the soul out of the target and seals it within it's pages. This can be done any on bio one rank higher than the user and below. Usable twice an event, each use drains 300 chakra and cannot accompany any other offensive jutsu that turn.
Note : Can be used twice per event without no drawback in duration in between usage.
Note : After using, the user can only use two jutsu per turn for two turns and cannot use any Fuuinjutsu for the rest of that fight, not including the full event.

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



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
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
Pitohui Arts: Lost Religion - Pitohui Geijutsu: Senshukyo
Rank: A
Type: Sup
Range: Short
Chakra: 30(-10 per turn)
Damage: 60
Description: While the user is airborne, he claps and summons from Modakeke, a large purple Pitohui feather(size of a surfboard) under himself. The feather is able to hover in mid air and able to move in any direction at a time at kage speed. Though the feather can only keep floating if the user keeps fueling it with chakra. However this make the user unable to use non-elemental ninjutsu above S-rank while he's fueling it. Also while fueling it, the user can only use 2 other move per turn. When the user wills it, he is able to make it so that the large feather shoot out smaller quills from all sides except the area that conveys him. The quills are like senbons and contains toxins that causes total paralaysis. Getting struck by upto 5 of the quills will inject enough neurotoxins that can cause heart failure.
NOTE
-Last 3 turns
-Usable 2x per battle
-No ninjutsu above S-rank while active
-only 2 moves per turn while active
-The user needs to be standing on it to fuel it.
- The user can't use Pitohui Arts the next turn after this ends.

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.

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


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
Pitohui Kuchyose: Kullio - Pitohui Summoning: Kullio
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kullio is a personal summoning of Priest who during their young age, train together and play together in the mountains of Modakeke. As Priest grow, so did Kullio and even both can't be separated except when one dies. Even Priest can't release Kullio as a summoning with his own free will except he wants to go himself.
Kullio was once a small messenger Hooded Pitohui with the size of ak dog. However as he grew, he became more though his size did not change. He wears a light blue armor on his back and a "Sacred" inscription on his head band tied around his neck showing their loyalty to Priest. However he is but with very large and light feathers even he as a whole is a very rare one among his species being enormously lightweighted which naturally grants him immense speed (twice that of a Kage rank bio). He can communicate with his summoner and 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 Fūinjutsu. 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.
♦Kullio is a master of Fūinjutsu, able to use Fuinjutsu upto S-rank that the user knows. Those that require handseals would require a gesture from his hood.
♦He also has some amount of neurotoxins though not enough to kill but can cause paralysis. Paralysis from his neurotoxin only lasts for 2 turns and takes one turn to be fully induced.
♦He can't be ridden as he's small(like Akamaru) and very light but can perch on its summoner's head without any stress/load on the summoner or hide within his cassock/clothings.
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. Except for the user, those that are swallowed would have their chakra drained into Kullio's infinite sealing space.
† Swallowing and regorgitaion sealing counts as a move each and cannot be used on techniques. The swallowing sealing itself is A-rank.
† Has a one-turn cooldown on using S-rank Fūinjutsu.
† Last 4 turns on the field and can be summoned once.

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

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

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


Pitohui Kuchyosei: Owokembe Rebi Ija - Pitohui Summoning: Owokembe Rebi Ija
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: O.R.I is a hooded pitohui that stands six feet tall, slender and stronger than she looks, being able to without much effort, split a large rocks in half with a single swing of her sword. She's a samurai, reserved and would not talk much except the information she needs to convey is vital. She is don is a white kimono while bearing two white swords.

O.R.I's abilities stems from her brute strength, agility and speed. She is unable to mold conventional elemental techniques but she makes up for it with her speed and close combat abilities. She's a weapon specialist, able to use only standard kenjutsu and samurai kenjutsu up to S-ranks. Her slim body build makes it possible for her to traverse from one point to another at 1.5x the speed of normal kage, either through flight. Her swords are very durable and quite lethal, being able to cut through A-rank solid objects at the expense of a move. Like every other Pitohui, O.R.I is foul and her claws and beaks contains neurotoxins that a simple scratch would induce total paralysis.
NOTE
Can only be summoned 1x
Last 4 turns




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Personal Summonings



Personal Snake Summoning



Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
The user would smear blood on his snake tatoo or make the sunmoning rites, clap or press their hands against a surface to summon Crona. Crona is a black with red eyes snake that is said to be the reincarnation of Medusa's only daughter, who died long ago. She's quite timid to the summoner but crazy to anyone else who's not an ally to her summoner.
She could grow to as long as 20 meters and as big as giant snakes. Unlike most orochimaru's snake that can wield the Kusanagi. Crona is also unable to use any traditional elemental ninjutsu, but to make up for this, she is constantly saturated with natural energy , a sage and able to use snake sage techniques, however, she can choose whether to let her innate nature chakra to interact with her summoner or not. While merged, she can not talk but only communicate telepathically with her summoner and she's able to give a very small portion of her nature energy to her summoner (20 per turn). This would not normally add any augmentation to the user nor would it increase the user's domestic or sage chakra but if the user is in sage mode or has a DNA make up to accept nature energy, the chakra would be used to boost the user's ninjutsu damage up to Crona's rank , boosting it by +20 (but only +10 for S-rank moves) . However, this can only be done on one technique per turn. This boost is regarded as a passive boost. The downside to this natural boost is that the user is unable use fuinjutsu and genjutsu while Crona is boosting his technique, except fuinjutsu seals that are mentioned in his bio. He can only resume using the aforementioned techniques if Crona stops boosting his technique. Crona's nature energy gives her natural durability to C-rank and below ninjutsu. Her venom is quite lethal. The snake venom contains "cardiotoxins" which are components that are specifically toxic to the heart. They bind to particular sites on the surface of muscle cells and cause depolarisation. The toxin prevents muscle contraction. These in turn, would cause the heart to beat irregularly and stop beating, causing death after 4 turns if not cured. Apart from that, it causes body muscles to become stiff and thus gradual paralysis. No B-rank and above taijutsu two turns after the venom is administered and speed is halved. No taijutsu or movement can be performed due to total body paralysis in the third turn after the venom is injected. Death in the 4th turn after the venom is injected.
Using snake ninjutsu and snake senjutsu count as moves.
Boosting the user's senjutsu two turns or more in a row will have the second and each subsequent instance count as a move.
Last 4 turns.
Can only be summoned 1x per event.


Personal Slug Summoning


Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage:N/A
Description:
This is a small slug of approximately a meter tall. She could be mistaken for one of Katsuyu's clones however, she's gray in color. Her personality is somewhat different from Katsuyu, albeit still quite polite and gentle, she's rather quick in thinking and quite intelligent. Serenre is able to quickly merge and unmerge with the user and while in any of the state, she could perform her abilities without hindrance. She's able to speak normally while unmerged but while merge, she has no way of speaking but communicates with the user telepathically. She is able to offensively use acids like all slugs. Serenre's ability to control chakra in an advanced level makes her able to use a special kind of chakra transfer technique. By passively transferring 20 chakra into the user every turn, Serenren is able to bolster one of the user's technique per turn. This would make the technique it is applied to, either taijutsu or ninjutsu increase in damage by +20. In addition, Serenren is able to use Secret Technique: Sealing Release on up to A-rank seals.
-Last 4 turns
-Can only be summoned once

Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
Mesh is a small slug roughly one fourth the size of the summoner. His appearance however is quite different from the generic slugs as he's yellow compared to the white color of Kasuyu and her clones. Upon summoning, Mesh would appear fused with the user as most of his abilities are mutual to a host. He is able to fuse to the user and if it makes contact with any one(allies or opponents), fuse with them too. Mesh is able to communicate telepathically with anyone he is fused with.
Mesh is an expert in chakra control. This gives him the ability to sense chakra and due to to his fusion with the user, this makes him form a symbiotic bond with the summoner's body, coating the user's epidermis with a translucent layer of his own skin. The skin layer allows him to shave little damage(20) from attacks hitting the user's skin. The skin layer can be passively retracted and brought up at will. While damage reduction is very little thus it does not stop the remaining damage from affecting the user accordingly. The advantage of this is that free-form damage due to not having a damage threshold, would be negligible to the user as Mesh would receive the damage instead. Damage reduction can only be done on techniques directly touching the skin. Mental damage would not be affected. Mesh could merge with an opponent and bond with him, while transferring an S-rank damage equivalent in the form of corrosive acid inside the opponent. Lastly, mesh while merged with the user, continually secrets acidic saliva that oozes and coats the user's entire body over a thin layer of chakra. This costs a move and augments the user's touch or physical attacks by +20 damage for a duration of four turns followed by a two-turn cooldown, however the user has control over how much the saliva coats the skin, the area it covers or even command Mesh not to secret it at all. This is automatically cancelled in the same turn as taking/reducing damage.

Reducing damage from a technique takes up a move slot.
Summoning lasts four turns
Can only be summoned 1x per battle.


 
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Personal Smoke Incantations
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Given Smoke Incantations


(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.

 
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Body Arts

Personal Taijutsu Incantations


Given Taijutsu Incantations



(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.


(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
(Taijutsu: Koshi Guruma) - Body Technique: Hip Wheel
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is used as a defensive counter
attack usually against a rushing opponent or one who is
attempting to attack directly. By sidestepping the opponents
offensive limb the user will actively move closer to the
opponent while turning, grabbing his upper body while
twisting his hips and pressing in to his opponents side, the
users body behaves as a lever for the opponent causing him
to be thrown in to the ground with considerable force,
because this attack uses the opponents own momentum
against him the opponent will suffer detrimental effects
should this attack be successful. Due to having the wind
knocked out of him and probably broken ribs, losing 15% of
his total speed and tracking ability for two turns after this
jutsu due to a lack of oxygen in the body and brain. Which is
caused by the winding effect of being slammed on ones
back.
~Notes~
- Usable 3x per battle
- Must be taught by -Vegeta
( Burakku Doragon no Gōon hiji ) - Black Dragon's Roaring Elbow
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This strike was honed and refined by
incorporating the same principles learned by studying NB
Taijutsu. The user strikes toward the opponent in close
range and shifts his foot slightly forwards turning his body in
that same direction spinning themselves 360 degrees,
continuing this motion quickly to add tremendous
momentum to the final blow. As they do this, the user taps
into the most basic of whichever elemental release which
can be used to aid in taijutsu strikes, and coats his arm from
the elbow down in either elemental chakra or raw chakra
following similar principles as Five Animal Five Element Fist,
however instead of using each of the 5 basic elemental
releases in the attack one after the other, the user applies
only the one nature they wish, using chakra control to focus
the chakra to striking area for the purpose of this one brutal
blow. Raising their arm and elbow up as they release the
chakra, they complete the spin to smash elbow/forearm first
into the target, as the circle motion of the attack is
completed driving the blow forwards by pushing off their
back foot, using this with centrifugal motion to aid in
powering the elbow strike, making it much more powerful
and potentially lethal than just a simple elbow strike. This
delivers not only the blunt force trauma from the blow but
also different effects from whichever chakra nature was
used. If Fire is used burns will occur blistering the skin, if
Water is used along with the blow it will leave water covering
the area struck, if Earth is used the blow could cause the
area to collapse in upon being struck, if Lightning is used the
opponent will experience a shocking electrical explosion, if
Wind is used they will experience slicing winds and the blow
will send them flying back 10 meters, and if Raw chakra is
used it will cause the blow to be blunt and traumatic similar
to Earth's just not quite on the same scale. This is a
devastating blow if performed properly and landed square,
and could easily render someone unconscious or worse
from the blunt force combined with the elemental nature
imbued with the strike.
~Notes~
- Must have trained in basic NB Taijutsu to use
- Usable 2x per battle
- Must be taught by -Vegeta
Done like this
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Magarime | Flip
Type: Supplementary/Defensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
A simple Taijutsu move, Flip pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way.While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on flips, either lateral flips (or cartwheels) back flips or front flips. The user will charge his muscles and spring his body, performing either a lateral, front or a back flip, with or without the help of his hands. If he uses his hands he can do up to 4 consecutive flips that will bring him from short to mid range from his initial position. The speed of the flips is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Flip technique.
Note: Can only be taught by Scorps
Ro-ru | Roll
Type: Supplementary/Defensive
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
A simple Taijutsu move, Roll pertains to a set of specific movements that the ninja can execute to dodge, counter, avoid or simply to move on the battlefield in a more advantageous way. While any ninja can do this simple movement, this technique takes it to another level by, through training, combining it with chakra and making it that much faster, combining the muscle strength with focusing chakra into the limbs. This specific set of movements consists on rolls, either back rolls, front rolls or side rolls (also called strifes or strifing rolls). The user will charge his muscles and take a lower stance, while using the strength of his body to either do a lateral roll, a front roll, or a back roll, with or without the use of his hands. The roll can be done on the ground (shorter but faster) or by jumping and rolling at the same time (longer but slightly slower). The speed of the rolls is directly proportionate to the skill the user has in Taijutsu and can be enough to dodge certain techniques/attacks if the ninja is skillfull enough. Since its a basic Taijutsu movement, the user can perform it to attack by using weapons or techs that would logically be usable in the situation and with the Roll technique.
Note: Can only be taught by Scorps


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

 
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Konohagakure Village CJ


Allowed to use

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(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.

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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.

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(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.

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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

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(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

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(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

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(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

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(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

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(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

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(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
 
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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)





Taught to:

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



Taught to:
Vegeta
Loki
Sasori
Fuinjutsu: Shinsei - Sealing Art: Sacred
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are metallic in nature. Because most of this metals are prone to be manipulated by someone who has affinity for them, e.g: Kunai made of steel or iron would be able to be manipulated by someone who has the iron or steel kg. Thus the sealing formulae inscribed with the kanji "Sacred" only serve to protect the metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object. In other words, the seal blocks and absorbs chakra that is designed to take control of the marked weapon. This would however, not stop a normal technique from hitting or affecting the tool if its a technique that is not doing the aforementioned effect, nor would the foreign chakra be sealed. The seal can be applied to each and every metallic tools/object/weapons the user has at the beginning of the battle or/and in the middle of a battle. This can be done in the same timeframe as other techniques and cost a move slot. The seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks S-rank and below foreign infusion.

Technique can be used once every 2 turns
Usable 3x per battle
Note: Would not apply to weapons created by the weapon clone jutsu.

Approved

Taught to:

Vegeta
Loki
Katon/Fuinjutsu: Tsumetai Supaishī - Fire Style/Sealing Art: Spicy Cold
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: This is a simple sealing barrier that is used in. conjunction of the user's fire jutsu. With an additional 2 handseals to the handseals required for a fire technique, the user would create an invisible barrier around his fire techniques. The barrier would not react with any matter whatsoever as it's only work is to seal the spills of heat energy emanating from the fire technique without disrupting the corrosive nature of fire itself. The importance of this is simple, the user or anybody is able to stand close to the fire without being disturbed by the surrounding heat of the fire, although the fire would still burn normally when it comes in contact with matter or flesh.
-If the fire does not require any handseal, the user would only need to do 2 handseals for the sealing technique.
-Used in the same timeframe as the fire technique in question.
-4x per battle
-One turn inbetween usage.

Fuinjutsu: Tsuihō - Sealing Art: Banishment
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description:
A sister technique to Sealing Art; Sacred. This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are NOT metallic in nature. Notable tools that falls into this category are clothing, paper tags, umbrella, crucifix etc. Because most of this non-metallic tools are also prone to be manipulated by someone who has affinity for jutsu which makes them heavy, or move without the user willing it, the user would have all his tools of this nature be inscribed with the mark "Banish". However, the sealing formulae inscribed only serve to protect the non-metallic tool/object by reacting to and sealing foreign chakra meant to infuse the marked object or traverse through it to elicit either of the aforementioned effects. In other words, the seal blocks and absorbs chakra that is designed to take control or permeate through the tool. This would however, not stop a normal technique from hitting or affecting the tool if its a technique that is not doing the aforementioned effect, nor would the foreign chakra be sealed. The seal is instantly active upon being applied to a single non-metallic tools/object/weapon, costs a move slot though can be applied in the same timeframe as another jutsu and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks S-rank and below foreign infusion.

Technique can be used once every 2 turns
Usable 3x per battle
Note: Would not apply to weapons/tools created by the weapon clone jutsu

Taught to:
Loki
Approved
Fuinjutsu: Tsuihō II - Sealing Arts: Banishment II
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
A sister technique to but instead of applying the seal to passive objects, the user applies the seal on his physical techs. The seal would only activate upon any foreign techniques that seeks to permeate, infuse, absorb the user's technique or seek to reduce the technique's power in any form, either by absorbing its chakra or by reducing its damage. Upon activation, the seal would instantly seal the foreign chakra or technique in question before it affects the user's technique. Won't disturb normal clash with other jutsus as the jutsu only prevents the aforementioned effects. For the seal to affect the user's technique however, it must be created from within short range of the user.
Applied in the same timeframe as the technique in question
Usable once every 2 turns.



Taught to:
Loki
Shady Doctor
Vegeta
Fuinjutsu: Arakune Tsu - Sealing Arts: Arachne II
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
A sister seal to "Cowardice of Arachne". By making contact with an object on the user or by touching the user's skin directly, the seal can be applied but would be dormant until the trigger for its activation happens. Like Arachne, the seal is also in the shape of a spider albeit this one is red unlike arachne which is black. Arachne's tasks is to devour foreign sealing scripts placed on the user. The new task is for this new Arachne to likewise, recognise any foreign barrier(which is not of the user or ally) directly touching the object or matter the seal is placed on and instantly suck/devour it within itself. However unlike the eating of sealing scripts, once Arachne devours a barrier, it immediately neutralises the barrier within itself and expel it outwards around the user as a pure defensive barrier of the user with power equivalent to the power of the barrier when devoured. Placing the seal counts as a move. Like Black Arachne, the spider can activate 3 times and though the user may suppress its automatic activation if he has other plans for the barrier. Can devour only and any fuinjutsu barrier regardless of damage threshold, though is still dependent on chakra.
Must know " "



Taught to:
Loki
Fuinjutsu: Seijirirīsu - Sealing Art: Sage Release
Type: Supplementary
Rank: B
Range: Close
Chakra: 20
Damage: N/A
Description:
This is a jutsu that is used concurrently with gathering sage chakra. The user marks himself with a seal with a kanji saying "Nature". Only one seal can be place at a time. The user would activate this seal before gathering sage chakra. Gathering sage chakra would take the normal process of staying still, etc as the only reason for the seal is to seal and store the converted sage chakra instead of immediately using it to initiate sage mode. Depending on the amount of time used for meditation, the sage chakra converted would be stored accordingly. For example, if mediation is done for two turns, 20% of the user's chakra is converted to sage chakra and the 20% sage chakra is stored in the seal. The maximum amount of turns for meditation can not be exceeded however. i.e: 30% Max for imperfect sages, 40% Max for perfect sages etc. Just like the default. Once the sage chakra is stored, the user is able to at any time, collect the sage chakra from the seal by releasing the seal with a confrontation handseal. Releasing the seal is instantaneous and can be used in the timeframe of another technique but the user would spend a move slot. By releasing the seal, the user would initiate sage mode.
Placing and activating the seal counts as a move, releasing the seal takes a move slot but can be used in the same timeframe as another jutsu. Usable 2x per battle, with a 2 turn break in between.
Must be a medical ninja to use



Taught to:
Howard
Korra

Incantations given by others



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

Note: Can only be used on S-rank and below and it doesn't extend the duration of techniques (e.g. Plasma Ball would still last only last 3 turns)
Note: Can only be used once per battle
Note: Can not work on modes
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[Fuuinjutsu: Sukuripucha Shussekenteki Kishi] - Sealing
Technique: Scripture of the Templars
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: N/A (+15 chakra to all of the user's seals)
Damage: N/A
Description: This is a passive ability that is applied to all of
the user's seals that are always active or lie dormant on the
user's body prior to a battle (essentially seals stated in one's
biography). The sealing script of the Fuuinjutsu seals will be
infused with one of the basic five elemental chakras to
reinforce, strengthen and enhance them so to make their
destruction or corruption more difficult. The seals will now
respect elemental strengths and weaknesses of the chosen
element and will possess the strength of the chosen element
up to their own rank. They will also be infused with 15 more
chakra than normal and this chakra cost will be expended
whenever the seals triggered or are activated. This technique
doesn't make Fuuinjutsu techniques stronger or enhance
them in any way, it simply makes the seals on the user's
body/clothes/person harder to tamper with or destroy. If the
seal's rank is boosted on activation, the strength of the
sealing script will now reflect it's new rank.

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

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


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

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

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

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

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


(Fuuinjutsu: Disupurēsa-jū ) l Sealing technique: Displacer beast
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20 (+10 per movement)
Damage: N/A
Description: The user of this technique begins by adding a unique sealing formula in to any already made sealing formula, this unique formula maintains a connection to the user. Allowing them to freely maneuver the sealing script itself, directly from the container of the seal. Be it a scroll or a kunai. The sealing formula can be moved through any tangible medium, such as the earth, or water, even tree's. The sealing formula can move at a speed equal to the users base speed only. This effectively allows the user to move his sealing script freely via hand gestures to relocate seals he or she uses. An example of usage would be with (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique, where as the special tag could be relocated to accommodate for user movement.
~Notes~
- Moving the seal requires hand movements.
- Cannot be used on ftg seals
- Must be taught by Vegeta
(Fuuinjutsu - Shiketsu no Rikudo) Sealing technique - Six paths of Hemostasis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: A unique sealing jutsu designed with the sole intent of sealing the natural flow of chakra through a persons body temporarily. The technique is applied to any weapon the user happens to be wielding at the time. Covering the weapon in visible sealing script that differs from traditional sealing scripts in color. Being a dark crimson almost black still but more red. This script can also be applied to the opponent via direct touch, cutting out the middleman so to speak. When applied this technique directly targets the chakra flow of the opponent. Causing it to move much slower throughout the body in a similar way to hemostasis in medical fields. Hence the name of the technique. By causing the opponents chakra to move
throughout the body slower it can create clots of sorts around the tenketsu. Not only does this cause the afflicted person to take longer to mold chakra it can also prevent them from using certain powerful jutsu over time as the chakra flows slower over time. Provided the seal remains. Overall the effects of this jutsu effectively adds time to how fast they can make seals, slowing the creation of their technique somewhat. A technique that requires one handseal would now take the time of four. Two hand seals, it would take them as long to perform them as it would normally take to do five, and so on. Additionally the afflicted will find themselves requiring the time of performing two hand seals for techniques that usually require none. This is
applicable the moment the seal is applied. In terms of limiting the usage of powerful ninjutsu. The moment this seal is applied the afflicted loses access to techniques of a forbidden ranked nature. The afflicted then lose access to S ranks on their next turn, then A ranks on the subsequent turn. The afflicted would always be able to access B ranks and below. The clotting of the Tenketsu causes chakra to leak from the afflicted body, causing them to lose 20 chakra each one of their turns by default before
using any jutsu. In a similar way to how the Hyuuga expel chakra forcefully the clotting causes this without the afflicted intending it, thus the chakra is wasted.
~Notes~
- This seal lasts for 5 turns, after which the afflicted regains usage of up to S ranks however the clots of chakra prevent access to enough chakra for higher ranks.
- This seal can be removed prematurely by one skilled in. fuuinjutsu, practicioners in fuuinjutsu can remove it with a
sealing displacement technique, however it can also be removed with a full body surge of equal or higher rank.
- Will not work on EIG
- Must be taught by -Vegeta
- Can be used 2X per battle


(Fuujin: Kuro Boido) - Wind Sealing Art: Dark Void
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: With a seal mark written "封" between their hands, the user utilises shape and nature manipulation by performing Rat>Ram>clap hands to create a sphere of wind. The wind sphere is about the size of a bowling ball held between the user's hands and it contains the seal mark in its center. Once made, the user can launch the sphere at high speeds towards his target. Once it reaches their vicinity(or on impact), the wind sphere expands to 5m(short range radius) while the seal mark simultaneously activates, sucking in everything nearby and finally; seals them inside the mark which corresponds to the one on the user's hand. The technique however cannot seal a human person but can seal summons, weapons/tools, clones, techniques (if feasible), Edo Tensei summons, etc. The user can perform the reverse order of hand seals and slam their hand on the ground to unseal the technique.
~ 3 times per battle.
~ No wind or fuuinjutsu in the same or next turn.


(Fūinjutsu: Mukei Hogosha) – Sealing Technique: Ethereal Guardian
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Ethereal Guardian is an advanced Fūinjutsu utilizing common principles found in Barrier Techniques. Typically barriers are thought of as static, geometric and defensive constructs. However this preconceived notion has been proven false through barrier techniques such as the Four and Six Red Yang Formations. Both barriers were made to be highly malleable to shape themselves in order to relieve pressure from offensive techniques and redirect them. They were also able to be shaped in accordance with the user’s needs; this is further supported through other Fūinjutsu techniques, such as Sealing Technique: Abhorrence. Thus, by extension, it is reasonable to produce familiars with natural shapes such as a dog, bird, snake, or even humanoid. With this notion of malleability and versatility in mind Ethereal Guardian also applies the common principle of familiars – semi-sentient creations which feed off of the user’s chakra reserves. Through the combination of the two this technique allows the user to create familiars composed of barriers which undergo advanced shape manipulation. These familiars, as previously mentioned, are granted the same form of sentience granted to normal elemental familiars. This is done through the passive siphoning of chakra from the user to allow for their sustainment. Through this sentience the familiar is capable of operating independently from the user’s concentration freeing the user to perform tasks
independent from the familiar. Ethereal Guardian’s primary strength is its incredible versatility in shape transformation and applications – essentially limiting the user to only what his imagination is able to produce and conceive. For instance, the user is able to create a bird composed of a barrier shaped into its form; due to its shape the bird would be capable of flight and able to move independently of the user. A second example is the creation of an average humanoid shaped familiar. This familiar would be capable of running and granted normal full range of movement. However, while logically a bird is able to fly and a humanoid is able to run, this technique allows for the user to break those logical limitations. Because of the nature of the technique all creations are able to attain a form of flight or
levitation to some degree, all moving as fast as the user’s base speed. Thus, a humanoid with no wings is capable of levitation and flight. The greatest limitation to this is the amount of chakra put into the technique. Additionally, the user is capable of creating multiple familiars. In this case, the familiars will follow the normal splitting rules. Two familiars created will be equivalent to B-Rank and granted equivalent capabilities while four familiars created will be equivalent to C-Rank and granted the same. These familiars are created within short-range of the user. By default, the barrier which composes them only possesses static characteristics. Meaning it will deal damage based upon the shape it is in, always equivalent to A-Rank. Thus, a bird with a talon can cut and pierce, equivalent to A-Rank damage. While a human with a fist can punch, equivalent to A-Rank damage. By default the creation(s) will possess a translucent white color. Creations can be sustained for four turns. This technique can be used twice per battle and cannot be used in consecutive turns. Cannot create new creations from a second usage unless the creations previously created were
destroyed. Constructs are at max 20 meters in height.


(Fūinjutsu: Hitoshirenu no Boushi) - Sealing Technique: The Hidden Eye
Type: Supplementary
Rank: C
Range: Short/Self
Chakra Cost: 15 (-10 chakra per turn)
Damage Points: N/A
Description: This is a simple detection type sealing technique which can be prepared before/during battle. This sealing formula is composed of a seal which is/can be placed in the user's body, usually on top of their right eye, looking much more like a Tattoo than a sealing formula. The seal is directly connected to the user's eyes, chakra circularity system and their five senses in general, in which a hidden barrier is always erect around the user's body spanning across short range from him in all directions. While this barrier can only be seen active if an opponent has the Rinnegan, Byakugan or Tenseigan. The sealing formula acts to detect incoming techniques that potentially threaten the user in one way or another. While that would normally be useless, this technique can only detect techniques that are hidden from the user's eyesight, or other senses, meaning the user can't perceive the incoming technique(s) with normal means. the only techniques that the sealing formula is incapable of detecting are techniques that are hidden through chakra (i.e. Muu's hiding in Camouflage technique) or similar techniques of the sort. The sealing formula techniques techniques when they are passing through the barrier or created from within it, through chakra or physical alterations to the earth or air. Once a technique is detected through the sealing formula, the seal on top of the user's right eye glows, giving off a signature sound inside of his own mind, that's only detected by it's user/creator, altering him of the incoming danger. This is only a detection type technique and not a defense in anyway, leaving the user alerted that a threat is incoming. This seal can be passively applied and activated during battle and happens fast enough to use in the same time-frame of any technique the user uses. The seal is only capable of detecting incoming techniques, and not fast moving bodies (i.e. EIG users moving at x4 speed and above or similar speed empowered bodies of the same speed)
Note: The user has to post the technique if it isn't mentioned in the bio, but applying it doesn't count towards the normal 3 techniques per turn (Only applicable of it's used in the first turn of the battle)
Note: If the user didn't activate the seal during the first turn of battle, activating it later on counts as one of the 3 moves per turn.
Note: Lasts for 5 turns per use
Note: Usable 3x per battle
 
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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



Taught to:
-Venom-
Detective L
Nathan
Vex


Given Sound



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



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




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

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

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


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

Note: Usable twice per battle.
Note: Lasts for the duration of the turn it's used in
Note: No sound jutsu in the same turn
Note: No sound above A rank next turn
Note: Teachable only by Vex
Note: User cannot use this Jutsu whilst he is using a technique to seal the opponent's wind, or restricting him from using wind.
(Ototon: Lumos) - Ototon: Lumos
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: High frequency sound waves have been shown to be able to be converted into pure energy in the form of light. This is called Sonoluminescence (the process of high frequency sound waves being transformed into light), and is a well documented phenomenon. The usage of chakra to generate the soundwaves causes them to be much more potent than normal, being able to produce much brighter light than what is normally found in sonoluminescence.By focusing their chakra, as a jutsu is released, the user is able to quickly produce a sound wave (through some sort of body movement, snapping a finger, clapping, even whistling) which is of a high enough frequency to immediately generate a bright flash of light. This sound wave is released in the same time frame as the previous Jutsu, and aims to make it difficult to see the incoming jutsu, disrupting the opponent's sight. The sound wave would seemingly 'coat' the expelled jutsu in light, making it difficult for the opponent to see the jutsu or look at it directly, blinding the opponent if he looks at it directly for more than a few seconds. This would not work against the Byakugan, or chakra sensors.

Note: Teachable only by Vex


(Ototon: Rentai no Shinfonii) - Sound Release: Symphony of Solidarity
Rank: C
Type: Supplementary
Range: N/A
Chakra Cost: (× - 5; x equaling the amount of allies applied
towards.)
Damage points: N/A
Description: Symphony of Solidarity is a passive technique that is activated before use of a certain Sound based techniques; namely those of high frequency. What it does in essence to this; is through manipulation of chakra the user will tune the pitch of their sound chakra just before they release it and with an additional infusion of chakra the user will modify the frequency. This allows the user a higher degree od control of whom their sound waves effect in a negative way avoiding having to harm allies and thus making using techniques such as Voice of Midas without fear of friendly fire. It does not make them "immune" to the sound per say; what it does through the additional chakra is create a concept within the sound wave to have a "rest" within it as normal music where the musician seizes playing for brief
moments. These "rests" in turns of the frequency will be released first to the targeted allies creating intangible muffs around their ears; to block out the remains of the frequency while leaving the targets unprotected. While passive in nature, this can only be used once per turn lasting for the duration of the technique it is applied towards.



 
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