Village: Iwagakure | Kirigakure | Konohagakure | Kumogakure | Kusagakure | Otogakure
Sunagakure | Yukigakure | General
Rank: Academy Student | Gennin | Chuunin | Jounin | Sennin
Type: Ninjutsu | Genjutsu | Taijutsu | Ninjutsu / Taijutsu | Taijutsu / Genjutsu | Ninjutsu / Genjutsu
Basic Element: Wind | Earth | Water | Lightning | Fire
Combo Element: Cloud | Wood | Plant | Sound | Sand
Style: Wild Beast | Momentum | Mountain Ox | Desert Aikido | Serpent | Lotus | Crane
Archetype: Elemental | Time | Carnal | Creational | Meditative
Special: Dynamic Trap | Set Trap | Clone | Weapon | Barrier | Shield | Terrain | Climate | Pet
Other: Powerful | Unacceptable | Sealing | Medical
Air Slicing Blast | Zankuuha
Type: Ninjutsu [ Sound ]
Rank: Gennin
Cost: 40 Chakra
Damage: 40
Effect: If an "Air Pressure Device" is equipped, technique does +15 Damage and costs +10 Chakra to use.
Description: A Jutsu which allows the user to freely control super sonic sound waves and air pressure. The cannons that are their arms can create blasts powerful enough to even destroy rock.
Points: 2
All Consuming Fog Technique | Kuikiri no Jutsu
Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Jounin
Cost: 3x Chakra
Effect: Area of Effect. All characters aside the user take x chakra damage. The value of x may be no less than 40 and no greater than 100.
Description: Through a short string of hand seals, horse-bird-tiger, the user calls forth an ominous blue-green speckled fog. Although quite similar to the signature technique of the Hidden Mist Village, the dense fog that is called forth actually has an adverse affect internally on all that are enveloped by it. Due to the toxic chakra poured into the fog, upon simple contact, chakra from within the body is forced out, draining the spiritual energy of all who become exposed to it's touch. Although a derivative of the Hidden Mist signature technique, the Hidden Cloud has developed a considerably more hazardous offspring technique, despite it lasting a significantly lesser time than it's parent jutsu.
Points: 7
Angelic Ward I | Tenshi no Kekkai I
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 60 Chakra
Effect: The target gains a shield with 60 Health. This shield does not reduce damage but instead negates Status Effects. Reduce the health of this shield by 1.5xy, where x is the cost of the status effect being prevented and y is the number of turns. This shield can only negate turns of Status Effects that are equal to or less than it's remaining health. The user may choose which status effects are negated. This shield lasts for 4 turns or until destroyed.
Description: By leaving an imprint of medical chakra, the target is encased in a thin layer of chakra. This chakra does not absorb impact, but prevents the targets flesh from being burned, or cut, among many other things.
Points: 3
Angelic Ward II | Tenshi no Kekkai II
Type: Ninjutsu
Rank: Chuunin [Medical]
Cost: 120 Chakra
Effect: The target gains a shield with 120 Health. This shield does not reduce damage but instead negates Status Effects. Reduce the health of this shield by 1.5xy, where x is the cost of the status effect being prevented and y is the number of turns. This shield can only negate turns of Status Effects that are equal to or less than it's remaining health. The user may choose which status effects are negated. This shield lasts for 4 turns or until destroyed.
Description: By leaving an imprint of medical chakra, the target is encased in a thin layer of chakra. This chakra does not absorb impact, but prevents the targets flesh from being burned, or cut, among many other things.
Points: 4 [Evolving 1; Angelic Ward I]
Angelic Ward III | Tenshi no Kekkai III
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 320 Chakra
Effect: The target gains a shield with 320 Health. This shield does not reduce damage but instead negates Status Effects. Reduce the health of this shield by 1.5xy, where x is the cost of the status effect being prevented and y is the number of turns. This shield can only negate turns of Status Effects that are equal to or less than it's remaining health. The user may choose which status effects are negated. This shield lasts for 4 turns or until destroyed.
Description: By leaving an imprint of medical chakra, the target is encased in a thin layer of chakra. This chakra does not absorb impact, but prevents the targets flesh from being burned, or cut, among many other things.
Points: 7 [Evolving 3; Angelic Ward II]
Armor of Sand: Rank 1 | Suna no Yoroi
Type: Ninjutsu [ Sunagakure | Sand | Shield ]
Rank: Chuunin
Cost: 120 Chakra
Effect: Creates a shield around the user with 200 health points. The user may repair the shield to full health points for 90 chakra in the Setup Phase. Additionally, once per battle if the health of the shield is reduced to 0, the user may immediately pay 90 chakra to repair it to full health. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. This technique may be used an unlimited number of times per battle.
Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger.
Points: 5
Armor of Sand: Rank 2 | Suna no Yoroi
Type: Ninjutsu [ Sunagakure | Sand | Shield ]
Rank: Jounin
Cost: 200 Chakra
Effect: Creates a shield around the user with 400 health points. The user may repair the shield to full health points for 160 chakra in the Setup Phase. Additionally, once per battle if the health of the shield is reduced to 0, the user may immediately pay 160 chakra to repair it to full health. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. This technique may be used an unlimited number of times per battle.
Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger.
Points: 5 [Evolving 2; Armor of Sand: Rank 1]
Ball Lightning | Tama Kaminari
Type: Ninjutsu [ Lightning ]
Rank: Chuunin
Cost: 150 Chakra
Damage: 35
Effect: The target is afflicted with 'Scorched' and 'Numb' for two (2) turns.
Description: The user creates a ball of electricity in their hand and then points their exposed palm towards the opponent, launching the ball towards them. Upon being struck by the ball the electricity the enemy will have their body washed over with the blast, numbing them for a short while and causing burning.
Points: 5
Beast Claw | Kemono Tsume
Type: Ninjutsu [ Pet ]
Rank: Chuunin
Cost: 150 Chakra
Damage: 40 per strike
Effect: This technique has three (3) strikes that may target up to three (3) enemies. Each strike afflicts the opponent with 'Impaired Eyesight' for one (1) turn.
Pet Combination: This technique becomes an Area of Effect technique that targets only enemies with a single strike that deals 40 Damage.
Description: Enveloping their hand in chakra that takes on the form of wickedly sharp claws, the shinobi begins striking at the eyes of foes. A tamer and their beast working in tandem though create an even more effective attack that becomes quite difficult to dodge.
Points: 7
Beginning | Akebono
Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Gennin
Cost: 40 Chakra
Damage: 20
Effect: +20 HP to user if this connects.
Description: A lash of vapor swipes through the opponent, drawing at their very chakra and essence and lashing back to the user, revitalizing them.
Points: 2
Bitter Crimson Tears | Katsurui Shinku
Type: Ninjutsu [ Konohagakure | Fire ]
Rank: Jounin
Cost: 180 Chakra
Damage: 40
Effect: This attack deals 'Burning; 50' for four (4) turns. If this attack misses, each turn following the target must dodge it again until it hits or two (2) turns pass, whichever comes first. If this attack hits on the second turn or later, it deals no damage and afflicts the opponent with 'Burning; 50' for 4-x turns, where x is equal to the number of times this attack has missed. The target may as a Main Phase action choose to end future attacks against them. This jutsu may be used twice per battle.
Description: Forms an odd little cloud of flame above the target's head which rains down flame upon them. The cloud is stationary, so the full effect of the jutsu will only be felt on a stationary target. The flames are meant to not hurt the user of this technique, and if they were to stand in the rain they would not become burned.
Points: 5
Blaze | Kaen
Type: Ninjutsu [ Fire ]
Rank: Jounin
Cost: 100 Chakra
Effect: Used in the Setup Phase. For the next three (3) turns treat the user's Taijutsu and Basic Weapon Attacks as if it were a Ninjutsu/Taijutsu hybrid attacks with [Fire] added to its types and effects. This may only be used once per battle.
Description: The user is engulfed in a blaze of flames that consumes their entire body. In every direction around them up to a foot away the air is lit aflame. Anyone that gets to close will be burned by the intense heat surrounding their body, and a melee fighter with this technique is an even more dangerous opponent than normal.
Points: 3
Blood on the Wind | Chi o za Kaze
Type: Ninjutsu [ Wind ]
Rank: Jounin
Cost: 110 Chakra
Damage: 105
Effect: The opponent is 'Bleeding: 25' for three (3) turns.
Description: This move once again does not directly target the foe itself, but instead tries to find wounds already made in the opponent. If none are there the wind itself will cut a shallow blow, then infuse it's chakra into all the wounds on the person, causing them a bit of pain but more importantly causing all their wounds to start bleeding profusely.
Points: 3
Blowout | Buroauto
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Chuunin
Cost: 100 Chakra
Damage: 30
Effect: Target is 'Deafened' for 1d4 turns. User rolls die when attack is made.
Description: The user focuses sound waves produced from any source into a tightly-wrapped coil of sound, which is then directed to the target's cochlea. The intense sound waves cause the fluid in the cochlea to vibrate rapidly, blowing an opening in the inner ear. This intense pain and disorientation disables the target for a period of time.
Points: 4
Body Freeze Skill | Kanashibari no Jutsu
Type: Ninjutsu
Rank: Jounin
Cost: 100 Chakra
Effect: This technique cannot be dodged. Instead, the target rolls 1d6 in their Response Phase. If the roll is odd, they are afflicted with 'Vulnerable' and 'Stunned' for one (1) turn. If the roll is even, nothing happens. May only be used twice per battle. If the target is of two ninja ranks or higher than the user, they are unaffected by this technique.
Description: Used to cause ones opponent to lose the advantage of movement. Freezing them in their tracks, this Jutsu creates an opening for a more dangerous attack. Most Anbu Ninjas are taught this technique.
Points: 4
Body Replacement Technique | Kawarimi no Jutsu
Type: Ninjutsu
Rank: Academy Student
Cost: x Chakra
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 Basic Unarmed Attack or Small Weapon Attack that the user failed to dodge. The damage and effects of that Basic Unarmed Attack or Small Weapon Attack are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies.
Points: Free Upon Creation
Body Replacement Technique II | Kawarimi No Jutsu II
Type: Ninjutsu
Rank: Gennin
Cost: x Chakra
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 Basic Attack that the user failed to dodge. The damage and effects of that basic attack or weapon attack are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies.
Points: ⁿ/ₐ [Evolving 2; Body Replacement Technique]
Body Replacement Technique III | Kawarimi No Jutsu III
Type: Ninjutsu
Rank: Chuunin
Cost: x Chakra
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 Basic Attack or Taijutsu that the user failed to dodge. The damage and effects of that basic attack, weapon attack, or Taijutsu are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies.
Points: ⁿ/ₐ [Evolving 2; Body Replacement Technique II]
Body Replacement Technique IV | Kawarimi No Jutsu IV
Type: Ninjutsu
Rank: Jounin
Cost: x Chakra
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 physical attack that the user failed to dodge. The damage and effects of that physical are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies.
Points: ⁿ/ₐ [Evolving 2; Body Replacement Technique III]
Chakra Blade | Chakura Tō
Type: Ninjutsu
Rank: Chuunin
Cost: 50 + x Chakra
Effect: Choose a weapon. For the duration of this technique Weapon Attacks made with the chosen weapon use Ninjutsu instead of Taijutsu. The value of x is equal to the level of the chosen weapon. This jutsu lasts for four (4) turns.
Description: The ninja infuses a weapon with chakra, causing it to glow with a faint light. The weapon will for a short time hold the chakra of the ninja, cutting based on their strength of Ninjutsu rather than their strength of arm. Though many ninja prefer to gain weapons that will absorb chakra naturally to their blade, this technique has been very useful for ninja who do not specialize in the blade but often find the need of one in desperate times.
Points: 5
Chakra Spring Trigger | Chakra Nejikuchibi
Type: Ninjutsu
Rank: Chuunin
Cost: 20x Chakra
Effect: As a free action in the Setup Phase the user may equip one weapon with the attribute 'Retraction Spring'. The value of x is equal to the user's ninja rank. If the user is Jounin rank this technique requires 'Retraction Spring' rank 2. If the user is Sennin rank this technique requires 'Retraction Spring' rank 3.
Description: This technique was developed specifically for the interaction with delicate mechanisms in combat. The ninja can feed a small amount of chakra into the mechanism, activating a spring loaded trigger to release a weapon from a hiding spot and equip it at a moment's notice.
Points: 5
Clone Technique | Bunshin no Jutsu
Type: Ninjutsu
Rank: Academy Student
Cost: 5x Chakra
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 2. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshinjutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.
Points: Free Upon Creation
Clone Technique II | Bunshin No Jutsu II
Type: Ninjutsu
Rank: Gennin
Cost: 5x Chakra
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 4. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.
Points: ⁿ/ₐ [Evolving 2; Clone Technique]
Clone Technique III | Bunshin No Jutsu III
Type: Ninjutsu
Rank: Chuunin
Cost: 5x Chakra
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 8. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.
Points: ⁿ/ₐ [Evolving 2; Clone Technique II]
Clone Technique IV | Bunshin No Jutsu IV
Type: Ninjutsu
Rank: Jounin
Cost: 5x Chakra
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 16. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.
Points: ⁿ/ₐ [Evolving 2; Clone Technique III]
Dead Soul Skill | Shikon no Jutsu
Type: Ninjutsu
Rank: Jounin [Forbidden: Unacceptable]
Cost: 300 Chakra to activate, 10% total Chakra per body per turn. Advanced chakra regeneration skills can not be active during this time.
Effect: Must have a dead body to manipulate. The body is under the control of the user like a bunshin or summon. Has 80% of the user's stats. The body has all of the abilities that the character did at the time of their death. Cannot preform any techniques that require them to sacrifice their life, as they do not have one to give. A body that is killed while this jutsu is active may not be used again unless it is able to be repaired.
Description: With this Jutsu the user can make the dead seem lifelike. Allowing dead bodies to move around as a diversion or decoy. This skill causes the dead bodies' hearts to beat allowing the user to control them for a few minutes.
Points: 7
Death Tree | Desu Mokuhon
Type: Ninjutsu [ Kusagakure | Wood ]
Rank: Jounin
Cost: 80x Chakra
Damage: [See Effect]
Effect: Creates x tree constructs, a maximum of three (3) trees may be created. For each tree choose a target. Each tree attacks the chosen target each turn for three (3) turns for 50 unmodified damage. Each tree is considered to have the same Accuracy as the user and zero (0) Evasion. Each tree has 200 Health. This technique may not be used again for five (5) turns after being used.
Description: Tree-like creatures grown by forcing chakra into seeds of trees. They will move towards and attack any opponent's within their range, stopping at nothing to obtain their goal. These creatures live on flesh and meat.
Points: 3
Dehydrate | Gansuikagoubutsu
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Jounin
Cost: 170 Chakra
Damage: 255
Description: The user manipulates the water in the cells of the target, causing it to be used at an increased rate. The target's body is starved for water, several impairing their ability to function and causing great internal mayhem. This condition must be treated very quickly, or else the chance of fatality is high.
Points: 4
Devil's Symphony | Akki Kyoumei
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Jounin
Cost: 150 Chakra
Damage: 225
Description: A strange, aggressive song generated by the user rips control of the target's body away, subjugating them to the user's whim. They are generally made to attack themselves, so as to maximize the damage in the small window available. A form of this technique was used by Tayuya, one of the legendary servants of the Shodaime Kyoukage, Orochimaru.
Points: 4
Direct Sonic | Shūchū-on
Type: Ninjutsu [ Sound ]
Rank: Chuunin
Cost: 120 Chakra
Damage: 35
Effect: The target is afflicted with 'Deafened', 'Prone', and 'Dizzy' for one (1) turn.
Description: By concentrating their chakra into every ounce of sound around them, the user of this jutsu concentrates it into a wave of sonic energy focused upon the target.
Points: 4
Double Snake Assassination Skill | Souja Sousai no Jutsu
Type: Ninjutsu
Rank: Jounin [Forbidden: Powerful]
Cost: The user's life or 1/2 full chakra.
Effect: If this technique hits, the opponent rolls 1d100. If they roll >50 or the technique misses completely they live and the user loses 1/2 of their full chakra. If they go to 0 or under chakra they pass out. If the technique hits, both the user and the opponent die instantly. No jutsu or skill can be used too dodge this, only rolling. If the user preforms this technique and then they have less than 0 chakra, the technique is still preformed. They wouldn't pass out until after.
Description: This is a murder-suicide attack in which the user will strike the opponent with a ninjutsu, mixing their chakra and souls together and then exploding their own outwards. This explosion causes a terrible shredding that will tear the opponent's own soul asunder along with the user's. With this attack both the user and the enemy are meant to die.
Requirements: Level 75
Points: 10
Earth Release; Avalanche | Doton; Nadare
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Gennin
Cost: 30 Chakra
Damage: 10
Effect: Area of Effect
Description: The user puts their hands within the ground and pulls out two chunks of rock. By using their chakra they control the rocks to hurl them at the ground. They break into many pieces, which are propelled by the users chakra, within a 20 foot radius of the user. The technique is used for hitting multiple opponents.
Points: 2
Earth Release; Earth Dragon Bullet | Doton; Doryūdan
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Jounin
Cost: 220 Chakra
Damage: 300
Effect: The user's Accuracy is increased by 100 for this attack.
Description: When used in an area with a large amount of earth or mud, this technique can create a dragon-like head to shoot mud balls at an opponent. The high speed of its bullets along with its ability to appear anywhere on the battlefield makes it especially hard to anticipate.
Points: 5
Earth Release; Earth Gods Will | Doton; Tsuchi Kame Mune
Type: Ninjutsu [ Iwagakure | Earth | Barrier ]
Rank: Gennin
Cost: 80 Chakra
Effect: Creates a barrier that has 80 health points. The person inside the barrier is unable to attack. This jutsu can be deactivated by the user by sacrificing their Main Phase. Lasts for four turns. Can only be used once per battle.
Description: A massive dome of earth much like the Sphere of Sand rises and surrounds the ninja. Unlike it's Sand cousin this sphere will not attack back though, but has an absurdly strong amount of defense.
Points: 4
Earth Release; Earthshatter | Doton; Dokudaka
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Chuunin
Cost: 55 Chakra
Damage: 30
Effect: If this technique is used on a target that has been affected by the Prone status in the last two of their turns or currently has the Prone status, then this technique deals 20 more damage. Target also gains the Startled status effect for two turns.
Description: Carefully collecting a hand of soil or terrain, the user gathers it in their palm and lightly blows upon it. Upon doing so, it then covers the target and suddenly coagulates all over them, as though squirming. With one final handseal, the hardening soil finally settles, only to violently shatter; impacting the target with shards of galvanized soil and terrain. Quite visually impressive, it is a perfect demonstration of a shinobi's progression from Gennin to Chuunin rank.
Points: 2
Earth Release; Gaea's Maw | Doton; Gaea No Kuchi
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Jounin
Cost: 300 Chakra
Damage: 270
Effect: Opponent is Stunned, Prone and Vulnerable. Can only be used once per battle.
Description: The ground beneath the target is split open, raised around the victim in a ring of jagged and razor-sharp spires. The opening is quickly pulled closed, stabbing the victim with the stones and trapping them beneath the earth.
Points: 7
Earth Release; Hand of the Earth God | Doton; Ibuki no Haniyasu-hiko
Type: Ninjutsu [ Earth ]
Rank: Jounin
Cost: 150 Chakra
Damage: 150
Effect: The target is afflicted with 'Vulnerable' for one (1) turn.
Description: The user manipulates the ground to generate a gigantic wave of earth to wash over the target and crush them beneath hundreds of pounds of dirt. The move is known for its ability to make the earth appear like a liquid.
Points: 4
Earth Release; Inner Decapitation Skill | Doton; Shinjuu Zanshu no Jutsu
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Gennin
Cost: 50 Chakra
Effect: Opponent is 'Vulnerable' next turn.
Description: The user puts himself/herself underground using his/her chakra. They then can pull the opponent under and attack them.
Points: 3
Earth Release; Jaws of the Mother | Doton; Wareme No Haha
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Gennin
Cost: 40 Chakra
Damage: 10
Effect: Opponent gains the 'Numb' status effect for one turn. If this technique is used on a target that has been affected by the 'Prone' status in the last two of their turns or currently has the 'Prone' status, then the 'Numb' effect of this technique lasts one more turn.
Description: Traditionally used on an exposed target, the user places both hands on the ground and imbues the earth with a small pool of chakra. Upon doing this, the user quickly stands up and gestures upwards with their hands; palms showing to the sky. This is followed by a signature grinding noise as the earth sinks downwards and then rises quickly while closing around the target. Leaving one, very pained target to deal with the numbness spreading through their body.
Points: 3
Earth Release; Minor Tremor | Doton; Bimyōna Shinsen
Type: Ninjutsu [ Earth ]
Rank: Gennin
Cost: 35 Chakra
Damage: 5
Effect: Opponent gains the 'Prone' status effect for one turn. If this technique is followed with another Earth element technique that causes damage, they take 10% more damage from it.
Description: By focusing the correct amount of chakra, the user stomps on the ground. By doing this in synch with the release of some chakra to the feet, the ground begins to ripple and sends out a single wave of earth towards the target. Once knocked over, the target is further exposed to more earth techniques. This makes a decent combo technique when used correctly.
Points: 3
Earth Release; Rising Earth Wall | Doton; Doryūheki
Type: Ninjutsu [ Earth | Barrier ]
Rank: Jounin
Cost: 350 Chakra
Effect: Used in the Response Phase or Main Phase. Creates a barrier with 700 health points. If used in the Response Phase, the user skips their next Main Phase. May be used twice per battle.
Description: This technique allows the user to create a protective wall out of earth. One method of doing this is for the user to convert chakra in their body into an earthen material that they spit from their mouth; the more skilled the user, the greater the volume of earth that can be created. The earth quickly piles up into a defensive wall, blocking incoming attacks. Although the muddy material is solid on its own, it is further fortified with a coat of chakra. A second method of performing this technique is to instead manipulate pre-existing earth directly: by placing their hands on the ground, users can raise the ground as a barrier in front of them. Walls erected in this way are typically featureless, but users of considerable skill and practice can alter the appearance if they choose.
Points: 8
Earth Release; Stalwart Brigade | Doton; Mosa Ryodan
Type: Ninjutsu [ Earth ]
Rank: Gennin
Cost: 20x Chakra
Effect:
The user creates x Barriers with 20 Health each. Maximum of 4 Barriers may be created.
Description: The ninja creates a number of walls in front of themeselves which can be used to absorb attacks and jutsus that come directly from the front. Unfortunately because of their small size and strength they do not stand up to much.
Points: 3
Earth Release; Stone Goliath | Doton; Ishi Goriate
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Jounin
Cost: 50 Chakra, 50 Chakra Upkeep
Effect: The user is 'Enlarged' as long as this technique is active. At the start of each Main Phase, the user rolls a d10 and on a result of 6-10 the first attack in this Main Phase adds one (1) turn of 'Clobbered' to its effects. Maximum of 4 turns.
Description: This nin coats him/herself with a thick stone carapace that increases their size as well as combat potency. The strong blows from this form send the opponent reeling backwards a few steps, forcing them to spend time recovering from the attack.
Points: 5
Earth Release; Tracking Fang Skill | Doton; Tsuiga no Jutsu
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Chuunin
Cost: 50 Chakra
Effect: May only be used when a Summon is under the user's control. Target is 'Shackled Paired Legs' for one (1) turn. This technique has a +10% Chance to Hit. May only be used once per battle.
Description: This technique is used to incorporate the "Kuchiyose No Jutsu". It uses it as a fast-paced tracking system by sending your summon underground to the area where your opponent is. It takes them by surprise and allows your summon to hold them down long enough for you to perform another attack on your opponent.
Points: 2
Eight Divination Sealing Style | Hakke Fūin Shiki
Type: Ninjutsu
Rank: Sennin [Forbidden: Powerful; Sealing]
Cost: 800 Chakra
Effect: By sacrificing their own life, the user of this jutsu can seal their opponent into an object. If this technique hits the opponent it automatically succeeds. If a clone or a summon uses this technique, the user still sacrifices their life, but it wouldn't be until the end of the battle then. When this is used both characters are dead, no matter what and must start new characters. After a year in real time the object that the character was sealed in can be unsealed using the Eight Part Seal Release. The previous owner may then choose to return to using that character. Remember, only two characters can be owned at any one time.
Description: This is how Yondaime sealed Kyuubi inside Naruto. By making a pact with a demon they sacrifice their soul too trap the soul of another. This technique is very secret and is usually only taught to new Kages or very trusted shinobi of the village. This is the single most powerful sealing method known widely. It should be very much so thought out as to who should learn this. Usually a future Kage is the best and only candidate.
Points: 12
Ending | Musubi
Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Gennin
Cost: 30 Chakra
Damage: 50
Effect: User takes 15 damage when they use this technique.
Description: A similar lash as Akebono, this one draws on the energy of the user to inflict more damage though.
Points: 2
Energy Absorbtion | Chakra Kyuushuu
Type: Ninjutsu
Rank: Chuunin
Cost: x Chakra
Effect: Opponent looses x chakra. The value of x cannot be more than 80.
Description: This Jutsu allows the user to suck out his or her opponents Chakra through the plam of their hand.
Points: 3
Evil Sealing Method | Fuuja Houin
Type: Ninjutsu
Rank: Sennin [Forbidden: Powerful; Sealing]
Cost: 500 Chakra
Effect: Cancels the effects of any evil/curse seal, though the seal remains.
Description: This Seal negates the effect of the Curse Seal, making the effects of it significantly weaker; although, it is very important that the person it has been preformed on maitains control of their emotions.
Points: 8
Fairy Ward I | Yousei no Kekkai I
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 40 Chakra
Effect: Heal the target for 20 health. The next technique of Gennin rank or less used against the target of this technique is considered to have a fail chance of 10%. If that technique already has a fail chance, it is increased by 10%. Usable twice per battle.
Description: The user heals their target a little bit, and leaves an imprint of curative chakra which may protect them in the future.
Points: 3
Fairy Ward II | Yousei no Kekkai II
Type: Ninjutsu
Rank: Chuunin [Medical]
Cost: 100 Chakra
Effect: Heal the target for 75 health. The next technique of Chuunin rank or less used against the target of this technique is considered to have a fail chance of 30-10x%. X is equal to the ninja rank of the technique being used. If that technique already has a fail chance, it is increased by 30-10x%. Usable twice per battle.
Description: The user heals their target a little bit, and leaves an imprint of curative chakra which may protect them in the future.
Points: ⁿ/ₐ [Evolving 1; Fairy Ward I]
Fairy Ward III | Yousei no Kekkai III
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 220 Chakra
Effect: Heal the target for 180 health. The next technique of Jounin rank or less used against the target of this technique is considered to have a fail chance of 40-10x%. X is equal to the ninja rank of the technique being used. If that technique already has a fail chance, it is increased by 40-10x%. Usable twice per battle.
Description: The user heals their target a little bit, and leaves an imprint of curative chakra which may protect them in the future.
Points: ⁿ/ₐ [Evolving 1; Fairy Ward II]
Fairy Ward IV | Yousei no Kekkai IV
Type: Ninjutsu
Rank: Sennin [Medical]
Cost: 350
Effect: Heal the target for 300 health. The next technique of Sennin rank or less used against the target of this technique is considered to have a fail chance of 50-10x%. X is equal to the ninja rank of the technique being used. If that technique already has a fail chance, it is increased by 50-10x%. Usable twice per battle.
Description: The user heals their target a little bit, and leaves an imprint of curative chakra which may protect them in the future.
Points: ⁿ/ₐ [Evolving 1; Fairy Ward III]
Feast of Famine | Chisou Futei
Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Gennin
Cost: 50 Chakra
Damage: 10
Effect: If this technique hits then roll 1d100. Roll 35 or lower and you may destroy one random piece of armor the opponent is wearing. Useable three times per battle. This effect may only apply against an opponent of equal or lesser rank to the user.
Description: An oddly thick cloud engulfs the foe, strangling them and cutting off their breath. While the enemy is distracted, the cloud will begin to dissolve the opponent's more material belongings, possibly damaging them beyond use.
Points: 3
Feral Howl | Yaban Hōkō
Type: Ninjutsu [ Pet ]
Rank: Gennin
Cost: 60 Chakra
Damage: 25
Effect: The target of this technique is afflicted with 'Afraid;1' and 'Impaired Hearing' for one (1) turn.
Pet Combination: Increase the base damage of this technique by 10.
Description: The user releases a blast of chakra that had been built up in their throat as a primal howl. The sheer unnatural sound is enough to make even the most stalwart of shinobi a little afraid. When used by a Tamer and their beast in conjunction, the force of the blast is even more powerful.
Points: 5
Fire Dragon Flame Blast | Katon; Karyū Endan
Type: Ninjutsu [ Fire ]
Rank: Jounin
Cost: 220 Chakra
Damage: 150
Effect: The target is afflicted with 'Burning: 25' for three (3) turns. This attack has a +12% Chance to Hit.
Description: The ninja draws in a deep breath and lets it out in a flame that flies at their opponents in a huge wall of incendiary might. This move is for obvious reasons very difficult to avoid.
Points: 5
Fire Release: Great Fireball Technique | Katon; Gōkakyū no Jutsu
Type: Ninjutsu [ Fire ]
Rank: Gennin
Cost: 20 + 8x Chakra
Damage: 20
Effect: The value of X is a number between 0 and 3, chosen when this technique is utilized. This technique afflicts one (1) turn of 'Burning: 10x'.
Description: Originally crafted as a signature technique of the Uchiha clan of Konohagakure, Gōkakyū no Jutsu has found its way into the hands of both common Konoha shinobi and further into the world at large. Though most powerful when handled by a member of its origin clan, Gōkakyū no Jutsu is a formidable and relatively easy to use technique wherein the user kneads chakra inside their body, converts it to fire, then expels flames rapidly from their mouth. Though the technique gains its namesake from a large orb shape, it is easily used as a continuous flame-thrower whose volume can be controlled through raw chakra output. The impact of this technique is not the most potent, but it easily burns away its targets and often leaves a scorched crater in its wake.
Points: 3
Fire Release; Burst End | Katon; Basuto Endo
Type: Ninjutsu [ Konohagakure | Fire ]
Rank: Gennin
Cost: 40 Chakra
Damage: 20
Effect: The target of this technique is afflicted with 'Burning: 10' for two (2) turns.
Description: Takes many months to learn a gennin is simply able to create an orb of fire by using the chakra from the nodes on their fingers. The Orb is a bright red color and it has fire rotating around it. Even though it looks like a basic fireball the Orb actually creates a powerful explosion on impact of the opponent.
Points: 2
Fire Release; Confining Serpents | Katon; Ashidomeja
Type: Ninjutsu [ Konohagakure | Fire ]
Rank: Jounin
Cost: 80x Chakra
Damage: 45x
Effect: This technique possesses a number of strikes equal to x, to a maximum of 4 strikes. Each strike inflicts one (1) cumulative turn of 'Burning: 20' and 'Shacked: Leg'.
Description: The nin using this creates a string of hand seals and finally faces their open palms to a target. From their palms come a number of serpents made of fire, which no matter how many there are take up the whole surface of both hands. These serpents of fire fly in winding paths at the enemy, and due to their composition allow the enemy less room to maneuver after all have attempted to strike him/her.
Points: 8
Fire Release; Cover Fire | Katon; Kasai o Kabā
Type: Ninjutsu [ Fire ]
Rank: Chuunin
Cost: 110 Chakra
Damage: 50
Effect: The target is afflicted with 'Blind' and 'Distracted' for one (1) turn.
Description: The user breathes in deeply and exhales, swinging from one side to the other so that they send out an arc of small fire sparks. The sparks fan out and then converge on their target, swarming them in light and fire.
Points: 3
Fire Release; Dragon Fire Technique | Katon; Ryūka no Jutsu
Type: Ninjutsu [ Konohagakure | Fire | Dynamic Trap ]
Rank: Chuunin
Cost: 60 Chakra
Damage: 120
Condition: The target of this technique must have had the effects of the item 'Wire String' applied to them during their previous turn.
Effect: Following this technique's resolution, remove the effects of 'Wire String' from the target, regardless of this technique's success.
Description: A raging inferno of a technique, Katon: Ryūka no Jutsu must have a medium through which it may be channeled before its destructive power can be properly harnessed. Once a target is successfully bound using wire string, the user will erupt into a pillar of flame. That flame will then race down the ninja wire and engulf its target, burning away flesh and blood. The incredible intensity of this technique frequently burns away even the wire it uses as a conductor.
Points: 4
Fire Release; Great Fireball Technique II | Katon: Gōkakyū no Jutsu
Type: Ninjutsu [ Fire ]
Rank: Chuunin
Cost: 40 + 5x Chakra
Damage: 50
Effect: The value of x is a number between 0 and 5, chosen when this technique is utilized. This technique afflicts one (1) turn of 'Burning: 10x'.
Description: Originally crafted as a signature technique of the Uchiha clan of Konohagakure, Gōkakyū no Jutsu has found its way into the hands of both common Konoha shinobi and further into the world at large. Though most powerful when handled by a member of its origin clan, Gōkakyū no Jutsu is a formidable and relatively easy to use technique wherein the user kneads chakra inside their body, converts it to fire, then expels flames rapidly from their mouth. Though the technique gains its namesake from a large orb shape, it is easily used as a continuous flame-thrower whose volume can be controlled through raw chakra output. The impact of this technique is not the most potent, but it easily burns away its targets and often leaves a scorched crater in its wake.
Points: 3 [Evolving 1; Fire Release: Great Fireball Technique]
Fire Release; Phoenix Sage Fire Technique | Katon; Hōsenka no Jutsu
Type: Ninjutsu [ Konohagakure | Fire ]
Rank: Gennin
Cost: 20x Chakra
Damage: 20 per strike
Effect: This technique possesses a number of strikes equal to x, with a maximum of three (3). Each strike of this technique has -10% chance to hit. Once per battle, if three (3) strikes were made with this technique and at least two (2) fail to hit their target, the user may treat a non-Genjutsu, Genin ranked technique used in their following turn against the same target as if it were a Dynamic Trap with its conditions fulfilled.
Description: Another technique gifted to Konoha by its Uchiha forebears, Katon: Hōsenka no Jutsu is as much of a flash strategy as it is a standalone technique. The user will knead Fire-natured chakra within their torso, then spit out a small flurry of fireballs that are rather inaccurate. The intensity of the flame combined with its very predictable attack pattern tends to trap their targets into committing a dodge whose trajectory is pre-determined by the user. The user usually follows this with a secondary attack to take advantage of the target's brief exposure.
Points: 3
Firefly | Hotaru
Type: Ninjutsu [ Konohagakure | Fire ]
Rank: Gennin
Cost: 5 Chakra
Effect: This technique creates a number of Fireflies equal to x, maximum of 15. These Fireflies illuminate dark areas but do nothing on their own.
Description: Creates one to fifteen small phantom fireflies. These are beautiful to look at and light up an area very well. Excellent jutsu for use on a date, really impress the girls (or boys).
Points: 1
Firefly Regime | Hotaru Ryouiki
Type: Ninjutsu [ Konohagakure | Fire | Dynamic Trap ]
Rank: Chuunin
Cost: 4x Chakra
Damage: 5x
Condition: Must have x fireflies on the field from 'Hotaru'.
Effect: Sacrifice x fireflies. This is not a multi-hit jutsu, maximum of 25 fireflies.
Description: Causes the fireflies summoned by Hotaru to explode in tiny fiery balls on their opponent. While only nuisances in themselves, they can deal a quite staggering amount of damage if the entire swarm blows up together.
Points: 4
Five Part Seal | Goguoufuuin
Type: Ninjutsu
Rank: Sennin [Forbidden: Unacceptable; Sealing]
Cost: 700 Chakra
Effect: Opponent cannot use target stat. This lasts until the seal is released using Five Part Seal Release (Goguoukaiin). The stat is treated as if it was 0, though you do not pass out if it is Stamina/Chakra. Cannot target HP. Only one stat may be sealed via this method at a time. Usable once per battle.
Description: An elemental seal appears on each of the users fingers, one for each of the five elements (water, metal, earth, fire and wood). Upon contact with the target it disrupts their chakra flow, sealing it from further use; though this technique has been known to be used to seal other abilities.
Points: 11
Five Part Seal Release | Goguoukaiin
Type: Ninjutsu
Rank: Sennin [Forbidden: Powerful; Sealing]
Cost: 500 Chakra
Effect: Releases the effects of Five Part Seal (Goguoufuuin) or Evil Sealing Method (Fuuji Houin). Also releases the effects of other seals at an admin's discretion.
Description: An elemental seal appears on each of the users fingers, one for each of the five elements (water, metal, earth, fire and wood). The effects of applying this technique on someone who has been subject to the Goguoufuuin will reverse the negative effects of the aforementioned technique. The five seals must be applied directly to the corresponding seals of the inflicted.
Points: 8
Flashbang | Furashobangu
Type: Ninjutsu [ Konohagakure | Fire | Dynamic Trap ]
Rank: Gennin
Cost: 35 Chakra
Damage: 20
Condition: There must be at least 10 Fireflies active on the field.
Effect: The target of this technique is afflicted with 'Fazed' for one (1) turn.
Description: After summoning forth the phantom fireflies, the user 'drains' the fireflies of their light and pools it with Chakra, then hurls it at the target's face, where it explodes. The fireflies will return to their lit state after this technique.
Points: 2
Float | Uki Wa no Justu
Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Chuunin
Cost: 50 Chakra; 50 Chakra Upkeep
Effect: Increases user's Evasion by 40. You may only be targeted by ranged attacks or by other characters with the ability to fly. Maximum of 3 turns.
Description: Using chakra, you gain the ability to defy gravity. With this, you can fly, float high in the air, or simply do an amazing combo.
Points: 5
Four Violet Flames Formation | Shishienjin
Type: Ninjutsu
Rank: Jounin
Cost: 160 Chakra
Effect: This technique may not be performed without its coalescence conditions being met.- Coalescence [4; Shishienjin]: The users of this technique create a Barrier with 1000 Health that targets up to 4 characters. Targeted characters also treat any characters not targeted by this technique as if they were protected by the Barrier created by this technique and may not attack from behind it using attacks of the same element. Anytime damage is dealt to a Barrier created by this technique the character that dealt that damage is afflicted with 1 turn of the status effect 'Burning; x' with 'x' equating to 20% of the total damage dealt to the Barrier. Users of this technique may heal any damage dealt to a created Barrier as a Main Phase Action by paying 1 Chakra per 2 Health healed. The maximum duration of this technique is 8 turns. This technique may be performed 2 times per battle. The users of this technique are afflicted with the status effect 'Bound; Arm' as long as a Barrier created by this technique is on the battlefield. If a user of this technique is reduced to 0 Health while a barrier created by this technique is on the battlefield, that barrier is destroyed on the following turn.
Description: Used for generations by ninja all over the world because of its advanced durability as a barrier, the Four Violet Flames Formation is a very unique collaborative technique that requires four shinobi of comparable strength working in unison, with each user acting as an apex in the cubic shape of the barrier. As soon as it is created, the Shishienjin takes on a deep violet hue that pulses and quivers as if it were composed entirely of condensed flames. The barrier does in fact possess qualities similar to fire ninjutsu as those who attempt to break through the barrier from either side are dealt back severe burns. This defensive ability is widely considered one of the jutsu's most unique effects, and a good portion of why this barrier's use has remained fairly constant throughout history.
Points: 5
Gift of the Spirits | Atae wa Suppiritsu
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 60 Chakra
Effect: The target gains 60 chakra. This technique may only target a character once per battle and cannot target the user.
Description: A faint white beam strikes from the medical ninja's palm and hits the target, infusing it with energy.
Points: 3
Gift of the Spirits II | Atae wa Suppiritsu II
Type: Ninjutsu
Rank: Chuunin [Medical]
Cost: 120 Chakra
Effect: The target gains 120 chakra. This technique may only target a character once per battle and cannot target the user.
Description: A bright blue beam strikes from the medical nin's palm and hits the target, infusing it with an immense amount of energy.
Points: ⁿ/ₐ [Evolving 1; Gift of the Spirits]
Gift of the Tengu | Atae wa Tengu
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 60 Chakra
Effect: The target gains 60 stamina. This technique may only target a character once per battle and cannot target the user.
Description: A faint white beam strikes from the medical ninja's palm and hits the target, infusing it with energy.
Points: 3
Gift of the Tengu II | Atae wa Tengu II
Type: Ninjutsu
Rank: Chuunin [Medical]
Cost: 120 Chakra
Effect: The target gains 120 stamina. This technique may only target a character once per battle and cannot target the user.
Description: A bright blue beam strikes from the medical nin's palm and hits the target, infusing it with an immense amount of energy.
Points: ⁿ/ₐ [Evolving 1; Gift of the Spirits]
Grass Prison | Kusarou no Jutsu
Type: Ninjutsu [ Plant ]
Rank: Gennin
Cost: 80 chakra
Effect: The target is afflicted with 'Shackled [Leg]' for two (2) turns.
Description: This causes blades of grass to grow at an alarming rate and wrap around the target, holding him in place.
Points: 4
Hidden Mist Skill | Kirigakure no Jutsu
Type: Ninjutsu [ Kirigakure | Water | Climate ]
Rank: Chuunin
Cost: 100 Chakra
Effect: Adds the climate 'Mist' to the battlefield for three (3) turns. The user is immune to the effects of 'Mist' and the effects of 'Mist' are doubled for those with an active Doujutsu as long as the climate was applied by this technique.
Description: A technique that uses moisture in the air to engulf the opponent in mist. This mist makes it harder for your opponent to see, which gives you more of a chance for a successful strike.
Points: 4
Hurricane | Shippuu
Type: Ninjutsu [ Wind ]
Rank: Gennin
Cost: 20 Chakra
Damage: 10
Effect: The target's Ninjutsu and Taijutsu are reduced by 20 when using any ranged attack one (1) turn.
Description: A flurry of wind surrounds the target, spinning them wildly and lifting them a bit off the ground before slamming them back down. It does little damage, but leaves their perception highly skewered and makes ranged attack difficult.
Points: 1
Immortality Skill | Furou Fushi no Jutsu
Type: Ninjutsu
Rank: Sennin [Forbidden: Unacceptable]
Cost: 1500 Chakra
Effect: This technique takes five turns to complete. Each turn you must compare your concentration with the opponents concentration each turn using the modifiers like evasion. If successful you take over the other person's character, your character dies and the owner of the character you took over must start a new character.
Description: This Jutsu is a skill where you anchor your spirit to this world forever. In other words, it's a reincarnation spell where you find a new body, enter it with your spirit and gain possession of it.
Points: 26
Impure World Ressurection | Kuchiyose Edotensei
Type: Ninjutsu
Rank: Sennin [Forbidden: Unacceptable]
Cost: 1000 Chakra per Person
Effect: You summon (like a regular summon) one dead person from any village of you choosing. You control them like a summon. After the battle the summon goes back too being dead. They have all the stats of the person at the time of death, and all items at time of death.
Description: This is a Summoning Jutsu that brings the dead back to life in this world. Based on the strength of the user, the more powerful the dead person raised can be. The dead rise from the surface the user is standing upon in coffins. Due to a talisman the user buries in their heads, their personalities can be wiped clean or controlled, turning them into mere killing machines. This Jutsu that summons the souls of the dead back into their bodies, can also be used to possess the bodies of offord living persons. Attacking the actual bodies of souls wrapped up in this Jutsu is pointless, as they cannot be hurt and their body parts will re-manifest themselves. This is a forbidden Jutsu.
Points: 21
Iwa Release; Pinpoint Fault | Iwaton; Seimitsu Dansousen
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Chuunin
Cost: 90 Chakra
Damage: 40
Effect: Target character is unequipped of all pieces of equipment that are not attached to their body. Victim may pay a setup phase to pick up a single piece of equipment per turn. Opponent gains the 'Prone' status effect for one turn.
Description: Creating a temporary fault line running beneath the opponent, the user taps into the line and begins to make the earth immediately around it shift. This causes a small scale earthquake that basically knocks the target off their feet and flings their equipment every which way. While it's not particularly impressive to see, it is still very effective and is fantastic for setting up combos against over-equipped opponents. After all, people seem to like it shaken, not stirred.
Points: 3
Kuchiyose no Jutsu | Summoning Technique
Type: Ninjutsu
Rank: Chuunin
Cost: x Chakra
Effect: Allows you to bring one summon to the battlefield. See the Summoning rules for additional information.
Description: Having signed a contract in blood, any ninja with this Ninjutsu technique can summon a beast, or beasts, from another plane of existence to use in battle. They must use their own blood as a "sacrifice" to summon them, after performing the hand seals corresponding with their animal and marking their point of summoning on the ground with both hands. Animals range from the famous Japanese Triad of the Toad, Snake, and Snail/Slug, to dogs, spiders, turtles, monkeys, and many more.
Requirements: Contract Manager
Points: 4
Lightning Release; Chain Lightning | Raiton; Raikusari
Type: Ninjutsu [ Lightning ]
Rank: Jounin
Cost: 225 Chakra
Damage: 80 per strike
Effect: Multi-strike attack, four (4) total strikes. The user of this technique may choose to have the second, third, and fourth strikes deal 0 damage. If they do, and all three strikes are successful, the target is afflicted with 'Destroy Weapon'.
Description: This ninja calls a lightning bolt that forks into four white hot prongs. Each prong is guided seperately, striking the opponent in succession.
Points: 10
Liquid Thorns | Sui Ibara
Type: Ninjutsu [ Water ]
Rank: Gennin
Cost: 5x Chakra
Damage: 5 per strike
Effect: Multiple strike jutsu, four strikes maximum.
Description: An extremely simple technique, a shinobi will be able to manipulate water in the air into small spikes that are shot at the target.
Points: 1
Mimosa | Ojigisō
Type: Ninjutsu [ Plant ]
Rank: Chuunin
Cost: 80 Chakra
Damage: 100
Description: Though the huge plant Mimosa itself is immobile, its stems can detect body heat and slash their victim to death.
Points: 3
Mystical Palm Technique | Shōsen Jutsu
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 30 Chakra
Effect: Heals the target for 30 Health. The user may choose to pay an additional 30 chakra to increase the base amount of health healed by 30 points.
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury.
Points: 4
Mystical Palm Technique II | Shōsen Jutsu II
Type: Ninjutsu
Rank: Chuunin [Medical]
Cost: 60 Chakra
Effect: Heals the target for 60 Health. The user may choose to pay an additional 60 chakra to increase the base amount of health healed by 60 points.
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury.
Points: 6 [Evolving 2; Mystical Palm Technique]
Mystical Palm Technique III | Shōsen Jutsu III
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 150 Chakra
Effect: Heals the target for 150 Health. The user may choose to pay an additional 150 chakra to increase the base amount of health healed by 150 points.
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury.
Points: 8 [Evolving 2; Mystical Palm Technique II]
Mystical Palm Technique IV | Shōsen Jutsu IV
Type: Ninjutsu
Rank: Sennin [Medical]
Cost: 350 Chakra
Effect: Heals the target for 350 Health. The user may choose to pay an additional 350 chakra to increase the base amount of health healed by 350 points.
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury.
Points: 12 [Evolving 4; Mystical Palm Technique III]
Plant Release; Acidic Hawk | Shokuton; Santaka
Type: Ninjutsu [ Kusagakure | Plant ]
Rank: Gennin
Cost: 50 Chakra
Damage: 20
Effect: Opponent is 'Sickened' for one turn.
Description: This jutsu calls a hawk-shaped construct of acid into being, which swoops down at the target, causing them damage as well as making them sick due to the smell of their own burning flesh.
Points: 2
Plant Release; Nature Cleanse | Shokuton; Shizen Kiyomeru
Type: Ninjutsu [ Kusagakure | Plant ]
Rank: Chuunin [Medical]
Cost: 150 Chakra
Effect: Heals the target for 40 and reduces "Poison" damage by 30 points for 3 turns. This can reduce "Poison" to 0.
Description: A medical Jutsu that draws upon the natural elements around you to cleanse your body of various ailments. Unlike other medical Jutsus this one works only for the Shinobi using it, highly useful in lone fights and as a secondary Jutsu to support yourself when fighting long battles.
Points: 5
Plant Release; Shield of Nature | Shokuton; Shizen no Tate
Type: Ninjutsu [ Plant | Shield ]
Rank: Chuunin
Cost: 100 Chakra
Effect: Creates a shield with 150 health points. As many armor pieces can be made for the amount of armor slots you have left (Chest, leg, forearm(s), etc). Each shield is made separately. Lasts for four (4) turns. May only be used two (2) times per battle.
Description: Using the natural elements around you a Shinobi is able to create a piece of armor to protect him/her for a short amount of time.
Points: 4
Plant Release; Sweet Nectar | Shokuton; Amai Kanro
Type: Ninjutsu [ Plant ]
Rank: Gennin [Medical]
Cost: 65 Chakra
Effect: Heals the target for 30 Health. The target is granted 'Haste' for one (1) turn.
Description: A medical technique that creates a sweet scent when used. By placing a glowing hand on their target, the shinobi passes along healing chakra. This chakra interacts with the target's body causing a slight rush of adrenaline which increases movement speed, reaction time, and awareness.
Points: 4
Plant Release; Sweet Nectar II | Shokuton; Amai Kanro II
Type: Ninjutsu [ Plant ]
Rank: Chuunin [Medical]
Cost: 140 Chakra
Effect: Heals the target for 70 Health. The target is granted 'Haste' for two (2) turns.
Description: A medical technique that creates a sweet scent when used. By placing a glowing hand on their target, the shinobi passes along healing chakra. This chakra interacts with the target's body causing a slight rush of adrenaline which increases movement speed, reaction time, and awareness.
Points: 5 [Evolving 1; Plant Release; Sweet Nectar]
Plant Release; Sweet Nectar III | Shokuton; Amai Kanro III
Type: Ninjutsu [ Plant ]
Rank: Jounin [Medical]
Cost: 225 Chakra
Effect: Heals the target for 120 Health. The target is granted 'Haste' for three (3) turns.
Description: A medical technique that creates a sweet scent when used. By placing a glowing hand on their target, the shinobi passes along healing chakra. This chakra interacts with the target's body causing a slight rush of adrenaline which increases movement speed, reaction time, and awareness.
Points: 6 [Evolving 1; Plant Release; Sweet Nectar II]
Plant Release; Wide Grass Cocoon | Shokuton; Hirokusa no Mayu
Type: Ninjutsu [ Kusagakure | Plant ]
Rank: Jounin
Cost: 200 Chakra
Effect: The target of this technique suffers from one (1) turn of 'Blind' and 'Shackled: Paired Legs'; additionally, the target is inflicted with 'Choking' for four (4) turns.
Description: The user of this jutsu expands the local plant-life into flat, wide straps of grass that cover the opponent. Initially the opponent will be blind due to the grass being over their eyes, and immobilized as the chakra from the plants pull down on them as they 'climb' up.
Points: 7
Polarized Spear | Raiton; Tsunagiyari
Type: Ninjutsu [ Lightning ]
Rank: Chuunin
Cost: 60 Chakra
Damage: 75
Description: The user will polarize the enemy from long range and with a sudden blast they will unleash a combination of lightning chakra from their own body towards the enemy at a rapid speed.
Points: 2
Protective Cross I | Kago Kouso I
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 40 Chakra
Effect: The next time the target of this technique takes damage, they are healed for 40 health.
Description: Using their chakra, the medic leaves a protective mark that will dissipate once damage is taken, healing its host a small amount.
Points: 2
Protective Cross II | Kago Kouso II
Type: Ninjutsu
Rank: Chuunin [Medical]
Cost: 95 Chakra
Effect: The next time the target of this technique takes damage, they are considered to be under the effects of 'Induced Regeneration: 40' for 3 turns.
Description: Using their chakra, the medic leaves a protective mark that will dissipate once damage is taken, healing its host a small amount over time.
Points: 4 [Evolving 2; Protective Cross I]
Protective Cross III | Kago Kouso III
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 240 Chakra
Effect: The next time the target of this technique takes damage, they are considered to be under the effects of 'Induced Regeneration: 100' for 3 turns.
Description: Using their chakra, the medic leaves a protective mark that will dissipate once damage is taken, healing its host a small amount.
Points: 6 [Evolving 2; Protective Cross II]
Puppet Technique | Kugutsu no Jutsu
Type: Ninjutsu
Rank: [See Effect]
Cost: 40x Chakra
Effect: This technique may be performed in the Setup Phase or the Main Phase. The value of x is equal to the user's ninja rank. Choose one of the following.• Equip up to 2x Small Puppets.• Equip up to x Medium Puppets.• Equip one (1) Large Puppet. The user may unequip any number of puppets in their Setup Phase as a free action. If any puppets are equipped when this technique is used, they are considered unequipped. This technique is always considered to be equal in ninja rank to the user.
Description: Using their energy like the strings of a marionette, Kugutsu no Jutsu allows the user to manipulate the delicate mechanisms of their puppet creations. Only shinobi who dedicate themselves to the art of being a puppeteer can master this ability.
Requirements: Path of the Puppeteer
Points: 4
Regeneration | Kousei
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 75 Chakra
Effect: Target gains the status effect 'Induced Regeneration: 30' for 3 turns.
Description: The skin of the target takes on a very light green tinge as healing chakra fuses through their body, slowly healing their wounds over time.
Points: 3
Rend the Heart | Katsu wa Chusshin
Type: Ninjutsu [ Fire ]
Rank: Chuunin
Cost: 60 Chakra
Damage: 100
Effect: The user takes 10 burn damage when using this technique.
Description: Creates a large fireball that is thrown towards the opponent. A reckless technique that is impossible to fully control the sheer volume of flame that is created by this fireball. It does massive damage for a chuunin level jutsu of it's cost, but because of that it has backlash and burns the user's body when the fireball is used unleashed.
Points: 2
Revolution | Kakumei
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Gennin
Cost: 75 Chakra
Damage: 15
Effect: The target is afflicted with 'Opening [Retribution | Houfuku]' for one (1) turn.
Description: An eddy of water moves up behind the opponent and slams into them, forcing them forward.
Points: 4
Root Technique | Nekko no Jutsu
Type: Ninjutsu [ Wood ]
Rank: Chuunin
Cost: 100 Chakra
Effect: The target is afflicted with 'Shackled [Paired Legs' for two (2) turns.
Description: Using the elements around you, you create artificial roots. These roots latch onto your opponent, holding them in place for another attack.
Points: 4
Sand Binding Coffin | Sabaku Kyū
Type: Ninjutsu [ Sunagakure | Sand ]
Rank: Chuunin
Cost: 150 Chakra
Damage: 25
Effect: This technique may not be performed unless the terrain effect 'Sand' is active on the battlefield. The target of this technique is afflicted with 3 turns of the status effects 'Bound; Paired Arms' and 'Shackled; Paired Legs'. On their turn during the Set-Up Phase, the target of this technique may roll a 20+x-sided dice. On an outcome of 18-y, the target of this technique is no longer afflicted with any status effect caused by this technique. When determining the outcome of rolls made in this way,'x' is considered a number corresponding with the target's Ninja Rank (1; Genin, 2; Chuunin. Etc) and 'y' is considered to be the number turns the target has been under the effects this technique multiplied by 2. The target of this technique is dealt 20 unmodified damage anytime a roll made in this manner is failed.
Description: One of the signature techniques of the Fifth Kazekage, this technique was adopted by the Village Hidden in the Sand after he taught the usage of the technique to several of his most promising students. Since then, it has become a staple jutsu that shinobi of Sand Village use to control the battlefield in their esteemed Kazekage's hallmark style. After forming the necessary handseals, the user of this technique guides a quantity of sand capable of encasing a human entirely toward their target. The sand then covers their body tightly, grinding against them
Points: 5
Sand Clone Technique | Suna Bunshin no Jutsu
Type: Ninjutsu [ Clone | Sunagakure | Sand ]
Rank: Chuunin
Cost: 50 Chakra
Effect: Each Sand Clone has 30 Health and 10% of the user's remaining stats. In their Response Phase, the creator may sacrifice y Sand Clones to reduce the damage of an incoming attack by 30y. This is a free action and may be done after they roll to dodge. Maximum of five (5) clones may be created.
Description: The Sand Clones of Sunagakure were created by Gaara of the Desert during his youth. Unlike most clones, their purpose was not to fight for the user and confuse their opponents, as they appear as sand shaped into the likeness of their creator. Suna Bunshin are made with the defense of their creator in mind and are quick to jump in front of their creator to shield them from damage.
Points: 7
Sand Release; Changing Sands | Santon; Suna Henka
Type: Ninjutsu [ Sunagakure | Sand | Terrain ]
Rank: Chuunin
Cost: 140 Chakra
Effect: Terrain is now "Sand".
Description: Using their ability to manipulate the element, the Shinobi amplifies the amount of sand on the field by using existing sand and causing it to multiple and turn surounding ground into additional sand.
Points: 5
Sand Release; Sand Eruption | Santon; Suna Funka
Type: Ninjutsu [ Sunagakure | Sand ]
Rank: Gennin
Cost: 45 Chakra
Damage: 30
Effect: Causes 'Impaired Eyesight' for one turn.
Description: Causing the sand hidden into the ground to erupt dealing minor damage along with sand getting into the eyes of the opponent slightly causing them to have reduced eyesight.
Points: 3
Sand Release; Sand Shell | Santon; Sunakara
Type: Ninjutsu [ Sand ]
Rank: Chuunin
Cost: 150 Chakra
Effect: The user gains 'Enlarged' for three (3) turns. In addition, they also gain a shield with 100 Health.
Description: The ninja surrounds themselves in sand fused with chakra to increase their size and therefore increase their combat strength
Points: 5
Sand Release; Sand Slide | Santon; Sabaku Shōhen
Type: Ninjutsu [ Sunagakure | Sand ]
Rank: Gennin
Cost: 40 Chakra
Damage: 15
Effect: Opponent is 'Prone' for one turn
Description: By quickly manipulating sand to get under the opponent and not stop moving, the user of this jutsu attempts to make them lose balance and fall over. In addition to the difficulty to gain footing, the opponent must contend with constantly moving sand.
Points: 2
Sand Release; Sand Tornado | Santon; Suna Tatsumaki
Type: Ninjutsu [ Sunagakure | Sand | Climate ]
Rank: Chuunin
Cost: 250 Chakra
Effect: Adds the climate 'Sand Storm' to the battlefield for two (2) turns.
Description: User's uses chakra from within to whip up the winds, dragging dirt and sand from the ground into the air. As the chakra mixes, it takes on a life of its own and quickly turns into a twister of sand, a common sight to those who travel the deserts.
Points: 7
Sand Release; Sand Whip | Santon; Sunamuchi
Type: Ninjutsu [ Sand ]
Rank: Chuunin
Cost: 80 Chakra
Effect: Creates a sand whip that acts like a level 10 medium weapon. Whip last for 3 turns. Requires sand to be on the field or at hand.
Description: Manipulating sand into the form of a whip, the Shinobi may use it as a temporary weapons when he/she is short on weapons.
Points: 3
Sand Waterfall Funeral | Sabaku SōSō
Type: Ninjutsu [ Sunagakure | Sand | Dynamic Trap ]
Rank: Jounin
Cost: 300 Chakra
Damage: 300
Condition: The target of this technique must be under the effects of a status effect afflicted by the technique 'Sabaku Kyū'.
Effect: This technique has a +10% chance to Critically Strike the target. The target of this technique applies 50% of their total Defense when modifying the damage of this technique. The effects of 'Sabaku Kyū' are ended if this technique is successful.
Description: The more morbid cousin of the Sand Binding Coffin jutsu, this technique takes advantage of the exposed position that that technique leaves the enemy in. After they are completely encased in sand, the user of this technique clenches the hand that guided the sand onto their enemy into a tight fist, causing the sand around that target to compress so tightly that their foe's body is ground away to nothing. Those caught within this jutsu are unable to move, and properly defend themselves from this attack, often leading to heavy damage.
Points: 7
Sandman's Feather | Sunajin no Hane
Type: Ninjutsu [ Sunagakure | Sand ]
Rank: Gennin
Cost: 80 Chakra
Damage: 10
Effect: Tired' for 2 turns, and then 'Asleep' for 1 turn.
Description: The user of this technique will conjure up a cloud of sand that will swirld around the target in the shape of feathers; the Chakra emanating from the feathers causes the target to slowly become more and more tired...
Points: 4
Sapling Armor | Naegi Gusoku
Type: Ninjutsu [ Kusagakure | Wood ]
Rank: Gennin
Cost: 60 Chakra
Effect: The user gains a shield with 75 Health.
Description: Becoming one with nature, you integrate your skin with the bark of a young tree. Because of its relatively young age, it is easier to integrate with but not as strong as trees of older generations.
Points: 3
Scylla | Akuma no Uzumaki
Type: Ninjutsu [ Water ]
Rank: Chuunin
Cost: 115 Chakra
Damage: 80
Effect: The target is afflicted with 'Shackled [Paired Legs]' for one (1) turn.
Description: The user concentrates a great deal of water into the ground under the opponent, with natural liquids to dissolve the ground in it as well. This is then spun at an incredible rate, enough to visibly wear away the ground where this attack was used. The target is sucked down, struck against the sides of the pit containing the whirlpool and eventually crushed into the bottom of the pit.
Points: 4
Serene Touch | Seion Souhou
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 360 Chakra
Effect: Heals the target for 120 Health. Remove three (3) turns of 'Afraid; 4' or less from the target.
Description: Sometimes anxiety can overwhelm the most stone faced of shinobi. Medical ninja use this technique to calm nerves and erase fear. At least for a time.
Points: 8
Shadow Clone Technique | Kage Bunshin No Jutsu
Type: Ninjutsu [ Clone | Konohagakure ]
Rank: Chuunin
Cost: 300 Chakra
Effect: Each Shadow Clone has 50 Health and 60-10x% of the user's remaining stats, where x is the number of clones created. Maximum of five (5) clones may be created. The user chooses the value of x when the technique is used.
Description: The Shadow Clone Technique was created before the founding of the first ninja villages by Senju Tobirama. Before becoming the Second Hokage, he gained a reputation for using his clones on the battlefield with lethal efficiency. The great strength of the Shadow Clone technique is that it divides a user's strength evenly, creating clones that are indistinguishable from their creator, even appearing to have their own working organs. Their strength is also a danger though, as a user who is not careful could easily divide their chakra too greatly, and weaken themselves to the point of illness or even death. Unlike some sturdier clones, Shadow Clones can be destroyed with relative ease, a strong hit transforming them into a harmless puff of smoke.
Points: 16
Shield of Sand | Suna no Tate
Type: Ninjutsu [ Sunagakure | Sand | Shield ]
Rank: Gennin
Cost: [See Effect]
Effect: Activated in the Main Phase and may be de-activated in any phase. While active the user receives no dodge roll, though they may still use jutsu, skills or weapons to defend against the incoming attack. If deactivated during the Response Phase, the user does not receive a dodge roll. If the opponent's speed stat is more than or equal to 1.25x the user's Ninjutsu, then the shield is bypassed and the attack cannot be blocked. If the opponent's speed stat is higher than the user's Ninjutsu stat and less than 1.25x the user's ninjutsu, the user must pay 1.5x the cost to block the damage. Suna no Tate does not apply to Genjutsu and the user may roll to dodge against it. Lasts for four (4) turns.Instead of taking damage, the user spends chakra for each point of damage prevented based on the chart below.--Void-type Jutsu = 2 chakra for every 1 damage--Fire-type Jutsu = 1 chakra for every 1 damage--Water-type Jutsu = 3 chakra for every 1 damage--Lightning-type Jutsu = 1 chakra for every 2 damage--Earth-type Jutsu= 2 chakra for every 3 damage--Wind-type Jutsu = 4 chakra for every 1 damage--Sand-type Jutsu = 1 chakra for every 4 damage--Other = (Amount of combinations) chakra for every 1 damage--Weapons = 1 chakra every 2 damage--Taijustu = 4 chakra for every 5 damage
Description: After the passing of the Fifth Kazekage many of the ninja within the village who looked up to him decided to try and preserve his specialty jutsu to be used by all Suna ninja. Since many of his most basic attacks and defenses relied on the Shukaku demon, they had to alter the workings of many of them. The only successful jutsu to come out of this plan was the Suna no Tate. It is a modified version of the technique that instead of running off of the abilities of the Shukaku demon instead are based upon the actual reaction time of the ninja himself. This jutsu is known through the village as the 'Gift of the Fifth' which shows his determination to protect all the villagers even after his death.
Points: 5
Shockwave | Shōgekiha
Type: Ninjutsu [ Kumogakure | Lightning ]
Rank: Gennin
Cost: 60 Chakra
Damage: 60
Description: You do 3 handseals and you begin to hear an echo-like noise that sounds like it's rumbling horribly. The area around you then turns pure white for half of a second from the lightning rushing toward your opponent. It's a powerful jutsu that is normally taught to new genin of Kumo.
Points: 3
Shuriken Shadow Clone Technique | Shuriken Kage Bunshin No Jutsu
Type: Ninjutsu
Rank: Jounin
Cost: 2/3(xy) Chakra
Effect: This technique may be performed once per turn in the Main Phase as a Free Action after making a Small Weapon Attack. When determining the cost of this technique "x" is equivalent to the base damage of the small weapon attack and "'y" is equivalent to a number chosen by the user (max; 10). The user's Small Weapon Attack gains "y" additional strikes for each strike made (additional strikes target the same target as the original strike and are treated as the same type of weapon). Strikes created by this technique do not gain any effects from the original weapons that directly affect their target (explosive tags, poison, etc). The base damage of all additional strikes created by this technique may not exceed the maximum damage for a Ninjutsu technique of the user's rank. This technique may be performed 2 times per battle.
Description: Invented by the Third Hokage Hiruzen Sarutobi, Shuriken Shadow Clones are an extremely advanced form of offensive clone. By swiftly replicating any weapons that they have thrown at their opponent, the user is able to in effect carry fewer real weapons, saving much needed space on their person. The weapon-clones created are no less real than the originals and make this technique quite lethal. For several generations this technique was kept as a secret solely of the Sarutobi clan, but was eventually traded to Konohagakure's general populace. It was not long after that before the technique was seeing use among villages through-out the shinobi world.
Requirements: Kage Bunshin No Jutsu
Points: 6
Slashing Wind Skill | Kamaitachi no Jutsu
Type: Ninjutsu [ Sunagakure | Wind ]
Rank: Chuunin
Cost: 72 Chakra
Damage: 50
Effect: Increase the user's Accuracy by 40 for this attack.
Description: A simple wind manipulation technique that takes advantage of wind's transparency to hide it from the opponent. The shinobi feints motion to pull attention away from the wind attack, tricking the opponent long enough for the razor sharp gale to slice into their flesh.
Points: 3
Soil Clone Technique | Iwa Bunshin no Jutsu
Type: Ninjutsu [ Clone | Iwagakure | Earth ]
Rank: Chuunin
Cost: 105x Chakra
Effect: Each Soil Clone has 105 Health and 25% of the user's remaining stats. If destroyed by an opponent, the Soil Clone has a 25% chance to afflict that opponent with 'Slow' for one (1) turn. Maximum of two (2) clones may be created.
Description: In similar fashion with any other clone technique, Iwa Bunshin No Jutsu can make up to several clones made out of soil from the ground around them. The clones take on the appearance of their creator, but when destroyed explode in a burst of compressed soil. The soil latches onto enemy that destroyed them, hindering their movement.
Points: 7
Sonic Hands | Otote
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Chuunin
Cost: 150 Chakra
Damage: [See Effect]
Effect: The user gains +80 Taijutsu for all but ranged attacks. For each melee attack this nin blocks, the attacker takes unmodified damage equal to the user's Defense modifier. Lasts 3 turns.
Description: This nin makes his/her body resonate with a constant vibration using very quick soundwaves throughout their body as guided by their chakra. This causes for more lethal melee as they tend to jar opponents with the not-so-subtle vibrations.
Points: 5
Soul Prison | Kontan Kongoku
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Gennin
Cost: 50 Chakra
Effect: The user gains a shield with 100 Health. The user may not use Ninjutsu while this shield is active.
Description: A wall of pure, intense chakra is formed in a field around the ninja. The chakra distorts any attempts to force a jutsus through it from inside or out. The ninja must remain stationary to maintain the effects of the Kontan Kongoku.
Points: 4
Sound Release; Echoes of Reason | Onton; Hankyō no Risei
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Jounin
Cost: 380 Chakra
Effect: Area of Effect. Immediately removes all Genjutsu of Chuunin rank or lower in the area, including allies and your own. Removes up to three Genjutsu effects of Jounin rank in the area, including your own. If more than three exist, have an admin assign each a number and roll dice to determine which are removed. Usable once per battle. +200 Chakra to use if not in an area that facilitates echoes. (Underground, Indoors, etc.)
Description: Uses powerful vibrations to break the concentration of enemy shinobi causing them to lose the hold on their Genjutsu. Although it can be used in places that don't echo well, it takes a considerable amount of effort to bend the sound waves for the desired effect.
Requirements: Air Pressure Device.
Points: 8
Sound Release; Echoes of Ruin | Onton; Hankyō no Hametsu
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Jounin
Cost: 380 Chakra
Damage: 200
Effect: Area of Effect.
Description: Uses powerful vibrations to deal damage to anything in the path. Although it can be used in places that don't echo well, it takes a considerable amount of effort to bend the sound waves for the desired effect.
Requirements: Air Pressure Device.
Points: 8
Sound Release; Final Requiem | Onton; Saishuu Indou
Type: Ninjutsu [ Sound ]
Rank: Jounin
Cost: 190 Chakra
Damage: 320
Effect: Opponent has 'Impaired Hearing' for two turns.
Description: The user focuses chakra in thier vocal cords and lungs with a deep breath and then lets loose a low, dull, destructive moan.
Points: 7
Sound Release; Sound Cannon | Ototon: Oto Taihou
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Gennin
Cost: 60 Chakra
Damage: 70
Effect: If done in melee range this technique deals 35 damage instead of 70.
Description: This attack can be performed two ways, wither with the hand or the mouth (less common). If by hand, the user places their left hand on their right wrist, charging Chakra in both, then fires it is a massive blast that takes the form of sound visible to the human eye. If by mouth, the user draws air into their body and holds their breath for one minute, then fires it is a massive blast that takes the form of sound visible to the human eye.
Requirements: Air Pressure Device
Points: 2
Sound Release; Thunder Clap | Onton; Raimei
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Chuunin
Cost: 100 Chakra
Damage: 125
Description: By focusing chakra into the palms the ninja slaps thier hands together, creating a shockwave of sound sounding at a distance like a peal of thunder and at close range it sounds like a bomb going off. The shockwave of sound is focused enough to avoid hurting the Shinobi using the technique.
Points: 4
Sphere of Sand | Suna no Kyū
Type: Ninjutsu [ Sand | Barrier ]
Rank: Jounin
Cost: 350 Chakra
Effect: Creates a barrier around the user with 700 Health. Any attacks that deal damage to this barrier at close range will afflict the attacker unmodified damage equal to 5% of their total Health. The user may not attack while within this barrier, even with attacks of the same element. The user may as a Main Phase action spend x Chakra to restore 2x Health to the barrier, to a maximum of 700 Health. May be used two times per battle.
Description: An enormous sphere of sand surrounds the user, leaving them blind and cut off from battle but protecting them from harm that may befall them. The sphere senses when it is struck and creates lances of sand that strike out at the attacker in the direction that it was struck. Unlike most barriers, this technique entirely encompasses the individual and due to its construction to strike back does not allow for effective attacking from within. A jutsu passed down through the years as an ultimate defense on the battlefield and often used by medical ninja to allow themselves the time to triage allies.
Points: 8
Spin Cycle | Jiten Shuuha
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Gennin
Cost: 60 Chakra
Damage: 20
Effect: The target is afflicted with 'Exposed' for one (1) turn.
Description: A small whirlpool of water is created under the target and stabs up with great force, causing damage and disorientation.
Points: 3
Sprout | Sutaba no Jutsu
Type: Ninjutsu [ Kusagakure | Plant ]
Rank: Gennin
Cost: 30 chakra. Must be done on the FIRST TURN.
Effect: 4 main phases from now, you may use a setup phase to eat this bean. It will replenish your health by 70.
Description: In preparation for battle, the ninja will store chakra inside of a small bean. Placing the bean in the ground, they will later return to it and be able to ingest it to grain strength.
Points: 3
Third Eye | Daisan no Me
Type: Ninjutsu [ Sunagakure | Sand ]
Rank: Gennin
Cost: 80 Chakra
Effect: Used in the Setup Phase. Creates an eye of sand for three (3) turns. While active the user is immune to the effects of 'Blind'. The eye, while active, also adds +40 Accuracy to the user. The eye has one (1) Health Point and all other stats are considered to be zero. May only be used once per battle.
Description: This jutsu creates a floating eyeball out of sand that is connected to the user's optic nerves. Its main purpose is spying, since it can form and disperse in any location on command.
Points: 4
Thunder and Lightning | Raiden
Type: Ninjutsu [ Kumogakure | Lightning ]
Rank: Jounin
Cost: 260 Chakra
Damage: 180
Effect: This is a multi-hit technique. This technique's first strike deals its damage, while its second strike is an Area of Effect strike that reduces Accuracy by 50 and speed by 20 for one turn.
Description: A great thunderstorm is summoned by the user, casting darkness over the battlefield. Storm conditions arise, the gale force winds slowing all except the user. When bolts of lightning appear in the sky, this technique begins to peak. Said bolts are under the user's control, and strike any target they are commanded to.
Points: 6
Thunderbolt Strike | Raizo Ikazuchi wo Utte
Type: Ninjutsu [ Kumogakure | Lightning | Weapon ]
Rank: Jounin
Cost: 40 Chakra + 50x Chakra
Damage: 75 per strike
Effect: This technique has x strikes. Requires a Medium Weapon. Maximum of three (3) strikes.
Description: The user swings widely and creates several thunderbolts from the edge of their weapon that cut through the ground until they strike the enemy.
Points: 5
Touch of Lightning | Kaminari No Sawaru
Type: Ninjutsu [ Kumogakure | Lightning ]
Rank: Gennin
Cost: 80 Chakra
Damage: 20
Effect: Opponent is 'Numbed' for 2 turns
Description: A simple no handsign technique where a Kumo ninja focuses chakra into his fingertips and charges it within him for about 5 seconds. Once it is charged it transforms into a small bit of lightning that does minimal damage. However, it keeps your opponent numbed for a few more seconds, which can come to your advantage in battle.
Points: 4
Transformation Technique | Henge no Jutsu
Type: Ninjutsu
Rank: Academy Student
Cost: 10 Chakra
Effect: During any situation in which a character with this technique would need to calculate their 'Visibility Score', they may use this technique to reduce their 'Visibility Score' by -10%. 'Visibility Score' reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc).
Description: The Transformation Technique is a time-honored staple of nearly every shinobi academy the world over. Its concept and execution are both extremely basic, making it a perfect training technique for young students. By molding chakra around their body, the user of the Transformation Jutsu is able to temporarily take on the physical characteristics of another person. Though the Henge no Jutsu rarely offers a perfect disguise, clever ninja have been using it for hundreds of years to confound their foes.
Points: Free Upon Creation
Transformation Technique II | Henge No Jutsu II
Type: Ninjutsu
Rank: Gennin
Cost: 20 Chakra
Effect: During any situation in which a character with this technique would need to calculate their 'Visibility Score', they may use this technique to reduce their 'Visibility Score' by -20%. 'Visibility Score' reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc).
Description: The Transformation Technique is a time-honored staple of nearly every shinobi academy the world over. Its concept and execution are both extremely basic, making it a perfect training technique for young students. By molding chakra around their body, the user of the Transformation Jutsu is able to temporarily take on the physical characteristics of another person. Though the Henge no Jutsu rarely offers a perfect disguise, clever ninja have been using it for hundreds of years to confound their foes.
Points: ⁿ/ₐ [Evolving 1; Transformation Technique]
Transformation Technique III | Henge No Jutsu III
Type: Ninjutsu
Rank: Chuunin
Cost: 30 Chakra
Effect: During any situation in which a character with this technique would need to calculate their 'Visibility Score', they may use this technique to reduce their 'Visibility Score' by -30%. 'Visibility Score' reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc).
Description: The Transformation Technique is a time-honored staple of nearly every shinobi academy the world over. Its concept and execution are both extremely basic, making it a perfect training technique for young students. By molding chakra around their body, the user of the Transformation Jutsu is able to temporarily take on the physical characteristics of another person. Though the Henge no Jutsu rarely offers a perfect disguise, clever ninja have been using it for hundreds of years to confound their foes.
Points: ⁿ/ₐ [Evolving 1; Transformation Technique II]
Transformation Technique IV | Henge No Jutsu IV
Type: Ninjutsu
Rank: Jounin
Cost: 40 Chakra
Effect: During any situation in which a character with this technique would need to calculate their 'Visibility Score', they may use this technique to reduce their 'Visibility Score' by -40%. 'Visibility Score' reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc).
Description: The Transformation Technique is a time-honored staple of nearly every shinobi academy the world over. Its concept and execution are both extremely basic, making it a perfect training technique for young students. By molding chakra around their body, the user of the Transformation Jutsu is able to temporarily take on the physical characteristics of another person. Though the Henge no Jutsu rarely offers a perfect disguise, clever ninja have been using it for hundreds of years to confound their foes.
Points: ⁿ/ₐ [Evolving 1; Transformation Technique III]
Ultimate Air Slicing Blast | Zankuukyokuha
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Chuunin
Cost: 88 Chakra
Damage: 50
Effect: The target has -20 Evasion for the next three (3) turns. If an "Air Pressure Device" is equipped, this technique does +20 Damage and costs +16 Chakra to use.
Description: A Jutsu which allows the user to freely control super sonic sound waves and air pressure. The cannons that are their arms can create blasts powerful enough to even destroy rock. It's intense sound confuses and disorients the enemy.
Points: 3
Water Clone Technique | Mizu Bunshin no Jutsu
Type: Ninjutsu [ Clone | Kirigakure | Water ]
Rank: Chuunin
Cost: 50 Chakra
Effect: Each Water Clone has 50 Health, 10% of the user's Chakra & Stamina, and 10% of the user's remaining stats. When Water Clones use Water element techniques, they are considered to meet the requirements for being near a large body of water. The user may sacrifice one (1) clone during their turn as a free action in order to meet the requirements for being near a large body of water for the remainder of that turn. Maximum of five (5) clones may be created.
Description: Using surrounding water from the environment, the user creates a series of clones that take on the appearance of the user with a shimmer of transparency due to the water. A proficient user can solidify the water fully to make a perfect replica, but many disregard to in the heat of combat as it takes extra concentration they doesn't honestly help the clones do their job. When destroyed the clones simply turn back to water.
Points: 7
Water Prison Skill | Suirou no Jutsu
Type: Ninjutsu [ Water ]
Rank: Jounin
Cost: 100 Chakra, 50 Chakra Upkeep
Effect: You and your opponent cannot move as long as this is active. You recover 5 HP every post as long as the Water prison is kept up. May only be used in areas with large bodies of water.
Description: When fighting in areas with large bodies of water, the users puts chakra into the water which is used to put the opponent in a water-like prison. This incapacitates the opponent as long as the prison is up, allowing the user time to recover.
Points: 3
Water Release; Arctic Wind | Suiton; Hoppōfū
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Chuunin
Cost: 120 Chakra
Effect: The target is afflicted with 'Numb' for four (4) turns.
Description: Manipulating the element of water or ice in the air the Shinobi can send a chilling blast of wind at the opponent that quickly numbs the opponent. Highly useful for fighting opponents reliant on weapons.
Points: 4
Water Release; Explosion Skill | Suiton Daibakufu no Jutsu
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Jounin
Cost: 280 Chakra
Damage: 300
Effect: The target is afflicted with 'Shackled [Paired Legs]' for two (2) turns.
Description: User gathers water in the surroundings with chakra and creates a sort of "bomb" made out of the water. The "explosion" is actually the water bursting and shooting at the opponent at an incredibly high speed. The impact gives the opponent an after-effect that makes them lose their sense of balance.
Points: 7
Water Release; Great Water Drill | Suiton; Daisuisen
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Chuunin
Cost: 50 Chakra
Damage: 120
Effect: This technique has a -10% Chance to Hit. If the user of this technique's Ninjutsu is greater than the target's Defense statistic then this technique inflicts the target with the status effect 'Clobbered' for 1 turn. If the target's Defense is greater than the user's Ninjutsu statistic then the user is inflicted with the status effect 'Stunned' for 1 turn.
Description: The Great Water Drill is used by funneling chakra down the dominant arm. The chakra draws water out of the air and rotates it to form a powerful spinning drill of water powered entirely by the force of the user's chakra, though the weight of the water tends to make the attack unwieldy. The technique is known for its penetrative power, but an exceptionally strong defense can break the power of the drill, and leave the user exposed.
Points: 5
Water Release; Tidal Burst | Suiton; Shioha
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Chuunin
Cost: 90 Chakra
Damage: 50
Effect: The target is afflicted with 'Stunned' for one (1) turn.
Description: Gathering water into a sphere and exploding it in an instant not only does damage to an opponent but also causes them to be stunned from the shockwave the explosion causes. An effective technique if used at the right time.
Points: 3
Water Release; Water Barrier Wall | Suiton; Suijinheki
Type: Ninjutsu [ Water | Barrier ]
Rank: Jounin
Cost: x Chakra
Effect: Used in the Response Phase. Negates damage and effects from all Ninjutsu string of attacks (of equal or less rank to the user) aimed at the user of this jutsu, where x is the total damage. Negates the effects but only half the damage from all Taijutsu string of attacks (of equal or less rank to this technique) aimed at the user of this justu. May not act in their main phase the turn that this is used. May only use two times per battle. If the technique does not deal damage or is a lightning technique this jutsu does not work.
Description: A barrier made out of water from the surrounding area. This barrier is effective with blocking incoming Ninjutsu techniques and stops them from reaching the user. Unfortunately, it cannot fully stop Taijutsu techniques.
Points: 7
Water Release; Water Dragon Blast Skill | Suiton; Suiryuudan no Jutsu
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Chuunin
Cost: 96 Chakra
Damage: 100
Effect: The user's Accuracy is considered +20 to hit with this technique.
Description: After performing a series of hand seals, the user gathers water around them self with his/her chakra. In an instant the water takes the form of a dragon and hurls itself at the opponent. The impact causes an immense amount of damage.
Points: 4
Water Release; Whirlpool of Despair | Suiton; Zetsubō No Uzu
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Chuunin
Cost: 80 Chakra
Effect: The target is afflicted with 'Choking' for three (3) turns. On following turns, if an opponent is under the effects of 'Choking' from this technique the user may spend 50 Chakra and use a Main Phase action to give that opponent a +20% Fail Chance to all actions they perform on their next turn.
Description: A team based Ninjutsu used primarily to capture a target in a whirlpool and remove them from the fight for a short duration. Often used by forcing the enemy into a body of water and manipulating it to take form around them, it is not uncommon for the ninja to form water around an opponent even in dry areas.
Points: 5
Wild Fear | Mikon Osore
Type: Ninjutsu
Rank: Gennin
Cost: 50 Chakra
Effect: Increase a chosen non-tank stat of target summon by 40. May only target level 0, 1 or 2 summons and may not be used by a summom. Lasts for two (2) turns.
Description: The ninja instills a feeling of fear into the chosen summon, causing it to fight more violently as if it's very existence was at stake.
Points: 3
Wind Blade | Kaze no Yaiba
Type: Ninjutsu [ Sunagakure | Wind ]
Rank: Gennin
Cost: 60 Chakra
Damage: 20
Effect: Opponent is 'Exposed' for one turn.
Description: A sword of wind that forces compressed air to cut through the target. Since it is so fast and hard to see it is hard to avoid, and the wind goes right through all defenses. Due to the tempermental nature of wind the blow only maintains enough force to be dangerous with ten feet though.
Points: 3
Wind God | Kaze Kami
Type: Ninjutsu [ Wind ]
Rank: Gennin
Cost: 30 Chakra
Damage: 30
Description: This is a straightforward attack for the most part, sending incredibly strong buffets of wind at the opponent and knocking them flying a good ways. It's beauty is against members of the opposite element, earth, where the wind, guided by some malignant force senses the chakra in them and buffets them for additional damage as they fly.
Points: 2
Wind Release; Desert King | Fūton; Sabakuou
Type: Ninjutsu [ Sunagakure | Wind ]
Rank: Chuunin
Cost: 80 Chakra
Damage: 50
Effect: Opponent is 'Clobbered' for 1 turn.
Description: The user forms the seals for Tiger, Horse and finally Bird. On the final seal, the user inhales deeply, their lungs mixing chakra and air together, before exhaling powerfully. A great serpent of wind escapes from their mouth, coils around the opponent and then crashes down on them with exposed fangs. The force of the impact is enough to create new sand dunes in the desert.
Points: 3
Wind Release; Gale | Fūton; Reppū
Type: Ninjutsu [ Wind ]
Rank: Gennin
Cost: 20 Chakra
Damage: 5
Effect: Opponent has 'Impaired Hearing' for one turn
Description: A weaker version of Shippuu, Gale relies on rushing winds to interfere with the enemy's ability to hear. Most of the damage is caused by debris caught in the gale.
Points: 1
Wood Clone Technique | Moku Bunshin no Jutsu
Type: Ninjutsu [ Clone | Kusagakure | Wood ]
Rank: Chuunin
Cost: 240 Chakra
Effect: Each Wood Clone has 240 Health and 50% of the user's other stats. Maximum of one (1) clone may be created.
Description: Wood clones, though rare on the battlefield are extremely versatile weapons in a shinobi arsenal. First developed by the Senju Hashirama to be used in conjunction with his kekkei genkai, the technique soon developed variants that from other villages that did not require the rare Mokuton bloodline. Moku Bunshin became a staple of Kusagakure until the village's destruction. The clones themselves are well known as strong, durable bunshin because they are made from living wood.
Points: 7
Wood Release; Animate Tree Skill | Mokuton Seisei no Jutsu
Type: Ninjutsu [ Wood ]
Rank: Chuunin
Cost: 145 Chakra
Effect: The target is afflicted with 'Choking' and 'Exhausted' for three (3) turns. The target of this technique may use a Setup Phase action to roll a 100-sided dice while under the effects of this technique. On an outcome of 80 or greater the effects of this technique are ended immediately.
Description: Tapping into the Chakra that is the root of life, this Jutsu allows the user to control plant life. By using this plant life the user can restrain/hinder the opponent by wrapping thick roots and branches around their foe. This technique often results in choking and exhaustion as the enemy fights to break free of the tangled wood.
Points: 5
Wood Release; Wooden Arrow | Mokuton; Mokusei Ya no Jutsu
Type: Ninjutsu [ Kusagakure | Wood ]
Rank: Gennin
Cost: 30 Chakra + 10x Chakra
Damage: 30 + 10x
Effect: May have up to two (2) smaller strikes added. The value of x are these smaller strikes.
Description: This causes the roots of plants in the ground to shoot up out of the ground in the direction of the target. A large root is the one usually used, but sometimes a smaller root is used as a secondary projectile as well.
Points: 2