recursal/Fanatic-Fandom huggingface dataset:
Devastating Ice Tiger

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** Long (30 ft. + 15 ft./2 levels)

**Area:** One 15-ft.-square

**Duration:** Instantaneous

* **Description:** This technique originating from the Snow Country creates a huge ice tiger whose sole purpose is to destroy its targets; its only weakness, albeit a large one, is the large amount of Chakra it consumes, but that was taken care of with their famous Chakra Armors. Not only does this technique have a long range, but the area it targets is also very large. Any creature caught in the 15-foot square targeted by the user suffers 4d10 point of damage cold damage and 3d8 point of slashing damage, which can be halved with a successful Reflex save. Expendable Components: A large (at least 1003 feet) source of snow or ice nearby.
Dead Soul Technique

* **Type:** Ninjutsu

**Subtype:** Shadow

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 6

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 full-round action (see text)

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** Concentration (up to1 round/level) (D)

* **Description:** This Shadow technique is considered immoral at the best of times and almost always forbidden by most ninja villages. It allows the user to control a dead body with his Chakra and perform deeds for him, such as fighting. The corpse can attack but cannot run, charge or utter any sort of sound, but otherwise will obey any command the user gives it without any sort hesitation. A Shikon has counts as an undead of 1 hit die per 3 level of the user (maximum 5 hit dice), with average hit points. It has the same strength and dexterity score it had in its previous life, maximum 16. It is immune to poison, sleep, paralysis, stunning, disease, mind-affecting effects, critical hits, nonlethal damage, ability damage, ability drain, energy drain, effects of massive damage, or any effect requiring a Fortitude save unless the effect also works on objects and undead or is harmless, can carry up to 40 pounds per hit dice and will move 30 feet regardless of how much weight it carries or what size category it is. The user can only control a corpse if it remains in the technique's range (based on his current location) and in his line of sight. He cannot command it to attack enemies he cannot see, nor can he see through the corpse's eyes. The corpse cannot take any action requiring sentience and will not take attacks of opportunity. It cannot use any technique, counts as a Chakra Created construct that has 7 points of Chakra.
* **Mastery:** The fifth step of mastery in this technique allows the user to increase the hit dice cap ofthe corpses to 6.Material Focus: One or more well preserved corpse of a Medium-sized humanoid.
Hand-to-Hand: Iron Fist Secret Skill - Extreme Lotus

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 8

**Complex:** S-Class

* **Learn DC:** 24

**Learn Success:** 7

**Perform DC:** 28

**Perform Rank:** 12

* **Time:** 1 full-attack action

**Range:** Melee attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be followed after successfully knocking an enemy airbone with Kage Buyou and following it in the air. The user makes an unarmed full-attack action against the target. Each attack deals an additional die of damage not multiplied on a critical hit, and gain a critical range increment of +2. The target ends up prone after this technique and the user lands in an adjacent square to it. The user becomes Exhausted for the rest of the encounter plus 5 minutes after using this technique, unless he succeeds a Fortitude save (DC 21) to become Fatigued instead. Regardless of the result of the save, the user suffers 1d4 points of temporary Strength damage for 1 hour afterwards.
Fierce Ice Daggers

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 4

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:**

**Duration:** Instaneaneous

* **Description:** See Godai Taigeki: Nidan Jutsu technique.
Earthen Prison Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** 1 round/level

* **Description:** Using this technique, the user is able to slowly encase the subject in earth, rock and mud. If the target fails its saving throw, it is caught in the technique's first step. To increase the strength of the prison by 1 step, the user must spend an attack action concentrating on the prison while within range, which can be done once per round. Concentrating on the technique provokes an attack of opportunity which can be used to disrupt his concentration. Once formed, the prison will remain active until it is either destroyed or the technique ends. There are all of three steps to this technique. First Step: The target's feet are caught in the prison and it cannot move, turn around or use any technique requiring mobility. The subject suffers a -2 penalty to Defense and Reflex saves. He can break out of the prison by succeeding a Break check (DC 27) or destroying the prison with a held weapon, unarmed attack or have another creature attack it. At this stage of the technique, the prison has 20 hit points. Second Step: At this point, the subject loses his Dexterity bonus to defense and suffers a -4 penalty to attack rolls and Defense. He cannot use techniques requiring mobility or any semblance of leg movements. At this stage of the technique, the prison has 35 hit points. Third Step: The subject is completely covered by the prison and is immobilized. He cannot use any technique requiring hand seals, half seals, mobility or any semblance of movements. The subject can breathe in the prison for 5 rounds before he starts suffocating, and may also hold his breath. The subject can break out of the prison with a Break check (DC 30) or another creature can break him out, but he cannot attack the prison himself. At this stage of the technique, the prison has 50 hit points. Material Focus: A Large (at least 100 pounds) source of earth, sand, mud or rock nearby to form the prison.
Great Water Wave Technique

* **Type:** Ninjutsu

**Subtype:** Suiton

**Rank:** 11

**Complex:** A-Class

* **Learn DC:** 26

**Learn Success:** 4

**Perform DC:** 28

**Perform Rank:** 14

* **Time:** 1 attack action

**Range:** 15 ft. / level (see text)

**Area:**

**Duration:** Concentration (up to 1 round / level)

* **Description:** Using the most devastating force of nature as medium, the user is able to create a gigantic wave of water that will destroy everything in its path. From the user's current location, a 35 feet wide and 15 feet tall wave of water will rush onward at the speed of 60 feet per round. Any creature of Large size or smaller caught in the wave must succeed a Reflex save or be pushed backward 2d6x5 feet and suffer 2d6 points of water damage. Any structure caught in the wave, even those larger than Large size, suffer triple damage but are not pushed backward. Flying creatures are affected only if the wave can reach up to them, and Huge or larger creature are not affected. If a Raiton technique was used with the wave as its target or in its area of effect, it will deal 1d4 point of electricity damage per rank of the technique used per round to creatures and structures caught in it for 1d4+1 rounds. If a Suishouha collides with another or a Bakusuishouha, Deishouha or Daibakufu no Jutsu, they will cancel each other out. Material Focus: A huge (at least 10,000 litres) source of water nearby.
Fire Igniter

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 1

**Complex:** E-Class

* **Learn DC:** 12

**Learn Success:** 1

**Perform DC:** 11

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** A technique that holds the very bases of Katon techniques, this extremely low ranked Ninjutsu was often used to light fires from dry or soaked wood, but very rarely as a combat technique. Upon completion of this technique, the user will deal 1 point of fire damage to the creature or object touched and automatically set it on fire, though creature touched get a Reflex save to avoid this fate. A touched creature will catch on fire for 1d4 rounds, but objects will burn until combusted or the fire is put out.
Hyuuga Style: Needle Point Relief

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 19

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** 1 hour

* **Description:** The user releases a pressure point often closed on a person during sleep or wrong movement. For the duration of this technique, the subject of this technique will gain a +2 bonus to Chakra Control checks and will recover Chakra one and a half time faster than it would normally if it choses to rest. Using this technique deals no damage to the target, and the user cannot use it on himself. The user does not need to activate his Byakugan to use this technique.
Demonic Mirage: Endless Journey

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:**

**Duration:** 1 minute/level (D)

* **Description:** The technique causes the target to wander aimlessly without cause for a set period of time. The effect builds up over time, and the subject may attempt to identify the genjutsu to (or save against it, if already identified) disbelieve it every minute. The technique can be dispelled. If the context does not allow for the subject to wander, the technique has no effect. 1st round: The subject is unable to locate north without the aid of a compass. 2nd round: The subject will make no progress and wander about without realizing it. 3rd round: The subject will take turns and twists and will be unable to wander outside a 200-ft. radius area centered on the location it was during the third round for the duration of the technique, failing to realize so unless the technique is recognized and disbelieved, or dispelled.
Body Pathway Derangement

Activation
 Cooldown
 Saving Throw

An extremely high-level technique, used as a medical ninjutsu. The human body is controlled with electrical signals from the brain, but a person who had those electrical signals cut off with this technique will become unable to make their body move as they want. By transforming the chakra within one's body and giving it the properties of electricity, one creates an electric field. As soon as a strike of the hand lands, electricity is poured into the enemy's nervous system, severing the signals and deranging their body control. The target's body moves in any way, except how they want it to move. For the common shinobi, battle, not to mention even just walking, will become impossible. Because she's an expert in medical treatments, Tsunade was able to master this technique.

The victim can partially overcome the technique if they manage to relearn the connection between their brain and their limbs, as Kabuto Yakushi, being a medical-nin himself, demonstrates. This feat, however, is not an easy one and takes a high amount of concentration and intelligence.
Healing Resuscitation Regeneration Technique

Activation
 Cooldown
 Saving Throw

This is a very difficult medical ninjutsu and as such, the success rate of this type of treatment isn't very high. Teamwork between the users is more important than anything else for a successful treatment.

## Usage Edit

To begin a large, square seal is drawn on the floor and the patient is placed at the center. Four medical-nin sit at the corners and one at the head to lead the operation. A portion of an injured individual's body is used as a medium, and its cells are converted to regenerate a missing section of the body. As an agglomeration of cells, even hair is a useful medium. As the medium is converted the missing section of the body is filled up with new cells. Controlling the chakrainto matching the proportion of cells is extremely hard, so the treatment requires extended periods of time. The medical-nin on hand actually have to trade places after tiring, indicating just how long it takes.

In the anime, it was shown that the technique can be performed by a single person. During the operation, the square seal and the medium coming from the injured person are not needed. Instead, four formula-lines are used to restore the missing section of the body. The technique is still very chakra-taxing, seen as Sakura Haruno fainted after using almost all of her chakra during the operation.[2]
Earth Haven Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 10

**Complex:** B-Class

* **Learn DC:** 24

**Learn Success:** 3

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 minute

**Range:** 10 feet

**Area:**

**Duration:** 1 day/level (D)

* **Description:** To properly use this technique, the user must be in direct contact with the earth or rock he will make his shelter from. He creates a sturdy, simple hut made of earth and stone with a level floor that is relatively clean and perfectly sanitary. In all respect, the earth haven might resemble a normal house made from stone. It has no windows and only one entrance large enough to let a Medium-sized or smaller creature though without problem. The entrance can be oriented anywhere to the user's chosing, and a cloth can easily be installed to block sight and weak winds. The shelter has no heating or cooling source beyong natural insulation qualities, but does retain its heat fairly well. Therefore, sources of high heat, such as a fire, are likely to incomodate the shelter's occupants. The shelter is as strong as a normal stone building, regardless of its composition, and resists flames and fire as if it were stone. It is imprevious to normal projectiles, but not those of overly large size, such as siege weapons. The shelter is completely bare of any furniture. It will last until dispelled, even if the user goes to sleep. The duration can be increased by 1 hour at the cost of an additional 1 point of Chakra when performing the technique, up to 10 hours.
* **Mastery:** With the first step of mastery in this technique, the structure can be created as a 30-ft.square.With the third step of mastery in this techique, the character is able to furnish thestructure with basic furniture and conveniences, such as tables, chairs and a fireplace thatcan be used to cook with, as well as windows and separate rooms.With the fifth step of mastery in this technique, the structure can be created as a 40-ft.square.
Blazing Shield Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level

* **Description:** Safer than it's higher level counterpart, Enkoudate no Jutsu offers a solid defense against most forms of attack. Any creature striking the user with an attack, melee or ranged, will likely be deflected by the fire shield. The user gains a +2 deflection bonus to defense and a damage reduction 2/-. Any unarmed or natural weapon attacks directed at the user benefit the aforementioned bonuses, as well as reflecting the equivalent of 1d4 point of fire damage back to the source. While the shield is active, the user will also gain +4 bonus to saving throws against fire attacks. If the attack allows for a saving throw to take only half damage, the user suffer no damage on a successful save. This technique cannot be used in conjunction with Raidate no Jutsu, Suibouheki no Jutsu, Tsuchi no Yoroi, Junkaze no Jutsu, Kyuukyoku Enkoudate no Jutsu or other similar techniques. Chakra resistance applies to the reflected damage only.
Hand-to-Hand: Stance - Grappling Style

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** While in this stance, the user gains a +2 bonus to Grapple checks and a +1 bonus to touch attacks made to initiate a grapple.
Dark Spiral Blast

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 5

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level (or until discharged)

* **Description:** This improved version of the Rasengan was designed by Uzumaki Naruto can can be used only by a kyuubi vessel. During a round which he uses the Overwhelming Chakra ability, the user can use the Kuroi Rasengan using up most, if not all, of the Kyuubi's Chakra forming this swirling ball of flames. This rasengan is several times larger and is colored dark red; any creature within 30 feet that can See Chakra and are directly looking at the user must succeed a Fortitude save (DC 15) or be blinded for 1 round. A creature hit by the Kuroi Rasengan suffer 9d8+9 points of fire damage and is pushed backwards 1d4x5 feet. In addition, it will catch on fire for 1d4+1 rounds afterward, or until the fire is put out. Using this technique will form the Kuroi Rasengan only. Attacking with it is an attack action, but can also be part of a full-attack action. The rasengan will be discharged when used, regardless whether it hit or not.
* **Empower:** The user may increase the damage by 1d8+1 at the cost of 1 point of Chakra, though italso increases the skill threshold and perform DC by 1 every 2 die. The damage cannotexceed 16d8+16.
Flicker of Sword

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:** 30 feet

**Area:**

**Duration:** Instantaneous

* **Description:** The user charges his target, attacks and return to his position in the blink of an eye. To use this technique, the user must be able to charge at his target (have a clear path without inclines or declines in terrain). The user makes a single attack with his held weapon. The attack gains a kawarimi defense 1 and deals normal damage, but cannot score a critical hit. The target is considered flat-footed against the attack. If used more than once within 24 hours on the same creature, it will no longer be caught flat-footed by the attack. The user may not apply more sneak attack die to the attack than his Intelligence modifier +1 (maximum 5 dice). If the target was flat-footed prior to this technique, the technique does not count towards the maximum number of full-potential use in a 24 hours period and has no maximum sneak attack die cap. A successful Hide check makes it appear as though the user hadn't moved at all (Spot check negates).
Earth Destruction Wave Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:** 10-ft-radius burst

**Duration:** Instantaneous (see text)

* **Description:** This technique can only be used on firm or soft ground. With this technique, the user is able to part the earth and create a deep hole and dangerous hole. If this technique was used under a structure, it suffer 10d10 point of damage. This technique creates a 10 feet wide hole that is 5 foot deep per level of the user, maximum 100 feet. If the technique is used under a creature, it must succeed a Reflex save to avoid falling down the hole and suffer falling damage. The earth will return to its original state after 30 minutes, instantly killing any creature still in the hole (no save.)
* **Mastery:** Every step of mastery in this technique decreases the time until the earth return to itsprevious state by 3 minute (unless specified otherwise when performing the technique)and the damage dealt to structures by 1d10.
Flying Moon

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:**

**Duration:** Concentration (up to 1 round/2 level or 5 rounds)

* **Description:** Using this technique, the user is able to control an inanimated and unattended object and use it as a weapon, which he may direct at any target within range. While he concentrates on the technique, said weapon must never leave its line of sight, and may be anywhere within the range of the technique. The user can direct the weapon to attack any target within range; he makes a ranged attack against his target at his standard attack bonus (maximum +10), with every 20 feet between his target and himself implying a -1 penalty to attack rolls. Should the attack hit, the weapon deals normal damage, but the user does not apply his Strength modifier to damage. The object cannot be larger than Tiny.
* **Mastery:** With the first step of mastery in this technique, the maximum attack bonus increases to+11, and the size of the object chosen to Small.With the third step of mastery, the maximum attack bonus increases to +13 and the sizeto Medium-sized.With the fifth step of mastery, the maximum attack bonus increases to +16 and the size toLarge.
Chakra Buffer

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 full-round action

**Range:** Personal

**Area:**

**Duration:** 1 round/level (D)

* **Description:** This advanced method of Chakra manipulation, while very handy, is extremely dangerous to the user in the sense that it is very easy to run out of Chakra to channel through it. He may spend up to 1 point of Chakra per level to linger around him, available at all time for various means. Technique: The chakra lingering around the user can be used to perform a Chakra Control, Genjutsu or Ninjutsu technique without spending further Chakra and reducing the perform time by 1 step (minimum of a move-equivalent action, and techniques requiring more than 1 full-round action are unaffected). The chakra cost, however, is increased by +50%, round up. If the buffer ends before the technique is performed, but after it began, it will be considered to be still in effect unless interrupted. Shield: At any time when threatened by an effect that will cause damage, the user can spend an instant action and 2 chakra from the buffer to gain a damage reduction 1/-, a acid, cold, earth, electricity, fire, water and wind resistance 1 or negate 1 fall damage die (choose one). The effect may increase by 1 up to 10 for 20 chakra. Projectiles of Light: The user may project his chakra onward as a full-attack action and throw 1 projectile per 2 points of Chakra spent from the buffer. Each projectile must hit on a ranged touch attack and deal 1d4 points of force damage on a successful hit. The user may not conceal his Chakra while maintaining a Chakra Buffer. He may also feed up to 5 points of chakra per round into the buffer as a free action afterward, and by doing so increase its duration by 1 round (note that this amount may go further than the imposed limit upon prior usage of the technique). Once the technique ends, the chakra fed to the buffer vanishes and does not return to the user. If the user's chakra is drawn from an outside source, such as a technique, a kikaichuu or even a Kage Bunshin, the chakra contained in the buffer is expended first. Chakra or Chakra Coil damage is not affected by the chakra buffer, however.
Chakra Imitation Technique

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 10

**Complex:** S-Class

* **Learn DC:** 26

**Learn Success:** 7

**Perform DC:** 30

**Perform Rank:** 14

* **Time:** 1 full-attack action

**Range:** Personal

**Area:**

**Duration:** 1 minute/level (D)

* **Description:** This technique is considered a forbidden technique in most ninja villages and will not openly be taught to most ninjas. With this advanced Chakra Control technique, the user is able to mimic the Chakra Signature of a creature he is familiar with, as long as it is of the same type as he. A creature that can Sense Chakra will be fooled by the trick unless it succeeds a Wisdom check (DC 18). Rather than taking another creature's Chakra Signature, the user may chose to simply modify his own so that he is no longer recognizable by this mean.
Blackout Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:**

**Duration:** 1d4 rounds plus 1/2 levels

* **Description:** This technique gather static energy and sends it as a ray attack that can affect only an electronical device weighing less than 5 pounds per level. The object receives a save only if it is attended. The affected object is rendered nonfunctional for 1d4 rounds, plus 1 round per 2 levels (maximum 1d4+5 rounds). This technique cannot be used more than once every hour on the same object.
Hand-to-Hand: Stance - Serene Fist Stance

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** The user can forego any bonus to damage to make a melee touch attack with his unarmed attack and deal only base unarmed damage of a normal unarmed. This can be applied to normal attacks as well as Strike taijutsu techniques with the Kick or Punch modifier.
Hellfire Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** 0 feet

**Area:** 30-ft. radius burst centered on the user

**Duration:** Instantaneous

* **Description:** With this technique, the user forces a large amount of Chakra out from his body and turns it into a devastating wave of fire. Any creature caught in the area of effect suffer 6d6+6 point of fire damage, which can be halved with a successful Reflex save. This technique will also damage unattended objects and ignite flammable matter.
* **Empower:** The user may increase the damage dealt by this technique by 1d6+1, up to a maximum of10d6+10, at the cost of 2 points of chakra per die of damage.
Air Wall Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 full-round action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** 1 round/level (D)

* **Description:** The user uses this technique to create a wind curtain in the surrounding area. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance, though ballistic weapons, siege weapons or unnaturally large projectiles are unaffected. Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, it can be shaped it in any continuous path along the ground as desired. It is impossible to create cylindrical or square wind walls to enclose specific points.
Gate 2

* **Type:** Hachimon Tonkou

**Subtype:** Kyu-mon

**Rank:** 4

**Complex:** B-Class

* **Learn DC:** 18

**Learn Success:** 3

* **Time:** 1 full-round action.

* **Description:** Same as Kai-mon Kai, except as noted above and as follow. The user gains a fast healing 2 while maintining the Heal Gate, and ignores fatigue and exhaustion as long as the technique lasts. The user is also temporarily healed of any temporary Strength or Dexterity damage for the duration of the technique. Each round it is maintained, the user takes 3 chakra damage. When the technique ends, both fatigue and exhaustion, as well as Strength and Dexterity damage suffered return. The user can only perform this technique while under the effects of Kai-mon Kai or with sufficient degree of mastery in the technique.
* **Mastery:** The first, third and fifth steps of mastery increase the fast healing by 1.With the second step of mastery in this technique, the user can activate this gate as a freeaction for the purpose of using a more powerful gate, without actually performing thistechnique or gaining any of its benefits or penalties. He cannot otherwise perform thetechnique as a free action.With the fifth step of mastery in this technique, the user only takes 2 points of chakradamage each round the Heal Gate is open.
Heaven's Legacy: Searing White Flame

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 14

**Complex:** Super S-Class

* **Learn DC:** 31

**Learn Success:** 7

**Perform DC:** 39

**Perform Rank:** 19

* **Time:** 1 attack action

**Range:** 10 feet

**Area:** 5-ft. wide line from the user

**Duration:** Instantaneous

* **Description:** This insanely dangerous technique is often used as an execution tool to reduce the condemned to ashes. The user brings the Chakra all over his body to a boiling point, and expels it out all at once through his mouth in a short stream of searing white flames. Any creature caught in the area of effect suffers 25d8 points of fire damage, which can be halved with a successful Reflex save. Any creature suffering damage from this technique immediately catches on fire. If the creature is immune to fire, it still suffers 5d8 points of damage from the technique, which can be halved with the same Reflex save.
Hiten Mitsurugi Style - Rising Dragon Hammer Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 full-attack action

**Range:** Charge

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is merely the combination of two opposed force to make a deadly attack. The user makes a standard Ryu Tsui Sen attack that deals standard damage. If it hits, the target is not knocked prone but rather loses its Dexterity bonus to Defense against the coming attack. Whether the Ryu Tsui Sen attack hit or not, the user follows with a Ryu Shou Sen attack at his highest attack bonus -5. The distance the target is thrown upward increases to 1d4x5 feet, and it falls prone once it reaches the ground. Material Focus: The user's katana, or large katana.
Great Earth Dragon Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 full-attack action

**Range:** Long (30 ft. + 15 ft./2 levels)

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user expends a large to very large amount of his resource to create a gigantic earth dragon in a way much like Tsuchiryuu no Jutsu. The dragon initially deals full damage to the primary target, and rounds around targeting one creature per two levels of the user, dealing half the initial damage to each of them (maximum 10 secondary creatures). All damage dealt by the dragon can be halved with a successful Reflex save. Who the dragon targets is entirely up to the user, who can freely chose to affect fewer secondary targerts than his maximum. A Small dragon deals 6d6 points of earth damage, a Medium dragon deals 9d6 points of earth damage, and a Large dragon deals 12d6 points of earth damage. Material Focus: A Medium (at least 100, 200 or 300 pounds for a Small, Medium or Large dragon) source of earth, sand, mud or rock nearby to create the dragon.
Hiten Mitsurugi Style - Dragon Hammer Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 19

**Learn Success:** 2

**Perform DC:** 19

**Perform Rank:** 7

* **Time:** 1 full-attack action

**Range:** Charge

**Area:**

**Duration:** Instantaneous

* **Description:** The user uses the momentum from his charge to take a running leap and bring down his sword on his opponent. To properly use this technique, the user must have enough space to Jump up (see Jump skill) and the distance between the target and he must be large enough to charge. The user must wield his sword with two hands, and makes a normal charge attack that deals normal damage, plus damage depending on his Jump check (see below). The additional damage is not multiplied on a critical hit, and cannot exceed 1d6 per 3 levels of the user. The additional damage is of the same type as the damage dealt by the user's held weapon. Jump check Additional Bonus to attack results damage rolls 10 or lower 1d6 +1 15 2d6 +2 25 3d6 +2 35 4d6 +3 40 and higher 5d6 +4 If the attack hits, the target must make a Fortitude save or fall prone.
* **Mastery:** With the third step of mastery in this technique, the user is able to use this techniquewithout making a charge, but doing so increases the skill threshold and perform DC by 8.Material Focus: The user's katana, double katana, hansori or large katana.
Hand-to-Hand: Lion Combo

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 3

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 full-attack action

**Range:** Melee attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes an unarmed full-attack action against his target. If any of the attacks hit, the user gains a free trip attempt against the target with a +2 bonus per successful attacks. If the trip attempt is successful, the user gains an attack of opportunity against the target that is resolved as though performing the Taijutsu: Todome technique. If this technique was performed as a follow-up to Kage Buyou, the trip attempt automatically succeeds and the target lands prone. If it was knocked airborn high enough to suffer falling damage, it cannot make a Tumble check to avoid it. The user lands in a square adjacent to the target.
Hypnotism Technique: Otherworldly Scream

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** Using this technique, the user is able to make the subject hear an extremely loud and high pitched scream in its mind that stuns it, should it fail to will it off. If the target fails its will save, it will become Stunned for 1d4 rounds. The subject takes a -20 penalty to Listen checks while stunned.
Dreams of Cherry Blossoms

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:** 20-ft.-radius emanation (S)

**Duration:** 1 round/level (D)

* **Description:** Using this technique, the user is able to create a powerful illusion that traps the mind of its victims into a dream-like field of cherry blossoms. If a creature fails its Will save, it becomes trapped in the dreamy scenery and acts as though blinded and deafened; it cannot use any sort of blindsight or blindsense, but it can still use the scent ability freely. The subjects cannot move or perform any action unless they succeed a Will save each round. If the save succeed, they are still blinded and deafened, but can move normally within the confines of the area of effect. Even though the creatures act as though deafened, the user can speak to it freely if he so wishes. A creature that failed the technique's initial save cannot move out of the area of the technique willingly, it must be dragged out. Once a creature leaves the area of effect or the technique is dispelled, its effect end. This technique can, of course, be dispelled.
Auto Hypnotism Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level

* **Description:** Using this technique, the user is able to convince himself that he is completely indestructible, utterly unbeatable. He will stand up to any and every enemy, fearless and confident in his invincibility. For the duration of the technique, the user gains a +6 morale bonus to will saves against fear as well as a +2 morale bonus to attack and weapon damage rolls, defense and skill checks.
Great Confusion Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:**

**Duration:** 1 round/level (D)

* **Description:** This technique completely disrupts the target's sense of balance, making it so much more difficult to perform normal, everyday tasks. The subject, if it fails its will save, must make a Concentration (or Constitution) check (DC 11) each round to avoid being dazed, in which case it suffers a -4 penalty to attack rolls, ability checks and skill checks for the duration of the technique. This technique is a sound-based illusion and deaf creatures are not affected by it.
Advanced Illusion Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:**

* **Description:** This technique is the same as Shougenzou no Jutsu, except as mentioned above and as follow. This advanced genjutsu allows the user to make up to 1 minor changer per level or 1 advanced changes per 3 level (chose either). An advanced change is something of significant importance, such as changing the color of a room or adding a door where there isn't any, and even moving or removing a tree from its current location, as well as making objects of Medium-size or smaller appear or disappear and such, but it cannot affect a creature or cause harm in any way.
Great Breakthrough

Saving Throw

The **Wind Release: Great Breakthrough** is a technique that creates a gust of wind, whose scale and usage varies depending on the user. It has enough destructive power to knock down a large tree. The wind from the squall can blow away all things in the user's line of sight. The technique can also be used in the form of a devastation stream of wind expelled from the user's mouth. There is also a variation of the technique involves a smaller blast of wind which gets ignited with flame.

* Opponent is Blown away if failed saving throw.
Desire

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 3

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:**

**Duration:** Concentration (up to 1 round/2 level) plus 1 round

* **Description:** Using this technique, the user forces any one of the following commands per fifteen level (minimum 1) into the subject, which it must follow unless it succeed the Will save, for as long as the technique is maintained. It can also make an additional Will save at a -4 penalty every round in order to break free from the technique. Approach: On the subject's turn, the subject moves toward the caster as quickly and directly as possible. The subject may do nothing but move during his turn, and he incurs attacks of opportunity for this movement as normal. Drop: On the subject's turn, he drops whatever he is holding. The subject can't pick up any dropped item until his next turn. Fall: The subject immediately falls to the ground and remains prone. He may act normally while prone, but takes any appropriate penalties. Flee: On the subject's turn, he moves away from the caster as quickly as possible. The subject may do nothing but move during his turn. Halt: The subject stands in place. The subject may not take any actions, but may defend himself normally.
Hand-to-Hand: Iron Fist - Leaf's Herculean Spinning Wind

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is the same as Taijutsu: Gouken - Konoha Senpuu except as above and as follow. Each attack deals damage as though the user was one size category larger, and adjacent creatures targeted are knocked back 5 feet if an attack connects. The user suffers a -4 penalty to Learn checks with this technique without the Gouken feat.
Demonic Mirage: Living Hell Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** With this technique, the user must describe the illusion shown by this technique, which may have many effects, depending on the skill of the user and the relation of the subject with the illusion. The illusion can be anything, from a close person being ripped apart before the subject's eyes, or lightning striking down on the subject. If the subject is: Indifferent: If the subject cares little or does not care at all about the source of the illusion, it will remain unaffected even if it fails its saving throw. Repulsion: If the subject is repulsed or a little frightened by the illusion, it will become Shaken for 1d3 rounds on a failed save. Source of Fear (Weak): If the user is afraid, even a little, of the illusion, it will become Dazed for 1d4 rounds on a failed save. The source of fear can be anything from a phobia to spider to a bully from his youth. Source of Fear (Strong): If the subject is deathly afraid of the illusion, it will become Panicked on a failed save for 1d3 rounds. The source of fear can be a tormentor or a serial murderer, for example. Source of Fear (Overpowering): If the subject finds the illusion utterly terrifying, it suffers a strong sensory overload and will fall unconscious for 1d3 rounds on a failed save. The illusion, in this case, must be something the subject holds dear, such as a spouse or a sibling.
Greater Illusion Dispel

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

* **Description:** This technique is the same as Kai, except as mentioned above and as follow. The dispel check can gain a bonus of up to +15.
* **Mastery:** Every step of mastery in this technique increases the maximum dispel check bonus by +2,up to +25. The first step of mastery can be obtained at ECL 8 and every even-numberedECL thereafter (8, 10, 12, 14 and 16).With the fifth step of mastery in this technique, the user is able to pay double the cost totarget two different Illusory effects he has identified and make a dispel check for each.
Cramp Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 3

**Complex:** D-Class

* **Learn DC:** 15

**Learn Success:** 1

**Perform DC:** 14

**Perform Rank:** 3

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** See text

* **Description:** The target must make a Fortitude save to avoid suffering the effects of the technique. On a failed save, the target is knocked prone, staggered and able to move at only half its speed for 1 round. This effect can be delayed for up to 3 rounds, and will happen on the user's turn.
Hand-to-Hand: Iron Fist - Leaf's Spinning Wind

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes an unarmed melee attack against all adjacent creatures. If it hits, the attack deals normal damage, but does not activate feats such as Cleave or Great Cleave when felling an opponent. The user suffers a -4 penalty to Learn checks with this technique without the Gouken feat.
Hand-to-Hand: Fierce God Combo

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 11

**Complex:** A-Class

* **Learn DC:** 26

**Learn Success:** 4

**Perform DC:** 28

**Perform Rank:** 14

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user unleashes a devastating combo, channelling for a moment furious divine wrath. The user makes an unarmed full-attack action and gains an additional attack at his highest attack bonus, but cannot deal nonlethal damage. Each attack that hits deals damage increased one-step, and are considered two-handed attacks (applying 1.5 times Strength modifier to damage).
Blazing Slash

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user makes a ranged touch attack against a creature within range that, if it hits, deals damage as though the target was hit by the user's currently active Homura Dama, or suffers 1d6 points of fire damage otherwise. If the weapon currently did have a Homura Dama active on it, it will be used up and inactive regardless whether it hit or not.
* **Mastery:** With the third step of Mastery in this technique, the range increases to Long (30 ft. + 15ft./2 levels).