recursal/Fanatic-Fandom huggingface dataset:
Demonic Mirage: Palace of True Enlightenment

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 8

**Complex:** Super S-Class

* **Learn DC:** 25

**Learn Success:** 8

**Perform DC:** 33

**Perform Rank:** 13

* **Time:** 1 attack action

**Range:** 10 feet

**Area:**

**Duration:** 1 round/level (D)

* **Description:** This forbidden technique can only be used on a target whose attitude is indifferent or better towards the user. Once the target, if it fails its original save, is put under the effects of this technique, it will not be able to perform any action simply because it does not believe to be in any danger. The subject can be asked 1 question per round to which it cannot dilebarately lie and will answer truthfully, but is allowed a Will save every round to simply not answer the question. A creature can be asked the same question twice, but the answer will always be the same: the simple, unclouded truth. This technique can be dispelled. Once the duration expires or the attitude of the subject towards the user changes, the subject returns to normal and can act normally. If the initial save was successful, the technique fails.
Hiten Mitsurugi Style - Twin Dragon Thunder Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is similar to Sou Ryu Sen in that it uses both the sheath and the weapon to attack. This time, the sheath attack comes first, and then the iaido attack. If said sheath attack hit, the target is denied its Dexterity bonus to Defense against the user's iaido attack.
* **Mastery:** With the third step of mastery in this technique, the user may choose to spend anadditional 5 points of Chakra and take a -4 penalty to his Iaido attack in order to target alladjacent opponent with his sword instead of just the target. Doing so, however, increasesthe skill threshold and perform DC by 8. If he cannot meet the new perform requirementsbut succeeds the unaltered ones, the technique carries on normally.Material Focus: The user's katana and sheath.
Hell Swamp

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 attack action

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

**Area:** 10-foot square/level (S) (D)

**Duration:** 1 minute / level

* **Description:** When the user performs this technique, all natural, undressed earth or stone in the technique's area turns to thick mud. The user affects a 10-foot square area to a depth of 1 feet per level, which can be halved depending on the toughness or resilience of the ground at that spot. A creature caught in the mud must succeed on a Reflex save each round or be immobilized for 1d6 rounds and unable to move, attack, or use a technique that requires either mobility, hand seals or half seals. A creature that succeeds its save avoids being submerged this round. A small enough creature can Drown in Yomi Numa. It is possible to walk on a Hell Swamp using Tadayou. The user can also control the size, depth and shape of the hell swamp.
Hand-to-Hand: Secret Stance - Visceral Destroyer Stance

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 10

**Complex:** A-Class

* **Learn DC:** 25

**Learn Success:** 4

**Perform DC:** 27

**Perform Rank:** 13

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** The user applies his Strength modifier 1.5 times to damage with unarmed strikes.
Extra Sensory Perception

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 5

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** Concentration, plus 1 round

* **Description:** This high-ranked technique, which is unfortunately known by extremely few shinobi, and rarely more than one or two shinobi in a village will know the trick to it, and they are unlikely to share. The user is able to force his mind to open more and sharpen his senses in order to detect a creature's surface thoughts. The user gains the Detect Emotions ability and a +2 competence bonus to Sense Motive checks.
Earth Dragon Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:** Close (small), Medium (large) or Long (large)

**Area:** 5-ft. square (small) or 10-ft. square (medium) or 15-ft.

**Duration:**

* **Description:** square (large); Duration: Instantaneous; Saving Throws: Reflex half; Chkara Resistance: Yes; Chakra Cost: 5 (small) or 9 (medium) or 13 (large). Using this technique, the user is able to create a dragon of varying size from the earth which he uses to tear his enemy apart. Depending on the dragon's size, Small, Medium or Large, the range and damage may vary greatly. A Small dragon costs 6 points of Chakra, has a Close range (10 ft. + 5 ft./2 levels) and deals 3d6+1 points of earth damage to creatures in a 5-ft. square. All damages caused by a dragon of any size can be halved with a successful Reflex save. A Medium dragon costs 10 points of Chakra, has a Medium range (20 ft. + 10 ft./2 levels) and deals 6d6+3 points of earth damage to creatures in a 10-ft. square and increases the perform requirements by 1. A Large dragon has a Long range (30 ft. + 15 ft./2 levels) and deals 9d6+5 points of earth damage to creatures in a 15-ft. square and increases the perform requirements by 3. Material Focus: A Medium (at least 50, 100 or 150 pounds for a Small, Medium or Large dragon) source of earth, sand, rock or mud nearby to create the dragon.
Shadow Assassination Technique

* **Type:** Ninjutsu

**Subtype:** Shadow

**Rank:** 9

**Complex:** S-Class

* **Learn DC:** 25

**Learn Success:** 7

**Perform DC:** 29

**Perform Rank:** 13

* **Time:** 1 attack action

**Range:** Melee attack

**Area:**

**Duration:** Instantaneous

* **Description:** Another one of Sarutobi Sasuke's original technique. Kage Ansatsu allows the user to sneak up to the enemy, and deal a mortal blow to him by targeting his shadow. For this technique to work, a few conditions must be met: the user must be able to make out the target's shadow clearly, and the target must be unaware of the user. If the attack is successful (a shadow has a defense of 10), the user deals normal damage to the target, and the target must succeed a Fortitude save (DC 15) or automatically be reduced to -1 hit points (unless the attack brought the target lower than -1 hit points). This attack can be a sneak attack, can deal critical hits and automatically bypasses any damage reduction the target may have. A creature immune to sneak attack or critical hits is not affected by Kage Ansatsu.
Dreadful Reality Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 9

**Complex:** S-Class

* **Learn DC:** 25

**Learn Success:** 7

**Perform DC:** 29

**Perform Rank:** 13

* **Time:** 1 full-round action

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

**Area:**

**Duration:** 1 round/level

* **Description:** This technique has been sealed away upon its creation because of the inhumane death it can bring to its victim. The main goal of the technique is to completely shut down all of the target's senses: sight, smell, hearing, touch, taste and chakra senses. If the target fails its save, it becomes blind and deaf. The subject will also be unable to make any differences between tastes, rendering it unable to detect an anomaly in their food or drinks, unable to use the sense of smell at all and will not be able to determine whether it is standing, sitting, if it has hit an enemy on an attack or if it was hit at all. The subject will be unable to sense chakra, and will have to make a Will save each passing round to avoid being dazed and unable to act. Even though the subject is blinded, because the condition is only a mere illusion, it will still be subject to gaze attacks. The subject, while under the effects of this technique, will suffer a -4 penalty to Fortitude saves against massive damage in addition to all the penalties blindness and deafness incur. This technique can be dispelled, but counts as though it as a Rank 12 technique for that very purpose.
Demonic Mirage: Visage of Death

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 8

**Complex:** Super S-Class

* **Learn DC:** 25

**Learn Success:** 8

**Perform DC:** 33

**Perform Rank:** 13

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This forbidden technique uses the killer intent the user is pouring into an attack and increases it to a much greater effect. Upon completion of this technique, the target must make a Will save against fear or be instantly reduced to -1 hit points and dying from the shock induced by the visage of death or be cowering for 1 round if the save was successful. Regardless whether or not the technique was a success, the user will get to make a melee attack at his highest attack bonus with his held weapon against the creature.
Grand Fireball Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

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

**Area:** Cone-shaped burst from the user

**Duration:** Instaneaneous

* **Description:** See Godai Taigeki: Shodan Jutsu technique.
Hand-to-Hand: Supreme Skill - Divine Wrath

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 15

**Complex:** Epic (A class)

* **Learn DC:** 40

**Learn Success:** 8

**Perform DC:** 45

**Perform Rank:** 23

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be used when the user is moving at speed rank 5 or higher. He is able to make a second full-attack action with his held weapon, if he takes a full-attack action this round. The user does not benefit from effects granting additional attacks (except for two-weapon fighting) when using this technique. This technique can only be used twice per day.
* **Mastery:** The third and fifth step of master in this technique allow it to be used an additional timeper day each.
Explosive Sacrifice Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 4

**Complex:** B-Class

* **Learn DC:** 18

**Learn Success:** 3

**Perform DC:** 19

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** Personal

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

**Duration:** Instantaneous

* **Description:** There comes a time when taking as many enemies down with you is better than live on, when to save your comrades, you have to sacrifice your own life so that they can live on. At the usage of this technique, the user can create a powerful explosion centered on himself, using his body and Chakra as fuel. Every creature caught in the explosion takes 6d8 point of fire damage, with a chance to halve the damage with a successful reflex save. At the end of this technique, however, the user will be reduced to -10 hit points, and his burnt corpse will be the only thing that remains of him.
Demonic Mirage: Hell's Element Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 attack action

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

**Area:** 20-ft. radius spread

**Duration:** Instantaneous

* **Description:** By means of this technique, the user creates the illusion that he throws a ball of elementally-charged chakra that explodes and kills the target. Any creature caught in the area of effect must make a successful Will save or suffer 1d4 points of damage per two levels of the user, up to 5d4. The damage, although not affected by energy resistance, must be of any one type (cold, earth, electricity, fire, water or wind). If the creature is immune to said damage type, the technique has no effect on it. Creatues devoid of all the following senses: sight, smell, touch and hearing, are also immune to this technique. Creatures that were pre-warned of the effects of the technique also gain a +8 bonus to their Will save to resist it. The illusion itself cannot kill; creatures brought to 0 hit points or below will become unconscious for 1d4+2 minutes or until healed.
Compelling Laughter Technique

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1d4+2 rounds

* **Description:** By simply looking into the subject's eyes, the user is able to show it such horrors that it will experience a brief mental breakdown and fall down laughing. The subject's mind is in complete disarray as it falls prone, laughing uncontrolably a manic, humorless chilling laugh. The subject can take no action while laughing, but is still not considered helpless. After the technique ends, the subject can act normally, but will be Shaken for an additonal 2 rounds. A creature that cannot laugh will collapse and babble senseless gibberish for the duration of this technique.
Blade of the Wind

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 9

**Complex:** S-Class

* **Learn DC:** 25

**Learn Success:** 5

**Perform DC:** 29

**Perform Rank:** 13

* **Time:** 1 full-round action

**Range:** 0 feet

**Area:**

**Duration:** 1 round/level (D)

* **Description:** Using this technique, the user is able to solidify air in his grasp, allowing him to form a sword of air. The blade is immaterial and cannot be disarmed. It deals 1d6 points of wind damage, +1 per 4 levels of the user (maximum 1d6+5) and is wielded as a chisa-gatana. It scores a critical hit on a natural roll of 18 to 20, and deals double damage. Since the weapon is immaterial, the user does not apply his Strength modifier to damage. When defending against the air wave blade, a creature loses its Dexterity bonus to Defense unless it can See Chakra or See Through Chakra.
Hiten Mitsurugi Style - Piercing Dragon Flash

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 3

**Complex:** D-Class

* **Learn DC:** 15

**Learn Success:** 1

**Perform DC:** 14

**Perform Rank:** 3

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** While in this stance, the user gains the benefits of the Cleave feat as long as he is moving at Speed Rank 1 or faster.
Hand-to-Hand: Dragon Wave Fist

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** The user makes an unarmed melee attack that deals normal damage plus an additional 4d4 point of fire damage, and forces the target to succeed a Fortitude save or catch on fire for 1d4 rounds. The additional damage is not multiplied on a critical hit.
* **Empower:** The user may spend an additional point of Chakra to increase the fire damage by one die.The additional damage cannot exceed 10d4.
Hand-to-Hand: Iron Fist - Fist Rocket

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single unarmed melee attack against the target that deals weapon damage plus an additional 1d6 points of damage every 3 levels if it hits (maximum 3d6, not multiplied on a critical hit.) If the attack hit, the target must also make a Fortitude save to avoid being knocked back 10 feet. The user suffers a -4 penalty to Learn checks with this technique without the Gouken feat.
Hiten Mitsurugi Style - Coiling Dragon Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action or 1 instant action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** Using this counter-technique, the user makes a single melee attack with his held weapon that suffers a -4 penalty to attack and damage rolls. The particularity of this technique is that the user may make a five-foot step before or after using this technique, even if he has, or plans to, moved before using the technique. Once per round as an instant action, if he was missed by a melee attack from an adjacent opponent, he may use this technique instead of a defensive move such as Kawarimi no Jutsu, Shundou or any such techniques. The penalty to attack and damage rolls is reduced to -2, and he may still take a five-foot step if he has not already taken one this round. This extra attack counts as an attack of opportunity, and cannot be used either if his maximum number of attacks of opportunity has already been reached.
* **Mastery:** The fifth step of mastery in this technique reduces the standard penalty from thistechnique to -2, and to -1 when used as an instant action.Material Focus: The user's katana, double katana, hansori or large katana.
Hiten Mitsurugi Style - Slaying Dragon Hammer Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:**

* **Description:** This technique is the same as Ryu Tsui Sen, only much more lethal. The additional damage still isn't multiplied on a critical hit, and its cap is now 1d6 per 2 levels of the user. Refer to the table below for the Jump check results, attack roll bonus and additional damage. Jump check Additional Bonus to results damage attack roll 10 or lower 2d6 +1 15 3d6 +2 20 4d6 +2 25 5d6 +3 30 6d6 +4 35 7d6 +4 40 8d6 +5 45 or higher 9d6 +6 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.
Crippling Frostbite Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**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:** 1 round/level

* **Description:** To execute this technique, the temperature around the target must be below 32 degree Fahrenheit (0 Celsius). Using this technique, the user is able to paralyze the target's limb by concentrating the cold air around it, thus creating an instant frostbite. The user may chose to target either the victim's arms or legs. Arms: When a frostbite affects a target's arm, it gets a -2 penalty to Strength and Dexterity as the limb becomes unusable, meaning it cannot wield a hand-held weapon with that arm. In addition to that, it suffers a -2 penalty to skill and grapple checks as well as the inability to use techniques that requires hand seals unless he has the ability to turn them into half seals. If both arms are caught (technique was used twice), the penalties stated above stack and the target can no longer perform techniques requiring hand seals, unless he can also discard the hand seals component fully. Legs: When a creature's leg is targeted, its movement speed is halved. If both legs are affected by the technique, the creature's movement are reduced to one quarter its normal and it falls prone until the condition ends. If a creature has more than 2 legs, unless it is a quadruped, it will be unaffected until 2 or less remains.
Fire Dragon Blast

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** 50 feet

**Area:** Cone-shaped burst

**Duration:** Instantaneous

* **Description:** Using this technique, the user is able to breath fiery death upon his foe in the form of a deadly cone attack. Any creature caught in the area of effect suffers 5d6 points of fire damage, which may be halved with a successful Reflex save.
* **Empower:** The user may spend an additional 1 point of chakra to increase the intensity of the flames,and deal an additional die of damage (up to his level or 14d6).
* **Mastery:** With the third step of mastery, the user is able to give the attack a shape and add theShapeable (S) component to the area of effect. He may avoid hitting square he desireswithin range of his Karyuu Endan.
Avalanche Wave Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 12

**Complex:** A-Class

* **Learn DC:** 27

**Learn Success:** 4

**Perform DC:** 29

**Perform Rank:** 15

* **Time:** 1 attack action

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

**Area:** 30-ft-wide by 80-ft.-long line

**Duration:** Instantaneous (see text)

* **Description:** Using this technique, the user covers the ground and the area of the technique with a thick mane of snow, much akin to the passing of an avalanche. Any creature caught in the area of effect is pushed backward 1d4x5 feet and knocked prone. If the subject creatures are still in the area of effect after being pushed back, they are buried under 1d6x5 feet of snow and begin suffocating. To get out of the snow, a creature must succeed a Strength check (DC 20) in order to move 5 feet in any direction and stop suffocating once they exit the mass of snow. A buried creature suffers 3d6 points of cold damage per minute until it exits the avalanche. This technique directly affects the ground it is cast on, and no fighting or movement will be possible atop of it until the snow is melted or moved away. Any structures caught in the line of effect of this technique suffer 2d4x10 point of damage. The effects of this technique dissipate and slowly fade away after 10 minutes. Material Focus: A colossal (at least 50003 feet) source of snow or ice nearby.
Earth Shield Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 move-equivalent action

**Range:** Personal

**Area:**

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

* **Description:** Using this technique, the user covers himself with a thin sheet of dirt that provides a +1 natural armor bonus to Defense as well as a +1 armor bonus to Defense against the next melee or ranged attack aimed at him. The shield will crumble once it has been used, cancelled or the duration expires. The shield weighs 1 pound per size category of the user (5 pounds for a medium-sized character) or 10 pounds per size category of the user if the user is of Large size or larger. Material Focus: A sufficient mass of earth, sand, rock or mud nearby to form the shield (see above).
Drunken Fist Stance

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** To enter this stance, the user must concentrate to simulate a drunken state of mind. His attacks and movement become hard to read, forcing the enemy to open their guards to him. While in this stance, the user gains the ability to Feint in combat as a move-equivalent action instead of an attack action, and +1 dodge bonus to defense as long as he wields no weapon. The user being actually inebriated lowers the skill threshold by 1 and the perform DC by 5.
* **Mastery:** The user gains a +1 bonus to attack rolls upon achieving the 3rd step of mastery in thistechnique while in the Drunken Fist stance.
Earth-shattering Blast

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 14

**Complex:** S-Class

* **Learn DC:** 29

**Learn Success:** 5

**Perform DC:** 34

**Perform Rank:** 18

* **Time:** 1 attack action

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

**Area:** 40-ft. radius burst

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Sandan Jutsu technique.
Drifting Ice Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 4

**Complex:** B-Class

* **Learn DC:** 18

**Learn Success:** 3

**Perform DC:** 19

**Perform Rank:** 6

* **Time:** 1 move-equivalent action

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

**Area:**

**Duration:** Instantaneous

* **Description:** As Jigen Ugoku no Jutsu, except as above and as follow. This technique can only be used while the Hyouma ability is active, and the user can only appear in a square occupied by or adjacent to a Hyoushou or Makyou Hyoushou ice crystal barrier. The user cannot bring other characters when using this technique.
Hiten Mitsurugi Style Secret Technique - Nine-headed Dragon Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** S-Class

* **Learn DC:** 25

**Learn Success:** 5

**Perform DC:** 29

**Perform Rank:** 13

* **Time:** 1 full-attack action

**Range:** Charge

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is the second most powerful technique of the Hiten Mitsurugi style. Put bluntly, it is a single attack from all the points targeted in swordsmanship (karataki, kesagiri, sakagesa, hidari nagi, migi nagi, hidari kiriage, migi kiriage, sakakaza and tsuki) in an extremely quick succession. To properly use this technique, the user must be moving at Speed Rank 3 or higher. The user makes nine melee attack with his held weapon at his highest attack bonus against the target, only the first benefitting the charge bonuses, the rest suffering a cumulative -1 penalty to attack rolls every attack (from -1 to -8). All the attacks gain cumulative a Kawarimi Defense 2 that increases by 1 every successful hit (from maximum 9). Each successful hit deals 1d8 points of damage of the appropriate type (doubled on a confirmed critical), and the last attack's threat range increases by 4 and deals triple damage on a confirmed critical. The user may continue to move up to his maximum distance after reaching his opponent, without provoking an attack of opportunity from it.
* **Mastery:** With the fourth step of mastery in this technique, the user deals 1d10 points of damageevery successful hit.Material Focus: The user's katana, hansori, double katana, or large katana.
Drilling Water Bullet Technique

* **Type:** Ninjutsu

**Subtype:** Suiton

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** 5 ft./2 levels

**Area:** 5-ft. wide line

**Duration:** Instantaneous

* **Description:** This technique creates a large ball of water that bursts forth, spiraling in a way not unlike the much more potent Daibakufu no Jutsu would. Any creature caught in the line of effect suffers 2d6 points of water damage which can be halved with a successful Reflex save. Any creature damaged by the attack must also make a Fortitude save to avoid being knocked back 5 feet. If knocked back in another creature, both the target and the creature it is knocked into must make a Balance or Dexterity check (DC 10) to avoid falling prone. The line cannot be longer than 30 feet. Material Focus: A small (at least 15 litres) source of water nearby.
Demonic Mirage: Thrall of an Infinite Melody

* **Type:** Genjutsu

**Subtype:**

**Rank:** 11

**Complex:** S-Class

* **Learn DC:** 27

**Learn Success:** 7

**Perform DC:** 31

**Perform Rank:** 15

* **Time:** 1 full-round action

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

**Area:**

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

* **Description:** This technique requires no hand seals but during the entire duration which the user concentrates, he must keep playing the musical instrument used for this technique. The subject will be bound in a kneeling position by the illusion, chains in its mind's eyes, and subject to horrible torture as the illusion is maintained. The subject will be unable to take any actions until the technique ends and will suffer 1d10 points of damage per round. Any damage from an outside source will immediately end the technique. This technique can be dispelled. The subject will remain aware of its surrounding during the illusion. This technique is a sound-based illusion, and deaf creatures are immediately immune to it. Material Focus: A musical instrument of any type.
Air Void Burst Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 10

**Complex:** B-Class

* **Learn DC:** 23

**Learn Success:** 3

**Perform DC:** 25

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** 60 feet

**Area:** Cone-shaped burst

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Shodan Jutsu technique.
TheNinjaWay Wiki

A Naruto D&D-type Roleplay, brought to you by Norm and the help of 5th edition D&D along with some of the D20 Naruto pdf (Brought to us from google). Most of the items from the role play are directly created by the Norm with the help of his team developers Daichi Kamizuru (Nav), Kasumi Rinha(Heather), and Hiro Kaguya(DJ). Most jutsus are brought to us by Naruto D20 created by Frankto Vinneti and Wizards of the Coast. However some jutsus were directly created by the DM with the help of the players, mainly cause we allow Jutsu creation with restrictions.
This Roleplay requires you to have a wikia account: http://www.wikia.com/fandom for our wikia page: https://theninjaway.wikia.com/wiki/TheNinjaWay\_Wiki
You will also be required to have a Roll20 account: https://roll20.net/

We currently have 794 articles with 3,094 edits!

The ninja way is an interactive RP with fun character development and interesting open concepts. The RP is Naruto Series based and takes place before canon and as if canon wasn't ever to exist. Events leading up to the Leaf Village's creation still applies.

Learn about our players characters below!

## How do I Create a Character?

You will First need to make a new page titled the first name of your RPC.

Then copy the information on the: https://theninjaway.wikia.com/wiki/Character\_Template page.

The following information will then need to be added from: https://theninjaway.wikia.com/wiki/Creating\_A\_Character

**Latest Update**1.0

Updates to page include following:

Many NPC Changes and updates
Hand Seal Skill added
Skill Set updated
If a learn DC is of 50 I have calculated it to be possible to have it as 19
Added https://theninjaway.wikia.com/wiki/Training:\_Lucky\_Memory\_DC
DC is no longer an issue.
Dance of the Willow

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 4

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** Using this technique, the user immediately creates two bone weapon, one for each hand, that he can retract and extend in his body freely as a move-equivalent action. The weapons cannot be dropped and are part of his body, therefore attacking them will harm the user, and can be used for two-weapon fighting. In addition to the aformentionned effects, the technique also improves the user's skill at bone manipulation. Once per round when he is struck in melee with a hand-held weapon of Small size or smaller or unarmed attack, he may spend 4 points of chakra to extend part of his bone structure and deal 1d6+1 points of piercing damage to the attacker, whether the attack hit or not. When the technique ends, the bone weapon return to the user's body.
Exploding Clay - C3 Explosion

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 14

**Complex:** Super S-Class

* **Learn DC:** 31

**Learn Success:** 8

**Perform DC:** 39

**Perform Rank:** 19

* **Time:** 1 attack action

**Range:** 5 feet

**Area:**

**Duration:** 5 rounds (or until discharged)

* **Description:** This technique is also referred to as 'Ohako,' Deidara's number 18. Using this technique, the user is able to create a stronger version of the Kibaku Nendo, and focus even more Chakra into a small flying sculpture. It has the same statistics as a similar sculpture from Kibaku Nendo, but its speed is doubled, and the explosion is a 100-ft.-radius burst that deals 13d8 point of fire damage once the explosion is set off. All damage suffered by the explosion can be halved with a successful Reflex save. Expendable Components: 36 pounds of clay.
Bow Art: Obliterating Shot

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:**

* **Description:** This technique is the same as Kyujutsu: Tsukeme, except as above and as follow. Refer to the table below for the Spot check results, attack roll bonus and additional damage. Spot check Additional Bonus to results damage attack roll 10 or lower 2d6 +1 15 3d6 +2 20 4d6 +2 25 5d6 +3 30 6d6 +4 35 7d6 +4 40 8d6 +5 45 or higher 9d6 +6 Material Focus: The user's daikyuu, hankyuu or greatbow.
Hand-to-Hand: Iron Fist - Leaf's Grand Spinning Wind

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes an full attack action that deal normal damage on a successful hit. Each attack has varying effects and gain different bonus, as described below: 1st Attack: The first attack gains a +1 bonus to attack and damage rolls. 2nd Attack: The second attack knocks the target back 5 feet at the end of the user's turn. 3rd Attack: The third attack deals damage as though one size category larger. 4th Attack: The fourth attack knocks the target prone unless it succeeds a Reflex save, as technique, or Tumble check opposed by the user's attack roll. 5th Attack and higher: Target is stunned for 1 round unless it succeeds a Fortitude save. Duration is cumulative with each successful attack after the fifth. This technique does not allow the user more attacks in one full-attack action than normal, but simply has different effects depending on his number of attacks. This technique can also be used in conjunction with Renzuki (unarmed). The user suffers a -4 penalty to Learn checks with this technique without the Gouken feat.
Hand of the Devil

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 13

**Complex:** A-Class

* **Learn DC:** 28

**Learn Success:** 6

**Perform DC:** 30

**Perform Rank:** 16

* **Time:** 1 full-attack action

**Range:** Melee Touch

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** This terrible, forbidden technique does not only damages the target's body but also directly affects its psyche. After a complicated series of hand seals, the user touches the target with his now blazing hand. If the unarmed touch attack is successful, the target suffers 8d8 point of fire damage as well as 2d6+1 point of fire damage each round each round for 1d8+2 rounds as it leaves a blazing seal on the target's body. The seal can be removed only with a Fuuka Houin, but will disappear once the time is up. Each round the technique deals damage, the target must succeed a Will save (DC 16) or be cowering for 1 round and suffer 1 point of temporary Wisdom damage.
Frostbite

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** 10-feet

**Area:** Cone-shaped burst

**Duration:** Instantaneous

* **Description:** By concentrating Chakra in his lungs, the user is able to freeze the air that comes out of it and blow it out in a 10-foot long cone that deals 3d6 points of cold damage. In addition, a creature caught within the cone must succeed a Fortitude save or suffer 1d4 points of temporary Strength damage. A creature immune to cold damage cannot suffer Strength damage from the frostbite. If this technique is used in a cold environment, the cold damage dealt by the frostbite is reduced to 2d6. At the GM's decision, strong winds may also nullify this technique.
Armed Technique: Awesome Blow

* **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

**Duration:** Instantaneous

* **Description:** Same as Hokojutsu: Daibutsu, except as noted above, and as follow. The attack deals 3d6 plus 1d6 every 4 levels, maximum 8d6. The target must make a Fortitude save to avoid being knocked prone. Material Focus: The user's held weapon.
Flying Earth Spikes Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

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

**Area:** One 5-ft square (see text)

**Duration:** Instantaneous

* **Description:** From the earth rises a gigantic stalagmite that threatens to skewer through any creature standing over it. To properly use this technique, the user must come in direct contact with the ground with his hands, and the targeted area must be directly on the earth, rock or sand. The user targets a 5-foot square with every spike, and each spike deals 2d8 points of damage, half of which is earth and the other half piercing, which can be halved with a successful Reflex save. The technique creates one spike.
* **Empower:** The user may increase the number of spike at the cost of 1 point of chakra per spike, up tothe user's level.
Sickling Wind Blast

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** 30 feet

**Area:** Cone- shaped burst or line

**Duration:** Instantaneous

* **Description:** Every creatures caught in the cone-shaped burst suffer 4d6 points of wind damage, which can be halved with a successful Reflex save. The technique's cone length may not exceed 30 feet. In addition the creatures caught in the cone must make a Fortitude save or be pushed back 1d4x5 feet. For this particular technique, the user can ignore the hand seals component with a simple swing of a tessen, war fan or a Huge or larger weapon, though using the technique in this manner increase the skill threshold and perform DC by 3.
Mirage of a Frozen Moon in the Heavens

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 12

**Complex:** S-Class

* **Learn DC:** 28

**Learn Success:** 6

**Perform DC:** 32

**Perform Rank:** 16

* **Time:** 1 full-attack action

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

**Area:** 20-ft. cube

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

* **Description:** This technique can be performed in two ways: the standard way using range and hand seals, or provoking an attack of opportunity in melee, or using a melee weapon of Medium-size (or properly sized weapon depending on the user's size category) or larger at melee range without hand seals and increasing the skill threshold and perform DC by 6, without provoking an attack of opportunity. Regardless of the fashion in which it was used, all creatures in the area of effect must make a Reflex save to avoid being trapped in the ice (as with Hyourou no Jutsu, though the Break DC is 40, and will only free one square worth of creature) and suffer 5d8 points of cold damage. At any time as an instant action, he may decide to 'liberate' the creatures caught in the ice of his prison and shatter it. Doing so deals an additional 6d8 points of cold damage to the targets, without allowing for a save. This will happen no matter what once the technique expires, doing earlier so can only speed up the process. The ice cannot be damaged by physical attacks made with less than strength rank 4, and has 200 hit points.
Hand-to-Hand: Sixteen-Hit Combo!

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user strikes at the enemy with powerful blows in quick succession to pound conflict out of him. Some say it is 'the easy way of conflict resolution'. The user makes three unarmed attacks against a single creature at his highest attack bonus, with a -5 penalty. Each attack deals 2d6 points of damage plus his Strength modifier on a successful hit; if any of the attack hits, the target must make a Fortitude save to avoid being stunned for 1d4 rounds. This technique can only be used the round followng Rendan Kidouki.
Air Current Detection Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** Instantaneous

* **Description:** As long as there is a low wind of 3 miles or higher in the area that the user is occupying, he is able to determine which direction is north by means of this technique. The user's newfound knowledge of north is correct when using this technique with normal winds, but can easily be fooled by techniques such as Ichijin no Jutsu or Kuuryuusan no Jutsu, and may be lost again within moments if he does not keep track of his movements. This technique can help the user identify an environment-affecting Genjutsu if there is one, at the GM's discretion, and cannot be used if no winds are present.
Compressed Air Blast

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 attack action

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

**Area:** 20-feet-radius burst (see text)

**Duration:** Instantaneous

* **Description:** To execute this technique, the user gathers as much air in his lungs as he can, and mixes it with Chakra, almost making it liquid. He then proceed to spit it out toward its target. Once it explodes, it deals 7d8 points of wind damage to any creature caught within.
* **Empower:** The user may increase the damage by 1d8 by spending an additional 2 points of Chakra(maximum 1d8 per character level or hit dice of the user); doing so also increases theburst radius by 5 feet. The damage cannot exceed 14d8, with a burst radius of 50 feet.
Hand-to-Hand: Iron Fist - True Fist Rocket

* **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

**Duration:** Instantaneous

* **Description:** Same as Taihouken, except as noted above, and as follow. The attack deals 3d6 plus 1d6 every 4 levels, maximum 8d6. The target must make a Fortitude save to avoid being knocked back 20 feet and fall prone. The user suffers a -4 penalty to Learn checks with this technique without the Gouken feat.
Blazing Fire Spiral Blast

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 4

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 move-equivalent action

**Range:** Personal

**Area:**

**Duration:** Instantaneous

* **Description:** This technique was created by Jiraiya, one of the legendary Sannin, after the death of his student during the fight with Kyuubi. To successfully perform this technique, the user must hold a Rasengan in hand and perform this technique's half seals with the other. Upon success, the chakra contained in the rasengan will turn into a deadly blaze. Any damage dealt by the rasengan is fire damage and increased by 1 die. In addition, upon being knocked back, the target is turned into a human torch that will deal 2d6 points of damage to objects and creatures that come within 5 feet of him until the knockback effect ceases; creatures are allowed a Reflex save (DC 15) to halve the damage. After being hit with the Enka Rasengan, the target will catch on fire.
Demonic Mirage: Castle Imitation Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 full-round action

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

**Area:** 10-ft. cube/level (S)

**Duration:** 1 minute/level (D) (see text)

* **Description:** This technique allows the user to create an illusory setting that can look, sound and smell like another environment. This technique cannot hide creatures, structures and equipment in the area, and the illusion is purely aesthetic, and provides no protection or cover against attacks or weather. The user cannot move further than 1000 feet from the illusion or it will be dispelled.
Burning Ash Cloud

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** 5 feet

**Area:**

**Duration:** Instantaneous

* **Description:** The user blows a cloud of thick black ashes. On the round that it is used, the technique fills a 15-ft. wide, 5-ft. tall area filled with smoke. On the second round, the cloud spread to 20-ft. wide and 5-ft high and will not spread further afterwards. Character moving through the ashes, or being caught in the cloud, must make a Fortitude save each round to avoid being blinded for 1d4 rounds. On the first round, characters caught in the cloud suffer 2d6 points of fire damage, damage which is reduced to 1d6 on the second round and to nil on the third round afterwards (damage does not set fire to combustibles and does not harm unattended objects). It disperses after 3 rounds, though a moderate wind (11+ mph) disperses the smoke in 2 rounds and a strong wind (21+ mph) disperses it in 1 round. Characters caught in a cloud of smoke must make a Constitution check (DC 10, +1 per consecutive checks) to avoid spending the round coughing and hacking and taking no actions; characters spending 2 consecutive rounds coughing take 1d6 points of damage. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the check, and a gas mask prevents requiring one. Smoke grants a 20% miss chance penalty to all those within.
Static Electricity Aura Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Personal

**Area:** 10 ft. radius spherical emanation based on the user

**Duration:** 1 round/level (D)

* **Description:** This technique is in fact only the first step of a greater technique, Raikuisha no Jutsu. Using this technique, the user is able to manipulate the particles in the air around him and form an aura that delivers static electricity discharges to creatures around him. For the duration of this technique, any creature caught in the area of effect suffer 1d3 points of electricity damage every round on the user's turn, damage which can be halved with a successful Reflex save.