recursal/Fanatic-Fandom huggingface dataset:
Saika Clan

## Physical Traits

Saika members have vibrant purple eyes, with pale porcelain skin and Platinum hair. These traits are generally inherited through the clan. Though there have been instances of black, or even ginger/red hair! Typically this clan is a bit on the tall side and usually have tall, and toned muscular bodies, but that's not always the case!

DISCLAIMER: The traits listed are our most common traits, but we are open to just about any trait!

## Clan members

Current Clan members

Name-----------Age

Yuki Saika 29

## Void Release

The unique kekkei genkai of the Saika Clan, the Void Release allows the user to manifest corrosive nature jutsu and also dark matter through the careful mixture of Lightning and Fire natures. When using a Void Nature jutsu to dispel or counter another jutsu, the user may add 1.5x their caster level to the dispell check, instead of just their caster level.
Wood Release: Wood Human Technique

*After forming the required hand seals, the user creates an enormous statue-like creature out of wood. This humanoid creature with a full body and an oni-like face is usually created with a wooden dragon wrapped around its torso, and is generally used in battle as an avatar.*

This technique creates a Huge humanoid figure. This
Tsuru

## Abilities

### Binding DC - Binding DC + 10

All positive energy spells cast by Tsuru's vessel have an additional 50% bonus to any healing or damage they do to their targets.

### Binding DC + 11 - Binding DC + 20

While bound to Tsuru, the target becomes immune to death effects, and negative energy.

### Binding DC 21 - Binding DC + 30

Tsuru grants his vessel a positive energy aura. It lasts for a number of round equal to the binding DC used to bind Tsuru and every round it heals a number of points equal to the vessel's constitution score.

### Binding DC 31 - Binding DC + 40

Tsuru grants his vessel a bonus to the caster level of all positive energy spells equal to 1/10th the binding check used to summon him.

### Binding DC 41 Binding DC 50+

Tsuru grants his target the ability to cast heal, using the character's total level as the caster level of the spell, in addition to any bonuses from the previous tier of bonding.
Fire Dragon Flame Bullet

The user kneads their chakra into flames, which are then manipulated into a genuine-looking dragon. Each dragon projectile deals 6d6 fire damage per 6 caster levels, to a maximum of 18d6 at caster level 18. For every 4 caster levels beyond 7th, you gain an additional dragon projectile—two at 11th level, three at 15th, four at 18th. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you roll damage.
Lava Release: Quicklime Congealing Technique

This technique makes use of the Lava Release where the user expels a large quantity of quick lime from thier mouth, capable of inflicting damage to an opponent. *This ability can also be manipulated in order to restrict the intended target's movements,* *as after the initial blast the remnants of the substance can act in a similar manner to quick-drying cement*.

However, the technique requires the addition of water to set off the necessary reaction to make the substance harden. This can be easily achieved through the use of a Water Release technique, which can also serve to increase the area covered by the substance, thus further increasing the potential range of the technique.

Deals 10d6 worth of acid damage and 10d6 bludgeoning. For a Number of rounds equal to caster level. If the target becomes subject to a water release jutsu, the quicklime begins to harden making the opponent Pinned

Ninjutsu (Lava and Water);

 Saving Throw
Wood Release Secret Technique: Nativity of a World of Trees

# Wood Release: Nativity of a World of Trees

*A technique where the user forces trees to grow on any surface, easily creating a dense forest anywhere they choose. A small plant can grow into a forest in an instant.[3] By generating chakra, the user manoeuvres it as they see fit for attack and defence; and furthermore, this omnipotent technique even allows them to capture the enemy at the same time. With their tremendous life force, the trees can pierce through earthen walls, and extend their branches at their prey in an instant.*

 This jutsu creates a 100 foot spread where trees and other vegetation can be used to trap and ensnare opponents. Any enemies who fail their reflex saves are considered to be travelling through difficult terrain (2x speed costs) and also each round they are grappled by a number of root equal to the highest level of jutsu that the caster can use. These trees have a grapple bonus equal to the caster level of the user, plus the caster's Constitution modifier. Manipulating the trees is considered a full round action where the user must maintain their concentration. If they fail a concentration check they must recast the jutsu in order to manipulate the created trees once more.
Karui Clan

## Template Statistics

Str +2 Dex + 2, Con -6, Int +4, Wis +4, Cha +4

## Clan Abilities

The clan is capable of light manipulation, a unique nature that the clan alone can use. Innately this allows them to form a single handed weapon from light for 5 points of chakra. This weapon remains for a number of rounds equal to the character's level, or until it is released, whichever happens first. The light weapon can also use any physical or mental ability that the character wishes, though this must be decided when the weapon is created, and if the user wishes to change it they must recreate the weapon.

After level 20, this weapon can be enhanced with a bonus equal to the character's level, this does not include weapon enhancements.

After level 30 the weapon can be thrown with a 100 foot range increment. Additionally a second weapon can be manifested, using it as if the character had perfect two-weapon fighting when using these weapons.
Mystic Rampart

Level: 6

Duration: 5 rounds

Saving Throw: None

Normal: With a complex string of syllables, an intangible tower superimposes itself over your ally, greatly enhancing his ability to protect himself.

You grant your target damage reduction 5/— and a +5 bonus on saving throws as your utterance superimposes a ghostly tower or castle over his form. The tower is just barely visible and doesn’t obscure or conceal anything behind it.

Reverse: You speak and your target becomes vulnerable. The reversed utterance superimposes a crumbling, ruined tower over your target, which takes a –5 penalty to Armor Class and on saving throws for the utterance of the duration.
Dust Release: Return from the Astral Plane

Hand Seals:
 Saving Throw | Willing Targets Only

This jutsu was created with the purpose of being a reversal of Dust Release: Detachment of the Primitive World. It restores a target to life given that they died within 1 Hour per caster level. If the creature’s soul is willing and able to rejoin their body, they return to life with 1 hit point.

This also removes any poisons or disease that affected the creature at the time it died. This cannot return an Edo Tensei’d soul to its body.

This jutsu also heals mortal wounds such as missing limbs or even disintegration from dust release. However,r it can only restore form to a creature the user knows. If they don’t know the creature it only heals mortal wounds and will not regrow any form.
Wood Clone Technique

Ninjutsu (Wood);

 Saving Throw

*A clone that is created by using chakra to alter the user's own cells into vegetation. The clones can be as simple in function as a wooden dummy for use in the Body Replacement Technique or completely mobile and able to perform jutsu. They have the ability to travel far from the user and are able to communicate with the original. Moreover, since the wood clone has the ability to merge with plants and trees, it is also great for reconnaissance missions. By directly touching the wood clone with his hand, the user can change the shape of the clone. Unlike other clone techniques, the wood clone doesn't disappear when hit and takes the damage to a certain degree.*

 This Jutsu creates an exact copy of the caster at the time of casting, similar to the shadow clone Jutsu. However, wood clones have a number of HP equal to the caster level of the user. The wood clone is an exact copy of the caster, but can be made to look like any person the character is familiar with. Each created clone has 1/3 the chakra of the caster at the time of casting the Jutsu, but the chakra of the clone does not return to the user upon the clone's destruction. The clone can also not retain any chakra past this value, though it can regenerate chakra with absorption techniques as normal.
Senga Jinkei

*By using his extraordinary finger strength, he focuses all of his weight onto his needle-like fingertip. Doing so creates a highly destructive technique that allows the user to thrust his arm through someone's body.*

Your unarmed attacks deal piercing damage instead of bludgeoning. Your critical range increases to 17-20/x3.
String Bean Binding Illusion

typical technique amongst the members of the Kurama clan, the user makes themselves disappear while the target sees several bean vines growing from the ground. These vines bind the victim's body, lifting them into the air. Then, a bean pod raises and opens to reveal the user, ready to strike. However, a skilled genjutsu user like Kurenai can revert the effects to the user.
C1

*Using one of his special palms as a medium, the caster moulds his clay into figures, often resembling animals and insects. Some even share the abilities of the creatures they are modelling after, such as those resembling birds are capable of flight. This feature makes them excellent for covert operations.*

 The user summons a construct made of clay. It follows the rules of the astral constructs. Upon the user's choice, the clay can be commanded to detonate, exploding into a 30 foot burst that deals 1d4 points of damage per caster level of the user. Targets within the area can make a reflex save for half damage. Every 3 caster levels the level of the construct increases by one (2nd level at 4, 3rd level at 7, etc.)

If the clay creature succeeds on a grapple check against a target, they do not get a reflex save and instead take full damage of the jutsu upon detonation.

The caster can create a number of constructs equal to her own HD, (so a 15th level can create 15 small constructs (1 HD each) or 2 large clay creatures (7 HD each) and a small creature (1 HD) or some other combination of creatures. In this case, each construct deals it's HD in d4 dice upon detonation.
Queen of Hip

Queen of Hip

Taijutsu

Level: S

Hand Seals: None

Casting Time: Instant

Range: -

Area: Own Body

Duration: One Round

Saving Throw: -

Description:

It is a technique that multiplies(x2 bonus to stats, 3 extra attacks, +1 deflection bonus every 5 caster levels, +5 speed for every 3 caster levels) the user's chakra for a "heart beat" - thus increasing their power and speed and enabling them to inflict serious damage to opponents who are considerably stronger than them.While in the state, most users have a pink aura around them.
Wind Release: Sand Cloud Whirlwind

The user creates a dome-shaped sandstorm which surrounds the opponent and hinders it from escaping. During the technique's execution, the used sand particles collide against each other, thus creating electro-magnetic waves which place the trapped person under never-ending genjutsu in the form of characterless beings attacking with kunai. While the target is busy fending these illusions off, it is vulnerable for attacks from the outside.

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw
Word of Nurturing, Greater

Level: 6

Duration: 5 rounds (normal) or instantaneous and concentration, up to 1 round (reverse)

Saving Throw: None

Normal: With this powerful utterance, you remind the universe of your ally’s true physical form, and even his most terrible wounds begin to knit together.

Your target emits a greenish glow from within (equivalent to a torch’s light). You grant a creature fast healing 20.

Reverse: Great gashes and terrible wounds tear at your enemy’s body, causing massive bleeding and terrible pain.

You unmake a portion of the subject’s being as you utter the reverse form of the life-giving words. You deal 10d6 points of damage to the subject. If you concentrate for 1 round (a standard action), and the subject remains within range, it takes another 10d6 points of damage at the end of your next turn.
Scorch Release: Steaming Murder

Ninjutsu (Scorch)

 Saving Throw

The user creates several flaming orbs that resemble small suns. These orbs rotate around the user and can be freely controlled to attack enemies. When an orb touches an opponent, it apparently evaporates all the water inside their body, leaving them in a mummified state. *When this happens, steam can be seen emitting from the opponent's body. However, this technique is vulnerable to Water Release, which can be used to dissipate the heat, becoming steam.*

4d12 of fire damage, and 2d6 of bludgeoning.
Yota Clan

This traveling clan had the ability to manipulate weather, which they used for their trades. They were wanderers by trade, travelling from village to village selling weather. They also practcsed a ritual to help the individual in the ritual's cenere to manipulate the weather.

## Weather Manipulation

As a full-round action a member of this clan can manipulate the weather within a 2 mile radius of their immediate location. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition on the next round. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself on the next round as normal). Contradictory conditions are not possible simultaneously. Effects created by this power are considered natural phenomenon and are based in chakra, therefore cannot be absorbed by effects that absorb chakra. Level 30 this effect grows to encompass a 3 mile area, and after 60 it can cover up to 5 miles.
Vestiges

A vestige is the remnants of a soul. While not whole enough to move onto an afterlife, it still retains some of the original's legendary power it had in life. It could be the remains of a fallen hero, still trying to save the world they loved, or a villain who tried to grasp at too much power and was cast out from the afterlife for their hubris. In any case, a vestige has colossal power, but no way to interact with the world they used to be a part of.

Unless otherwise stated, all bonuses granted by vestiges are insight bonuses, and do not stack with each other.

## Cosmology

The history and the power of the vestiges gives a good segue to the cosmology used in this RP. The world where humans and most of this RP takes place resides in the Material Plane. The closest to the Material Plane are the 4 elemental planes (Air, Earth, Water, Fire). These are endless manifestations of each element, with the appropriate creatures residing in each (elementals, summonings, etc.). Beyond the elemental planes lie the Shadow Plane and the Plane of Positive energy. They are the pure distillations of both negative and positive energy alike. The former is the domain of all the powerful undead, meanwhile the latter houses the beings of pure light and healing. Travel through the planes is done either through the Astral Plane, or a more daring adventurer may traverse the Chaos Sea. The astral plane is safer, in the sense that it bears creatures more akin to the animals of the world. Some are intelligent, but not particularly malevolent. The Chaos Sea, on the other hand, is the primordial ooze of creation. Spawning countless beings of limitless forms, the Chaos Sea actively seeks to return all to its formless madness. The creatures there are rabid engines of destruction. Outside of these realms is the Blessed Land, where all the souls of the various sentient beings go to spend their respective afterlives, be they good or bad ones. Sometimes referred to as the Pure World, it is the domain of souls and thought, and while a living being may, very rarely, find themselves there, it is imperative that they leave as quickly as possible (within 24 hours) or risk being trapped there forever.

## Rank 1 Vestiges

* Touma DC 15
* Asa DC 20
* Hoyi DC 20
* Doi DC 10

## Rank 2 Vestiges

* Enmei DC 25
* Hanako DC 40
* Hisa DC 36
* Tsuru DC 40

## Rank 3 Vestiges

* Junichiro DC 42
* Kokoro DC 44
* Kagami DC 55
* Kaiya DC 60

## Rank 4 Vestiges

* Kazumi DC 75
* Kimi DC 62
* Kioka DC 68
* Okimi DC 80

## Rank 5 Vestiges

* Hotaru DC 86
* Toru DC 90
* Chikyu DC 88
* Akiko DC 100
Earth Release: Rock Shelter

*The user surrounds themselves with earth, taken from the immediate vicinity and creates a formation of rock that is capable of protecting the user. Doing so, seemingly leaves the surrounding terrain unaltered, even when the quantity of earth used is enough to form a complete dome around multiple individuals. The user can also manipulate the resulting shelter to have openings in it to be able to observe outside.*

You cover yourself and any adjacent allies in an earth dome, 1 inch thick per four caster levels. Each half of the sphere has your caster level's worth of hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness. People inside the sphere have total cover against incoming attacks, though they still have line of sight.
Transmute Weapon

Level: 4

Range: 30 ft.

Target: One weapon

Duration: 5 rounds

Your words fundamentally alter the material of which a weapon is made, transforming it according to your whim.

A weapon targeted with this utterance can be changed into a special material (DMG 283) of your choice. You can make a weapon cold iron, adamantine, alchemical silver, or whatever other special material you wish. The weapon is treated as if made of that substance, and its hardness, hit points, and the damage it deals might be affected depending on your choice.
Seek the Sky, Greater

Level: 5

Duration: 5 rounds (normal) or instantaneous (reverse)

Saving Throw: None

Normal: You surround an ally in red motive energy, granting him the ability to fly like the wind.

The target can fl y, as the fly spell (PH 232) except he gains a fly speed of 120 feet with perfect maneuverability. Crackling red energy surrounds your target, and powerful swirls of wind follow in his wake.

Reverse: At your words, the very air rejects your target, causing it to plummet to the ground.

With this word, you render a flying creature unable to fly. The subject immediate plummets downward, taking 1d6 points of falling damage for every 10 feet it drops. It can make Jump and Tumble checks normally to attempt to land softly.
Top Transformed Buddha

After creating a gigantic wooden statue that possesses hundreds or thousands of hands, the user utilises all of these hands simultaneously to deliver powerful blows to the target. Due to the sheer volume of the punches involved, defending against the entirety of them is nearly impossible. This can be used as a one-shot technique, increasing its destructive power but also resulting in the hands behind the statue's back being destroyed. Afterwards, Hashirama discards the back of the statue to increase the mobility of the True Several Thousand Hands statue. It can also be used more conservatively as seen in Tobi's usage, preventing the hands from being destroyed and enabling another usage of the technique, but results in less destructive power.
Rulers

Rulers can cast jutsu and spells that affect a personal area or single target on multiple willing creatures. For unwilling creatures, Rulers incur a penalty of -10 when casting on them in this manner. The number of additional creatures, excluding themself, this can be performed on is equal to their HD/10. Each creature a ruler casts on, incurs an additional cost of 3 points of chakra. The DC for its innate abilities is 10 + Character Level + Int Modifier + Highest Level of Jutsu.

* Aura of Reinforcement - Selecting a creature, rulers can imbue both their flesh and equipment with chakra, bolstering its resistance to damage. The affected creature’s armor class gains a deflection bonus equal to the caster’s HD. This lasts for HD/2 rounds and costs 6 points of chakra.

* Aura of Fortification - Selecting a creature, a ruler infuses them with its chakra. This spreads throughout the target’s tenketsu network, boosting the strength of their chakra. The affected creature gains a resistance bonus on saving throws equal to ⅔ the caster’s HD. Rulers cannot cast this on themself. This lasts for HD/2 turns and costs 8 points of chakra.

* Unshakeable Will -  Rulers can influence a creature’s mental state with their chakra. This is used to grant allies a moral boost, making them immune to fear and resistant to mental attacks. Affected creatures are able to reroll on saves against mental attacks, granting them an additional save if the initial one is failed. This lasts for HD/2 turns and costs 6 points of chakra.

* Zone of Truth - The caster creates a 100ft + 10ft/HD sphere of energy. Within this sphere all things are perceived as a creature with the True Seeing spell would perceive it. This lasts for HD/2 turns and costs 8 points of chakra.

* Defensive Ward - Rulers are able to project a reflective skin of chakra around their allies. This dampens the strength of an attack made against the warded creature. When an attack is made against a warded creature, the ward negates 1d6 per HD (Max 30d8) points of damage. The ward ends after this. This lasts for HD/2 turns and costs 4 points of chakra.
The Formless

Either being of pure thought, or corporeal creatures that have ascended beyond the need for physical bodies, these strange beings are creatures of pure mental energy.

## Abilities

Incorporeal: Incorporeal creatures are invisible, inaudible, insubstantial, and scentless to creatures on the Material Plane. See invisibility and true seeing reveal Incorporeal creatures. They cannot be damaged by unenhanced weapons. Weapons that are enhanced but do not have the ghost touch ability only have a 50% chance to damage an incorporeal creature. The formless have a fly speed equal to 10 ft per HD they possess, with perfect maneuverability.

An Incorporeal creature can see and hear into the Material Plane in a 60-foot radius, though material objects still block sight and sound. (An Incorporeal creature can’t see through a material wall, for instance.) An Incorporeal creature inside an object on the Material Plane cannot see. Things on the Material Plane, however, look gray, indistinct, and ghostly.

Incorporeal creatures move in any direction (including up or down) at will. They do not need to walk on the ground, and material objects don’t block them.

## Template Statistics

Str -, Dex -, Con -, Int +6, Wis +6, Cha +6

Manifest: The Formless can attempt to posses a living creature or an object. A creature is able to resist this effect with a Will save, DC 20 + HD + Int modifier. In order to possess a target, the Formless must first be able to move into that target's space.

Energy Drain: Any unarmed attack made by the formless grants the target a negative level. For each negative level bestowed by the Formless, they gain an additional +2 to their mental ability scores and 5 temporary for 1 minute per HD. Any negative levels in excess of the HD possessed by the Formless do not grant any additional stat bonuses (a 10 HD formless can only get +20 to their mental stats). A formless cannot have more temporary hit points than its current maximum HP. Upon reaching level 20, the energy drain ability also grants an additional +1 to all the saves that the Formless makes. After level 35, this ability also increases the maximum caster level of any innate abilities it may use by 1 caster level per negative level bestowed.

Mind Incarnate: As beings of pure thought, the Formless are able to treat any class levels as equivalent levels of priest (ascetic-telepath). While incorporeal, the Formless is also able to treat its mental abilities in place of any physical stat that it might need (str for int, wis for dex, cha for con).
Transform the Landscape

Level: 2

Duration: 1 minute

You can cause the ground to crack and split beneath your enemies’ feet, impeding their progress, or you can smooth the ground beneath the feet of your allies, making their passage easier.

You can temporarily create or remove difficult terrain in the affected area. You can cause the natural terrain in the area to buckle and crack, making it much more diffi cult to traverse. The difficult terrain does not obscure line of sight or provide cover. Alternatively, you can smooth an area of difficult terrain for your allies, eliminating penalties to movement or skill checks the terrain would normally impose. Eliminating difficult terrain with this utterance does not eliminate terrain features that provide cover. As you deliver this utterance, the ground shifts and flows to take on the characteristics you seek, eroding obstacles impossibly quickly or creating new debris through minor temblors. For the purposes of smoothing difficult terrain, light rubble, dense rubble, and undergrowth all count as difficult terrain when using this utterance. After the utterance’s duration expires, the affected terrain resumes its normal shape and position.
Strike of Might

Level: 2

Duration: 1 round

Saving Throw: None

Normal: You tap into an ally’s damage potential, augmenting her combat abilities substantially.

Your target’s single next weapon damage roll (if it is made before the end of the next round) deals an additional 10 points of damage as it explodes with a spout of magical energy. This damage is not multiplied on critical hits.

Reverse: You briefly enfeeble an enemy, causing its swings to slow and deal less damage.

Your target’s single next weapon damage roll (if it is made before the end of the next round) deals 5 fewer points of damage as the blow is cushioned by an unseen force. This penalty can reduce the damage to 0, but not below.
Uzumaki Clan

The Uzumaki, being descendants of Asura Ōtsutsuki, also shared distant blood relation with the Senju clan. Through the years, the Uzumaki and Senju kept close ties, with members at times marrying between clans. The Uzumaki's skill with fūinjutsu earned them both respect and fear throughout the ninja world. The Uzumaki naturally possess incredibly strong life forces, granting them tremendous stamina and vitality. As such, they have very long lifespans and likewise seem to age slower; this also enables them to survive and endure much more severe injuries while likewise able to recover from injuries and exhaustion with much greater efficiency in short periods of time. These traits are strong enough to survive the removal of tailed beasts, although they are still left severely weakened afterward. The Uzumaki were most famed for their fūinjutsu, the seal of which typically appears as a spiral crest reminiscent of their clan's symbol. Some members also possessed a unique form of chakra with special properties which made them especially well-suited to become jinchūriki as well as produce adamantine chains made from their own chakra.

## Template Statistics

Con +6, Wis +4, Int +4.

Uzumaki age at half the speed of a normal human. Middle age for an Uzumaki comes at 70 years, old age is at 106 years, and venerable is at 140 years. The Uzumaki character also does not suffer the negative effects of aging, while getting the benefits. An Uzumaki character cannot be exhausted or fatigued by any means, even if their chakra should drop below thresholds that would apply these effects. When an Uzumaki's chakra drops to 0, they cannot cast jutsu, but can otherwise fight normally, unlike most people.

## Kekkei Genkai

The Uzumaki possesses a special type of chakra which allows the user to manifest chains of pure chakra. The user can manifest a number of chains equal to their Con modifier. These chains can be used to attack targets around the user, able to be used as a full action to try and grapple opponents within reach. The chains have a reach equal to the character's level x 5 feet. The chains base attack bonus is the character's highest attack value, and they have a grapple modifier determined by the character's con or wis modifier, whichever is higher. The chains use the user's wisdom or con modifier for attack and damage whichever is higher. A grappled target can make an fort check vs the DC of 10 + Con Modifier + the user's highest level of jutsu to escape, and a failed check means that the target cannot use jutsu this turn and also takes 2d4 + con or wis points of damage, as if they had been hit by the chains. Each additional chain targeting an opponent adds +1 to the DC to escape and also +1 to the damage dealt per round.

These Uzumaki can also give healing to a person by allowing them to bite them and consume their chakra. An Uzumaki can heal a number of points per day equal to their character level x their wisdom modifier. An Uzumaki may push themselves further, however every time they exceed this value by their character level the Uzumaki character suffers 2 points of Con damage, which heals at a rate of 1 point of con per day.
Shield of Gold Dust

Making use of his Gold Dust, the Fourth Kazekage raises it above him to create a thick barricade in order to block incoming aerial attacks, whilst using hand gestures to dictate the shape that the barrier adopts. This ability is strong enough to guard against even Gaara's Sand Hailtechnique.

 Saving Throw
Seek the Sky

Level: 3

Duration: 5 rounds

Saving Throw: None

Normal: Gravity no longer applies to your ally, as she gains the ability to fl y before a ribbon of red energy.

The target of the flight utterance can fl y, as the fly spell. Your target leaves a trail of crackling red bolts in her wake.

Reverse: At your command, your target loses its ability to soar through the air and begins to descend toward the earth rapidly. With this word, you render a flying creature unable to fly, no matter how much it flaps its wings or strains upward. If it is already flying, the subject floats downward 60 feet per round for the duration of the utterance. If it reaches the ground in that amount of time, it lands safely, and cannot fly for the duration of the utterance. If the target is not flying, it cannot attempt to fly for the duration of the utterance.
Hiding in Water

T*he user moulds with water to be undetected by the enemy. It was shown that this technique is usable even in water as shallow as a puddle.*

This technique enables you to meld your body and possessions into a single body of water. The water must be at least one inch thick (a rain puddle). When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the water, you remain in contact, however tenuous, with the surface of the water through which you melded. You remain aware of the passage of time and can cast jutsu on yourself while melded. Nothing that goes on outside the water can be seen, but you can still hear what happens around you. Minor physical damage to the puddle (people running through it) does not harm you, but its partial destruction (to the extent that it is no longer an inch thick) expels you and deals you 5d6 points of damage. The water's complete evaporation expels you and slays you instantly unless you make a DC 18 Fortitude save.

Any time before the duration expires, you can step out of the stone through the surface that you entered. If the jutsu's duration expires or the effect is dispelled before you voluntarily exit the water, you are violently expelled and take 5d6 points of damage.
Temporal Spiral

Level: 3

Duration: 1 round (normal) or 3 rounds (reverse)

Saving Throw: None

Normal: When you speak this utterance, everything your target does seems quicker. Silvery energy surrounds the fast-moving target in a crackling aura.

The temporal spiral utterance manifests as silvery spirals and energy motes that surround your target like a nimbus of energy, separating it momentarily from the normal fl ow of time. When you speak this complex word of action, you grant the target of this utterance an additional move action in the current round. For instance, on your turn you could speak this utterance to allow the subject to move into position that would set up a charge, then take its normal action to charge an opponent. Alternatively, you could speak this utterance to allow the subject to move within melee range of a foe, then take a full-round action to make attacks on that foe. A subject that takes a full attack action and then uses this utterance to move away from a foe provokes attacks of opportunity. If the subject of the utterance does not take this extra move action before the end of your next turn, it is lost.

Reverse: This powerful utterance sounds like the churning of ancient earth, freezing your target in place.

When reversed, the silver spirals of unraveled time inhibit your target. For the duration of this utterance, the target is dazed.
Word of Nurturing, Critical

Level: 5

Duration: 5 rounds (normal) or instantaneous and concentration, up to 1 round (reverse)

Saving Throw: None

Normal: Your ally experiences a tremendous rejuvenation as healing energy soothes her wounds.

A network of ropy strands of green energy heals your target’s wounds with startling rapidity. You grant a creature fast healing 15.

Reverse: Massive rents and tears appear on the body of your foe.

You unmake a portion of the subject’s being as you utter the reverse form of the life-giving words. You deal 8d6 points of damage to the subject. If you concentrate for 1 round (a standard action), and the subject remains within range, it takes another 8d6 points of damage at the end of your next turn.
Water Prison Shark Dance Technique

*Once this technique has been activated, the dome alters its position in order to reflect the direction of his movements, making it difficult for his target to escape as long as he continues his pursuit. This technique is extremely effective in one on one fights, but the user would probably not be able to contain two enemies fleeing in opposite directions.*

All characters within the burst of this technique must make a reflex saving throw or be trapped underwater. A successful saving throw means the character is able to stand on the surface of the water wave before it is formed into a sphere and is on the outside of the dome of water created by this technique. This jutsu effectively alters the terrain from a land-based battle into an underwater fight . Allies and enemies equally suffer from this technique, and all characters inside the technique make saves for drowning as they normally would in an underwater situation. The user is also subject to these conditions, unless they have some ability or jutsu to breathe and move underwater.
Shockwave

Level: 1

Duration: 1 round

Saving Throw: None

By speaking this utterance, you order the air to pulse violently, knocking creatures in the area to the ground.

You speak words of power that cause the air to convulse outward in a pulse of violent energy. A violent shock wave travels through the air, and creatures in the area will be knocked prone and take 1d4 points of nonlethal damage. Creatures that are exceptionally stable—such as those with the stability racial trait or with four or more legs—gain their usual stability bonus (usually +4) on this Truespeak check.
Transmission Wood

*After turning a wood clone into a seed, the seed can be used to track a target by either planting it on them or having them ingest it. Only the user of this technique can detect the seed's transmissions.*

This Jutsu turns a wood clone into a seed that can be used as a tracker on a target who comes into contact with it. This seed can be used to precisely track the location of a target up to any distance, so long as the target is on the same plane as the caster. Planting a seed on a target is a Dexterity check, opposed by the target's Wisdom score.
Sealing Technique: Super Beast Vision Staring Bullet

*After the user draws a gigantic tiger, the illustration extends from the scroll and while still connected, captures its prey with its teeth and claws, before dragging the victim back into the scroll and pinning them down within the confines of the drawing. Due to the enormity of the illustration, the user requires an extended period of time to complete the image, during which they need protection as their attention is devoted to drawing.*

This jutsu is a ranged touch attack where the drawn animal attempts to bite the target of the attack. Then the target must make an opposed grapple check against the caster, where they may use their casting stat in place of their strength modifier if it is higher. If the grapple check fails, the target is sealed in the scroll, otherwise they may break free of the technique.
Sense Chakra

You detect chakra in the vicinity.

1st Round:

Presence or absence of chakra (characters with a chakra or an effective chakra pool.)

2nd Round:

Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the jutsu ends. This jutsu does not let you determine the location of the thinking minds if you can’t see the creatures whose chakra you are detecting.

3rd Round

Chakra Natures and the chakra pools of targets in the area. A target’s Will save prevents you from reading its chakra, and you must cast the jutsu again to have another chance.
Summoning: Earth Release: Tracking Fang Technique

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw

A high-grade tracking-offensive ninjutsu where one calls uponninken with a summoning, so they can tail the target from underground and assault it simultaneously with their fangs.

After the user marks an opponent with his or her blood, they roll out a scroll and smear their blood across it. Afterwards they place it between their hands and make the seals before slamming the scroll into the ground. The ninken are summoned there and travel through the ground following the scent of the blood. When the target is found, they erupt from the ground and hold down the opponent with their mouths.
상린성

**위치** | * 연 제국
 **특산물** | * 가죽 공예
* 염료
* 목축 전반
* 양모

상위 항목 : 진주,낙봉난상천/세계

상린성(霜隣省)은 연 제국 진주에 속한 세 성(省) 중 하나이다.

개괄
--

원평성과 거의 동일한 환경으로 대부분이 땅이 건조한 평야로 이루어져 있어 농사에는 적합치 않다. 원평성에 비해 기병의 필요성이 크지 않아 식량 생산에 목적을 둔 목축업이 발달했다. 가축의 부산물인 가죽을 가공하는 솜씨도 연 제국 내에서는 최고로 유명하다. 성새 내의 지역 중 유일하게 빙해의 영역이 포함되어 있으며, 그로 인해 빙정을 채취할 수 있는 몇 안 되는 장소. '경옥(鏡鈺)'으로 알려진 은빛 염료 또한 빙해에서만 구할 수 있는 특산품이다.

일단은 무성(武省)으로 분류되고 있으나, 빙해의 귀인(鬼人)은 대체로 동쪽에서 공격해 오므로 군사적인 중요도는 크지 않다. 원평성에 비해 월등한 식량 생산량을 지녔음에도 인구가 적은 것은 순전히 병력의 차이 때문.

역사
--
Virtues

Virtues can establish summoning contracts with various celestial entities. These beings are not always obedient, this being dependent on the faith and alignment of those attempting to summon it. Virtues employ these beings in various situations, the most common being to battle in their place.

To establish summoning contracts with these beings, requires the Celestial Binding Feat. Celestial summons fall into two classes: Benevolent Summons and Chaotic Summons. As inferred through the name, Benevolent Summons are Lawful/Good aligned celestials while Chaotic Summons are Chaotic/Evil in alignment. As such these celestials will not adhere to the commands of character’s whose alignment is in conflict with theirs. Instead, once summoned the celestial will do as it pleases, which in most cases involves raining down destruction upon the one who summoned it and all creatures who provoke the being or attempt to harm it. While both classes of summons can be called upon by a Virtue of any alignment, for the reason just stated, it is unwise to summon one with an alignment that conflicts the summoner's alignment.

Summoning a celestial is a Full-Round Action. The user imbues their summoning contract, which has no physical form but rather is an intangible link between the celestial and summoner, with chakra. The summoned celestial responds by opening a gate and emerging before its summoner. Summoning a celestial is equivalent to casting a tenth level jutsu and as such costs 30 points of chakra. Each turn after this incurs an additional cost of 8 points of chakra for Unique Summons and Standard Summons incur no additional cost.

Standard Summons are creatures all Virtues can establish contracts with. Unique Summons are contracted to a single person at a time. If that person is slain, the contract is undone, and the creature can be contracted to another summoner.

## Unique Benevolent Summons

* The Dragon King, Kaosu

* Titan of Strength, Tsuyo

* Homura, The Brilliant Flame

* Venom of God, Samael

## Unique Chaotic Summons

* Servant of Nerull

* Dragon Disaster, Kamish

* King of Beasts, Haran

* False God, Kyosei
Scorch Release: Blazing Fists

Ninjutsu (Scorch)

 Hand Seals
 Casting Time
 Range
 Area
 Duration
 Saving Throw

*The user encases themselves in extremely thin sheet-like*
layers of chakra, invisible to the naked eye. These layers of chakra are then
transformed into intense waves of flames, propelling torrents of flames towards an opponent. The flames act as an extension of the user’s own body, enabling them to perform devastating taijutsu.

In any situation where you make a sucessful melee attack, this deals 1d10 points of fire damage per CL (Max 50d10), which is halved upon a successful fortitude save.
Wind Release: Vacuum Serial Waves

*The user takes a deep breath and exhales several blades of wind at different angles, by rapidly moving their head in various directions. The power of this technique can be dramatically enhanced when utilized in conjunction with the effects of extreme suction.*

This technique creates blades of highly compressed wind, and every 4 caster levels you create an additional blade of wind. A single blade deals 3d12 points of damage + 2/caster level (max 20). The defender can make a fortitude save to reduce the damage by half.

A moderate wind (11+ mph) increases the damage to 3d12 + 3/caster level (max 30); a strong wind (21+ mph) increases the damage to 3d12 + 4/caster level (max 40).
Wind Release: Gale Palm

A simple technique that when the u*sers hands are clapped together, wind is compressed and transformed into a powerful gale*. This technique, when used as an isolated attack has the power to easily knock over a human. Though the true value comes from using it together with projectile weapons like shuriken or kunai. Their speed, power, and ability to wound or even kill are all increased several times.

Deals 4d6 (x2 if damage is dealt with weapon) on success.
Thwart the Traveller

Level: 3

Duration: 1 minute

The air grows thick and heavy, making extradimensional travel impossible.

By speaking this utterance, you prevent any extradimensional travel in the area. This utterance functions as a dimensional lock spell (PH 221) with a caster level equal to your Primal Speaker level, except as noted here. Whenever a creature uses a spell or spell-like ability to attempt to leave, it is briefly surrounded by a blue nimbus and finds—probably to its surprise—that it hasn’t gone anywhere.
Wood Release: Four-Pillar Prison Technique

The user converts chakra into timber under the ground and lets it grow rapidly while forming it into a wooden prison. The size of the prison is based on the user's imagination. From an insect cage to a great prison, one can make it into whatever they want by regulating the amount of chakra used. The timber itself is treated with a chakra coating, making its destruction extremely difficult. During war, it has the great ability to detain prisoners, but it can also be used as a disciplinary measure for quarrelling subordinates.
Steaming Danger Tyranny Technique

*Firstly, the user creates a clone — which resembles a chibi version of himself — made from the oil and water in his body. The water in the clone is surrounded by a thin layer of oil and due to this structure, the clone's temperature can easily be altered from cold to hot and vice-versa. When it exerts itself, the outer layer of oil heats up and evaporates the water inside. As the internal pressure builds, the clone expands until it violently explodes and the water vapour is released. This vapour then cools down as it rises and as a result, turns into hail that cools the clone, causing it to shrink to its original size and start the entire process again.*
Tenmyaku Kisatsu

*An unarmed technique that uses the index and middle fingers to strike to block off the nerves in his opponent's body. Doing so puts the opponent in a situation that is equivalent to losing an arm or leg.*

On a successful attack roll, the user may impose a -2 to attack roll, or a -2 to reflex and a -10 penalty to the target's speed. Repeated hits stack, and a user may make a number of attempts per activation of this jutsu equal to their base attack bonus. All attacks are made at the highest base attack bonus.
Shidensen

# Kosen

*To use this technique, the user falls down, then he gives himself a sprint with his feet in order to dash forward, combining the strength of gravity from the fall with his own and resulting in an incredibly fast movement. As he moves like this, the user slashes his opponent with his sword from below, usually an unprotected spot.*

As part of this action, you may make a charge. It must be in a straight line, and unless you can charge over difficult terrain, you cannot make this attack in difficult terrain. Every 10 feet between you and the target gives a cumulative +1 to attack and damage. At any time during your charge, you may make a single attack against an opponent within reach of your path.
Shadow Sewing Technique

*This is a ninjutsu from among the Nara clan's secret techniques that uses materialised shadows to attack and bind, instead of merely immobilising and controlling like the Shadow Imitation Technique. The user changes the shape of their shadow into several sharp needles and controls each separately. They can then attack several targets simultaneously and at the same time snatch away their ability to move by sewing them stuck with the shadow threads. Because it is a physical attack, it is impossible to capture someone without harming them, but on the other hand, since the speed of invocation and the time of duration are excellent, it can be used when urgent restraint is required. This technique is usually used to go through the target and capture them, but depending on the opponent, it can also be used as an attack to bring them down. This special characteristic finds its greatest effect when used as logistical support. After this technique hits someone, it can then be directly transformed back into the Shadow Imitation Technique.*

On a successful attack, the target takes 1d4 + 1 damage per caster level (2d4 + 2, etc). The target must then make a strength save, or be grappled by the caster, using their casting stat in place of strength on the grapple check, and their caster level in place of their attack roll. The caster may concentrate on this jutsu, in which case the bond continues, and the target takes an additional 1d4 points of damage at the start of your turn.
Temple of Nirvana Technique

It is a powerful genjutsu that generates a fluttering rain of sleep-inducing, illusory white feathers. Whomever sees them as they fall, piling up and covering the whole target area, will experience Eden-like bliss and fall into a state of tranquil slumber. No matter how much one resists the hypnotic spell, the desire to sleep is instinctive, and there's no fighting it. However, an experienced shinobi will be able to dispel the genjutsu before it takes effect.

#### Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit

 Saving Throw