recursal/Fanatic-Fandom huggingface dataset:
Earth Release: Great Moving Earth Core

Ninjutsu (Earth)

 Saving Throw

This technique grants the user the ability to freely lower or raise the terrain within a specific area surrounding them, in a similar manner to its parent technique, albeit on a much larger scale. This allows them to create giant holes or elevations in the ground, one of which was large enough to trap the Ten-Tails in.
Mist Servant Technique

This genjutsu creates eerie black ninja illusions, which appear one by one from trees and rocks, and then corners the enemy. Their movements are somehow slow, but when attacked they multiply, and in this way they appear like ghosts inhabiting the mist. Kunai knives are added to this technique, by throwing them to match illusions movement, making them seem real. As the clones continue to multiply rapidly, the victim will eventually be worn down.

Upon Target's turn each round, they are able to roll a new Saving Throw to 'see through' the clones.
Lore of the World

Level: 3

Range: 20 ft.

Area: 20-ft.-radius spread, centered on you

Duration: 1 minute

The world around you comes alive at your words, willing to share its ancient knowledge with you.

When you speak this utterance, you gain the ability to communicate with the world around you. Speaking in voices that only you can hear, the earth, trees, water, and even the wind respond to your request for information. This utterance functions as a stone tell spell (PH 284) with a caster level equal to your truenamer level. In addition to the information described in the spell, the environment in the area of the utterance can also tap the knowledge of the land nearby, and can give you the direction and distance to a location you seek within one mile per caster level. You must know the name of the specifi c location you are trying to locate to use this aspect of the utterance. If multiple locations exist within the area that match the name of the place you seek, the land gives you the direction and distance to the closest one. For example, if you seek the Land of Fire, and it is within the maximum range, you can learn the exact distance and direction from the spot of the utterance that the borer of the land lies.
Air Wave Slash

* **Description:** By concentrating Chakra to the end of his weapon, the user is able to send forth a wave of Chakra taking the form of a powerful gust of wind. The user makes a single attack roll that will target every creature caught in the line. If it hits, it deals weapon damage. The kuuhazan attack can score a critical hit, and totally ignores concealment. Material Focus: The user's held slashing weapon.

## D20 Information

### Area

5-ft. wide by 30-ft. long line (see text)
Kaiya

## Abilities

### Binding DC - Binding DC + 10

The vessel of Kaiya has the ability to turn invisible. This ability can function for a number of rounds equal to the binding DC, and if the vessel attacks, the invisibility is broken. This ability can only be used once every 5 rounds.

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

Any sentient being within 30 feet of the vessel of Kaiya cannot lie. This does not force them to tell the truth, but the vessel of Kaiya will become aware of any falsehoods that the speaker perceives to be false. Though this may mean that a speaker can speak falsehoods if they are not aware of them being false, if anyone who hears it is aware that it is false, the vessel of Kaiya will be aware of that as well.

### Binding DC 21 - Binding DC + 30

The vessel of Kaiya may ask reality itself any question, and can expect an answer. This functions as a divination spell, and can be used once per time that Kaiya is summoned to a vessel. Unlike divination, this spell has few limitations on what information can be asked for.

### Binding DC 31 - Binding DC + 40

Kaiya grants her vessel the ability to see through any illusions or enchantments, granting them the ability of true sight. Any genjutsu upon them will fail to cause any illusion effects, though one that paralyzes the target would still function, for example.

### Binding DC 41 Binding DC 50+

The words of a vessel of Kaiya carry inherent power with them. The vessel gains a bonus to their truespeech skill equal to the 1/2 the binding check. This is an enhancement bonus.
Blood Release: Blood Attacks

You choose an area of blood that you can see, create from yourself, or pull from other people within range and You manipulate it in one of the following ways:

* You instantaneously move or otherwise change the flow of the blood as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
* You cause the blood to form into simple shapes and animate at your direction. This change lasts for 1 hour.
* You make the blood solid, provided that there are no creatures in it. The blood unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

The damage from each attack regardless of the form or way of release is always 2d6/caster level

The attacks can be anything as followed but not limited to:

* Blood Ball Projection: Create and launch spheres of blood
* .

Blood Beam Emission: Release beams of blood.

* Blood Blast: Release blood over a specific target area.
* Blood Bolt Projection: Release low powered projectiles of blood.
* Blood Bomb Generation: Create bombs/explosions of blood.
* Blood Breath: Discharge blood blasts from mouth.
* Blood Bullet Projection: Fire in short sequence over a wide area.
* Blood Cutting: Use blood to cut opponents
* .Blood Infusion: Empower and energize anything touched or used (usually a weapon) with blood.
* Blood Pillar Projection: Project blood pillars.
* Blood Spike Projection: Project blood spikes.
* Blood Vision: Emit blood from one's eyes.
* Blood Vortex Creation: Create spiral/vortex of blood.
* Blood Wave Emission: Send out a wave of blood that repels everything.
* Expanding Blood Bolts: Project blood that expands rapidly on contact with an object.
* Formulated Blood Blasts: Release blasts of blood in a form of a creature or object.
* Hand Blasts: Release blood blasts from hands.
* Hidden Attacks: Channel attacks through a medium.
* Missile Generation: Create missiles of blood.
* Omnidirectional Blood Waves: Send out a wave of blood in all directions.
* Reflective Attacks: Release attacks of blood that can bounce off of any surface.
* Scatter Shot: Release blood blasts that split into multiple fragments.
* Sword Beam Emission: Release blood blasts from swords and other such bladed weapons.
* Zap: A tiny short release of blood to cause pain or discomfort, usually too low-powered to be destructive.
Earth Release: Practice Brick Technique

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

 Saving Throw

The user creates a solid wall of earth as a form of defence, manipulating a pre-existing ground to form the wall. The earth then instantly rises up and takes form. Though weak, the walls can serve as a makeshift blockade when formed by several users, slowing down large, powerful attacks. This technique is apparently extremely simple and basic among Earth Releasetechniques, and can thus be easily taught to and used by non-primary Earth Release users.
Demonic Illusion: Descending Hell Technique

# Demonic Illusion: Decending Hell Technique

This technique causes the illusion of a tremendous ball of fire falling from the sky into a designated area. The targets involved in the illusion literally feel the ball's hot temperature getting closer causing the target to become frightened.

Each Round on opponent's turn, they can attempt a new Saving Throw to end the jutsu's effect.
Kosen

*It's a thrust performed while using the rotation of the whole body to increase the penetrating power of the blade, transferring all the strength to the tip and turning it into a drill. Used unarmed it results in a tremendous fist that can send the opponent spiraling away.*

This is a simple attack that deals 3[W] damage. On a critical hit, the multiplier is increased by two steps (x2 is a x4, etc).
Blood Release: Haemopotent Regeneration

The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Bringer-of-Darkness Technique

# Bringer of Darkness

This technique exerts a hallucinatory effect upon the eyesight, effectively blinding the opponent. No matter how skilled an opponent may be, they are forced to wait helpless in this world of darkness, as this technique allows the user to attack unseen. A*lthough it negates sight, it does not stop the other senses.*
Heavenly Weeping

*A technique in which chakra is kneaded in the user's body, transformed into water and then shaped into senbon in the mouth before finally being expelled at a high velocity.*

This technique creates a single senbon of water chakra per caster level (maximum 10), that deals 1d4 + 1 per caster level (max +10) points of piercing damage. These senbon can be used to attack a single target or multiple targets, none of which can be more than 15 feet apart. On a successful Relfex save by the target, this attack roll is done against normal AC, otherwise, it is done against flat-footed AC.
Infinite Air Wave Slash

* **Description:** As per Kuuhazan, except that Mugen Kuuhazan allows the user to make a full-attack action instead of a single attack. The user send his attacks as a 30 foot long and 5-foot wide line that completely ignores concealment, but no longer adds the reach of his weapon to the length of the line. Material Focus: The user's Medium (or properly sized depending on the user's size category) or larger slashing weapon.
Hotaru

## Abilities

### Binding DC - Binding DC + 10

When you use this ability, you can move up to your speed and make a single attack against any creature you move past, without provoking attacks of opportunity. When you use your dance of death, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell), and you cannot attack any single creature more than once. Once you have used this ability, you cannot do so again for 5 rounds. In addition to this, your movement speeds are doubled, such as walking/running, flying, swimming, or climbing speeds.

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

You are shrouded in an aura of flames, any opponent within 30 feet of the vessel of Hotaru takes 1d10 points of fire damage per point of binding result used to bind Hotaru. Allies in this aura instead take 1d10 point of positive energy healing. This damage is applied to each target at the start of your turn. This aura can be suppressed or resumed as a standard action. A succesful Fort save reduces this damage by half.

### Binding DC 21 - Binding DC + 30

Any fire or positive energy ability used by the host can completely bypass immunity or fire resistance. These could be jutsu, spells or innate abilities.

### Binding DC 31 - Binding DC + 40

Hotaru grants its vessel the use of several spells:

1. Burning Hands
2. Produce Flame
3. Resist Energy (Fire)
4. Wall of Fire
5. Fire Shield
6. Fire Seeds
7. Fire Storm
8. Incendiary Cloud
9. Elemental Swarm (Fire)

### Binding DC 41 Binding DC 50+

Hotaru manifests a portion of the Plane of Fire within its vessel. The binder gets a bonus to the caster level and DC of all fire and positive based abilities equal to 1/5th the binding check used to bind Hotaru. If the vessel is bonded with another of the elemental vestiges, however, this check applies to all spells, abilities or jutsu the target may use. As a free action, the vessel may manifest the fullness of Hotaru's essence, becoming a fire elemental with HD equal to the binder's character level. With a third elemental vestige, the bonder also regains a number of spell points per round equal to the number of elemental vestiges bound to the vessel x that vessel's casting stat modifier.
Demonic Flute: Phantom Sound Chains

An illusion that relies on the sound of the flute.

*Whoever hears it will be assailed by the vivid sensation that their limbs have been fastened with sturdy ropes, thus becoming unable to move about freely. Even with physical intervention from an outside force, the body is robbed of all mobility, and consciousness itself progressively fades away. At the same time, they are fed morbid hallucinations, which makes it also possible to run them down mentally. Rendering the target helpless.*

*Given that the means of transmission is sound-based, it has a large range of effectiveness, on top of which it can be applied even without knowledge of the enemy's position, which makes for an exceedingly convenient technique.*

Each Round on opponent's turn, they can attempt a new Saving Throw to end the jutsu's effect.

The genjutsu is ineffective if the opponent can't hear the technique.
Ice Release: Black Dragon Blizzard

**Ninjutsu:** Ice Release - Jusu

**Level:** S (9)

**Hand Seals:** Bird → Snake → Monkey → Horse → Dog

**Casting Times:** Full Round Action

**Range:** Long Range

**Area:** 300 foot burst

**Duration:** 4 rounds

**Saving Throw:** Fortitude

*Description:*

*An Ice Release technique formed from already existing ice. After forming the needed hand seal the caster will thrust his arm to send out a black ether-like dragon to strike his opponent. As it flies through the air it will begin to turn. When it hits the target it will use its motion to launch the opponent high into the air.*

Each round, all targets within the area of this technique take 30d6 points of cold damage, and gain a cumulative -1 penalty to their fortitude and reflex saves. Also, the targets are lifted up into the air equal to the caster's level x 5 feet per round, though a fortitude save negates this effect. Movement inside the blizzard is cut in half, and it is considered difficult terrain, a character who fails their fort save cannot move. At the end of 4 rounds, all targets in the blizzard are dropped to the ground, and suffer fall damage, unless they have a fly speed, can fly or use chakra to soften their landing (every 10 feet fallen by a character is 1d6 points of damage).
Lightning Release: Thunder

*With the flick of their wrist the user is capable of firing countless small sparks of lightning towards a target.*

This jutsu creates several bolts of electricity, which seek out the designated target, striking unerringly. Each bolt deals 1d4+1 points of damage and hits its target so long as it has less than total cover or concealment. Specific parts of the target cannot be singled out, however multiple targets may be chosen as the caster desires. Every two caster levels past 1st an additional bolt may be created (2 at 3rd level, 3 at 5th, etc)
Four Violet Flames Formation

*This is a solid, strong barrier formation, performed by four shinobi. Standing in a square formation, the performers are covered from all sides. The faces of the barrier are made from pure purple flames. The barrier does not allow anyone to enter or exit so long as the ninja are unharmed. The body of anyone touching it will immediately be engulfed in flames. In addition, there is no way to destroy the formation from inside the barrier, since the four people also have a barrier on the inside protecting them.*

You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, and the four corners always meet together at right angles. This construct also comes with a top, so flying is not an option, but no floor.

A section of wall has 30 hp per 4 caster levels of the highest level between the two adjacent corners that make a single side of the formation (not across diagonals, following the perimeter). Each 5-foot section of wall has shares hitpoints and hardness 10. 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 25 + 2 per four caster levels of both casters. Any melee attacks against the barrier cause the attacker to take 1d6 points of fire damage per caster level of each person on the two ends of the wall that is being attacked.
Angels

Angels are proficient with all weapons and armor. An angel can use armor with no chance of spell failure. For each ten levels of character progression, angels gain an additional feat.

* Advanced Natures: Angels are able to manifest any of the advanced natures, without possessing the base natures. Their chakra does not have a particular nature affinity, but instead allows them to create and manipulate natural phenomena. Through this ability an angel can gain any advanced nature without the prerequisite base chakra nature. This does not include those natures which are considered KKG and Kekki Tota.

* Unrivaled Knowledge - Having an extensive wealth of knowledge from decades of experimentation and exploration, the angels have amassed a great library of information on most nations. As such an angel is not subject to the restrictions of land locked jutsu and are able to learn and use jutsu from any land.

* Evolution - Angels are the only branch within the Tenshi that are able to change their rank. Angels can become Archangels, acquiring the benefits of both ranks. Once an angel has reached level 65, it can progress into an Archangel. Requires Ascension Feat.
Hisa

## Abilities

### Binding DC - Binding DC + 10

Hisa grants his vessel a 50% absorption to negative energy, reducing all negative energy damage by 50% before resistances are applied to it.

### Binding DC 31 - Binding DC + 40

Hisa grants his target a chance to hide their vital signs, allowing them to appear as dead to any sensory ability such as spell or chakra detection, unless it can detect undead as well. In order to sense the target the person attempting to sense them must make a CL check based on the binding check used to bind Hisa.

### Binding DC 41 Binding DC 50

Hisa allows his vessel to heal off of negative energy and positive energy, this affects both living and undead vessels.
Earth Release: Earth Spear

*The user flows chakra through all parts of their body causing it to become noticeably darker, which increases their defensive power to its utmost limits by making the skin as hard as diamond, easily capable of withstanding most attacks with little to no damage. As a result, the number of techniques that can break through the areas hardened by the Earth Spear is close to zero, excluding its undeniable weak point: Lightning Release ninjutsu. Furthermore, the destructive power of physical attacks is increased, making this a great all-purpose technique.*

You gain DR/lightning equal to your caster level. Unarmed damage is stepped up by 2 dice levels (like a monk)
Dustless Bewildering Cover Technique

*The user erases their presence, causing them to have neither a physical form nor detectable chakra while the technique is active. This technique utilizes water vapor to bend the light around the user making use of Water Release to do so.*

The creature or object touched becomes invisible, vanishing from sight, even from doujutsu. If the recipient is a creature carrying gear, that vanishes, too. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Scent may not be used to track the target. Of course, the subject is not silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle).

Attacking a target or using a jutsu does not break this jutsu.
Hazy Genjutsu

This technique casts an illusion on the enemy that blurs the target's vision of the entire area. In addition, it causes the victim to react as though they're sinking in quicksand, effectively immobilising the target.

Each Round on opponent's turn, they can attempt a new Saving Throw to end the jutsu's effect.
Kamui (Taijutsu)

# Kamui

*The user takes a stance with the sword held horizontally and pointing backwards held with the other hand, and then wait for the enemy blow inside his area of attack. As soon as the enemy tries to attack, the user let the blade go and aim for the enemy blade, deviating it while slashing his enemy in a vital spot, usually on the side of the belly.*

This is a counter attack, and requires the user to reserve an action on their turn. If an opponent attempt to attack you, you may instead attempt to attack them first. You may attempt a single attack at your highest base attack bonus against the user's AC. If the attack hits, it is treated as a critical hit, regardless of the crit range of the weapon used, and the opponent's attack is considered interrupted. If the attack fails, you are treated as flat-footed against the attack, and if the opponent's attack hits, it is automatically considered a critical hit as well.
Flying Thunder God

**Ninjutsu:** Nature-less

**Level:** S (9)

**Hand Seals:**None

**Casting Times:**Swift Action

**Range:**Unlimited

**Area:**You and touched or marked creatures/objects

**Duration:**Instantaneous

**Saving Throw:**Will Negates

*Description:*

*The Flying Thunder God Technique is a Space–Time Ninjutsu which allows the user to instantaneously teleport themselves to a previously marked location. The mark can be applied to almost any surface through brief physical contact, including on an opponent or other surrounding features. Because this technique is able to affect anything that is in contact with the user or somehow connected to their chakra, they can also use this technique to teleport other objects or people, though the size of the object and the distance of the location dictates the amount of chakra required.*

This jutsu requires a touch attack in order to mark the target with the user's unique formula. Once marked, this seal is permanent. A character may resist being teleported with a successful will save, in which case only the caster is transported. A marked character is considered flat-footed against all future attacks from the caster once marked, and all reflex saves made by the target against jutsu used by the caster are also subject to a penalty equal to the highest level of jutsu of the caster.
Confounding Resistance

Level: 4

Duration: 5 rounds

Saving Throw: None

Normal: Your target becomes more mobile, able to entirely avoid effects that might otherwise have some dire consequence.

You grant your target the ability to avoid harmful effects. If the target makes a successful save against an attack that normally would have a lesser effect on a successful save (such as a Refl ex save against a breath weapon for half damage or a spell with a saving throw entry of Will half or Fortitude partial), he instead negates the effect. An unconscious or sleeping target does not gain the benefit of this ability.

Reverse: Your utterance strips your target of its ability to evade harm.

You make your target more vulnerable to harmful effects. If your target has improved evasion, you reduce its effectiveness to evasion. If your target does not have improved evasion, but has evasion, you suppress the ability. If your target has neither improved evasion nor evasion, it takes a –2 penalty on saving throws for the duration of the utterance.
Keen Weapon

Level: 1

Range: 30 ft.

Target: One weapon

Duration: 5 rounds

Your words make a weapon shine with silver potency, capable of dealing more punishing blows than normal.

You can augment the critical threat range of a weapon by speaking its truename. This utterance functions as a keen edge spell (PH 246) with a caster level equal to your truenamer level, except as noted here. In addition, you can change the threat range of any weapon you name, not just piercing and slashing weapons. The weapon you deliver this utterance upon pulses with a silvery sheen throughout the utterance’s duration.
Chidori Sword

Chidori Channels Chakra into a sword. This makes it nearly unblock-able as the radiating and chirping blade can easily cut through steel. Furthermore, if an opponent is stabbed, their body goes numb due to an electrical current which causes the muscles to contract, making it impossible for the opponent to move. However, it can be countered by other weapons that also utilize Lightning Release chakra flow.

* Requires Chidori
* Adds an addition 5d12 to weapon damage (Including strength modifier)
Demonic Illusion: Tree Binding Death

*The user first disappears from plain sight in a mist-like fashion in order to approach the target without being detected. Once close enough, the target will then be completely robbed of their mobility as they see the mirage of a fast-growing tree coiling itself around them and are entangled . Given that the subject remains conscious, this technique proves extremely efficient for information-gathering.*

Each Round on opponent's turn, they can attempt a new Saving Throw to end the jutsu's effect.
Enmei

## Abilities

### Binding DC - Binding DC + 10

Being bound to Enmei allows the vessel to use its highest stat instead of charisma, when determining the number of customization points they would have.

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

Enmei allows the character to summon an additional creature, if the summon would normally only allow a single one. If the summoning effect allows a group of creatures, the amount is always maximum plus 50% of the creatures summoned, regardless of HD restrictions.

### Binding DC 21 - Binding DC + 30

Summons called by the vessel of Enmei have a bonus to their base stats, attacks and saves equal to 1/10th the binding DC used to summon Enmei..

### Binding DC 31 - Binding DC + 40

Summons get an extra feat every other time they would be eligible to get a feat from HD (as the Senju clan).

### Binding DC 41 - Binding DC 50

Summons called by the vessel of Enmei get a bonus amount of HD equal to 1/10th the binding DC used to bind Enmei. This bonus is not counted in the HD limit on summons a character has.
Great Waterfall Tehcnique

# Great Waterfall Technique

*This technique extends water over a large scale, surges and rises up to several dozens of metres high. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after that technique's utilisation is reminiscent of no less than the aftermath of a natural disaster. This is a considerably advanced ninjutsu, and activating this technique requires a fair amount of chakra. The water can also be produced from the mouth.*

This technique deals 10d6 + 1d6/4 caster level points of bludgeoning damage to all targets in the area. Additionally all characters in the burst must make a strength check equal to your caster level or be knocked prone by the torrent of water. A successful Reflex Save negates the knock down and reduces the damage by half.
Kirin

# Ninjutsu (Lightning)

 Saving Throw

*User draws natural lightning directly from thunder clouds to supplement the power of a strike That is controlled with chakra with 20d10 of damage .*

 Unlike most techniques, which are based on the user's chakra, this one uses the natural lightning, which reaches the ground in 1/1000th of a second.

However, the preparation time required also decreases the technique's efficiency. If there are no active thunder clouds, the user must create them by using powerful fire techniques to produce the necessary storm conditions.

Once a lightning source has been acquired, shaping and guiding the lightning to the target requires very little chakra. In addition, usage seems to disperse the thunder clouds as the sky cleared up of clouds after use. As such, this technique can only be used once in a fight.
Iburi Clan

## Background

The **Iburi Clan** (イブリ一族, *Iburi Ichizoku*) was a seclusive clan that lived underground in the Land of Fire. They had the ability to become smoke at will and still be able to physically interact with the world around them. However, this ability was imperfect, causing them to occasionally transform unintentionally. In their smoke form, they were vulnerable to wind as it caused them to disperse permanently and die. Because of that, clan members did not tend to have long lives, and were forced to live confined in caves or places where the wind is practically non-existent. Instead of tombstones to honour the dead, the clan would plant trees for them, believing their deceased souls would watch over them.

## Abilities

Smoke Form: The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject becomes immune to physical damage (slash, pierce, bludgeoning) and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells or jutsu that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

A gaseous creature can’t run, but it can fly at a speed of 10 per HD feet in a round (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.

## Template Statistics

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

*Using his Sage Transformation, the user forms an axe on his arm.*

This jutsu costs 3 levels of nature energy to activate, in addition to the activation cost in chakra. The user's unarmed attacks are increased to 1d10 (as a waraxe) deal slashing damage and have a critical multiplier of x3 on a natural 20. This is treated as a weapon with an enhancement bonus equal to half the user's caster level (rounded down) As the hands are transformed, they lose partial dexterity in the fingers, resulting in a 5% chance of failure of any jutsu that requires hand seals.
Earth Release: Fist Rock Technique

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

 Saving Throw

By encasing their arm in rock, the user can deal a powerful hardened punch against an opponent while being protected from direct contact with their target. If necessary, the weight of the rock can be increased to further increase the punch's destructive power.[3]
Great Dragon Fire Jutsu

*The user compresses a large amount of chakra built up inside their body and changes it into a dragon head-shaped fireball. The user then skillfully manipulates that great fire, and attacks their opponent.*

This jutsu does 4d6 points of fire damage, per two caster levels to a maximum of 40d6 at level 20.
Eight Trigrams: 64 Palms

# Eight Trigrams: Sixty-Four Palms

*With the Byakugan's near 360° field of vision, the user envisions an Eight Trigrams circle. Then the enemy within this circle is hit with a series of violent blows. By striking sixty-four of the tenketsu throughout the opponent's Chakra Pathway System, their chakra flow is stopped, making them unable to even stand.*

As part of this action you make a full attack action. You make two additional attacks at your highest base attack bonus. If you have the flurry of blows action you may use that instead of the full attack action. You deal your unarmed damage per hit, without any additional modifiers such as strength, to the user's chakra points instead of hit points. When attacking multiple targets you may decide the number of attack attempts made per each target.
Ice doors

Ninjutsu (Ice);

 Saving Throw

*The user can also form individual mirrors, not restricted to the twenty-one-mirror formation. He can create them high in the sky allowing him to take out airborne targets.* Though they are made from ice, the mirrors are resistant to Fire Release techniques

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature.

You are treated as having total cover while within the mirror.
Explosive Landmines

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

 Saving Throw

After creating the C2 Dragon, Deidara has the clay dragon spawn numerous clay mines and has his partner bury them underground, thus allowing unsuspecting victims to walk on the mines which then explode. These landmines explode automatically when they're stepped on. As such, they're not under Deidara's control.
Ice Release: Earth Chain Ice

Ninjutsu (Ice);

*The user, either through physical contact or remotely, causes ice particles to form on a target. If used on a living creature, the target will freeze to death unless they are able to mould chakra. By coating themselves with chakra and dedicating all their energy to keeping themselves warm, they can avoid death; if they use their chakra to perform a technique, they will start to rapidly freeze again.*

On a succesful ranged touch or a touch attack the target takes 10 points of cold damage. There is no save to avoid this damage, though the character may expend one point of chakra to instead negate all damage by using their chakra to keep themselves warm. If, after expending that chakra, the target uses a jutsu or a jutsu-like ability during their turn, they will take take an extra point of cold damage per level of the jutsu used.
Black Spider Lily

Requires Shadow Sewing Technique

After trapping the target with the Shadow Sewing Technique, the user can then manipulate the shadow to bring them closer to themselves.

Target is allowed to roll a new Saving Throw upon their turn in order to break the jutsu.

For every 5 ft of distance between the caster and the target beyond 300 ft, the target gets a +1 to their fortitude save. Within 300 ft, the caster gets a +1 to the DC of their fort save for every 5 ft of distance between the two creatures.
Magnet Release: Conserving Bee Twin Blades

Saving Throw

*Through the Magnet Release kekkei genkai, the user is able to magnetise anything they touch, and then subsequently anything that touches something they have already magnetised, and so on. However, the magnetic force weakens from object to object. Once a person has been magnetised, the user can manipulate the magnetic field in such a manner as to make any subsequent attack using a metallic weapon impossible to evade.*

If the target is hit by the touch attack or the ranged touch attack of your projectiles, they become magnetized. All attacks against them made by metal weapons gain a bonus to the attack roll equal to the caster level of the jutsu's user. You can magnetize a number of projectiles equal to your base attack bonus per activation of this jutsu.
Bubbles Technique

*After blowing dozens of bubbles, the user manipulates them to surround the enemy in all directions. Only the slightest amount of physical contact with an opponent is required to make these bubbles burst, resulting in a small but powerful explosion when they do. The user can then make the entirety detonate simultaneously with a snap of their fingers.*

This technique can be used to surround the target with bubbles, but also to protect the caster in a similar field. Against an opponent who tries to move through the area the bubbles occupy the bubbles will detonate from contact dealing 4d6 points of untyped damage, requiring the opponent to make a reflex save to avoid the damage. A successful save reduces the damage in half. The user need not make a save when travelling through their own bubble field.

Special Requirements:

This technique requires a bubble-utilizing pipe to use.
Doi

## Abilities

### Binding DC - Binding DC + 10

Doi grants his vessel the ability to increase the armor bonus of any armor they are wearing. This must be a physical suit of armor, not from an enchanted effect (such as bracers of armor). This is a profane bonus to the armor bonus of the armor, equal to 1/10th the binding check to bind the vestige.

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

Doi grants his summoner proficiency in heavy armor, allowing them to wear any armor without suffering an attack roll penalty, or suffering a jutsu or spell-failure chance.

### Binding DC 21 - Binding DC + 30

Doi summons a suit of armor around his vessel, treated as a full-plate of armor. The bonus on the armor is equal to 1/10th the binding DC, and it can be enhanced with Doi's base ability. While wearing the armor the vessel's unarmed attacks are treated as being lethal, and do piercing or slashing damage.

### Binding DC 31 - Binding DC + 40

Doi allows the binder to modify the armor summoned, adding effects from the basic magic armors or magic weapons lists.

### Binding DC 41 Binding DC 50

Doi can further augment his armor, adding epic enhancements as well.
Choku Tomoe

A variation of the pattern upon the bearer's eyes, this variation of the Sharingan allows greater perception abilities. While the basic sharingan simply allows the user to perceive changes in their opponent's chakra to guess at possible attacks, the Choku Tomoe allows the user to peer a few moments into the future itself, allowing the user to have greater insight based upon the previous interactions in combat with the target. This allows the user to add their Chairsma modifier as a dodge bonus to armor and reflex saves. This is a passive ability, and does not add to the blindness limit of mangekyou sharingan.
Armor of Sand

*Using this technique, the user can cover himself in a compacted layer of sand, providing an additional defense. Though quite effective, maintaining the armor requires a large amount of chakra and stamina. Furthermore, it is nowhere as resilient as the Shield of Sand, since it easily breaks away upon impact, indicating that the sole purpose of the armor is to absorb impact channeled unto the user's body during battle. Another weakness is the additional weight of the sand which leads to decreased levels of speed and mobility.*

 The user of the jutsu gains DR 20, they are able to ignore the first 20 points of damage from an incoming attack. This includes jutsu that deals physical damage. The armor can absorb an amount of damage equal to 10 \* the caster level of the user (max 200 at level 20) before breaking. While in this armor the user suffers a 10 ft penalty to speed, as well as a -2 penalty to dexterity and reflex saves.
Dust Release: Release from the Mortal Coil

Hand Seals:
 Saving Throw | Fortitude (half)

The user controls Dust Release to a point in the palm of their hands. This allows the user to touch a target and create a similar effect to Detachment of the Primitive World. In this case the entire object becomes the structure. The user then dismantles the target at a near molecular level, reducing them to atoms, or dust. This jutsu is not just limited to physical matter as it can also affect chakra based constructs or defences.

The user must roll a melee attack against the targets Touch AC. If successful the target must make a Fortitude save or take (3d10 + 5) damage pre caster level. A successful Fort save reduces this damage to half.
Flying Monkey Technique

* **Description:** As he uses this technique, the user is sent upward by a sudden updraft, as he seems to be riding the wind. The user makes a Jump check with a +10 competence bonus to determine how high or far he jumped. The user does not need to make a 10 foot move before jumping when using this technique. This technique can be used up to twice in a row, when the user is in mid-air, to allow him to jump further up, but cannot be used while falling.
Earth Release: Earth Style Wall

*The user creates a solid wall of earth as a form of defense. Chakra is either converted to earth within the body and then spat out to form the wall or the user can manipulate pre-existing earth to form the wall. The earth then instantly rises up and takes form. The barrier itself is also coated with chakra, making its strength incomparable to that of a normal mud wall. Because of the earth's special characteristics, the wall is highly resistant against, for instance, fire and water.*

This jutsu creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. The wall can be crudely shaped to allow crenellations, battlements, and so forth by reducing the wall’s area by half. Each 5-foot square of the wall 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.

If used defensively the wall grants cover against an incoming attack to all people behind it. Lightning style attacks deal 1.5 times damage to this wall.
Body Replacement Technique

*The instant before they are to be struck by an attack, the user replaces themselves with a block of wood or something similar. Because the attack does hit something, opponents may briefly believe that they've successfully struck the user. But this is merely an optical illusion and opponents will quickly notice what's happened. If users are fast enough, they can use this brief lapse in the opponent's attentions to stage a counterattack;  in the anime, the replacement log itself has been shown used as an attack, being applied with explosive tags. Alternatively, this is a good opportunity for users to escape.*

This technique allows the user to evade the next attack that would hit them. If an incoming attack would allow a reflex or a fortitude save, or an AC check, the user may expend this jutsu and negate the damage from the incoming attack. If the user has quicken jutsu, they may instead use this jutsu as if they had reactive counter jutsu, able to activate it in response to the incoming attack, at the cost of a standard action on their next turn.
Lightning Release Chakra Mode

*The user wraps their body in a layer of lightning chakra which, instead of being used offensively, is used to electrically stimulate the user's nervous system.* *The technique speeds up neural synapses to react faster, and to push physical prowess to the absolute limit, allowing for tremendous raw speed. The level's activation is depicted by the users hair which stands up when the technique is activated to the fullest.*

This jutsu grants the user an increase to their armor class equal to one half their caster level, rounded down. This addition is a dodge bonus. The user also gains a speed boost equal to their caster level x 5, and a bonus on Reflex and Fortitude saves equal to one half their caster level also a dodge bonus, rounded down. The user gains an additional attack at their highest attack bonus. This bonus to the Fortitude save does not apply to Wind Style jutsu, nor any jutsu enhanced with Wind Style (such as ice kekkei genkai, or a fireball with wind nature charka mixed in by a feat or another ability)
Cursed Chains

Ninjutsu (Fire)(Genjutsu);

*Materializing a number of spiked chains, the user simply has to point at a target, afterwhich a mixture of red and black flames engulf the chains, before they are sent flying towards their target.*

The amount of chains that can be manifested is equal to half your CL, costing 1 point of chakra per chain. Reaching 60ft, once these chains pierce a target, they become engulfed in layers of flames, dealing 6d8 points of fire damage per chain.

Upon a successful grapple check, the chains tightly coil themselves around their target, preventing them from making any actions. Once within its binds, the target will hear a soft voice urging them to carry out a command of the caster’s choice. They can resist this by making a will save, but every round you remain within the chains, you are required to make the save and its DC increases by 10. This only applies if the target has made a initial sucessful save. Upon failing the save, the target is placed under genjutsu and forced to carry out whatever command the voice has given them. This last for number of rounds equal to your Charisma Modifier.
Akiko

## Abilities

### Binding DC - Binding DC + 10

Akiko grants its vessel a bonus on Reflex saves equal to 1/2 the binding check used to summon Akiko. In addition, Akiko also grants its vessel a fly speed equal to 5 x the binding check used to summon Akiko, with perfect maneuverability.

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

Akiko grants his vessel the ability to no longer automatically fail saves on a roll of 1.

### Binding DC 21 - Binding DC + 30

Any wind or lightning based ability used by the vessel of Toru ignores resistances or immunities to these elements. These could be jutsu, spells, or innate abilities.

### Binding DC 31 - Binding DC + 40

Akiko grants its vessel additional spells from the list below:

1. Obscuring Mist
2. Wind Wall
3. Gaseous Form
4. Air Walk
5. Control Winds
6. Chain Lightning
7. Control Weather
8. Whirlwind
9. Elemental Swarm (Air)

### Binding DC 41 Binding DC 50+

Akiko manifests a portion of the Plane of Air within its vessel. The binder gets a bonus to the caster level and DC of all wind and lightning based abilities equal to 1/5th the binding check used to bind Toru. If the vessel is bonded with another of the elemental vestiges, however, this check applies to all spells, abilities or jutsu the target may use. As a free action, the vessel may manifest the fullness of Akiko's essence, becoming an air elemental with HD equal to the binder's character level. With a third elemental vestige, the bonder also regains a number of spell points per round equal to the number of elemental vestiges bound to the vessel x that vessel's casting stat modifier.
Blood Release: Blood Dragon Ascension

**Blood Dragon Ascension** is a technique that involves the ability of manipulating blood, exclusive of the members of the Chinoike Clan. Through this ability, the user forms a dragon of blood with eight heads similar to the "Yamata no Orochi", which all have the ability to regenerate. In addition to the regeneration, the heads of the dragon also have the capacity to release steam after biting a target. The dragon formed is strong enough to restrict the movements of Sasuke Uchiha's Susanoo and was able to withstand his Lightning Release, when Chino used it in conjunction with the iron-rich hot-springs of the Valley of Hell, in the Land of Hot Water.