Lightning Style

Name: **Fill the thunder chalice** (Jutsu)

Technique cost: 1, Lightning style

Prerequisites:  Basic Lightning style

Chakra cost: 1 or 4

Weaving: 1 hand, standard action

Range: Touch

Effect: This humble jutsu provides a source of electricity that can be used to charge or power any electrical device. By spending 1 chakra the ninja may charge any battery powered device for 1 hour, or provide 1 hour of charge to an actual battery. By increasing the chakra to 4 the user may fully recharge a standard battery, fuel a battery powered device for 8 hours, or provide 1 hour of power to a more energy intensive device such as a computer or household appliance.

Name:  **Lightning stream** (Jutsu)

Technique cost:  1, Lightning style

Prerequisites: Basic Lightning style

Chakra cost: 1+

Weaving: 2 Hands, Standard action

Range: 20 ft+

Effect: The weaver of this Jutsu creates a powerful stream of electrified chakra, expelling it in single beam of crackling lightning. This creates a 20 ft line of electricity that deals 1d4 electric damage with a reflex save for half. For each extra 4 chakra spent the line extends by 10 ft and the damage increases by 1d4.

Name: **Thunderclap arrow** (Jutsu)

Technique cost: 1, Basic Lightning style

Prerequisites:  Basic Lightning style

Chakra cost: 1 Per projectile

Weaving: 1 hand, Free action

Range: 0 ft

Effect: This simple jutsu melds thrown projectiles or ammunition of out lightning style chakra. These projectiles function as any thrown weapon or ammo the user desires but all their damage can be dealt as electric damage instead of its normal damage if the user so chooses, this choice is made when the weapon is created. Each projectile created costs 1 chakra. The created weapons are treated as both their normal weapon type and as lightning jutsu for all abilities, techniques and jutsu. Created weapons last 1 minute or until the round after they have been thrown or fired, which means if they can also be used in melee the ninja can make use of them in that way without them vanishing. This jutsu can be used as many times in a  turn as the ninja desires ensuring that as long as they have chakra they will never be left without a weapon.

Name:  **Lightning ball** (Jutsu)

Technique cost: 2, Lightning style

Prerequisites: Basic Lightning style,

Chakra cost: 2+

Weaving: 2 hands, Standard action

Range: Close

Effect: The user of this Jutsu shapes their chakra into a tight ball of crackling lightning and then hurls it at the enemy. This functions as a ranged touch attack. On hit the deals 1d4 electric damage. For every 4 extra chakra the user spends they may create and fire an additional ball but each one takes a -2 penalty on the attack roll for each ball after the first as co-ordinating that many attacks becomes increasingly difficult.

Name: **Live wire** (Jutsu)

Technique cost:  2, Lightning style

Prerequisites: Basic Lightning style

Chakra cost: 5

Weaving: 2 hands, Standard action,

Range: Touch

Effect: This jutsu creates a powerful electrical shock that transfers through a touched metalic object or surface and electrocutes someone else touching it. The jutsu deals 2d4 electric damage to the nearest other creature touching the target metallic object. For every 4 extra chakra paid the jutsu damages the next nearest target as well and the damage increases by 1d4. The user of this jutsu may choose to hold onto the touched object as long as desired, keeping it charged until it is touched. If any foe damaged by this jutsu is entangled, impaled, or tied up by the conductor, such as a ninja wire, they take an additional 2d4 damage. There is no limit on how far away the nearest target can be, and in the case of equidistant targets the jutsu user may decide which is targeted.

Name: **System shock** (Jutsu)

Technique cost: 2, Lightning style

Prerequisites:  Basic Lightning style

Chakra cost: 2+

Weaving: 1 hand, Free

Range: Touch

Effect: This jutsu allows the user to instill a charge of electricity into whatever they touch, helping them work with it. This jutsu allows the user to spend up to 2 chakra per level as part of making a skill or ability check using an electronic device. For every 2 chakra spent the ninja gains a +1 bonus on the check. This can also be applied on heal checks made specifically to stabilize a creature.

Name: **Electrification** [Technique]

Technique cost: 3, Lightning style

Prerequisites:  Basic Lightning style

Effect: The Ninja is able to convert the electrical energy in their brain into chakra. The Ninja is now able to burn their intelligence in the same manner they burn constitution in order to gain additional chakra.

Name: **Lightning Hand** (Jutsu)

Technique cost:  3, Lightning style

Prerequisites: Basic Lightning style, Basic Nintaijutsu

Chakra cost: 3 per round

Weaving: Swift action, 2 hands

Range: Personal

Effect: The user of this jutsu charges their hands and feet or any metallic held weapon with electricity, greatly enhancing their offensive abilities. The user of this jutsu adds 2d4 electric damage to all of their melee attacks except using wooden weapons. Alternatively they may make unarmed touch attacks to dal the electrical damage on contact. For every 8 additional chakra the user expends they may increase this damage by an additional 1d4. This also automatically deals it's damage to anyone grappling or swallowing the jutsu user. Once active the user may continue paying chakra each round in order to extend the duration without requiring another action or weaving.

Name:  **Lightning Senbon** (Jutsu)

Technique cost:  3, Lightning style

Prerequisites: Basic Lighting style

Chakra cost: 6

Weaving:  2 hands, Standard action

Range: 15 ft cone or bigger

Effect: The user of this Jutsu creates fires a spray of long sharp Chakra needles in a 25 ft cone. Anyone caught in the area takes 2d4 electric damage with a reflex save for half. Anyone failing their save takes an additional 1 damage per point they failed by. For every extra 2 chakra spent the length of the cone increases by 5 ft and the save dc increases by 1.  This jutsu counts as using senbon for all benefits and abilities related to shuriken jutsu, as long as those benefits don’t require making attack rolls.

Name: **Lightning flash** (Jutsu)

Technique cost: 4, Basic Lightning style

Prerequisites:  Basic shurikenjutsu, Basic Lightning style

Chakra cost: 5 Per projectile

Weaving: Swift action, no hands

Range: Touched projectiles

Effect:  This jutsu charges a throwing weapon with powerful lightning infused chakra in order to increase their cutting, piercing and striking power and cause trails of stunning lightning to fill the air. The user of this jutsu pays 5 chakra for each thrown weapon they wish to charge with lightning and the charge remains until the beginning of their next turn. Each thrown weapon charged deals damage as if it were 1 step larger. Additionally any square the projectiles pass through is filled with lightning trails until the beginning of the user's next turn. This is calculated by drawing a straight line between the user and the target. Any creature touching these trails must make a reflex save or take 3d4 electric damage and then a fortitude save or be staggered. The charged projectiles gain all the benefits of being a lightning style jutsu for the purpose of techniques, abilities and the like.

Name: **Lightning wall** (Jutsu)

Technique cost:  4, Lightning style

Prerequisites: Basic Lightning style

Chakra cost: 2 per 5 ft square

Weaving: 2 hands, full round action

Range: Close

Effect: The weaver of this jutsu focuses their chakra into creating a wall of crackling lightning as a deterrent to anyone who would pass through. Upon weaving the user chooses the height and width of the wall, in 5 ft increments. The chakra cost is equal to 2 per 5 ft square feet created. Walls can be placed anywhere the user desired, including being laid horizontally across the ground and can be stacked on top of eachother to create taller barriers. The user may even create multiple disconnected walls with a single use of the jutsu. The user may not however create walls in such a way that they appear in the space of another creature. Any person or object passing through this wall takes 6d4 electric damage automatically. Though the wall does not actually block incoming attacks, this electrical damage may be enough to destroy incoming projectiles. As long as the user continues to spend their full round action maintaining the wall they are flat footed and must pay the chakra cost again each round.

Name:  **Golden Chilli pepper** [Jutsu]

Technique cost: 4, Lightning style

Prerequisites:  Fill the thunder chalice, Basic Lightning style

Effect: This jutsu allows the user to draw chakra from electrical appliances. The ninja may count any electrical appliance, fully charged battery, or access to a power grid as a source of food and water. This allows them to effectively live off of electricity. If the Ninja uses this to replace the food and drink needed to meld chakra they also halve the amount of time required to meld.

Name:  **Arcing chakra** (Technique) [Metajutsu]

Technique cost:  5, lightning style

Prerequisites:  Basic lightning style

Chakra cost: x 1.1 (+10%)

Effect: This metajutsu strengthens the user's lightning chakra, allowing it to arc through the air, undisturbed even by the normally disruptive force of wind chakra. A lightning style jutsu augmented with this metajutsu cannot be countered by wind style. This increases the chakra cost by 10%.

Name: **Basic Lighting style** (Technique)

Technique cost:  5,  Lightning style

Prerequisites: None

Effect: Someone with this technique takes no penalty to identify lightning style Jutsu, and can learn lightning style techniques and jutsu. Lightning style is countered by wind style and counters earth style. Lightning style can be augmented by water style even if the water style user did not intend to do so, but the water style is not countered.

Name: **Electric sensing** (Jutsu)

Technique cost: 5, Basic Lightning style

Prerequisites:  Advanced lightning style, Basic Lightning style

Chakra cost: 8

Weaving: 2 Hands, swift action

Range: Personal

Effect: This powerful sensory jutsu allows the user to detect the presence or absence of electricity, including bioelectric fields by sending out a brief electromagnetic wave. Any living creature within 20 ft is automatically detected and pinpointed by the user, as are all electronic devices and lightning style effects. This sense is accurate enough to target foes and ignore concealment, but not cover. The jutsu provides no information about anything that is not alive or electric such as rocks or trees. This also means that most clones can automatically be distinguished as such unless they have their own bioelectric field. By sensing where electricity is building the user is also very adept at avoiding it, they gain a +4 bonus on all saving throws against lightning jutsu and electrical effects, as well as 5 electric resistance. for every 2 additional chakra the user spends they extend the range of their senses by 10 ft. This jutsu lasts until the start of the jutsu user’s next turn.

Name: **Beseeching Brother** [Technique]

Technique cost: 6, Lightning style

Prerequisites:  Basic Lightning style

Effect: This ability allows the user to regulate the damage done by their jutsu, allowing them to deliver painful but entirely nonlethal shocks. When using lightning style jutsu the user may choose to make the damage nonlethal in addition to it’s normal type without applying any penalty to the attack or damage.

Name: **Electrical wires** (Jutsu)

Technique cost: 6, Basic lightning style

Prerequisites:  Basic Waiyajutsu, Basic lightning style

Chakra cost: 4 per 50 ft

Weaving: 2 Hands, Standard action

Range: 0 ft.

Effect: This jutsu condenses electricity into a pure solid form, taking the form of a length of Ninja wire. This functions as 50 ft of standard ninja wire however anyone bound by it or touching it takes 3d4 electric damage per round in addition to the normal effects. The Jutsu user is immune to this damage. The created ninja wire lasts 8 hours. For every 4 extra chakra the user expends they create another 50 ft of wire. Despite being a physical object this wire is still considered a lightning style jutsu for all effects. Additionally any lightning jutsu requiring a touch or ranged touch Jutsu can target any section of the wire (armor class 12) and have its effects applied to one creature already touching the wire regardless of distance.

Name: **Seeking shock** (Jutsu)

Technique cost: 6, Basic Lightning style

Prerequisites: Basic Lightning style

Chakra cost: 9

Weaving: 2 Hands, Standard action

Range: Medium

Effect: This jutsu fires a powerful stream of lightning that can bend and twist around obstacles and strike multiple foes. This jutsu fills 6 consecutive 5 ft squares with lightning dealing 4d4 electric damage with a reflex save for half. The squares must be adjacent to at least one other affected square, all affected squares must be within the range of the jutsu and at least one must be adjacent to the jutus user. For every additional 4 chakra the user spends they may affect 6 more squares and increase the damage by 1d4.

Name: **Lightning fish** (Jutsu)

Technique cost: 7, Basic Lightning style

Prerequisites:  Electric sensing jutsu, Advanced lightning style, Basic Lightning style

Chakra cost: 12

Weaving: 2 Hands, Standard action

Range: Long

Effect: While all lightning jutsu work best combined with water, this one actually requires it. This jutsu creates a self contained fish made entirely of lightning. The user creates one or more fish underwater, ignoring the normal limitation that the surface of water blocks line of effect. For each every 12 chakra paid another fish is created. The lightning fish then swims after a selected target mercilessly. Each turn it moves with a swim speed of 60 ft, automatically succeeding on all swim checks. Anytime the fish reaches a square adjacent to the target it stops moving and makes a touch attack using the jutsu user's ranged touch attack bonus. If it hits the fish erupts in a blast of lightning dealing 5d6 damage to the target. If it fails the fish remains and will resume pursuing its target on the user's next turn. The jutsu functions by tracking the target's bioelectric field and it's detection cannot be foiled. The weakness of this jutsu is that the created fish cannot exist outside of the water, though it can attack foes on the water's surface it cannot go beyond that. The fish remains for 1 minute before dissipating, during which time the jutsu user may change the target as a swift action. After 1 minute the user may pay it's chakra cost again to extend the duration another minute. Obviously this jutsu is only usable in combination with water and as such it’s damage isn’t further increased or augmented by water style.

Name:  **Lightning rat violent quake** (Jutsu)

Technique cost:  7, lightning

Prerequisites: Basic Lightning style, electric sensing jutsu

Chakra cost: 6

Weaving: 2 Hands, Standard action

Range: Close

Effect: The weaver of this Jutsu projects one or more small fast moving blasts of lightning, each of which can be controlled separately and relentlessly track their target. This jutsu deals 1d4 electric damage. For each additional 6 chakra paid the user may create an additional projectile which can either be directed at another target within range or against an existing target. This projectiles hit and deal their damage automatically with no save or attack roll. They track target's based on bioelectric field and as such fail against any creature that doesn't have electrical brain activity. Each projectile is a separate instance of damage. This means If a target has electric resistance it applies separately against each projectile, but likewise a ninja using substitution jutsu evades only a single projectile.

Name:  **Lightning sword** (Jutsu)

Technique cost:  7, Lightning style

Prerequisites: Basic Lighting style,

Chakra cost: 3+

Weaving:  Swift action, 2 hands

Effect: The user of this Jutsu creates a deadly blade of pure electricity meant for cutting or slicing an opponent. The weapon functions like a one handed melee weapon with a base of 2d4 damage and a 18-20 threat range. The damage can be either slashing or electric. Once weaved the chakra blade remains intact for as long as the user continues to pay its cost each round, even if it leaves the user's hands. Furthermore the user may treat this weapon as any one type of sword, spear, kunai, lance, dagger, staff or similarly shaped weapon for the purpose of all feats and abilities. The user may change the weapon type and the damage type as they desire between each attack. This weapon can even be thrown with a range increment of 20 ft.

Name: **Crackling Cage** (Jutsu)

Technique cost:  8, Lightning style

Prerequisites: Basic Lightning style , Basic Nintaijutsu

Chakra cost: 8

Weaving: 2 hands, Immediate action

Range: Self

Effect: The user of this jutsu covers their body in a crackling aura of lightning. Anyone touching the user of this jutsu takes 3d4 electric damage. By increasing the base cost of the jutsu by 8 it extends to anyone within 5 ft of the user and deals an extra 1d4 damage. Each 8 chakra after that adds another 5 ft to the area of effect and 1d4 to the damage. Anyone in the area of effect when the jutsu is activated, forced into the area of effect later, or touching the user when this jutsu is first activated is allowed a reflex save to negate the damage, but anyone choosing to enter the affected area or touching the user after that takes the damage without a save. Any given creature takes damage from the area of effect only once per round but can take damage for touching or striking the jutsu user multiple times. This jutsu lasts only one round but the user may pay its chakra cost again each round they wish to extend the duration, doing so requires no actions or hand signs.

Name:  **Lightning Spider web** (Jutsu)

Technique cost:  8, Lightning style

Prerequisites: Basic Lightning style,

Chakra cost: 8+

Weaving: 2 hands, Full round action

Range: 5ft

Effect: The user of this jutsu places an expansive web of visible electrical energy onto a touched surface, usually the ground or a wall. This web covers a 15 ft by 15 ft area. Any creature touching the area of effect is takes 4d4 electric damage and is entangled. A successful reflex save halves the damage and negates the entangling. Creatures take this damage again each time they begin their turn touching the affected surface. For every 4 additional chakra the user expends they may increase the area by 10 ft and the damage by 1d4. Once placed this Jutsu lasts for 1 minute, continuing to shock or damage anyone in the area each round. The user is never harmed or hindered by their own web but other creatures, including their allies, are.

Name:  **Thunderbolt** (Jutsu)

Technique cost:  8, Lightning style

Prerequisites: Basic Lighting style,

Chakra cost: 14

Weaving:  Standard action, 2 hands

Range: 0 ft

Effect: The user of this Jutsu creates massive orbs of lightning and from them casts out innumerable bolts that arc towards any foes they wish to strike. All foes within a 20 ft radius from the jutsu user take 6d4 electric damage with a reflex save for half. For every 8 additional chakra expended the damage increases by 2d4 and the radius increases by 5 ft. This Jutsu never causes risk of harming an ally as each bolt is carefully controlled.

Name:  **Tiger Scissors** (Jutsu)

Technique cost:  8, Lightning style

Prerequisites: Basic Lighting style

Chakra cost:  12+

Weaving:  Full round action, 2 hands

Range: Close

Effect: The user of this Jutsu creates and conceals a powerful electrical trap in the ground. The user chooses a square and places the trap. The trap remains in place for 1 hour or until triggered by a creature entering its space. When a creature triggers it, a set of crackling lightning jaws snap shut on the user. The trap makes an attack roll against the targets flat footed AC and on hit it deals 7d4 electrical damage and makes a CMB check against the foes CMD with a bonus equal to the damage dealt. On Success the target is grappled by the trap. Since the trap grapples an opponent it cannot be substituted out of. Each turn the trap rolls another CMB using the damage dealt last round and the usual+5 for being in control of a grapple. On success the grapple is maintained and the trap deals it's damage again. For every 4 extra chakra spent the damage increases by an additional 1d4 and the duration by 1 hour. Once triggered however the trap lasts only 1 minute plus another round for every hour of the Justus's duration that was remaining. When weaving the jutsu the user makes a stealth check with a +20 bonus. The total of the check becomes the DC of the perception or security check made to notice the trap. Anyone capable of seeing the flow of chakra or electricity gains a +20 bonus to detect the trap. Even someone watching the user weave the jutsu cannot determine what square the trap is placed in without a check.

Name:  **Body Pathway Derangement** (Jutsu)

Technique cost:  9, Lightning style,

Prerequisites: Basic Lightning Style

Chakra cost: 25

Weaving: Swift action, 2 hands

Range: Touch

Effect: The user of this Jutsu charges their hand with chakra that they convert into electrical impulses. This functions as a touch attack and on delivery the target falls prone and is paralyzed. Someone paralyzed by this technique finds all the impulses of their brain re-wired so that trying to move one part of their body instead moves another. Each round, at the beginning of their turn the victim may make a DC 20 int or heal check in order to spend the round staggered and flat footed against all attacks instead of paralyzed. If they exceed the dc by 5 or more  they can act normally for that round but are still flat footed against all attacks. Beating the DC by 10 or ignores the effect for that turn. The effects of this jutsu last 1 minute.

Name: **Esidisi** [Technique]

Technique cost: 9, Lightning style

Prerequisites:  Basic Lightning style

Effect: This jutsu allows the user to effectively generate an opposing electrical current in order to protect themself form an incoming one. The ninja’s lightning style jutsu can now be used to counter other lightning style jutsu.

Name: **Lightning movement** (Jutsu)

Technique cost: 9, Lightning style

Prerequisites:  Advanced lightning style, Basic Lightning style

Chakra cost: 25

Weaving: 1 Hand, immediate action

Range: Personal (see description)

Effect: This Jutsu allows the user to transform their body into pure electricity for a brief moment as they move along a conductive surface and then reform. The user of this jutsu can travel along any conductive surface, through electrical wiring or through lightning itself. If the user is in contact with a metallic surface, such as a metal wall or floor, or a length of cables or ninja wire they may immediately use this jutsu and re-appear in any other space adjacent to the same metallic object. They could for example move 300 ft along a 1,000 ft stretch of ninja wire, or appear on the other side of a metal door. In a similar fashion this jutsu allows a user struck by any form of metal weapon or electrical effect regardless of origin (Jutsu, spell, natural or otherwise) to move to any space adjacent to any part of the effect. In the case of natural lightning this also allows the user to move through the storm cloud the bolt originated from and arrive in  or adjacent to any other space being struck by lightning from the same cloud. If this jutsu is activated in response to an attack the jutsu user gains a +8 circumstance bonus to their armor class and saves against the attack and gains the benefit of evasion and mettle, ignoring the effects of a partial effect on a successful save.

Name:  **Advanced Lightning Style** (Technique)

Technique cost:  10, Lightning style

Prerequisites: Basic Lightning style

Effect: Anytime someone with this technique uses a lightning style jutsu they may choose to substitute any electric, slashing or piercing damage they deal with either of the other types. Additionally any time a lightning jutsu requires an attack roll, the jutsu increases its base critical threat range and critical multiplier by 1 each.  This stacks with other effects that increase critical threat range and multiplier but is applied after such effects.

Name:  **Lightning cable** (Jutsu)

Technique cost:  10, Lightning style

Prerequisites: Chidori, Basic Lighting style

Chakra cost: 18

Weaving:  Full round action, 2 hands

Effect: This powerful Jutsu requires 2 users to implement. Both users must act on the same turn, requiring the faster one to delay until the slower ones turn. At that point both users weave the hand signs and pay the chakra cost and a very fine cutting beam of lightning connects them. Both users then make a charge action moving up to three times their speed. Each user rolls an attack including the +2 bonus for charging. The higher of the two attacks is applied to every creature and object that is between the two of the users at any point during their movement. A creature hit by this attack takes 10d4 damage, Half slashing and half electric but all the damage dealt ignores damage reduction, hardness and electric resistance. The two users must be able to see each other and the chakra cost of this technique increases by 4 for every 10 ft between the users beyond the first 10 ft. As with Chidori, both users are left flat footed until their next turn due to the high speed tunnel vision they suffer. Both users apply any benefit to their lightning style jutsu to this jutsu. For example, if both ninja have advanced lightning style this jutsu would increase it’s critical multiplier and threat range by 2.

Name: **Roaring Raijin** [Technique]

Technique cost: 10, Lightning style

Prerequisites:  Advanced lightning style, Basic Lightning style

Effect: The difference between thunder and lightning is merely the frequency that one ocilates their chakra, a ninja with this technique is able to bridge that gap. Anytime the ninja uses a lightning style jutsu that would deal damage they may choose to make the damage sonic damage instead.

Name:  **Lightning Sharp Spear** [Technique]

Technique cost:  11, Lightning style

Prerequisites: Basic Lighting style, Advanced lightning style,

Chakra cost: 4+

Effect: Many powerful lightning attacks become even more versatile with greater reach. Anytime the ninja uses a lightning style jutsu that requires or allows them to make a melee attack they may pay chakra in increments of 4 to increase their reach for that attack. For example, a Ninja using chidori could pay 8 chakra to allow them to make their attack with 15 ft reach. This can be done as part of using any lightning jutsu.

Name:  **Muscle shocking** [Technique] (Metajutsu)

Technique cost:  11, Lightning style

Prerequisites: Basic Lightning style, Advanced Lighting style

Chakra cost: x1.25 (+25%)

Weaving: Free action

Effect: The user of this technique can augment any lightning jutsu with the power to overwhelm the muscles of their target. If a foe damaged by this jutsu takes more electric damage than their strength score they must make a fort save or be paralyzed for 1 minute. If the target fails, each round afterwards the target may make a new fort save to ignore the paralysis until their next turn. This metajutsu increases the chakra cost of the jutsu by 25%.

Name: **Thunderclap drill** [Technique]

Technique cost: 11, Basic Lightning style

Prerequisites:  Advanced lightning style, Basic Lightning style

Effect:  This technique is a boon to a Ninja seeking to carve through obstacles. Anytime the user makes an attack roll using a lightning style jutsu they have a base critical threat range of at least 19-20 if they would otherwise be worse. This stacks with and is applied before any multipliers to critical threat range. Additionally all such attacks ignore the first 5 points of hardness or damage reduction and this stacks with other such abilities.

Name: **Lightning beast tracking fang** (Jutsu)

Technique cost: 12, Basic Lightning style

Prerequisites:  Advanced lightning style, Basic Lightning style

Chakra cost: 18+

Weaving: 2 Hands, Standard action

Range:  Medium

Effect:  This jutsu creates a roiling surging wolf made entirely of lightning. The lightning wolf moves as the user directs and is capable of making an explosive bite. Each turn the user may spend a move action to  move the wolf with a land speed of 80 ft, ignoring difficult terrain and even moving the wolves up walls. As an attack action the user of the jutsu may use the wolf to bite which requires a touch attack using the their own melee touch attack bonus. If it hits the wolf erupts in a blast of lightning dealing 10d4 damage to the target. If it fails the wolf remains and if desired the user may even full attack by using their full round action to make subsequent touch attacks at their lower attack bonus until it manages to hit. The user may also make attacks of opportunity or flank using the wolf as it threatens every space around it. The created wolf has none of its own senses or statistics, it is merely a moving electrical effect that the user directs, furthermore the created wolf cannot be moved beyond the range of the jutsu making it of limited use in pursuing faster opponents. The wolf lasts 1 minute or until it strikes a target. If desired the user may pay it's chakra cost again at the end of its duration to maintain it without weaving the jutsu again. For every 12 extra chakra the user spends when weaving this jutsu they may create an additional lightning wolf. Moving all the wolves takes a single move action, but making them attack requires separate attack actions.

Name: **Lightning Bukijutsu** (Jutsu)

Technique cost:  12, Lightning style

Prerequisites: Advanced lightning style, Basic Lightning style

Chakra cost: 18 per Round

Weaving: Swift action, 1 hand

Range: One weapon

Effect: The user of this jutsu charges a held weapon with crackling electricity, dramatically enhancing its offensive ability. The weapon doubles it's base weapon damage dice, and it's damage can be either electric, the weapon's base type, or an even split of both, chosen whenever the wielder attacks.  Furthermore the weapon counts as being magical and adamantine for the purpose of overcoming damage reduction and ignores the first 10 points of hardness. Additionally because it carves through armor with ease, all attacks with the weapon are treated as touch attacks. Lastly the weapon doubles it's critical threat range as if it were keen. The increase to threat range does not stack with other effects that modify critical threat range unless it specifically applies to lightning style jutsu. If the user releases the weapon, such as to throw it, it ceases becoming electrified at the beginning of the jutsu users next turn unless someone with this jutsu picks it up and spends their own chakra to power it. As long as the user continues to hold the weapon they may extend the duration by paying the chakra cost again each round without weaving or using a swift action. While charged the weapon gains the benefit of any abilities that the user may apply to their lightning style jutsu.

Name:  **Lighting release chakra mode** (Jutsu)

Technique cost:  12, Lightning style

Prerequisites: Lightning hand, Crackling cage, Body flicker, Basic Lighting style, Advanced lightning style

Chakra cost:  8+

Weaving: Swift action, no hands

Range: Self

Effect: The user of this jutsu not only covers their body with lightning, but supercharges their body with it. This causes a number of effects. Firstly it raises the strength and dexterity of the user by electrifying their muscles and nerves. Secondly the increased physical performance and electromagnetic field around the user dramatically augments their speed. Third, the cloak of chakra acts as a thick layer of armor, providing Damage Reduction. This damage reduction is caused by pure chakra and cannot be overcome by jutsu that normally ignore damage reduction. Other abilities such as ninja relics can still overcome this DR normally. And lastly the electrified armor deals damage to anyone touching the user or making contact with them using a metal weapon they're holding, such as when the user strikes the target. This damage is also applied whenever the user touches a foe, such as through unarmed attacks, natural attacks and attacks made with metal weapons.  For every 8 extra chakra spent the speed bonus increases by 10 ft, the strength and dexterity bonuses increase by 1, the damage increased by 1d4, and the damage reduction increases by 1. All effects of the jutsu last 1 round, until the start of the user’s next turn, at the end of which the ninja must pay the chakra cost again to extend the effect by another round. The Chakra Cost and bonuses are as follows:

Name:  **Chidori** (Jutsu)

Technique cost:  13, Lightning style

Prerequisites: Basic Lighting style

Chakra cost: 22

Weaving:  Standard or Full round action see description, 2 hands

Effect: The user of this Jutsu creates a highly condensed tightly packed bundle of raw lightning in their hand which can either be used as a standalone attack or for a devastating charge with improved power and penetration. As a standalone attack the user simply energizes their hand and immediately makes a normal melee attack against a foe. Although this is not a touch attack it uses all the same rules for holding a charge with a touch spell. If the attack hits it deals 8d4 electric damage. The charging variation of this move however is stronger but more dangerous for the user. This functions as a normal charge but the user may move three times their speed instead of the normal two times and while charging attack instead deals 12d4 electric damage. The speed of this charge creates a major drawback though, until the user's next turn they are flat footed in addition to taking the -2 penalty to Ac from charging. If the Chidori deals enough damage to kill or destroy its target the jutsu is not expended and the user may make another attack with it for free during that turn. If the user was charging and their attack destroys the target they may continue their charge and make another attack at the next target they wish to and so on. Many uses choose to make such an "attack" against the terrain with arms reach effectively attacking each square they pass next to in order to cause massive destruction to an area or intimidate a foe.

Name: **Lightning re-direction** (Jutsu)

Technique cost: 13, Basic Lightning style

Prerequisites:  Esidisi, Basic Lightning style

Chakra cost: 25

Weaving: 2 hands, immediate action

Effect: This dangerous but effective defensive jutsu allows the user to draw lightning into and through them rather than allow it to harm others. Done correctly this draws the lightning through the fingers, into the stomach where the chakra can be re-shaped, and sent through the other fingertips. If a lightning style jutsu includes the user of this jutsu as a target they may immediately draw in and release the lightning. This negates the jutsu, protecting all potential targets and allows the user to make a ranged touch attack. If the ranged touch attack hits the target takes the maximum damage of the re-directed jutsu. If necessary the user of this jutsu may extend out arcs of lightning in order to connect to an opponent's jutsu. For every 2 chakra the user expends they may count themselves as 5 ft closer towards a lightning jutsu for the purpose of being able to be targeted by it.

Name:  **Lightning release Pillar bind** (Jutsu)

Technique cost:  13, Lightning style

Prerequisites: Lightning wall, Basic Lighting style,

Chakra cost: 10 per pillar

Weaving:  Standard action, 2 hands

Range: Medium

Effect: The user of this Jutsu summons forth one or more massive pillars of stone from the ground. Each pillar is 5 ft thick and has 8 hardness and 100 hit points and is 50 ft tall. The true power of this technique comes with the creation of more than one pillar. Each pillar is connected to each other pillar by a crackling wall of lightning. Anyone passing through one of these walls or touching a pillar takes 6d4 electric damage and must make a fortitude save or find themselves unable to complete their movement into the electrified space. For every additional pillar beyond two the save DC increases by 1, the damage increases by 3d4, and the pillars height increases by 20 ft. Ranged and physical attacks, but not line of sight, are blocked by the lightning walls as if they were solid. As long as the Jutsu creator continues to use their standard action to maintain the pillars they remain without having to pay additional chakra but once the user ceases concentrating they remain for only 1 minute more.

Name:  **Hell stab 4 finger** (Jutsu)

Technique cost:  14, Lightning style

Prerequisites: Lighting release chakra mode, Basic Lighting style, Advanced lightning style, Lightning hand, Body flicker technique, Chidori

Chakra cost: 38

Weaving: Full round action, 1 hand

Effect: The user of this technique charges their entire body with phenomenal electrical power and focuses it directly into their hand. The user must already be under the effects of lightning release chakra mode. The user charges up to twice their speed, ignoring difficult terrain, and may make a single attack against each creature or object that comes within reach at any point during their charge. Any successful attack made using this Jutsu is an automatic critical threat. Any object attacked likewise is critically hit, ignoring that objects are not normally susceptible to precision damage. Additionally the electric damage dealt by their chakra mode is multiplied on this critical hit unlike normal critical hits.

Name: **Purple Lightning** [Technique] (Metajutsu)

Technique cost: 14, Lightning style

Prerequisites: Beseeching brother jutsu, Advanced lightning style, Basic Lightning style

Chakra cost: +%50

Effect: By increasing the ammount of control the ninja exerts over their chakra, they can use lightning in ways that never seemed possible before. This metajutsu has a large number of effects, first and foremost purple lightning is not countered by an element. Secondly anytime the jutsu user is under the effects of a purple lightning jutsu they gain a deflection bonus to their armor class equal to their dexterity bonus (Minimum+2). This includes if they are holding the charge for a touch attack using a purple lightning jutsu. This bonus does not apply against nonconductive weapons such as wooden spears or clubs. The jutsu user retains this bonus even if they are flat footed. Additionally, the jutsu user may always choose to make their jutsu do nonlethal damage, or less damage than normal, including choosing to deal no damage or other harmful effects even to allies caught in the area of effect. Lastly any affected lightning style jutsu does damage one step higher than normal. This metajutsu increases the chakra cost of the jutsu by 50%

Name:  **Raikiri** [Technique]

Technique cost:  14, Lightning style

Prerequisites: Chidori, Basic Lighting style,

Effect: Effect: This jutsu elevates the chidori into an even more powerful attack. The ninja increases the damage of the Chidori and Lightning cable by 3d4 and changes them from normal melee attacks into touch attacks. If charging using either jutsu the user may move up to 4 times their speed and the damage increases by 6d4 instead. Damage dealt by the chidori now ignores the first 10 points of hardness, damage reduction or electric resistance. This does not change the chakra cost of the Chidori or lightning cable.

Name: **lightning clone jutsu** (Jutsu)

Technique cost:  15, Lightning style

Prerequisites: Shadow Clone jutsu, Clone jutsu, Transformation jutsu, Advanced lightning style, Basic Lightning style

Chakra cost: 24 per 10 minutes

Weaving: 2 Hands, Full round action

Range: Long

Effect: This Jutsu combines lightning style with the ability to weave disguises and create convincing clones. This technique allows the weaver to create a human sized lightning bolt and transform it into an copy of the user. The clone functions exactly as the result of the shadow clone jutsu but with two major exceptions. Firstly, when the clone takes damage the illusion breaks as normal, but if a clone is destroyed by a metallic melee weapon or unarmed strike the creature that made the attack takes 10d4 electric damage. Secondly the clone is only capable of using lightning style jutsu's rather than having access to the other elemental and untyped jutsu and the user receives instant access to everyhting the clone senses rather than gaining it’s memory when it dies. Furthermore controlling the clone is a full round action for the user and only one clone may be created at a time and it cannot leave the range of the jutsu. Rather than halving the user's chakra the clone instead simply draws on the user's chakra supply. This clone lasts for 10 minutes, at the end of this time the user may pay the chakra cost again to extend the duration another 10 minutes.

Name: **Thundercrash** (Jutsu)

Technique cost: 15, Lightning style

Prerequisites:  Advanced lightning style, Basic Lightning style, Basic Nintaijutsu, Roaring Raijin technique

Chakra cost: 32

Weaving: 1hand, swift action

Range: Personal

Effect: This potent jutsu blends ninjutsu and heavy weapon strikes in order to create powerful shockwaves that resonate with each blow. While using this jutsu, anytime the ninja makes an attack with a two handed melee weapon they deal sonic damage to all adjacent creatures equal to their three times their weapons base damage dice and deafen them for 1 round. A successful fortitude save halves the sonic damage and negates the deafness. The duration stacks for multiple failed saves in a single round. This jutsu Lasts 1 minute at the end of which the user may pay it’s chakra cost again to extend it’s duration.

Name:  **Master** **Lightning style** (Technique)

Technique cost:  15, Lightning style

Prerequisites: advanced lightning style, Basic Lightning style,

Effect: Someone with this technique is incredibly potent when manipulating lightning. Any damage the user inflicts with a lightning style jutsu uses 1 larger die size than it normally would. Additionally anytime the ninja uses lightning style jutsu the save DC and attack roll gains a +2 bonus. Lastly Lightning style jutsu increase their base threat range and critical multiplier by an additional 1. This stacks with the increase applied from Advanced lightning style.

Name: **Dynamo Dervish** (Jutsu)

Technique cost: 15, Lightning style

Prerequisites: Advanced lightning style, Basic Lightning style, Basic nintaijutsu, live wire jutsu

Chakra cost: 12

Weaving: 1 hand, Swift action

Range: Personal

Effect: This powerful jutsu causes the wielder to form a powerful electrical generator using lightning chakra, one that builds power the more the user moves and attacks. This jutsu creates a pool of lightning damage that is charged by action, each square the ninja moves through adds 1 damage to the pool, and every weapon attack they make adds 5 damage. This damage continues to store and be built up until the ninja releases it in one of two ways. They may either use a standard action to deal the damage to all creatures adjacent to them with a reflex save for half. Or they may choose to release the damage as an immediate action when they are struck with a melee attack using an unarmed strike or a  weapon attack made using a metal or conductive weapon, in which case they deal the damage to their attacker automatically. This jutsu lasts 1 round at the end of which the ninja may pay it’s chakra cost again to extend the duration without needing to take another action or weave handsigns again. Once the stored energy has been released the jutsu ends.

Name:  **Hell stab 3 finger** (Jutsu)

Technique cost:  16, Lightning style

Prerequisites:  Lighting release chakra mode, Basic Lighting style, Advanced lightning style, Lightning hand, Body flicker technique, Chidori, Hell stab 4 finger,

Chakra cost: 35

Weaving: 1 hand, Standard action

Effect: This Jutsu charges the user's hand with a massive amount of lightning chakra and then slashes the hand creating a shockwave of devastating power. The user must be under the effects of lightning release chakra mode to use this jutsu. The user makes a single melee attack and CMB to bullrush and applies both to against all foes in a cone with a length of 5 ft per point of the user's strength bonus. Any foe hit by this attack sustains a critical hit without the need to confirm. The user is not required to move with them when bullrushing and pushing them the maximum distance. Additionally this attack is treated as a wind style for the purpose of countering, but not augmenting, other attacks. Lastly until the user's next turn ranged attacks made inside the area of effect automatically fail.

Name: **Royal Revolution** (Jutsu)

Technique cost: 16, Lightning style

Prerequisites:  Advanced lightning style, Basic Lightning style

Chakra cost: 10

Weaving: Swift action

Range: Weapon touched

Effect: This jutsu allows the user to charge a held weapon with stored electricity, building it up until they can release it in a powerful stroke. This jutsu allows the ninja to spend a swift action and 10 chakra immediately after making a melee attack in order to begin storing power in their weapon, this stores 3d4 electric damage each time performed. At any time within one minute of using this jutsu the user may choose to release their stored power on the next attack they make with their weapon. If the attack hits it deals the stored damage, if it misses then all the stored damage is lost. If this jutsu is used again before 1 minute elapses it adds another 3d4 damage and the duration resets. If the charged weapon is given to someone else they may choose to release it’s power with an attack even if they do not know this jutsu.

Name: **Superconductor** [Technique]

Technique cost: 16, Lightning style

Prerequisites: Master lightning style, Advanced Lightning style , Basic Lightning style

Effect: The Ninja has mastered lightning release to the point that their electricity can pass through anything. When beneficial, all objects count as being metal and conductive for the purpose of the Ninja’s lightning release. This allows them to conduct electricity even through wood and rubber. Furthermore any electric resistance applied to the ninja’s lightning release jutsu is reduced by 10 and their lightning release jutsu are no longer countered by wood or magma release.

Name: **Aftershocks** [Technique]

Technique cost: 17 or 20, Lightning style

Prerequisites: Body pathway derangement,  Advanced lightning sty;e, Basic Lightning style

Effect: A ninja with this ability causes their target’s body to shudder and spasm as leftover electrical energy resonates inside of them. 1 round after the ninja damages a foe using a lightning style jutsu that target takes damage equal to the number of dice of damage they took previously. This damage is always electric even if the original jutsu was not. This technique can be taken a second time by paying 20 more technique points which causes another instance of the same damage 2 rounds after the target is harmed by a lightning release jutsu.

Name:  **Kirin** (Jutsu)

Technique cost:  17, Lightning style

Prerequisites: Basic Lighting style, Advanced lightning style, Master lightning style

Chakra cost:  100

Weaving:  1 hand, Standard action

Range: Sight

Effect: The user of this Jutsu calls upon a gigantic towering blast of lightning in the shape of a raging dragon. The area of effect is a cylinder 1,000 ft wide and 10,000 ft tall. Everything in the area takes 25d6 Electric damage, there is a reflex save for half damage, but due to the incredible speed of the attack all targets in the area of effect are flat footed unless they recognize the jutsu with a Knowledge Ninjutsu  check while the signs are being woven. If this Jutsu is used in the area of a  thunderstorm it instead costs only 10 chakra and following the jutsu, the storm immediately disperses.

Name: **Super Hot Golden Chilli pepper** [Technique]

Technique cost: 17, Lightning style

Prerequisites:  Golden Chilli pepper technique, Fill the thunder chalice, Esidisi technique, Master lightning style, Advanced lightning style, Basic Lightning style

Effect: This jutsu allows a ninja to convert electricity into chakra directly. This functions the same way as Fill the thunder chalice but by reducing the device’s charge and gaining the listed chakra. In the case of a device that is connected to a power grid the Ninja may gain 4 chakra per full round they spend in contact with a connected device. If a Ninja with this jutsu uses a lightning style jutsu to counter another lightning style, they gain chakra equal to the chakra spent on the countered jutsu.

Name: **Interconnected web** (Jutsu)

Technique cost: 18, Lightning style

Prerequisites:  Electric sensing jutsu, Body pathway derangement jutsu, Master lightning style, Advanced lightning style, Basic Lightning style

Chakra cost:10 per additional target

Weaving: 2 Hands, Full round action

Range: Touch

Effect: This powerful jutsu forms a network of electrical impulses between the user and one or more touched creatures who are touching eachother. All the creatures connected to this network have access to eachothers thoughts and senses. The affected creatures are only flat footed against an attack if everyone in the network would be flat footed against it. Furthermore the targets can silently communicate across any distance and any teamwork feat shared by one member is accessible by all members. This jutsu has an unlimited duration but the user cannot meld chakra or sleep until they dismiss it. The user may also selectively remove members form the network as a free action, but they cannot re-add them without redoing the jutsu. If a touched target is unwilling they may make a will save to avoid being added to the collective, but if they fail they are a member until the network is dismissed.

Name: **Liger Bomb** (Jutsu)

Technique cost: 18 , Lightning style

Prerequisites:  lightning release chakra mode, Lightning hand, Crackling cage, Body flicker, Advanced lightning style, Basic Lightning style, Basic nintaijutsu, Advanced nintaijutsu,

Chakra cost: 36

Weaving: 2 hands, Immediate action

Range: Touch

Effect: This jutsu allows the user to take advantage of an opening and powerbomb their opponent into the earth with a gigantic explosion of lightning. This jutsu can only be used in response to an opponent within reach failing to damage the ninja’s hit points with an attack. This can be due to missing, damage reduction, or even if the attack is absorbed by temporary hp as long as the ninja doesn’t lose any actual hp. Once the condition is fulfilled the ninja makes a CMB check to grapple their foe and on success the target is rendered prone and takes electric damage equal to six times the amount their CMD was exceeded by. All creatures within 30 ft take half this damage with a reflex save to negate. Any other ability or effects the user can normally apply on a successful grapple check apply to this check.

Name: **Live stream** (Jutsu)

Technique cost:  18, lightning style

Prerequisites:  Live wire jutsu, Advanced lightning style, Basic Lightning style

Chakra cost: 36

Weaving: 2 Hands, Full round action

Effect: At first glance this jutsu seems to be very simple, a crackling blast of lightning, but it’s power comes from the user’s ability to maintain it. This jutsu creates a 200 ft line that deals 20d4 electric damage to all in it’s path with a reflex save for half. For every 4 additional chakra the user wishes to pay they may increase the length of the line by 10 ft and the damage by 1d4. After using the jutsu the user may choose to remain in place and continue to focus on their jutsu. If they do they become flat footed until either their next turn, or they can choose to abandon the jutsu in order to apply their dex against an incoming attack they perceive. At the start of the Ninja’s turn they may sweep the lightning in a huge swath of destruction. They may draw a new line, up to 180 degrees in another direction from the original, and if they do this jutsu’s damage applies not only to the new area, but also to the previous rounds area, and to all the spaces in between. Each turn they continue to maintain the jutsu they may keep sweeping the line in the same fashion and it continues to deal damage in all precious areas of effect. Thus if continued for three turns they could fully encircle themselves in a massive ring of lightning. The Ninja may continue to concentrate on this jutsu for up to a full minute, but they only pay chakra on the initial round.

Name: **Black Lightning** (Technique) [Metajutsu]

Technique cost:  19, Lightning style

Prerequisites: Basic Lightning style, Advanced lightning style, Master lightning style, Arcing chakra

Chakra cost: x2 (+100%)

Effect: Someone with this technique has been taught the secret art of black lightning, the ultimate expression of lightning release. They receive a special tattoo on their body as a symbol of this power. A jutsu modified with this metajutsu increase the save dc by +4 and ignores evasion and improved evasion. Additionally all attacks made using the jutsu gain a +4 bonus and become touch attacks if they weren’t already, and attacks that were already touch attacks are now resolved against flat footed touch ac. Any damage dice dealt by the jutsu is doubled and ignores all electric resistance, damage reduction, and hardness. Immunity to electricity now halves the damage instead of negating it. Furthermore the modified jutsu cannot be countered and if the jutsu had a save to negate damage is now a save for half damage instead. This metajutsau doubles the chakra cost of the base jutsu.

Name: **Lateral bolt of pain** (Jutsu)

Technique cost: 19, Lightning style

Prerequisites:  Lightning hand jutsu, Master nintaijutsu, Advanced Nintaijutsu, Basic Nintaijutsu, Master lightning style, Advanced lightning style, Basic Lightning style

Chakra cost: 50

Weaving: Taijutsu

Range: Touch

Effect: This incredible attack revolves around an ancient principal: The tougher they are, the harder you hit them. And from that elegant simplicity comes a devastating attack meant to carve through any defense. The Ninja makes a melee attack and adds their foes armor bonus to their attack roll and their foes damage reduction, hardness, and temp hp to their damage roll. This applies even if the user’s attack circumvents those benefits, such as by being a touch attack or overcoming the damage reduction. This bonus damage can be either the same type as the ninja’s attack, or electric damage.

Name: **Mindshock** [Technique] (Metajutsu)

Technique cost: 19, Lightning style

Prerequisites: Electrification, Master lightning style, Advanced lightning style, Basic Lightning style

Chakra cost: x3

Weaving: No hands, Immediate

Effect: The Ninja may release their own mental energy in the form of a jutsu that takes effect at the speed of thought. This can be applied to any lightning style jutsu that requires a full round action or less. The jutsu changes to an immediate action and no longer requires handsigns, it’s weaving is now a purely mental action. This triples the chakra cost of the jutsu.

Name: **Hell stab 1 Finger** (Jutsu)

Technique cost:  20, Lightning style

Prerequisites: Lighting release chakra mode, Basic Lighting style, Advanced lightning style, Master Lightning style, Lightning hand, Body flicker technique, Chidori, Hell stab 4 finger, Hell stab 3 finger

Chakra cost: 75

Weaving: 1 hand, full round action

Range: See description

Effect: This is one of the ultimate applications of lightning style. A massively powerful single spearlike attack meant to completely pierce through an opponent. The user must be under the effects of lightning release chakra mode. When activated the User moves up to twice their speed in a straight line, including through the air, Ignoring difficult terrain and allowing them to pass through the squares of even unwilling creatures. This movement never provokes an attack of opportunity. An object or creature in the path of the user is subject to an attack with the normal benefits of charging. If the attack hits it is automatically a maximized critical hit, even against objects which cannot normally be critically hit. This critical hit also multiplies the bonus damage from lightning release chakra mode unlike most critical hits. Additionally the user may treat the attack as if it had been a called shot targeting any part of the body. The saving throw DC for the debilitating blow is equal to the attacks total bonus instead of the usual DC. The most common body part to target with this attack is the heart, leading to a fatal blow.

Name:  **Indra's arrow** (Jutsu)

Technique cost:  20, Lightning style

Prerequisites: Basic Lighting style, Advanced lightning style, Master lightning style, Kirin

Chakra cost: 160

Weaving:  2 hands, Full round action

Range:  Sight

Effect: The user of this Jutsu creates a single massive bow and arrow forged of pure lightning chakra. They loose a single shot creating an absolutely devastating explosion. The user first makes a ranged touch attack against a target. If the attack hits, the target struck gets no save against the impending explosion. The blast created is a 1,000 ft sphere and everyone within the sphere takes 40D6 electrical damage with a reflex save for half.

Name: **Limelight** (Jutsu)

Technique cost:  20, Lightning style

Prerequisites: Basic Lightning style, Advanced lightning style, Master Lightning style, lightning wall

Chakra cost: 600

Weaving: Full round action, 2 hands

Range: See description

Effect: This Jutsu is hailed as the single most powerful lightning style technique and requires four co-ordinated users. The Four users stand in a perfect square and simultaneously initiate the jutsu, as such three of the four must delay to act on the slowest members turn. Everything in the space between the four users is encased in a gigantic explosion of electrical chakra and takes 100D6 electrical damage. Generally nothing is capable of surviving an attack of that power and immensity. All four Jutsu users can contribute chakra towards paying the cost.