Post by songstress on Nov 10, 2006 1:23:09 GMT -5
Unless otherwise stated, these genjutsu have a base duration of 3 posts.
Stage 1
Doro Bunshin no Jutsu (Mud Clone Skill)
Requirements: Control 2, Intelligence 2
This jutsu creates the illusion of bunshins that try to reassemble themselves after being hit. They are, however, complete illusions incapable of any real action, and are often used to tire down the unsuspecting opponent. They last until either they are completely destroyed of the user dismisses them. You can create 1 bunshin for every 3 reserves.
Suiganmourou no Jutsu (Drunken Sight Technique)
Requirements: Power 3, Willpower 2
Description: A basic technique that makes the opponent see the world around him in a blur, as if drunk.
Kani Hokou (Crab walk)
Requirments: Control 3, Tactics 2
Description: A fairly simple jutsu but can ruin many strategies, this switches how the brain works on moving and causes those hit by the genjutsu to walk around like a crab.
Kanraku Kibun (Sinking feeling)
Requirement: Kani Hokou (Crab walk), Willpower 3, Reserves 3
Description: This makes the mind of the person getting hit think that he or she is stuck in the middle of the sea and is starting to sink and despite their force they continue to do so. It lasts for about 2 minutes before it releases. The person hit feels rather exhausted afterwards.
Stage 2
Kirigakure no Jutsu (Hidden Mist Technique)
Requirements: Control 5, Power 4, Reserves 4
A highly effective cover technique which blankets an area in a thick fog, confusing the senses of the enemy. The only difference between the Ninjutsu version is that the enemy also feels a bit chilly, since most fog occurs in fall and winter, and the Genjutsu is broken when the user is caught. This genjutsu lasts as long as the user continues to channel their chakra into it.
Sakaneji no Jutsu (Wrong Direction Technique)
Requirements: Willpower 5, Intelligence 4, Tactics 4
Description: Focusing on a target, the user can make the target make a 90 or 180 degree turn without they even noticing it. It may take up to three or four posts before the target notices he's walking in a different direction.
Chinpunkanpun no Jutsu (Incomprehensible Babble Technique)
Requirements: Control 6, Power 6, Willpower 4
Description: The target no longer understands spoken and written language. He/she can hear sounds coming from a mouth, but the mind is inable to make words and sentences out of it. This effect can last for several minutes, if not hours, if not properly dealt with.
Atsubottai Mizu no Jutsu (Heavy Water technique)
Requirements: Willpower 6, Intelligence 5, Power 5
Their weight under water makes if feel like they are 7 times their own weight. Thus they feel like they can't swim.
Stage 3
Kori Shinchuu no Jutsu (Sly Fellow Mind Skill)
Requirements: Control 8, Power 8, Reserves 6
Description: An illusion which changes an opponent's perception of the surroundings and makes them walk around in circles. This technique is used to physically and mentally drain an opponent, so they are unprepared for an attack. This jutsu lasts as long as the user maintains their concientration on this jutsu and then for another post after they stop.
Tsukaeru no Jutsu (Choke technique)
Requirements: Willpower 8, Intelligence 6, Tactics 8
Another low level technique, one that makes it feel like the target is choking on something. Hampering their ability to breath, and causing them to cough and splutter violently as they try to dislodge the imaginary object.
Chikan no Jutsu (Displacement Technique)
Requirements: Control 9, Power 9, Willpower 7
A skill where what the target sees is not where the user really is. The displaced image of the user is a few feet away from their real body leaving the user totally invisible where he truly is until the displacement is hit at which point the illusion is dispelled.
Stage 4
Kioku Fukikesu (Memory Wipe)
Requirements: Control 12, Power 11, Reserves 10, Willpower 12
For your spies a genjutsu, that makes the target forget whatever they saw in the last three posts. Only usable twice a thread.
Eiri Hitoame no jutsu (Sharp Rainfall Technique)
Requirements: Willpower 12, Intelligence 11, Tactics 10, Control 12
Description: A simple technique but known to drastically change the way a fight is going. Anything small such as dirt or rain that is falling on the target, is met with the pain of a senbon needle. This is to say, something like a droplet of water would feel like the target’s skin is being pierced by senbon needles.
Roppou no Jutsu (Six Directions Technique)
Requirements: Control 14, Power 13, Reserves 11, Intelligence 10
Description: The target will lose all directional sense; words like left and right, up and down, north and south... The target can no longer comprehend these words, does not know left from right, cannot understand a road map, not even when someone physically points in a direction. The mind simply remains blank at all times when a direction is mentioned. This effect can last for hours if not gotten rid of with Genjutsu Kai.
Munashi no Jutsu (Futility Technique)
Requirement: Willpower 14, Intelligence 13, Tactics 11, Power 10
Description: A strange and unorthodox technique, because the user has absolutely no control over it. The target's mind will be affected in such a way that the target considers all his own actions in vain. Doom scenarios will arise with every thought, making it impossible to make choices, act instantly and fight accordingly. The effect only lasts two posts, during which the character will be in immense struggle with himself. When the effect wears off, the target will realize if someone tries to use this technique on them in the same thread instantly, and it will immidiately be cannceled.
Kiridoku (Poisoned Mist)
Requirements: Control 15, Power 15, Reserves 13, Willpower 14
The jutsu uses chakra to form mist around the opponent. The opponent then is made to believe that the mist is poisonous. This time around there is the scent of Kodoku – a poisonous substance. The spell will only be broken once the opponent releases it with Kai. This would buy the attacker time to attack and or escape.
Stage 5
Kahoumono no Jutsu (Lucky Fellow Technique)
Requirements: Control 17, Power 16, Reserves 16, Willpower 15
Description: While the name does not at all tell anything about this technique, it's an hommage to a squad of old Rain ninja who made quite a name for themselves. When used on a group of targets, this jutsu ensures that the targets will be easily annoyed and on constant edge. They will misunderstand eachother's words, get angry at eachother, insult eachother, distrust eachother, speak their mind about things they usually wouldn't... Creating a fight amongst team members - lasting until the user ceases their concientration on this jutsu and then for two posts after that. The ideal time to attack. Lucky...
Kachuu no Jutsu (Maelstrom Technique)
Requirements: Willpower 17, Intelligence 16, Tactics 16, Control 15
The ground under the user turns into vortex that appears to suck anything down deep into the ground through the user of summoning water... Touching the genjutsu water is what causes the target's senses to be completely fooled. Makes them feel like its not smart getting near the target For your ranged shinobis. The size of the vortex gets bigger as the shinobi's power increases.
Genjutsu Youi (Genjutsu Preparation)
Requirements: Control 18, Power 17, Reserves 17, Intelligence 14
Description: A skill with no instant effects. What it does, however, can be more lethal than any other technique. Every time Genjutsu Youi is used on a target, that specific target's defense against genjutsu of the specific user will weaken. This means that for every time Genjutsu Youi is used on the same target, the target will suffer an additional post from all other genjutsu used by the same user. Genjutsu Youi can only be used twice a thread on one specific person, and it's effects wear off after 72 hours. For the skilled hunter with enough time on his hands, this technique is a must.
Eikanashimi no Numa (Swamp of Eternal Sorrow)
Requirement: Willpower 18, Intelligence 17, Tactics 17, Power 14
Description: The victim is brought to a mysterious swamp. The ground feels very moist and there is a stench of death in the air…along with a thin layer of mist that limits the sight of the victim. Suddenly, the victim starts to hear inhuman moaning coming from all directions and dragging footsteps that are coming closer. Out from the mist, half-rotten undead zombies walk out and slowly move towards the victim. Their clothes are bloody, burned and torn. Their bodies are half rotten and full of various stab and burn wounds. Some of them are even missing whole limbs. However…these are no ordinary zombies…they are zombies of persons that the victim actually knows in real life! The group of zombies can consist of friends, family members, team mates, both deceased and still living. The zombies both taunt the victim as well as try to lure him/her in order to confuse him/her and lower the guard. In the swamp of sorrows, the victim cannot use any techniques and his/her attacks are useless against the zombies. He/she can run but sooner or later she will get caught by the zombies who will start to bite and scratch the victim. You can escape from the swamp by using Kai.
Stage 6
Ryoshuu no Jutsu (Lonely Journey Technique)
Requirements: Control 21, Power 20, Reserves 19, Willpower 17, Intelligence 15
Description: This jutsu makes a group of target unable to see eachother, even when standing right next to eachother. They cannot see, hear or smell eachother; all basic five senses deny the presence of their teammates. This jutsu works on groups of up to five people, and stays active as long as at least one person did not realize the genjutsu yet. This means that even if four of five targets realize they're in a genjutsu and are screaming to their teammates to snap out of it, all five still can't see or hear eachother. Therefore, the main target is usually the weakest mental link. During this jutsu, it's easy to take down enemies one by one, leaving the weakest link standing to ensure the effects will last long enough.
Pirania Sesshoku (Piranha Food)
Requirement: Willpower 21, Intelligence 20, Tactics 19, Control 17, Power 15
Description: This genjutsu starts with the ground shaking under your feet. Then all of a sudden you start seeing small fish jump at you. They are very dangerous piranha's once you fall you see yourself in a pool of murky water surrounded by them. They start to eat away at you and when you think you are dead you awaken and the genjutsu stops.
Umanohone no Jutsu (Doubtful Fellow Technique)
Requirement: Control 23, Power 23, Reserves 22, Intelligence 16, Tactics 15
Description: The target caught in this jutsu will begin to act out of character. For reasons he himself does not understand, he may use words he normally wouldn't, take stances he normally wouldn't, dislike things he'd usually like, and vice versa. A subtle technique, Umanohone no Jutsu pulls a lot of attention and distrust towards the target, as teammates will begin to think their teammate is not who he says he is. The effects last up to five posts on Genin, three on Chuunin and two on Jounin. Ofcourse, even when the effect wears off, this does not erase the fact the target already put himself in a doubtful position.
Ika Sukuizu (Squid Squeeze)
Requirement: Pirania Sesshoku, Willpower 23, Intelligence 23, Tactics 22, Power 16, Reserves 15
Description: The ground starts to shake where all of a sudden four tentacles come out and start to squeeze you. The ninja hit will feel all of the blood rush to his head from the force and his body cracking like a wood chip. When they are about to he ripped apart the jutsu ends leaving them in a heap of pain.
Stage 7
Kyoufushou Meikyou no Jutsu (Fearsome Shades of the Dead)
Requirements: Control 30, Power 27, Reserves 26, Willpower 22, Intelligence 20
Description: The user's eyes need to lock with those of the target, creating a stare which cannot be broken. During this time, the user digs up the memory of everybody in the target's past that died, and shows their deaths all over again, in gruesome shapes. If there are not enough people to show, the skill will continue by showing the deaths of those the target holds dear, no matter if they actually still live or not.
Rule of Use: For Chuunin, the jutsu also lasts one turn, but leaves the enemy disorientated for two turns. When a Jounin uses this technique, it lasts for two turns, and leaves the enemy disorientated for three turns.
Hajikikaesu (Repel)
Requirements: Willpower 30, Intelligence 27, Tactics 26, Control 22, Power 20
Anyone under the effect of this technique suddenly can no longer walk on water or walls. Why? Because the genjutsu tricks them into using too much chakra.
Fukuzai Senjou no Jutsu (Hidden Battlefield technique)
Requirements: Control 32, Power 30, Reserves 28, Willpower 24, Intelligence 22
Warps the target's senses. All of them, after they move around enough they come opon a battle zone. Bodies everywhere. The great thing is that the user can be any one of those bodies. And the user can make some of the bodies come to life that act just like the mud clone technique. They seem more real. When you hit them, you can feel them being hit and they just fall apart.
Stage 1
Doro Bunshin no Jutsu (Mud Clone Skill)
Requirements: Control 2, Intelligence 2
This jutsu creates the illusion of bunshins that try to reassemble themselves after being hit. They are, however, complete illusions incapable of any real action, and are often used to tire down the unsuspecting opponent. They last until either they are completely destroyed of the user dismisses them. You can create 1 bunshin for every 3 reserves.
Suiganmourou no Jutsu (Drunken Sight Technique)
Requirements: Power 3, Willpower 2
Description: A basic technique that makes the opponent see the world around him in a blur, as if drunk.
Kani Hokou (Crab walk)
Requirments: Control 3, Tactics 2
Description: A fairly simple jutsu but can ruin many strategies, this switches how the brain works on moving and causes those hit by the genjutsu to walk around like a crab.
Kanraku Kibun (Sinking feeling)
Requirement: Kani Hokou (Crab walk), Willpower 3, Reserves 3
Description: This makes the mind of the person getting hit think that he or she is stuck in the middle of the sea and is starting to sink and despite their force they continue to do so. It lasts for about 2 minutes before it releases. The person hit feels rather exhausted afterwards.
Stage 2
Kirigakure no Jutsu (Hidden Mist Technique)
Requirements: Control 5, Power 4, Reserves 4
A highly effective cover technique which blankets an area in a thick fog, confusing the senses of the enemy. The only difference between the Ninjutsu version is that the enemy also feels a bit chilly, since most fog occurs in fall and winter, and the Genjutsu is broken when the user is caught. This genjutsu lasts as long as the user continues to channel their chakra into it.
Sakaneji no Jutsu (Wrong Direction Technique)
Requirements: Willpower 5, Intelligence 4, Tactics 4
Description: Focusing on a target, the user can make the target make a 90 or 180 degree turn without they even noticing it. It may take up to three or four posts before the target notices he's walking in a different direction.
Chinpunkanpun no Jutsu (Incomprehensible Babble Technique)
Requirements: Control 6, Power 6, Willpower 4
Description: The target no longer understands spoken and written language. He/she can hear sounds coming from a mouth, but the mind is inable to make words and sentences out of it. This effect can last for several minutes, if not hours, if not properly dealt with.
Atsubottai Mizu no Jutsu (Heavy Water technique)
Requirements: Willpower 6, Intelligence 5, Power 5
Their weight under water makes if feel like they are 7 times their own weight. Thus they feel like they can't swim.
Stage 3
Kori Shinchuu no Jutsu (Sly Fellow Mind Skill)
Requirements: Control 8, Power 8, Reserves 6
Description: An illusion which changes an opponent's perception of the surroundings and makes them walk around in circles. This technique is used to physically and mentally drain an opponent, so they are unprepared for an attack. This jutsu lasts as long as the user maintains their concientration on this jutsu and then for another post after they stop.
Tsukaeru no Jutsu (Choke technique)
Requirements: Willpower 8, Intelligence 6, Tactics 8
Another low level technique, one that makes it feel like the target is choking on something. Hampering their ability to breath, and causing them to cough and splutter violently as they try to dislodge the imaginary object.
Chikan no Jutsu (Displacement Technique)
Requirements: Control 9, Power 9, Willpower 7
A skill where what the target sees is not where the user really is. The displaced image of the user is a few feet away from their real body leaving the user totally invisible where he truly is until the displacement is hit at which point the illusion is dispelled.
Stage 4
Kioku Fukikesu (Memory Wipe)
Requirements: Control 12, Power 11, Reserves 10, Willpower 12
For your spies a genjutsu, that makes the target forget whatever they saw in the last three posts. Only usable twice a thread.
Eiri Hitoame no jutsu (Sharp Rainfall Technique)
Requirements: Willpower 12, Intelligence 11, Tactics 10, Control 12
Description: A simple technique but known to drastically change the way a fight is going. Anything small such as dirt or rain that is falling on the target, is met with the pain of a senbon needle. This is to say, something like a droplet of water would feel like the target’s skin is being pierced by senbon needles.
Roppou no Jutsu (Six Directions Technique)
Requirements: Control 14, Power 13, Reserves 11, Intelligence 10
Description: The target will lose all directional sense; words like left and right, up and down, north and south... The target can no longer comprehend these words, does not know left from right, cannot understand a road map, not even when someone physically points in a direction. The mind simply remains blank at all times when a direction is mentioned. This effect can last for hours if not gotten rid of with Genjutsu Kai.
Munashi no Jutsu (Futility Technique)
Requirement: Willpower 14, Intelligence 13, Tactics 11, Power 10
Description: A strange and unorthodox technique, because the user has absolutely no control over it. The target's mind will be affected in such a way that the target considers all his own actions in vain. Doom scenarios will arise with every thought, making it impossible to make choices, act instantly and fight accordingly. The effect only lasts two posts, during which the character will be in immense struggle with himself. When the effect wears off, the target will realize if someone tries to use this technique on them in the same thread instantly, and it will immidiately be cannceled.
Kiridoku (Poisoned Mist)
Requirements: Control 15, Power 15, Reserves 13, Willpower 14
The jutsu uses chakra to form mist around the opponent. The opponent then is made to believe that the mist is poisonous. This time around there is the scent of Kodoku – a poisonous substance. The spell will only be broken once the opponent releases it with Kai. This would buy the attacker time to attack and or escape.
Stage 5
Kahoumono no Jutsu (Lucky Fellow Technique)
Requirements: Control 17, Power 16, Reserves 16, Willpower 15
Description: While the name does not at all tell anything about this technique, it's an hommage to a squad of old Rain ninja who made quite a name for themselves. When used on a group of targets, this jutsu ensures that the targets will be easily annoyed and on constant edge. They will misunderstand eachother's words, get angry at eachother, insult eachother, distrust eachother, speak their mind about things they usually wouldn't... Creating a fight amongst team members - lasting until the user ceases their concientration on this jutsu and then for two posts after that. The ideal time to attack. Lucky...
Kachuu no Jutsu (Maelstrom Technique)
Requirements: Willpower 17, Intelligence 16, Tactics 16, Control 15
The ground under the user turns into vortex that appears to suck anything down deep into the ground through the user of summoning water... Touching the genjutsu water is what causes the target's senses to be completely fooled. Makes them feel like its not smart getting near the target For your ranged shinobis. The size of the vortex gets bigger as the shinobi's power increases.
Genjutsu Youi (Genjutsu Preparation)
Requirements: Control 18, Power 17, Reserves 17, Intelligence 14
Description: A skill with no instant effects. What it does, however, can be more lethal than any other technique. Every time Genjutsu Youi is used on a target, that specific target's defense against genjutsu of the specific user will weaken. This means that for every time Genjutsu Youi is used on the same target, the target will suffer an additional post from all other genjutsu used by the same user. Genjutsu Youi can only be used twice a thread on one specific person, and it's effects wear off after 72 hours. For the skilled hunter with enough time on his hands, this technique is a must.
Eikanashimi no Numa (Swamp of Eternal Sorrow)
Requirement: Willpower 18, Intelligence 17, Tactics 17, Power 14
Description: The victim is brought to a mysterious swamp. The ground feels very moist and there is a stench of death in the air…along with a thin layer of mist that limits the sight of the victim. Suddenly, the victim starts to hear inhuman moaning coming from all directions and dragging footsteps that are coming closer. Out from the mist, half-rotten undead zombies walk out and slowly move towards the victim. Their clothes are bloody, burned and torn. Their bodies are half rotten and full of various stab and burn wounds. Some of them are even missing whole limbs. However…these are no ordinary zombies…they are zombies of persons that the victim actually knows in real life! The group of zombies can consist of friends, family members, team mates, both deceased and still living. The zombies both taunt the victim as well as try to lure him/her in order to confuse him/her and lower the guard. In the swamp of sorrows, the victim cannot use any techniques and his/her attacks are useless against the zombies. He/she can run but sooner or later she will get caught by the zombies who will start to bite and scratch the victim. You can escape from the swamp by using Kai.
Stage 6
Ryoshuu no Jutsu (Lonely Journey Technique)
Requirements: Control 21, Power 20, Reserves 19, Willpower 17, Intelligence 15
Description: This jutsu makes a group of target unable to see eachother, even when standing right next to eachother. They cannot see, hear or smell eachother; all basic five senses deny the presence of their teammates. This jutsu works on groups of up to five people, and stays active as long as at least one person did not realize the genjutsu yet. This means that even if four of five targets realize they're in a genjutsu and are screaming to their teammates to snap out of it, all five still can't see or hear eachother. Therefore, the main target is usually the weakest mental link. During this jutsu, it's easy to take down enemies one by one, leaving the weakest link standing to ensure the effects will last long enough.
Pirania Sesshoku (Piranha Food)
Requirement: Willpower 21, Intelligence 20, Tactics 19, Control 17, Power 15
Description: This genjutsu starts with the ground shaking under your feet. Then all of a sudden you start seeing small fish jump at you. They are very dangerous piranha's once you fall you see yourself in a pool of murky water surrounded by them. They start to eat away at you and when you think you are dead you awaken and the genjutsu stops.
Umanohone no Jutsu (Doubtful Fellow Technique)
Requirement: Control 23, Power 23, Reserves 22, Intelligence 16, Tactics 15
Description: The target caught in this jutsu will begin to act out of character. For reasons he himself does not understand, he may use words he normally wouldn't, take stances he normally wouldn't, dislike things he'd usually like, and vice versa. A subtle technique, Umanohone no Jutsu pulls a lot of attention and distrust towards the target, as teammates will begin to think their teammate is not who he says he is. The effects last up to five posts on Genin, three on Chuunin and two on Jounin. Ofcourse, even when the effect wears off, this does not erase the fact the target already put himself in a doubtful position.
Ika Sukuizu (Squid Squeeze)
Requirement: Pirania Sesshoku, Willpower 23, Intelligence 23, Tactics 22, Power 16, Reserves 15
Description: The ground starts to shake where all of a sudden four tentacles come out and start to squeeze you. The ninja hit will feel all of the blood rush to his head from the force and his body cracking like a wood chip. When they are about to he ripped apart the jutsu ends leaving them in a heap of pain.
Stage 7
Kyoufushou Meikyou no Jutsu (Fearsome Shades of the Dead)
Requirements: Control 30, Power 27, Reserves 26, Willpower 22, Intelligence 20
Description: The user's eyes need to lock with those of the target, creating a stare which cannot be broken. During this time, the user digs up the memory of everybody in the target's past that died, and shows their deaths all over again, in gruesome shapes. If there are not enough people to show, the skill will continue by showing the deaths of those the target holds dear, no matter if they actually still live or not.
Rule of Use: For Chuunin, the jutsu also lasts one turn, but leaves the enemy disorientated for two turns. When a Jounin uses this technique, it lasts for two turns, and leaves the enemy disorientated for three turns.
Hajikikaesu (Repel)
Requirements: Willpower 30, Intelligence 27, Tactics 26, Control 22, Power 20
Anyone under the effect of this technique suddenly can no longer walk on water or walls. Why? Because the genjutsu tricks them into using too much chakra.
Fukuzai Senjou no Jutsu (Hidden Battlefield technique)
Requirements: Control 32, Power 30, Reserves 28, Willpower 24, Intelligence 22
Warps the target's senses. All of them, after they move around enough they come opon a battle zone. Bodies everywhere. The great thing is that the user can be any one of those bodies. And the user can make some of the bodies come to life that act just like the mud clone technique. They seem more real. When you hit them, you can feel them being hit and they just fall apart.