Wind Jutsu List

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Wind Jutsu List

Post  DM Ramen on Thu Dec 04, 2008 3:02 am

Small Wind Blast
Rank: D
ninjutsu
The user expells a gust of air that abbrasivly cuts at the target.
PVP: 1d10 damage

C- Rank Jutsu
Name: Fuuton: Ashinaki no Jutsu (Wind Element: Spiraling Blast)
Rank: C
Range: Close ~ Medium (0m~15m)
Type: Ninjutsu
Elemental Affinity: Wind / Fuuton
CP: 5
Description: The shinobi forms the required handseals (10) then focuses his chakra in his lungs. Inhaling deeply, the shinobi holds the air in his lungs, while the chakra amplifies it. Placing one hand on his chest, and the other to cup his lips, he exhales sharply, expelling a large blast of wind in a cone effect.
If a Shinobi is near the caster of the Jutsu, and in the Jutsu' path, they will find it difficult to breath due to the massive gusts of wind. Prolonged exposure of this upclose effect can be lethal, causing death due to suffocation.
The field is weakest at the outter edges, roughly around 15m or farther away.
This Jutsu requires a substantial amount of chakra for Genin Renzen to use properly.
PVP: deals 2d8 as a spiraling wind current begins to suffocate the target


Name: Fuuton: Pronatimani no Jutsu (Wind Element: Whirlwind Prison)
Rank: C
Range: Close (0m~3m)
Type: Ninjutsu
Elemental Affinity: Wind/Fuuton
CP: 5+ 3 for each round maintained
Description: This is more of an immobilization Jutsu. The shinobi creates the required hand-seals (9), then releases his Jutsu. The only way for this Jutsu to be effective, is for the shinobi to be within melee range of their jutsu to work. The Shinobi releases a large blast of wind from his palms, creating a cyclone around the target. If the target tries to break free from the Whirlwind, the eye of it becomes much more violent, sucking oxygen from the center. This Jutsu can be doubled over as a lethal form. The shinobi has the ability to completely remove the oxygen from the center, either knocking the target unconcious, or killing them via suffocation.
This Jutsu requires a substantial amount of chakra to use, and large amounts of chakra to maintain for more than three minutes. Genin Renzen only uses this Jutsu as a last resort, as it saps his Chakra rapidly, unless he uses his Kekkei Genkai.
PVP: The target is unable to move/attack for 1d4 rounds or until they succeed a STR check vs the WIS check they were trapped with. The user may not attack them directly, but using Solid clones is a
way to attack the imobile target. Target is free when struck.

Name: Fuuton: Hajinkaru no Jutsu (Wind Element: Great Wind Blast)
Type: Ninjutsu
Rank: C
Range: Close-Medium (0m-15m)
CP: 5
Elemental Affinity: Wind / Fuuton
Description: While forming the required hand seals ( 8 ), the shinobi focus' chakra into the palms of both hands. After the seals are formed it takes one second for the shinobi to bring his palms together, then open them. With a thrust of their arms, the shinobi forces the chakra circulatory system to vent chakra through their arms towards the center of their palms. This produces a large blast of non-lethal wind, capable of knocking over anything from a shinobi to a tree.
PVP: deals 2d8 damage blasting the target backwards and onto the ground.

Name: Fuuton: Minawana no Jutsu (Wind Release: Snapping Air Bullet)
Rank: C
Range: Medium-Long (5m~20m)
Type: Ninjutsu
CP: 5
Elemental Affinity: Wind
Description: A technique where the user gathers air particles into their finger until it shows a small twister on the index finger. The user then covers it with their thumb and snaps at a target. The snap causes a small but fast moving shard of air at the target. The shard can penetrate a normal human body when hit.
PVP: Deals 2d6, unblockable

Name: Fuuton: Tobidogou Maishin no Jutsu (Wind Release: Devils Speed)
Type: Ninjutsu
Range: n/a
Rank: C
Elemental Affinity: Wind
CP: 5
Using wind, the ninja can give a speed boost to his projectiles, making them more efficient and hard to dodge. This jutsu can also be used to boost the user's running speed for a short period of time, nearly doubling the amount of ground covered by the normal run.
PVP: Gives the user +2 to dex attack rolls for 1d4 rounds.

Name: Fuuton: Kaikou Jinpuu no jutsu (Wind Release: Breezing Wind)
Type: Ninjutsu
Range: Close-Medium (0m~5m)
Rank: C
Elemental Affinity: Wind
CP: 5
Using this jutsu, the user can deflect ranged weapons by blowing some strong air from their mouth. This jutsu can also be used as a fire jutsu enhancer
PVP: Used to block, blocking tools with this jutsu grants the defense roll a +2 bonus.

Name: Fuuton: Rinshijani Sora no Jutsu (Wind Release: Flight of the Sky)
Type: Ninjutsu
Range: n/a
Rank: C
Elemental Affinity: Wind
CP: 5
The user creates wind under his feet and shoots up into the air about 5 to 10 meters or higher. Usually used for dodging or to do an attack up in the air.
PVP: Gives the user +2 Dodge rolls for 1d4 rounds.


Name: Fuuton: Kaze Ya no Jutsu (Wind Arrow Technique)
Type: Ninjutsu
Rank: C
Range: Medium-Long (5m~20m)
CP: 5
Elemental Affinity: Wind
Description: The user molds chakra and breathes in. He or she then blows out and an arrow made of wind is shot from the user’s mouth. The arrow cannot be blocked but it can be dodged. Since it is made out of wind the arrow is hard to see. One arrow shot at a time.
PVP: Deals 2d8-1, unblockable

Name: Fuuton: Ranboukazenenten (Violent Wind Twisting)
Rank: C
Type: Ninjutsu
Range: Close (0m~3m)
CP: 5
Elemental Affinity: Fuuton (Wind)
Effect The user spins on their heels three times, each spin releasing a violent burst of wind from all directions that is used to repel incoming attacks or push enemies away from them. The only drawback known to this jutsu is a slight dizzy effect that lasts for only a split second, which slows the user's reaction time.
Description: The user performs the handseals and then applies chakra to their feet. They thin spin on their heels a total of three times. Each spin releases a violent burst of air that extends about eight feet out. This burst of air is used to displace incoming projectiles and possibly jutsu, depending on the opposing jutsu’s strength and element. (i.e. water or fire would be easy to disperse versus earth which would be difficult due to weight and density). This jutsu is also used to knock opponents who come to close to the user away from them.
PVP: When used to block taijutsu, the target if blocked successfully takes 2d8 pts of damage.

Name: Fuuton: Teinami (Air Wave)
Rank: C Rank
Range: Close~Medium (0m~7m)
Type: NinJutsu
CP: 5
Elemental Affinity: Fuuton (Wind)
Effect: The user focuses the wind release within one of their hands, channeling it till the wind vibrates a bit around the forearm in circular motions. With a diagonal slash infront of the user, a invisible wave of Wind cuts through the air in the diagonal line, the wind forming almost as a blade. The wave stretches in 15 meters horizotontally and vertically. On contact with foe, it lashes against them harshly, atleast blowing them back a bit and leaving a few small cuts. Cannot be Blocked, however it can be dodged.
PVP: 1d8, and the target is unable to attack for 1d4 rounds. Unblockable


Name: Fuuton: Kabiyashi no Jutsu (Wind Explosion)
Rank: C
Range: Close-Medium (0m~7m)
Type: Ninjustu
CP: 5
Elemental Affinity: Fuuton (Wind)
Description: The user creates the required hand-seals, then extends his palms out towards either side of him. Shortly after releasing the chakra, the air around him explodes in a rather violent gust of wind. This jutsu is more or less used to temporarily clear the surrounding area of weather effects (Ie. Mist, Sandstorm, snow, heavy rain, ect.). Once the short duration of the jutsu is over, the weather effects or smoke effects will no longer be pushed away, and are allowed to move back into place. The effected area is visible, due to the dome-shaped chakra infused wind that appears around the caster.
If the user is using this jutsu against another Shinobi's jutsu (I.E. Mist village's Mist technique, or the Sand village's sand-storm, ect), they will only be able to displace the jutsu for a short period of time, IF and ONLY if the caster of the jutsu is of their rank. If they are of higher rank, the chances of it being successful decrease, and on the chance of a successful attempt, the duration will be shorter than if they were fighting someone their level or weaker.
PVP: Deals 2d8 pts of damage, but if used to block a jutsu it is Damage vs Damage the loser takes the difference

Name: Fuuton Kaze no Senbon (Needles of the Wind)
Type: Ninjutsu
Rank: C Rank
Range: Close-Medium (0m~10m)
Elemental Affinity: Fuuton (Wind)
CP: 5
Description: The ninja gathers air with his hands and mixes it with chakra, by doing this he transforms them into sharp and deadly needles. The needles are almost invisible so it is hard for the enemies to see them. Because the needles are made of air they cannot be blocked or deflected. The only way to ensure safety is to dodge them.
PVP: deals 2d6 pts of damage, and the target makes a con save DC 17 or they are stunned for 1 round. (Stun doesnt stack)

Name: Fuuton: Daitoppa (Great Breakthrough)
Rank: C Rank
Type: Ninjutsu
Range: Close-Long (0m~15m)
Elemental Affinity: Fuuton (Wind)
CP: 5
Description: This is a Ninjutsu which utilizes the Wind Element. After bringing their hands to their mouth, the user will blow a large blast of wind capable of leveling almost anything in its way.
PVP: The target may not attack for one round and takes -2 to taijutsu rolls for 1d4 turns. This jutsu may not be used again for 4 rounds.

B-Rank Jutsu

Name: Fuuton: Furyuu no Jutsu (Wind Dragon)
Type: Ninjutsu
Rank: B Rank
Range: Close-Long (0m~20m)
Elemental Affinity: Fuuton (Wind)
CP: 8
Description: Creates a dragon formed from wind. The dragon looks like a large serpent, a traditional Chinese dragon that is twenty feet long. The dragon has a red mane and the rest of his body borders light blue. The color is not distinct because the wind manipulates it from its color to transparency. The dragon can shoot larger, more deadly versions of Minawana no Jutsu from its mouth. Coupled with the use of his clans Kekkei Genkai' secondary effect, he can use this on an empty chakra pool (At the risk of his own life if he uses it for an extended period of time). The user of the Jutsu is placed inside of the dragon's center, rendering complete control over the jutsu with the motions of their arms, legs, as well as chakra flow.
Upon the dispell of this Jutsu via the creators will, the jutsu explodes, sending a huge current of wind in a 360 degree radius. If one isn't careful, they can be carried by the wind to a distance of up to 30m.
PVP: deals 1d20+1d4

Dai Kamaitachi no Jutsu (Great Sickling Wind Blast Technique)
Rank A
ninjutsu
CP: 13
Description:This greater version of Kamaitachi allows for greater range and efficiency at the cost of
more Chakra. The user can still ignore the hand seals component with a simple swing of
a tessen, war fan or a Huge sized or larger weapon.
PVP: deals 1d20+ 2d8 pts of damage.

Dai Tatsumaki no Jutsu (Great Tornado Technique)
Rank B
ninjutsu
CP: 8
Description:Using this technique, the user is able to create a large and very powerful gust of wind
resembling a tornado.
PVP: deals 1d20 pts of damage.

Fuuchoudan no Jutsu (Wind Bird Missile Technique)
Ninjutsu
Rank: A
CP: 13
Description: Very much like Fuukadan no Jutsu, the user is able to control the path of his bird and
actually have it target more than one creature.
PVP: Deals 1d20 to 1d4/2 targets.

Fuudou no Jutsu (Wind Tunnel Technique)
Ninjutsu
Rank: B
CP: 8
Description: This technique creates a space large enough to let only a Medium-sized creature or
smaller creature through. The space within the tunnel eliminates all friction in the air and
greatly reduces the gravity, thus increasing the velocity of objects and creature within it.
PVP: the effect lasts for 1d4+1 rounds, the user's weapons and thrown weapons get +2 hit, can be ended prematurely
with a STR/DEX roll vs the original attack roll.

Fuukadan no Jutsu (Wind Flower Missile Technique)
Ninjutsu
Rank: B
CP: 8
Description: Unlike what its name implies, the user creates a near translucent bird from his Chakra
mixed in the air, which he send divebombing and damaging all creatures in a set area.
PVP: Deals 3d6 to 1d4+1 targets

Hien Jutsu: Ippo (Flying Swallow Technique: First Step)
Ninjutsu (Fuuton) [Asuma Sarutobi Hijutsu]
Rank: C
CP: 5
Description: The user channels wind chakra in his held weapons, which must have a containment
weapon seal to be affected.
PVP: The user gets +2 to hit, and deals an additional 1d4 pts of damage onto his weapon(s)
Note: DM Taught only.

Hiryuu (Soaring Dragon)
Ninjutsu
Rank: B
CP: 8
Description: At technique's completion, the user gently blows smoke out of his lungs, out of which
will fly a snake-like dragon. The dragon will fly out towards its victim, passing right
through it as a ghost would, and gently dissipates as smoke in the wind.Nothing happens until one round later...
PVP: If it hits one round later it deals 3d8

Kazegama no Jutsu (Wind Scythe Technique)
ninjutsu
Rank: D
CP: 3
Description:This basic Fuuton technique sends Chakra through the air in a straight line. It reaches out
to Close range (up to a maximum of 30 feet)
PVP: deals 1d10 damage.

Soushuuha (Advanced Blade Manipulation)
Ninjutsu
Rank: C
CP: 5
Description:Using this relatively simple fuuton technique, the user is able to send forth a rain of Tiny
or smaller throwing weapons, such as a kunai or a shuriken, towards his enemies.
PVP: Deals 4d4+2 pts of damage. Takes 3 kunai or 3 shuriken to perform.

Tengukaze (Sudden Gust of Wind)
Ninjutsu
Rank D:
CP: 3
Description: Sends a gust of wind blasting the target backwards.
PVP: 1d10 damage.

Tobi Kunai (Flying Kunai)
ninjutsu
Rank: D
CP: 3+3 per additional kunai or shuriken thrown.
Description: Uses thier wind element to send kunai or shuriken flying at the target. Perfect
for those who cannot use taijutsu all that well.
PVP: Normal damage and penalties for multiple weapons except the attack roll is made with Wisdom.

Fuuton: Wind bullet no jutsu
Rank: D
Fires a small burst of wind at the target in a condensed ball form.
1d10 damage

Fuuton: Wind Blast
Rank: D
Breaths out a gust of wind at the target.
1d10 damage

Great Storm
Rank: S
Chakra Cost: 20
RP: The user is able to focus their chakra and kick up a very powerful wind storm. If the user has a natural affinity to lightning, they're able to increase the storm with powerful lightning bolts. If they have a natural affinity for rain, they can also do more destructive damage with powerful water drops from the sky.
Pvp: 4d10 damage. If user has natural affinity for Lightning, they can spend 3 chakra for an extra 1d8. If the user has a natural affinity for Water, they can spend 3 chakra for an extra 1d8. (So Absolute max damage with a Wind, Water and Lightning -NATURAL- affinity user is 4d10+2d8)
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DM Ramen
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