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Generic Sealing Technique
Rank of Jutsu: D
Element Affinity: NA
Type: Fuuinjutsu
Distance: -
Description: Requires handseals. This technique allows the user to seal an inanimate object away for later use within a summoning scroll. To seal an item away the user simply has to perform their handseals and then touch both the item to be sealed and a blank area on their scrolls surface and it will instantly be sucked into the page. The surface where the item is stored will have a kanji or symbol of some sort specific to that item (or item type in the case of things like kunai) which allows the owner of the scroll and anyone who read it to know what is stored within. To release an object from the scroll simply make a one-handed tiger hand sign and touch the symbol with your other hand and the object will appear laying on the page or close by (possibly in the user's hand[s]). Upon releasing the object the symbol marking its spot fades away. In the case of small items (equal to or smaller than a kunai/shuriken) up to 5 units can be sealed at one time. Both sealing an object and releasing it cost chakra separately.
Gust of Wind
Rank of Jutsu: D
Element Affinity: Wind
Type: Ninjutsu
Distance: 15 yards in front of user
Description: Charge. After the charge has been completed, the user sticks out one of his/hers hands and emits a gust of air at 15 mph. The wind is strong enough to deflect small projectiles like senbon but can only make kunai and shuriken go off coarse. The technique can also be used to push back opponents if one were to get too close. From point blank range, the opponent will be pushed back 5 yards. Requires a two post cool down.
Water Whips
Rank of Jutsu: D
Element Affinity: Water
Type: Ninjutsu
Distance: Self
Description: Handseals. After the seals have been completed, any water that surrounds the user is drawn together and covers both arms. If there is no water around, then the technique cannot be used. The water that covers the arms act like real whips and can extend up to 4 feet. The water is able to wrap around an opponent or other objects. The jutsu lasts for 4 posts but it can also be ended if the whips are destroyed by anything higher than iron or C-ranked earth jutsu. One post cooldown is followed.
Water Clones
Rank of Jutsu: C
Element Affinity: Water
Type: Ninjutsu
Distance: 10 meters
Description: The Water Clone Technique is similar to the Shadow Clone Technique except it creates clones out of water. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body. Additionally, water clones only have one-tenth of the original person's power. Like other clone techniques, if the water clones are injured enough they will revert back to normal water. The maximum amount of clones is 6. This clone is destroyed in a single blow, and has a 3 post cooldown.
Sword’s Breath
Rank of Jutsu: C
Element Affinity: Wind
Type: Ninjutsu
Distance: Self
Description: Handseals. After the seals have been made, the user takes a deep breath and blows onto a kunai or any other bladed weapon. The air then takes form of a sword that extends out three feet. The wind blade can deflect kunai, shuriken, senbon, and other small objects, but it cannot parry with a sword. If it were to make contact with a sword or if it was to hit a person’s body, the wind that was on the blade explodes and rushes forward at 40 mph. If the blade makes direct contact with the opponent’s body, he/she will suffer bruising and will be blown back 25 yards from the wind. The wind can remain on the blade for 5 posts but then requires a 4 post cooldown.
Low Dragon Sweep
Rank of Jutsu: B
Element Affinity: Wind
Type: Ninjutsu
Distance: 30 yards
Description: Handseals. After the seals are completed, the user performs a low dragon leg sweep with either leg. Following the sweep is a gust of air that travels forward at 45 mph. This technique can be used to deflect larger objects and can break iron. If a direct hit is delivered to the opponent’s body, the force will be strong enough to snap bones. The gust of air travels low to the ground but it is 4 feet high. Cooldown of 4 is followed.
Static Pulse
Rank of Jutsu: B
Element Affinity: Lightning
Type: Ninjutsu
Distance: 25 yard radius
Description: Handseals. This technique takes a two post process. In the first post, the user creates an electrical field around their body serves as a shield that can deflect small projectiles and C-ranked jutsu. The electrical field that is generated from the body is the user charging up electrical energy. If one is to make contact with the shield, he/she will experience electrocution and numbness for one post. The second post takes place by having the user exert the stored up energy. The energy is released in a circular wave that expands out until the max distance has been met. The wave travels at 40 mph and can cause numbness to the body for two posts. Cooldown of three posts is required.
Lightning Barrier
Rank of Jutsu: A
Element Affinity: Lightning
Type: Ninjustu
Distance: Self
Description: Handseals. After the seals have been made, the user generates a large electrical field that expands three feet in front of the user. The field is able to deflect B-ranked and lower techniques. If anyone comes into contact with the field, the part of the body that came into contact will be numb for 4 posts. The user is allowed to move freely but cannot use any other techniques. This field also grants the user an increase in speed of one rank. Requires a 6 post cooldown.
Wind Drive Limit Break
Rank of Jutsu: S
Element Affinity: Wind
Type: Ninjutsu
Distance: Self
Description: Handseals. This technique takes 5 posts to be completed and in each post, the user uses 10 chakra in order to go into the stages. In the first post, the user’s body is covered in a glowing green auara. In this state, the user’s speed is increased by a half rank and the feet stir up tiny bits of wind when moving. In the second post, two short swords appear at the user’s shoulders that are made out of wind. These swords can be used by the user and follow the user around; speed is increased another half rank. In the third post, another pair of wind swords appear below the first two. Now the user is able to use and throw the swords at the opponent and have them come right back along with the user’s speed increasing another half rank. In the fourth post, the user then gains another pair of swords that appear at the waist, six in total. The user then has the ability to use, throw, and throw all six swords at the opponent at once like a boomerang. The speed increases yet another half rank, two ranks in total. In the final post, the user jumps into the air and throws all six swords into the ground. The swords glow a brighter green that causes a large gust of air to be emitted from the swords. The wind travels at 100 mph and covers a 100 yard radius. The force of the wind creates a large crater 10 feet deep. The force of the wind can snap a person’s neck or if farther away, break multiple bones. The swords can travel at 80 mph and are strong enough to break steal. If some swords are destroyed, the technique still continues but the range of the final move would decrease by 10 yards per sword. If all of the swords were to be destroyed, the technique would end. After the technique has been completed, the user is left in a state of fatigue for the rest of the topic. The user becomes very weak and all stats are decreased by two ranks. This can only be used once for every three days. If the user uses it within the cooldown time, he/she will die.