Re: ±±Custom Jutsu Submission±±
Massive update:
( Fugu ) Blowfish
Rank: S
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed wooden stick, made with Chakra Tree wood. It is a personalized weapon, allowing only the user to wield or manipulate it (Even if the opponent has Wood chakra or similar). By charging chakra into the Fugu and blowing through it, the user is able to shoot out Chakra-materialized thread needles, which gain substance with any elemental chakra or other properties. These thread needles are the same size as vaccine needles, thus, to the naked eye, they become hard (yet not impossible) to see when in motion. Upon hitting a target, they serve to infuse their element into the target's body, albeit in a very small area. If the opponent steals the Fugu from it's owner, it will grow spikes, which will attach themselves to the thief. Shuriken Shadow Clone Technique can be used on the Fugu to make it act like a machine gun, multiplying one
or all of the charged thread needles inside.
#1: Needle Shooting
- The Fugu stick allows the user to insert any small thread needle into it and shoot it out, by blowing through the other end, It is shot at a speed significantly greater than a normal needle thrower, but not as fast as any of the
materialized needle shooting abilities the Fugu has, which will cost chakra. This attack is not, by itself
fatal but can, when used by Dojutsu users
or weapon masters, be used to strike fatal/nearly fatal points that will cause great damage.
Shooting normal needles do not count as a jutsu towards the jutsu count. Shooting materialized needles only counts as a jutsu if used in a turn different than the turn of materialization. Regardless of the amount of needles shot, it only counts as 1 move.
#2: Paper Needle Shooting - The user is able to load the Fugu with any paper bomb or paper tag, and then shoot them. The paper will automaticaly curl into thread needles. This is considered an E rank technique, costing 5 chakra and dealing 10 damage points of explosive power (in case of a default paper bomb) or otherwise dealing the stated effects of the tag. The user is able to shoot up to 10 paper needles, all costing 5 chakra, in a single usage. Can only be used once every three turns.
#3: Needle Vaporized Shooting - It is considered an alternative method of shooting any stored materialized needles. Consists in breaking the needles into small particles and spray them as a mist with the same characteristics of the element that composed the initial needle(s). Like those, the mist works by infusing the target with their element or substance, through direct contact, producing the same effects as the needles, albeit in a more spread out manner. Because of this, the user is unnafected by it, sharing the same chakra signature. The mist has the same amount of chakra/damage as the needles that compose it, and can be confined to a small volume or spread out up to mid-range, depending on the percentage of the orinial needles used to make the mist. Spraying the needles (regardless of the amount) counts as 1 jutsu towards the jutsu limit, except in the inital turn of Needle criation. Does not work with #2 or normal thread needles. With #9, the mist affects only the same amount of targets as the number of needles used in its creation.
#4: Needle Cannon Shooting - It is considered an alternative method of shooting any stored needles. The Fugu dilates slightly, shooting simultaneously, or fusing together, all the needles materialized in a single technique, and shoot them out with the full damage points dealt in a single bullet. The cannon needle shoots out with a loud pop, and creates air circles surrouding the needle path, which push anything deviated from it's path and punch the actual target with great power. The substance/element used to create the needles augments the air circles and the punching force. The rank and damage of the default cannon bullet is set at B rank, 5 normal needles (costs 20 chakra, gives 40 damage points), or simply the full rank, chakra cost and damage points of the materialization techniques. It requires all the needles materialized, if any is missing, the cannon can't be shot. With #2, it can only shoot 5 needles at once equivalent to 50 chakra, 100 damage. Can't be shot with #9. Can only be used once every 3 turns.
#5: Remote Sharp-Shooting - With one handseal, at any range, the user is able to make the Fugu shoot any stored needles inside it. It will quickly adjust itself and shoot the needles up to short range from the stick against the closest chakra-being (in case the user has no other target's location in mind). It requires a chakra cost of
15, equivalent to a C rank and counts as a move.
The same can be done non-chakra costly and without handseals by simply being in direct contact with the Fugu. The needles/mist will be shot in a straight line. Counts as a move, except in the turn of materialization.
#6: Basic Needle Materialization - The user will pour chakra into the Fugu, creating 6 thread needles, of any of the Basic Elements or Simply
raw Chakra
(Including advanced types of non-elemental chakra), which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every two turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 5 per Needle). Depending on the substance, the needles will be faster, stronger or sharper, as well as having any special properties that the element entails (Short-Paralysis for Lightning, Burning Wounds for Fire, Mineralization of the Tissues for Earth, Shredding Wounds for Wind and Swelling of the small Canals for Water).
Counts as a jutsu towards the jutsu count
#7: Thieving Needle Materialization - The user will pour a sample of any given substance into the Fugu, creating 3 thread needles, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can only be used once every 3 turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 10 per Needle). Any substance can be fed to the Fugu, requiring direct contact with it. After the Fugu memorizes the substance (Opponent's Elements, Natural Occurring Substances, Etc), it will create needles with any special property that substance entails (Quartz from the ground, Venom from an animal, Keratin from an insect, etc). The act of sampling a jutsu it's not equivalent to blocking or hindering the jutsu in any way, thus, it needs to be blocked by any other means. Not only that but the memorization is not permanent and serves only during the battle it's set, or the
or the current RP event.
Counts as a jutsu towards the jutsu count
#8: Advanced Needle Materialization - The user will pour chakra into the Fugu, creating 4 thread needles, of any of the Advanced Elements the user has or a different substance the user is capable of creating, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every three turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an S rank jutsu (40 chakra cost, 10 per Needle). Regarding Advanced/Custom Elements, the needles will take form using the most basic/main form of the element (Lava will be Molten Rock, not Rubber, etc), and gain any special properties the element entails. For different substances, the user must have created it in the field before hand although it does not require contact with source, like the thieving method. The creation of this method can be done remotely, up to mid range, with one handseal.
Counts as a jutsu towards the jutsu count
#9: Illusionary Needle Materialization - The user is able to load any genjutsu into the Fugu, which will be translated as a chakra needle with Yin nature. These will not affect the target physically, but instead put the target on a genjutsu upon contact. To create a needle, the user has to spend the full chakra stated in the technique, and abide to it's restrictions except range, handseals required and amoun of targets. It creates up to 3 needles, with no handseals, which can be shot up to Long Range. Any method of releasing the original genjutsu releases the needle-cast genjutsu. Counts as a jutsu towards the jutsu count. If shot through by #3, only affects 1 target per needle, can't be shot through #4.
#10: Alternative Summoning Technique - The user is able to run blood through the fugu stick, and then blow through it. This will create a chakra needle similar in strength and speed to a normal senbon shot through the Fugu, that can be shoot up to long-range. When it contacts with a surface, it will summon an animal of the user's contract on the location. This is an alternative summoning technique, with no chakra cost or damage increase, as such, it requires the user to still post the actual summoning technique, even if it's deployment is different, and that one will still abide to the normal summoning rules. The blood smearing step is obligatory, so, any secondary ability of the Fugu will have to encompass it, such as #5, prior to the loss of physical contact with the Fugu.
#11: Density and Height Manipulation - The user is able to change the density and height of the Fugu stick at will, allowing the user to wield the Fugu like a staff, or for greater accuracy. Smaller changes such as a few cm to 2 meters, or any humanely bearable weight will not require the usage of noticeable chakra through the course of a match. Anything higher/longer (never more than the equivalent of Short-Mid range) or 5 tons will be the equivalent of an A rank, 30 chakra points, counting towards the jutsu count.
#12: Spikes Manifestation - The user is able to consciously induce the Fugu's inherited defense mechanism, creating spikes across the Fugu stick, for added damage. It costs 15 chakra, equivalent to a C rank. This can be done
through direct contact or remotely with 1 handseal, up to mid-range and counts as a technique from the technique count.
Likewise, it can soothe, passively, the inherit defense mechanism, allowing the user to touch or hit a target with the Fugu without manifesting spikes, for a cleaner and more fluid strike.
#13: Damage Deflection - The fugu stick is an S rank Weapon, with no inherited elemental weaknesses or strengths. It does not conduce lightning, is not affected by corrosion, and retains a normal temperature, thus cannot be affected by S rank attacks. The user is able to spin the stick, creating a shield with the same characteristics, which incorporates a chakra layer that protects the hands of the user. Afterwards, the centrifugal forces of the shield disperse the attack harmlessly, or shit the weight and momentum of the attack to deflect it. It can only protect against 1 S rank per turn, in which case it requires 2 turn cool down to be used again, otherwise simply 1 turn suffices. Counts as a jutsu. This is just in regard of a total shield, in which the user needs to protect the hand weilding the Fugu, otherwise it is done passively, mostly against blunt or sharp attacks, and taijutsu, like a normal, resilient staff, and is restricted by the user's own mastery and strength. A Forbidden ranked technique can be blocked once, deflecting half the damage, but neutralizing the Fugu for the remainder of the battle and RP event.
#14: Freestyle Blowfish Arts - The user of the fugu is able to combine several of the Fugu abilities with taijutsu, allowing it to be wielded as a staff, or any sort of blunt weapon, fluidly changing it's weight and height, within the restrictions of #11, shoot non-chakra costly, as restricted by #5, or taking advantage of spikes, as restricted by #12, or to block attacks, as restricted by #13. The user takes advantage of the staff and passive bursts of chakra, to evade, block and strike at great speed and balance, restricted to user's own taijutsu mastery. The whole freestyle Blowfish Arts is equivalent to a taijutsu fighting style, like Drunk Fist, permitting it's usage to counter, within certain extent, a wide variety of techniques, taijutsu or not. It requires a single activation, equivalent to C rank, 15 chakra points. When activating the Freestyle Blowfish Arts, it counts as 1 jutsu, but no other technique of the Fugu counts as a jutsu (Still cost normal chakra). In future turns, the normal jutsu restrictions apply.
Note: Once shot, be it 1 or a multitude of needles, it will always count as one move, with the exception of #1,
or in the intial turn of materialization. The fugu can only have one type of needles inside it at each time. He can only memorize one substance/advanced element at any given point and will "forget them" once the battle
or the current RP event ends.
A combination of a great chakra control and weapons specialist grants a more efficient chakra cost usage, allowing the user to spend half (50%) the chakra to achieve the same effects.
Declined Soooooooooooooooooooooo..... lets dissect this...
1) Paper needle thing. No on sealing tags... I can see through the small print so to speak on that one and its a complete no no. Only explosive tags.
2) I can't allow the mist. Too much and too many variable in that one.
3) Number #4 is a bit too much. You can't merge such different things together just like that to a potential 5 elemental needle 90 damage every 3 turns. And I feel its stretching the weapons abilities way too much.
4) explain to me what you mean by advanced non elemental chakra? Not liking the sound of that if its what I think it is.
5) you can't do #9 without Y/Y training.
6) the shield is too much and you cannot for example defend from a wood dragon or a Fire Majestic annihilation. Size matters as well as kinetics. And with all that your weapon is capable of doing, S-Rank is too much for the shielding effect. A-Rank, to attacks of moderate size and once every 2 turns. Counts a move
7) I cannot allow #13 as its basically a CFS. If I allow that you gain the ability to dodge techniques in freestyle just by having this weapon and just like that, without even a move cost.. A bit unreasonable.
8) I don't understand the "or in the initial turn of the materialization"
9) the 50% thing needs to be removed. You're the only one that will be using it so no point in having that there and it makes it unapprovable as you can use S-Ranks by spending 20 chakra...
And thats about it I think
( Fugu ) Blowfish
Rank: S
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed wooden stick, made with Chakra Tree wood. It is a personalized weapon, allowing only the user to wield or manipulate it (Even if the opponent has Wood chakra or similar). By charging chakra into the Fugu and blowing through it, the user is able to shoot out Chakra-materialized thread needles, which gain substance with any elemental chakra or other properties. These thread needles are the same size as vaccine needles, thus, to the naked eye, they become hard (yet not impossible) to see when in motion. Upon hitting a target, they serve to infuse their element into the target's body, albeit in a very small area. If the opponent steals the Fugu from it's owner, it will grow spikes, which will attach themselves to the thief. Shuriken Shadow Clone Technique can be used on the Fugu to make it act like a machine gun, multiplying one or all of the charged thread needles inside.
#1: Needle Shooting - The Fugu stick allows the user to insert any small thread needle into it and shoot it out, by blowing through the other end, It is shot at a speed significantly greater than a normal needle thrower, but not as fast as any of the materialized needle shooting abilities the Fugu has, which will cost chakra. This attack is not, by itself fatal but can, when used by Dojutsu users or weapon masters, be used to strike fatal/nearly fatal points that will cause great damage. Shooting normal needles do not count as a jutsu towards the jutsu count. Shooting materialized needles only counts as a jutsu if used in a turn different than the turn of materialization. Regardless of the amount of needles shot, it only counts as 1 move.
#2: Paper Needle Shooting - The user is able to load the Fugu with any paper bomb, and then shoot them. The paper will automaticaly curl into thread needles. This is considered an E rank technique, costing 5 chakra and dealing 10 damage points of explosive power (in case of a default paper bomb) or otherwise dealing the stated effects of the tag. The user is able to shoot up to 10 paper needles, all costing 5 chakra, in a single usage. Can only be used once every three turns.
This is usable with explosive tags, not other paper-inscribed Fuuin techniques..
#3: Needle Cannon Shooting - It is considered an alternative method of shooting any stored needles. The Fugu dilates slightly, shooting simultaneously, or fusing together, all the needles materialized in a single technique, and shoot them out with the full damage points dealt in a single bullet. The cannon needle shoots out with a loud pop, and creates air circles surrouding the needle path, which push anything deviated from it's path and punch the actual target with great power. The substance/element used to create the needles augments the air circles and the punching force. The rank and damage of the default cannon bullet is set at B rank, 5 normal needles (costs 20 chakra, gives 40 damage points), or simply the full rank, chakra cost and damage points of the materialization techniques. It requires all the needles materialized, if any is missing, the cannon can't be shot. With #2, it can only shoot 5 needles at once equivalent to 50 chakra, 100 damage. Can't be shot with
#8. Can only be used once every 3 turns.
Clarification, this is merely an alternative way of shooting stored needles, which are loaded or materialized through the means specified in the description of Fugu. As such, it doesn't allow mix usages, with different elements or needles, and serves simply as a way to deploy the full power of the materialization technique into a single "needle", instead of dividing the power evenly through all the needles separately..
#4: Remote Sharp-Shooting - With one handseal, at any range, the user is able to make the Fugu shoot any stored needles inside it. It will quickly adjust itself and shoot the needles up to short range from the stick against the closest chakra-being (in case the user has no other target's location in mind). It requires a chakra cost of 15, equivalent to a C rank and counts as a move. The same can be done non-chakra costly and without handseals by simply being in direct contact with the Fugu. The needles/mist will be shot in a straight line. Counts as a move, except in the turn of materialization.
#5: Basic Needle Materialization - The user will pour chakra into the Fugu, creating 6 thread needles, of any of the Basic Elements or Simply raw Chakra, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every two turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 5 per Needle). Depending on the substance, the needles will be faster, stronger or sharper, as well as having any special properties that the element entails (Short-Paralysis for Lightning, Burning Wounds for Fire, Mineralization of the Tissues for Earth, Shredding Wounds for Wind and Swelling of the small Canals for Water). Counts as a jutsu towards the jutsu count
#6: Thieving Needle Materialization - The user will pour a sample of any given substance into the Fugu, creating 3 thread needles, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can only be used once every 3 turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 10 per Needle). Any substance can be fed to the Fugu, requiring direct contact with it. After the Fugu memorizes the substance (Opponent's Elements, Natural Occurring Substances, Etc), it will create needles with any special property that substance entails (Quartz from the ground, Venom from an animal, Keratin from an insect, etc). The act of sampling a jutsu it's not equivalent to blocking or hindering the jutsu in any way, thus, it needs to be blocked by any other means. Not only that but the memorization is not permanent and serves only during the battle it's set, or the or the current RP event. Counts as a jutsu towards the jutsu count
#7: Advanced Needle Materialization - The user will pour chakra into the Fugu, creating 4 thread needles, of any of the Advanced Elements the user has or a different substance the user is capable of creating, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every three turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an S rank jutsu (40 chakra cost, 10 per Needle). Regarding Advanced/Custom Elements, the needles will take form using the most basic/main form of the element (Lava will be Molten Rock, not Rubber, etc), and gain any special properties the element entails. For different substances, the user must have created it in the field before hand although it does not require contact with source, like the thieving method. The creation of this method can be done remotely, up to mid range, with one handseal. Counts as a jutsu towards the jutsu count
#8: Illusionary Needle Materialization - The user is able to load any genjutsu into the Fugu, which will be translated as a chakra needle
with the properties of deploying the chakra from the point of contact into the organism, and then the brain, in a quick succession. These will not affect the target physically, but instead put the target on a genjutsu upon contact. To create a needle, the user has to spend the full chakra stated in the technique, and abide to it's restrictions except range, handseals required and amount of targets. It creates up to 3 needles, with no handseals, which can be shot up to Long Range. Any method of releasing the original genjutsu releases the needle-cast genjutsu. Counts as a jutsu towards the jutsu count. If shot through by
#2, only affects 1 target per needle, can't be shot through
#3.
#9: Alternative Summoning Technique - The user is able to run blood through the fugu stick, and then blow through it. This will create a chakra needle similar in strength and speed to a normal senbon shot through the Fugu, that can be shoot up to long-range. When it contacts with a surface, it will summon an animal of the user's contract on the location. This is an alternative summoning technique, with no chakra cost or damage increase, as such, it requires the user to still post the actual summoning technique, even if it's deployment is different, and that one will still abide to the normal summoning rules. The blood smearing step is obligatory, so, any secondary ability of the Fugu will have to encompass it, such as
#4, prior to the loss of physical contact with the Fugu.
#10: Density and Height Manipulation - The user is able to change the density and height of the Fugu stick at will, allowing the user to wield the Fugu like a staff, or for greater accuracy. Smaller changes such as a few cm to 2 meters, or any humanely bearable weight will not require the usage of noticeable chakra through the course of a match. Anything higher/longer (never more than the equivalent of Short-Mid range) or 5 tons will be the equivalent of an A rank, 30 chakra points, counting towards the jutsu count.
#11: Spikes Manifestation - The user is able to consciously induce the Fugu's inherited defense mechanism, creating spikes across the Fugu stick, for added damage. It costs 15 chakra, equivalent to a C rank. This can be done through direct contact or remotely with 1 handseal, up to mid-range and counts as a technique from the technique count. Likewise, it can soothe, passively, the inherit defense mechanism, allowing the user to touch or hit a target with the Fugu without manifesting spikes, for a cleaner and more fluid strike.
#12: Damage Deflection - The fugu stick is an S rank Weapon, with no inherited elemental weaknesses or strengths. It does not conduce lightning, is not affected by corrosion, and retains a normal temperature, thus cannot be affected by S rank attacks. The user is able to spin the stick, creating a shield with the same characteristics, which incorporates a chakra layer that protects the hands of the user. Afterwards, the centrifugal forces of the shield disperse the attack harmlessly, or shi
ft the weight and momentum of the attack to deflect it. It can only protect against 1
A rank per turn, in which case it requires 2 turn cool down to be used again, otherwise simply 1 turn suffices. Counts as a jutsu. This is just in regard of a total shield, in which the user needs to protect the hand weilding the Fugu, otherwise it is done passively, mostly against blunt or sharp attacks, and taijutsu, like a normal, resilient staff, and is restricted by the user's own mastery and strength. An
S ranked technique can be blocked once, deflecting half the damage, but neutralizing the Fugu for the remainder of the battle and RP event.
When using the shield, the user must be aware of weight and size of the attack, and move accordingly, sometimes, even an A rank attack must be deflected instead of blocked, only to miss the wielder's body slightly
Note: Once shot, be it 1 or a multitude of needles, it will always count as one move, with the exception of #1, or in the initial turn of materialization
, as in, the very first turn where the user spends chakra to summon the needles, shooting them right away spend only 1 jutsu, rather than 2. The fugu can only have one type of needles inside it at each time. He can only memorize one substance/advanced element at any given point and will "forget them" once the battle or the current RP event ends.
Declined
#3 has a big issue with that 100 damage thing... Still too powerful and I feel its somewhat described in an exploitable way... I'm not that "feeling" it. I ask that you rewrite it in a more clear and to the point manner.
Genjutsu thing really has to go. No way around it. Rest seems ok.*
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( Suiton:
Oupuchibuta Ginkou ) Water Style:
The Bank of the Pig King
Rank:
S
Range: Short-Long
Chakra Cost:
40
Damage Points:
80
Description: The user expels a great amount of Water
or Lightning chakra throughout her body, quickly growing a thick water
or lightning sphere outwards until it reaches the limits of short range. This thick sphere is not connected with the user, it's merely around her. With one handseal (One hand) the sphere condenses on itself, concentrating all on the user's
opposite hand, still not touching it, which can then be released as an horizontal crescent.
This is considered an A rank protection and then offensive technique, with the same cost, case the user decides against the dual elemental version. Otherwise, with a single handseal (two handed) the user is able to charge the second element (Water or Lightning), into the active sphere, pushing it into an electrified jet up to Long range, unidirectional, or a barrage of electrified water bullets, omni-directional, up to Mid-range, considered S rank.
*The user can't use Water
or Lightning jutsus higher than S rank in the next turn, and will have to wait at least two turns to be used again.
Dual element usage can only be performed 4 times per battle.*
Declined I'm surprised at this one as it a bit badly written. First, it should be a Water/lightning technique. Then you need to make it so that there is a primary element, in this case it has to be the water one, which is always made first. Then, optionally, you can release the lightning into it, adding more damage and making the lightning and water version. However, there is a restriction. The technique is an A-rank which has a possible +10 chakra cost and +20 damage boost if you use the lightning. Its not always an S-Rank as the moment you add the second element it gets more power. Then there is a problem: you can't sustain two elements at the same time without Y/Y release mastery. This means it has to cost 2 moves if used with the two elements and cannot be "sustained" with the two elements since you can't imbue both natures and sustain them at the same time.
NEW
( Genjutsu: Liliana no Akumu ) Illusion Technique: The Sage Night of the Deceit Mare
Rank: S
Type: Supplementary/Offensive
Range: Short
Chakra Cost: 40 (+5 per turn)
Damage Points: 80 (+20 per turn)
Description: Night Mare is a complex and powerful Genjutsu akin the Interrogation Technique, at an higher level. The user is required to place one hand on the opponent's head, and perform 7 handseals with the opposite one ( One-Handed ), placing the opponent in a genjutsu, a nightmare world shared by both the user and the target. The user then incites the world to be perceived as somewhere peaceful and ordinary, and the user's projection as someone hierarchically higher and respected. These are ambiguous alterations, as the user simply guides the target's mind and then, through mental pain, forces it to reshape and complete the illusion with its own memories. As such, while having no access to the target's mind, and remaining in a blank and unaltered nightmare, seeing oneself and the target in their normal shape, the target will see a realistic portrayal of a situation, usually a Sensei or a Kage, in a fitting and calm place, like a bedroom, a beach or a meadow. While some genjutsu create a physical stasis, disconnecting the target's body with it's mind, and thus allowing him/her to carry out the genjutsu without manifesting actual movements, this genjutsu allows it dynamically. The user is thus able to speak through his/her projection, and the depiction of the master, ordering the target to take action. When and if the opponent carries out the order, it is then selectively manifested in reality. The foundation of this technique is achieved by the cost of 40 chakra and the damage of 80. When inside the nightmare world, the target won't recollect the events of the fight, and time will not have meaning (regardless of how long the target is inside the genjutsu, he/she won't take notice of it). The genjutsu can be kept indefinitely, through continuous chakra input ( 5 chakra per turn ), meaning the user has to maintain physical contact with the target (though not necessarily the head anymore). Every turn where the user's projection is active, as it is not necessary to keep it active, it will cost 10 instead, and the opponent will take mental damage ( 20 damage points ). Any physical sensation in reality will transfer to the nightmare world. If the user makes the target travel for hours, then the opponent will feel the fatigue in the nightmare. Since the illusion of the world is unchangeable, the over-layering of physical sensations (Tact) could trigger the opponent's awareness to the genjutsu, as well as lapses between the known form of speech of the master figure and the user of technique, even if accent, tone and facial expressions are masked by the illusion. This glorified trick is thus restricted to the con-skills of the user and cunning of the user.
When the accumulative pain doubles the initial output, it is manifested as a constant headache, which, once again, could trigger the opponent's awareness to the genjutsu. When it triples the initial output, the user is forcefully expelled from the opponent's consciousness, and the genjutsu breaks.
*The user's consciousness is split between reality and genjutsu, allowing the user to fully perceive the world around and still actively manage the illusion. He/She is unable to perform techniques while this genjutsu is active, but can order the target to perform techniques. The user is limited to Taijutsu, as long as physical contact with the target is maintained (same with what the user orders the target to do).*
*Can't be used on people higher ranked than the user, and the same headache that triggers normally, is triggered right away on people the same rank as the user (thus the rejection happens when the accumulative pain doubles).*
*The user is unable to use Genjutsu higher than B rank for 3 turns after the Mare's Night ends.*
*Can only be used once per battle, twice per event, but not simultaneously*
*Requires at least Kage rank, and, obviously Genjutsu Mastery.*
*Can only be taught to 3 people.*
Declined Without Sharingan usage for this you can't condition your targets actions or surpress his memories. The technique itself is somewhat approvable if the memory thing is taken out. What this creates is basically a stronger version of what Itachi did with his tsukyomi although more directed and described. But the fact remains that we consider that genjutsu which can condition the targets actions is by default sharingan genjutsu field.