(Masshuru-Muton: Nijiiro Shuju no Dokusei ) Mushroom Style: Seven Toxic Dwarfs
Rank: A
Rank: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Creates one large mushroom anywhere within range, either red, orange, yellow, green, blue, indigo or violet. The mushroom will release a cloud (Spore/Toxin/Hallucinogenic-Based) over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom)
Red - Creates a spicy Red topped mushroom green spikes. The mushroom will release a spore-based cloud, a blinding mist of spores that will secrete a liquid that causes burning irritation to the eyes, nose and throat of anyone who inhales them. Throwing off scent-based abilities
Orange - Creates a fiery Orange topped mushroom with brown patterns. The mushroom will release an hallucinogenic-based cloud, a near odorless, near colorless mist with hallucinogenic properties, making the opponent see a party of dwarfs stabbing them with daggers and needles. The mist is slightly reddish, and the odor has a slight peppery scent to it.
Yellow - A sick Yellow topped mushroom with golden dust. The mushroom will release a a toxin-based cloud, potent itching toxin, which will irritably make those who are affected by it want to scratch themselves, making the skin brittle and creating ugly friction blisters
Green -Creates a vibrant Green topped mushroom with white stripes. The mushroom will release a spore-based cloud, which will be able metabolize any small particles in the air (Poison, toxins, sand, lethal chemicals, following the weakness and strengths of the element) up to the maximum range of this technique, absorbing and neutralizing them into their harmless by-products, up to one rank above of this technique.
Blue - Creates a baby Blue topped mushroom with a bright purple spiral all around. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making the opponents feel detached from their bodies, in a dormant, senseless state, similar to Psilobin drugs. The opponent remains awake but looses the ability to control the body.
Indigo - Creates a pale Indigo topped mushroom with a grayish hue. The mushroom will emit a a spore-based cloud, a poofy mist of spores which will allow the cap and surrounding surfaces to withstand large impacts, absorbing it's momentum and send it back, bouncing the impact. (5 meters max) Poofy spores aren't breathable.
Violet - Creates a dark Violet with black waves. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.The dwarfs become more numerous throughout the course of the hallucination
*Only one mushroom at a time*
*Must wait 2 turns after the mushroom decays in order to use the jutsu again*
*The user and her summons aren't affected by neither mist. Allies can be given antidotes beforehand, which will only last 5 turns in the organism
Simply put it's a technique with seven distinct flavors of mushroom abilities that can be used at your leisure. The red shroom creates physical irritation to the eyes nose and throat which throw off physical sensor types (those with enhanced basic five sensory mechanisms). The orange one creates an illusion or rather a hallucination (similar if not the same concept within our system). The yellow one makes them wanna itch like all hell which I would assume, how easily the blisters could be created this is more so for an opening so you could release toxins later on into the open wounds otherwise I can't really think of much else to do with that one. The green one seems more like a defensive against toxic clouds that we'd get from puppet users or medical ninja. However, you mention sand as well so not entirely sure of the full scope you had in mind. It seems like this could also be used against sand users like Gaara or the Kazekage. The blue one is another illusion which gives the victim a detached feeling, almost mimicking the Yamanaka clan's abilities minus the physical control over the bodies of their opponent. Indigo seems to be a wall of spores or more like a physical defensive mechanism designed to block physical attacks. The final one is a distraction based illusion that could be used to make and escape or to attack in the newly created blind spots.
Now for the hallucinations, I have a question. Are these hallucinations all encompassing? By that I mean like for the dwarfs; will the opponent see, hear, feel, smell, etc these little things? I know for the first one they feel the stabbing of the dwarfs. The last one with the dwarfs just mentions the opponent seeing the party of dwarfs with them becoming more numerous as time goes on. People will still try to get out of the hallucination through their sense of hearing as their secondary method of detecting if we attempt to have attack in some other way from a different angle.
Also, I was thinking of the use of this technique against members of your clan, primarily the first one. Many of these techniques create physical spores and mists. Your clan's sensory deals with how you taste and to a degree how you smell. With all the spores and mists aside from the Indigo, they have their own distinct flavor which isn't actually indicative of the use of Mushroom Release itself. They create ordinary flavored smells and tastes to a degree. The first one inflames the nose and throat, wouldn't that also be effective against Gamni members in hampering their ability to sense even if they are tasting the chakra of a specific technique? Same thing with the orange one since there is a "peppery" taste as you describe as the dwarfs are stabbing them. On that note, if what I say is right the Gamni would be helpless against certain mushroom techniques in regard to sensory. If we create techniques that effect the smell and taste (or just the latter) due to your clan's augmented range of sensory detection with your taste, you'd essentially be able to taste whatever within a specified range. If you have long range sensing throughout the battle field and the red mushroom was used, would that overwhelm them or would it only be within range of the mist itself?
Against these techniques, you'd essentially need to distance yourself from the spores/mist in order to avoid their effects. For example, with the blue shroom which detaches one from the body, unless they can blow away the effecting area, they wouldn't be able to free themselves. Though, since you carefully noted how these aren't actual genjutsu this would mean leave me to think that using the conventional release methods (kai, surge, etc) wouldn't work as it could in say the other Elemental Genjutsu (if you remember they can still release from the genjutsu but they will be caught again momentarily unless they are free of the physical medium). For your "hallucinations" the physical mists and spores would need to be blown away for the effects to even stop at all am I correct?
Okay so, for the Green Top, consider it as a defense against sand users, yeah. But also think about it as neutralizing powders.Mother, I have another question depending on your answer I may love you a lot more.
the hallucinations that your mushrooms cause; are they caused by the physical nature of the spores and mists which create a physical reaction in our opponent's body that forces the hallucination?
The Hallucinogens are biological agents, not genjutsu. These illusions have a short life on the body, say 2-3 turns after the source of infection is gone, until all the free agents leave the body, but can't be released like Genjutsu would, with disruptions of chakra. You need to physically go into your body to remove the agents and heal your body, or merely power through the hallucination, which I wouldn't recommend.
Tricky thing about the Ganmi is that they can sense stuff before they actually reach them physically, they can taste the spores before physically eating them and suffering their effects. It's a fine balance between chakra tasting and the acidic saliva that allows them to feel things before others do, but still only get affected by them at the default/normal time. The only reason why these would be more effective against Ganmi than your average ninja is because they have a highly developed sense of taste ( and scent ) so, neutralizing it will hamper their way of battling. In that sense, with such powerful and pungent smells as the peppery ones, you could say you're deafening their taste, so it serves as a secondary distraction. If the member is reliant on taste alone, this would be a way to disable that, for a while ( so it's good to be used in combination with a mist or somethign to cloak their vision/hearing ).
There's a difference between Hallucinogenic and Genjutsu, some Mushrooms describe an hallucinogen-induced illusion and others describe a genjutsu based illusion.
If you don't have any other questions, we can move on to Fields of Wonderland.