Method Training: Genjutsu

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Method Training: Genjutsu // The Illusionary Arts

Genjutsu is the art of controlling, inducing, and combating illusions and spiritual manipulation. Generally, casting an illusion deals in simulating reality by manipulating one's basic senses. This is done by manipulating the chakra in the cerebral nervous system of an opponent. While the images and sensory manipulations of these illusionary techniques appear real to their victim, they are not and thus cause no physical harm to opponents (under normal circumstances, the most notable exception being the Kurama Clan). The average illusion serves to deceive the senses and cause mental damage to inhibit an opponent and provide openings to the user. Mental damage, explained later, is a type of spiritual damage existing within the realm of Yin Release. Genjutsu as a whole now falls under the category of Yin Release; at a basic level Genjutsu manipulates spirituality and can inflict mental and spiritual damage. The field has grown over so many years that many roleplayers could fight an entire battle with almost Genjutsu alone. On an advanced level Genjutsu has been seen being able to manipulate the spirit to such a degree that it can induce mental suggestions, control minds, or even overwrite reality itself.

**Writing this thread takes elements from Reborn's original Method Training for Illusionary techniques, as well as certain still relevant aspects from Scorps's Illusionary Arts thread from 2013.

Recognizing, Breaking, and Casting Illusions:
Recognition & Breaking Illusions
Casting Genjutsu
Layering Genjutsu
Spiritual Damage

The Types of Illusions:
Restriction/Paralysis Genjutsu
Deception/Sensory Genjutsu
Concealment Genjutsu
Hypnotic Genjutsu
Spiritual Manipulation
Mind Control

Misnomers
Yin Genjutsu/Elemental Genjutsu
 

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Recognizing, Breaking, and Casting Illusions

Recognition & Breaking Illusions

The first prerequisite to shattering an illusion is being able to recognize that you are captured within one. There are certain exceptions to this rule; the first, and most common, are passive defenses to Illusionary/Spiritual techniques. Examples of this include certain Custom Clan (CC) passives. The Surgebinder Clan is capable of rejecting any foreign injection of chakra, thus standard Illusionary techniques would fail to take hold in the first place. Without passive defenses, however, it is important to learn how to recognize one is in an illusion. It is of paramount importance to not metagame or godmod when recognizing illusions. The typical method to recognizing illusions is by noticing nuances in an opponent's technique or the description applied with it, taking note of the differences between the illusion and what would be 'standard reality.' An opponent's ability to narrow or eliminate those nuances and prevent your own perception of the Genjutsu would ultimately determine their proficiency in the field.

Now, while I specified understanding entrapment is a requirement there are some obvious exceptions. One may break a genjutsu if and only they are put in a position where the use of a method that would result in the breaking of a genjutsu, would be used in the current circumstance if the genjutsu was not a factor. For example; Member A puts Member B in a genjutsu then proceeds to use a technique that creates skewers from all sides of Member B. If Member B possessed a technique that resulted in a full body surge, releasing chakra from all points of their body to combat the omnidirectional strike, that would result in the break of the genjutsu with or without the knowledge of the genjutsu being a factor. This is to say member B had justifiable reason to use that jutsu without the genjutsu being a contingency. This exception prevents the situation of "If it is always required to understand entrapment before attempting to break, then no technique or action that could otherwise break the genjutsu can be used unless the target knows they are trapped first." Such a situation would limit the viable options. This condition is largely up to realism determined by the parties involved and sometimes sensei/mods if necessary judgment is required.

Onto the conditions by which one can determine whether or not they are under genjutsu or not. The easiest and most indefinate ways of determining you are under a genjutsu is through your chakra flow. Genjutsu alters the flow of chakra in the body. If you are aware of your chakra flow by some means (chakra sensory, dojutsu, some form of alternative sixth sense), then you can check your chakra flow to see if it is irregular or not. However, as a sensor or dojutsu user you do not naturally have eyes on your own chakra flow and thus must actively turn your perception onto yourself, which requires justification and not a 'random' decision as this would be metagame. The other form of recognition is through the use of your senses and noticing the nuances from the created illusion that would give it away. There are certain exceptions to the above. Standard sensory has its own limitations, but there are types of awareness that circumvent these limits. The first, and most obvious example, is the Yin Release Specialization. This allows one to passively detect when they are within a Genjutsu, even without justification. But these are usually reserved for more advanced fields.

Upon determining you are in a genjutsu the next step is to actually break it. The first and most basic method is through the use of genjutsu kai (see techniques for detailed explanation) which is the process of slowing the chakra flow and surging it internally to force out the foreign chakra and re-establish your ordinary flow. The next method is through external chakra infusion where chakra from a source outside the afflicted chakra enters the target of the genjutsu and forces out the foreign chakra. Methods like entering sage mode, curse mark, having a partner knock you out of the genjutsu, are examples. The next method is through pain. Real physical pain will upset the balance of spiritual and physical energies and snap one back to reality and thus, force out the foreign affliction. The next method is through chakra surge. Similar to genjutsu kai, chakra surges occur and break genjutsu through the user using a technique that expels chakra throughout their entire body and thus, forces out the chakra. While kai is used by the rank of a genjutsu, all surges that break genjutsu must be of a higher rank than the genjutsu being use.

Genjutsu Kai & Surges
( Genjutsu: Kai ) - Illusion Technique: Release
Rank: C-S
Type: Supplementary
Range: Short
Chakra Cost: 15-40
Damage Points:
N/A Description: The user does one hand seal to focus and then proceeds to disturb his chakra flow by forcefully stopping it momentarily and then "spiking" his chakra, causing an imbalance. This dispels any genjutsu set upon the user except MS Eye Techniques, Paralysis-like Genjutsu and Demonic Illusion: Toad Confrontation Chant. The effectiveness of this technique is dependent upon the skill of the user. Academy Student rank ninja can dispel Genjutsu up to C-rank. Genin rank ninja can dispel Genjutsu up to B-rank. Chunin rank ninja can dispel Genjutsu up to A-rank. Jounin rank user can dispel Genjutsu up to S-Rank. The user may use this technique through physical contact on others to dispel them from Genjutsu. The technique can only be used once per turn and the user still needs to fully follow the logic as to why he figured out it was an illusion.
Genjutsu Kai serves to alter the balance between one's physical and spiritual energies on the most basic level. If Genjutsu serves to disrupt the balance within the spiritual, then Kai serves to disrupt the disruption. Genjutsu Kai at its heart creates a powerful surge of chakra in one's body, spiking spiritual energy and throwing the balance of internal energies off, returning to original balance. The standard way of achieving such a disruption is through the Genjutsu Kai technique itself. Kai is capable of breaking illusions in direct proportion to the chakra spent to perform it. This means one needs to spend the same amount of chakra spent to produce the illusion to shatter it. Conversely it is also possible to break illusions by self-inducing an illusion on the user, though this is on a technique by technique basis.

In the current iteration of Genjutsu rules, Chakra Surges, including Kai, play equally against Illusionary techniques. This means that an A-Rank Application of Genjutsu Kai is able to break an A-Rank Illusion. In the case of Elemental Surges, the surge must be one rank higher in effective chakra than the genjutsu applied. This means that Chidori Nagashi, an A-Rank technique that uses 30 chakra, can shatter up to a B-Rank Illusion. In broader terms, a single rank difference is considered a difference of 10 chakra. That means for an elemental surge to shatter an S-Rank illusion, it needs to have 50 chakra. And to shatter a Forbidden Ranked illusion, or what is effectively a Forbidden Ranked illusion, it needs to surge at least 60 chakra. The only exception to this is when an unspecialized surge of chakra is used, meaning non-elemental or unlike fields such as Gentle Fist. These surges would require two effective ranks of chakra difference between the Genjutsu and the surge. There are exceptions to these surge rules, including Curse Mark activations and Eight Inner Gates.

Physical Pain

The induction of physical pain, like with full body surges, can return one's spiritual and physical energies to their original state of balance. Pain comes from the body and makes it possible to 'shock' the body out of the illusion. There are certain limitations to this release method, however. Certain biographies and abilities are not suited to pain release. For example, Kaguya (Dead Bone Pulse) biographies have a high tolerance to pain, making them completely unsuited to using pain to release from illusions. Other examples include biographies with damage reduction; these damage reductions make it more difficult, although not impossible, to release through pain. For a very long period of time pain release from illusions only required certain types of actions with varying levels of pain. This was not quantified into health in any meaningful way. Today, with the Health System, one must now obey certain self-inflicted damage requirements to pain release from illusions. In order to break a Genjutsu via pain one must now inflict damage on themselves equal to the amount of Chakra that the applied Genjutsu has. S-Rank or Forbidden ranked illusions will never require more than 50 self inflicted damage to escape.

Foreign Chakra Injection

Much like a self-produced chakra surge, the introduction of foreign chakra can readjust one's spiritual/physical balance. This can be done by any ally, a Bijuu, entering sage mode, specialists capable of using the Chakra Transfer technique, and so on.
 
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Casting Genjutsu

The next preliminary method is on casting. Going straight into how this applies to NB there are two main components to casting genjutsu that everybody needs to aware of: the requirements to cast genjutsu on a target and the timeframe for targets taking a hold.

In order for one to capture another in genjutsu sensory perception of the target is necessary. Ordinarily one uses genjutsu when they can see their target, but this is not the only means. Enhanced senses that allow for the user to pin-point the exact location of a target can be used in the absence of vision i.e enhanced hearing via sound, chakra sensory, other means of sixth sensory perception. If whatever method used to sense your target does not present, with certainty, the knowledge of a target's location it cannot be used to trap opponents in genjutsu.

The next issue is induction time. While the genjutsu thread in the bio section disparages between genjutsu being "instant," for all intents and purposes of NB the casting of genjutsu is 'instant.' What this means is, once the caster has successfully completed the requirements for the genjutsu (hand signs, physical contact, etc) the genjutsu is set and prevention of the effects of the Jutsu from occurring is impossible by our timeframe rule. In no ordinary situation where a technique is cast successfully can the target stop the effects ensuing. The circumvention of the effects by mentioning the "induction time is not instant" gives room for timeframe breach. Just like any other jutsu that is executed, the preliminary requirements start the procedure of chakra release from the body. In the case of genjutsu this is a direct sync between caster and target with the former's chakra distorting the latter.

Layering

The final preliminary method is genjutsu layering. Layering has gone through some logistical change since though are largely explained in the genjutsu thread in the bio section. Simply put, layering genjutsu is the process of casting more than one genjutsu on an opponent causing a multitude of deceptive and/or inhibiting effects. The main rules of genjutsu layering are: rank order and effect compatibility. Rank symmetry means that genjutsu can only be applied together in a certain ranking order (highest rank first). Effect compatibility ensure that the effects of multiple layered genjutsu are complimentary with one another. Compatibility, in this case, means non-contradictory. You may cast two genjutsu that makes a target experience paralysis and feel as though they are burning. You cannot cast two genjutsu where one creates the experience of blissful harmony and torturous pain.

The layering of genjutsu, until recently, has been like any other two techniques, occurring in different timeframes. You cast one jutsu, your opponent casts one, you cast another. You can attempt to use two genjutsu back to back but the target has the ability to deflect the first genjutsu before the second one happens by timeframe. Genjutsu specialists, however, possess the ability to cast two genjutsu in the same timeframe to capture targets in a layered trap. All other rules previously outlined still remain. You can cast any viable combination of genjutsu up to S-A rank (with proper specialty).

Lastly, there is no limitations to how many genjutsu you can layer on any given opponent. As long as you have the means and ability to do so, you may cast as many complimentary illusions on your target as you can pull off.
 
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Types of Illusions & Misnomers

Restriction/Paralysis Genjutsu

These techniques primarily deal with effects to the tactile sense in order to create the illusions of restricted movement or paralysis. The techniques in this canon method are all higher ranked techniques and aimed to prevent the use of other jutsu from your opponent and keep them stationary so that you can attack them without them defending. Techniques, usually conspicuous in nature, will institute some sort of illusion of physical hindrance; this can come in the form of binding entities, severe pain that makes it hard/impossible to move, etc.

Advantages of Method

This method makes it difficult/impossible to move therefore preventing your opponents from casting hand seals for other techniques or genjutsu kai. With most restriction or paralysis based techniques, they take away one's ability to use one of the four methods of genjutsu release therefore limiting their options (provided their hands aren't together for a seal or what not). As well, these techniques tend to leave a better opening for attacks or to change the flow of the battle.

Disadvantages to Method

Most paralysis techniques are easily discernible and detected. To the ordinary shinobi, these techniques tend to be easier to deduce as illusion resulting in their ability to proceed to try and break out of it. Most canon forms are easy detections, though when it comes to one's own techniques they can be crafted in such a way where they are inconspicuous. However something that brings the extent of a physical paralysis or restriction is easier to detect and therefore must be constructed carefully.

Techniques

Paralysis Rule of Thumb:The moment a genjutsu is cast, the binding effects are in place. In other words should a genjutsu be allowed to occur and the afflicted party acknowledges being captured in said genjutsu, there is no means of subverting the paralysis from occuring, one must release the genjutsu. For example; String Bean Binding sees the sprouting of vines to bind the opponent and prevent them from moving. One cannot attempt to "avoid the vines" or "cut the vines" to prevent the paralysis. They are paralyzed and the vines only act as a sensory representation of what is actually paralyzing.

Ambiguous techniques that specify binding or movement restriction in some way without specifying what parts are being restricted until the moment of user description cannot be subverted as well. User description defines the parameters of the paralysis or movement restriction.


( Genjutsu: Shibari ) - Illusionary Arts: Binding
Type: Supplementary
Rank: C - A
Range: Short
Chakra Cost: 15 - 30
Damage: N/A
Description: A very simple yet powerful paralysis genjutsu. The user will cast an illusion which sole purpose is to restrict and paralyze he target. The technique can be cast on more than one opponent at a time, though with the cost of power. The stronger the user is in genjutsu determines how strong their technique is. Non-genjutsu specialists can only cast only use the C-ranked version of this technique and use it on up to two others making the hold D-rank for each individual person. Users with genjutsu as their secondary specialty can use the B-ranked version of this technique and cast the jutsu on a maximum of three people. Users with genjutsu as their primary specialty can use the A-ranked version of this technique and cast the technique on a maximum of three people. Members who specialize in genjutsu are immune to this technique being placed upon them on others with a lower skill level than them; i.e a users with a secondary specialty can't use this on a primary specialist, only those of equivalent rank or lower can be caught with this technique.

A purely physical genjutsu that paralyzes the opponent. The technique's strength is based on an opponent's strength within genjutsu; hence the stronger you are the higher your rank and resistance is to the illusion.

What is not mentioned:
-Yin-Release users = genjutsu primary specialists. Constitutes A-rank usage and immunity to non-Yin users
-Yin-Release Specialists > Yin-Release users. Constitutes A-rank usage and immunity to non-Yin specialists
-Cannot be broken or reversed via Uchiha ocular prowess. This technique is not visual and therefore not within the scope of their visual genjutsu constraints.


( Genjutsu: Ingemame Ketsugō Sakkaku ) - Illusion Technique String Bean Binding Illusion
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage points: N/A
Description: Similar to Illusion Technique: Tree Binding Death, the user will do the Dog → Hare → Snake → Ram hand seals and trigger an illusion where the user first disappears, while the target sees several bean vines growing from the ground around and beneath him. These vines bind the target body, lifting them into the air. Then a bean pod rises from the ground to reveal the user, ready to strike. In reality, the opponent is immobilized by the illusion, allowing the user to strike.

Follow paralysis rule of thumb. The disappearance of the user entails complete sensory concealment from the target until the moment the user acts offensively. Upon the user deciding where an how to strike, the pod will rise and reveal the user.

The user's finishing strike with this technique cannot be obfuscated. They cannot hide behind cover and attack without the target having some means of detecting them. Anything from a simple frontal attack to using chakra will cause the pod to reveal the visually and/or audibly. The attack must come from within mid-range of the target captured.


( Magen: Hanarasui ) - Demonic Illusion: Flower Head Death
Rank: B
Type: Offensive/Supplementary
Range: Short- Mid
Chakra Cost: 20
Damage points: 40 due to stress on the mind
Description: The user will trap the target within an illusion where the opponent appears to be trapped in a large flower bud which then explodes. The opponent is made to believe that an explosion actually occurred and collapses, believing himself to be injured. The resulting stress on his mind causes damage.

Combination deception and paralysis technique. Follow the paralysis rule of thumb.

There is no window of time between the initial paralysis and the explosion for the afflicted to release the technique. Once successfully cast the victim will be bound and the bud will explode. The genjutsu does not end with the explosion of the bud, rather, the victim will feel as though they were caught in an explosion and suffer from realistic looking and felt injuries and will be inhibited as a result. After the explosion, however, the victim is no longer bound by any means of paralysis. Upon being broken from the genjutsu, the injuries and feeling of being injured will completely disappear.


( Magen: Jubaku Satsu ) - Demonic Illusion: Tree Binding Death
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user makes five handseals, and appears to dissolve into a mist. Once they stealthily approach the target and get within short-range, the opponent feels completely immobilized, and believes they have been bound by a fast-growing tree and are unable to move. The user then appears as if they emerge from the tree to attack the target. In reality, the target is immobilized, allowing the user to strike or interrogate them.

Follow the paralysis rule of thumb. This technique is similar to the string bean binding in most senses with the exception of the range. The user appears from the same tree used to bind the opponent.

( Genjutsu: Oshitsubusu Hebi Kubire ) - Illusion Technique: Crushing Snake Constriction
Rank: B
Type: Offensive, Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage points: 40
Description: The user puts the opponent into a genjutsu which has snakes appear beneath the opponent to constrict them and with the users command, they crush the opponent. In reality, the opponent is immobilized and takes damage due to the stress on his mind.

Follow rule of thumb for paralysis genjutsu. The snakes visually appear in a fashion specified by the user beneath the opponent. The snakes at the bottom and around the target's body are the only physically felt entity within the entire illusion. Beyond the snakes appearing, no additional unspecified manipulation may occur. The snakes do not bite, poison, or eat the target. The only things the technique accomplishes is the restriction of the target with the snakes acting as the physical representation of the paralysis.

( Magen: Chō Shinka ) - Demonic Illusion: Butterfly Evolution
Rank: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes one handseal, placing the opponent in a genjutsu. The user then tosses a large number of explosive tags at the opponent. To the opponent, it looks as if they are countless butterflies. The opponent then believes they are sinking into the ground, in reality making them immobilized; this allows the user to place one final exploding tag on their forehead before detonating all the tags simultaneously.

This technique detracts from the general rule of thumb for paralysis. The sinking is a slow means of paralysis starting at the feet and rising as the time goes. Complete paralysis from the neck down will occur before the turn is over.

The explosive tags mentioned in the technique may be attached to projectile weapons like shuriken or kunai, though not techniques generated by other techniques like the shuriken shadow clone or an elemental shuriken (unless they pre-existed on the field).

Realistically the final tag mentioned is thrown not physically transferred from the user to the target otherwise the user would fall victim to the explosion as well.


Deception Genjutsu

While all genjutsu is deceptive, these techniques refer to techniques that are not movement restrictive in nature but are more so toward deceiving the victim about certain events and indirectly leading them to actions that the user can take advantage of. Likely the most ordinary type of genjutsu there can be. The deception lies in creating an illusion that fools various senses and being inconspicuous in nature so that the victim won't be able to tell it was an illusion and therefore go about reacting to those occurances as opposed to the real ones happening behind the scenes.

Advantages to Method

These techniques are more inconspicuous as opposed to the previous method which serve to have a direct correlation to restricting movement. That being said, these techniques are harder to figure out than other illusions and are often the subject of metagame in the RP for that very reason. While many can be figured out in a matter of time, people are never too keen on remaining in an illusion for more than a turn. However that issue isn't a large one in the grand scheme of things. These techniques have a variety of usages from creating false backgrounds to creating false clones with hidden agendas.

Disadvantages to Method

Metagame as stated before, however that's an OOC issue. In character, these techniques may be difficult to read by not impossible. That being said genjutsu cannot control a person's movements but only create experiences and hope for the favorable outcome to occur as a result. However with not ability to actually hinder the actions (most of the time) of your opponent, all methods of release are still available with these techniques and the freedom of movement still exists for the user.

Techniques
( Magen: Kokoni Arazu no Jutsu ) - Demonic Illusion: False Surroundings Technique
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra Cost: 10 (+5 if you use it double)
Damage Points: N/A
Description: The user casts an illusion over an area that allows him to manipulate the way an area looks to fool an opponent. He can only change the way the terrain looks, and not any other feature.

This technique is simply visual in nature. You change the surroundings of the terrain to make it appear as though it's another terrain. That's the basic application, however, you can change things on a smaller scale. You cannot, however, create lone images within the terrain such as having a single tree appear out of nowhere or creating multiple stand alone entities.

( Genjutsu: Kasumi ) - Illusion Technique: Servant
Rank: D
Type: Supplementary
Range: Short
Chakra Cost: 10
Damage Points: 20
Description: The user does one handseal and throws a paper bomb at the enemy. The enemy, trapped in a genjutsu will see a clone of the user advancing upon him. As the paper bomb reaches the enemy, it explodes

The actual throwing of the paper bomb is not revealed. The victim only sees the clone's appearance and advancement. This can be used in conjunction with a projectile weapon to advance the movement of the paper tag.

( Kasumi Jūsha no Jutsu ) - Mist Servant Technique
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra Cost:10
Damage Points: N/A
Description: This illusion creates numerous illusionary clones of the user that appear to emerge from the ground, trees, rocks, etc. If these clones are attacked, they appear to multiply. The user can co-ordinate his attacks with the clones to make it appear as if they are real.

These clones appear from the ground or other surfaces where they are placed. Everything about them, down to their very possessions are illusions and when interacted with by the target, multiply into more clones. They give off the appearance of real clones meaning there are shadows, however, they do not possess chakra and can easily be determined by any level of dojutsu.

( Magen: Narakumi ) - Demonic Illusion: Hell Viewing
Rank: D
Type: Supplementary
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: The user performs two handseals causing it to appear as if a swirl of leaves surrounds the opponent. The swirl eventually falls away, and after a few seconds, the opponent sees the image of whatever they fear the most, shocking them and potentially causing them to faint.

This is a quasi hypnotic technique as the activation of this will see the victim fall into a momentary haze until the rest of the illusion transpires. The momentary lapse is not long enough for the user to initiate another counter, but rather, make the victim forget the activation of the technique and further hide the technique. Alternatively, the user could completely forego the swirling leaves around the target if they are already hidden (as seen when Kakashi used it in Shippuden) and simply execute the illusion.

While the illusion describes "whatever they fear most," within the RP it is difficult to ascertain or describe the contents of another's mind to them if the member does not reveal. So, the middle ground is; this illusion allows the user to describe a limited range of disturbing images and impose a forced feeling of fear upon those images that would affect weaker shinobi (essentially anybody jounin rank or below. At that point if you're even fighting them with more than this level of Jutsu you should be ashamed)


(Genjutsu: Kawarimi ) Illusion Technique: Substitution
Type: Defensive
Rank: D-B Rank
Range: Short-Mid
Chakra: 10-20
Damage: N/A
Description:
A simple technique, this genjutsu works solely as a defensive measure. The user will produce an illusionary copy of himself while he escapes the path/area of the attack with a rapid movement, unnoticed and masked by the technique. The enemy will see and hear the user in the original place until the attack connects with the illusionary copy, at which point it will disperse, revealing the true location of the user. The technique can be controlled so as to have the illusionary copy interact and talk in specific ways with the enemy for other purposes, while the user remains hidden from the targets perception. The illusion is often personalized from user to user, namely in its dispersion, sometimes in relation to the users elemental affinity or summoning companions, following a theme unique to him. The limitation is that the user cannot escape large techniques with this ability nor incredibly fast ones, since the escape is his movement and, as such, is limited to small scaled attacks or normal paced ones. Only techniques which can be escaped by moving out of their way running or through movement can be defended from with this. The main limit however, is that, since its a sustainable illusion, triggering any offensive action towards the target will immediately release the illusion, be it a simple taijutsu move or a ninjutsu attack; any aggressive action the user wants to take will immediately break his focus and control over the technique, releasing the target from it. The stronger the user is with the usage of Genjutsu, the more effective and strong the illusion will be and more times can it be used.
Note: This version can only be used by ninjas without a Sharingan.
Note: Genjutsu users can use the technique thrice per match, D-Rank; Secondary Genjutsu Specialists can use the technique four times per match, C-Rank; Primary Genjutsu Specialists can use the technique five times per match; B-Rank.
Note: Movement speed is bound by the users rank.

Only a few things to clarify. First thing is regarding movement with this technique. While you do not need to actually describe the way the actual body moves after executing this technique, your placement after issuing this technique must be within realistic parameters from the technique you're avoiding. If you were previously moving in the way of the technique where you'd be hit, you cannot remain moving in that same manner after issuing the technique, it doesn't make sense.

Secondly, you can use this technique without being attacked at all. This is simply the creation of an illusion clone that takes your place. It is complete sensory manipulation, meaning that the clone looks, sounds, smells, and even feels the same as the user until dispersion and the user is completely masked from the senses until the jutsu ends. The clone interacts normally but once attacked or damaged, like a shadow clone it disperses and so does the illusion.

You can still perform ninjutsu and other techniques when this jutsu is in effect without breaking it. The condition is no attacks. I will extend this to no setting up of traps through the means of supplementary ninjutsu use. For example; if you were to use a supplementary barrier technique to surround your opponent that is not offensive in nature, that would still break the illusion. If you were to use something truely passive and ineffective to the target such as hiding in camouflage after using this jutsu, that would not break this illusion.

Layering rules apply, however, this technique cannot be layered with offensive genjutsu or genjutsu that sees some form of detriment to the victim. Example; combining this with false surroundings or hell viewing is alright. Combining this with Servant (the explosive tag technique) is not.


( Kori Shinchū no Jutsu ) - Sly Mind Affect Technique
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost:15
Damage Points: N/A
Description: The user casts an illusion on the opponent that makes them believe they are travelling in a straight line, when instead they are moving in circles. This is only effective on moving opponents. If the opponent travels in the circle for hours, they will be exhausted.

This technique does a complete sensory manipulation in which the victim experiences their movement toward their destination never getting any closer. In a thick terrain such as a dense forest or mist, it is less noticeable at first. This says it only effects moving targets, however, that is only because if the user is, if the victim is not moving, they do not experience the sensation of getting nowhere. You can cast this illusion on a stagnant opponent but once they start moving they'll feel the effects of the illusion.

( Genjutsu: Jigoku Gouka ) - Illusion Technique: Hell Fire
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points:N/A
Description: The user casts an illusion where the opponent sees a huge ball of fire descending from the sky and enveloping its target.

Heat is seen and generated, you feel the burn of the flames but neither your flesh nor anything else hit by the fireball actually burns or turns to ash. "running" from the technique does not work in helping you avoid or delay the illusion.

(Magen: Nijū Kokoni Arazu no Jutsu) Demonic Illusion: Double False Surroundings Technique
Type: Supplmentary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
The user will do a sequence of 3 handseals, putting his opponents under a double layered Genjutsu. The user is able to create false surroundings to fool his targets, much like the simpler version of the technique. However, the illusion is in fact layered. If the opponent manages to release the first one, he will then feel the effects of the second illusion. If, for example, the first illusion is that of a desert and the second that of a forest, upon releasing the first one, the opponent will see the desert fade away while the forest appears around him, making him think he dispelled the illusion while in essence he is still caught in one. Each illusion is equivalent to C-Rank and both are casted at the same time. While normal releases will release only one illusion at a time, a strong enough pain or an external source of chakra can dispel both at the same time.

Currently the only exception to the genjutsu kai rule where, using kai of any rank, will not release both illusions cast at the same time. Kai will release one illusion and, by extension, full body surges. Pain and external infusions, however, will render this technique broken in its entirety if enough.

Of course Sharingan users of 3 tome or above are exceptions to this exception.


( Konoha-Ryū: Yanagi ) - Leaf Ninja Art: Willow
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage points: 35
Description: The user waves their sword back and forth, which when seen by the target locks them in a genjutsu which causes them to hallucinate multiple waving arms. The movement resembles that of a willow tree blowing in the wind. With the enemy off guard, the user is free to cut them down.

Nothing particularly difficult to understand here.

( Genjutsu: Iwa Kōka Genjutsu ) - Illusionary Arts: Rockslide Genjutsu
Type: Offensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage: N/A
Description: This is a technique that can be cast on multiple targets. The user creates an illusion where their target(s) experience several explosions going off near and around them. The ground around and beneath the target(s) will begin to collapse and cause panic and mental damage from the perceived reality of the explosions. The technique, however, is weak when cast upon multiple targets as it only takes one individual to release the technique for large groups of people.
Note: This technique can be cast on multiple targets but when done it only takes one person to release the technique for all parties involved with genjutsu kai. However all members need to be within short range distance.

Key thing to remember here is the means of breaking this technique if it is cast on multiple persons. Genjutsu kai is the only method that will render it for all parties. inflicting pain, using chakra surge, external infusion will only work on the self. Genjutsu kai, at least in this regard is seen as a all encompassing breaking of the genjutsu veil. Of course, some other means of mass external chakra infusion to all involved parties, may also break this jutsu. However, the most cost effective way is through kai.


Concealment Genjutsu

Just as the name suggests, these techniques are intended to conceal the user of the illusion to allow for an element of surprise attack or even an escape. However that is virtually their only use. These techniques focus typically on visual properties as the idea is to prevent your opponent from seeing you. At times there are other generated effects such as muffling sound, and smell though typically for this set of canon techniques the jutsu masks only the vision of your opponent.

Advantages of Method

Useful techniques for concealing yourself and/or escaping from harm. It is an alternative method from ninjutsu which doesn't have any physical limits. With most genjutsu, they will last until the illusion is broken in some way or form. Unlike ninjutsu where one could simply use another ninjutsu to cancel out effects to create a field of vision again. It also presents opportunity to attack from the created blind spot.

Disadvantages of Method

They suffer from the same disadvantage as deceptive genjutsu with regard to mobility. These techniques are almost always conspicuous because they deal directly with stifling one or more senses to prevent your opponent from sensing you, when that occurs, they can easily discern the illusion and break it with ease. It possesses no other vantage point against the opponent beside concealing your own presence and are thus supplementary in use completely.

Techniques
( Genjutsu: Kahen Tonsou ) - Illusion Technique: Flower Petal Escape
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra Cost: 10
Damage Points: N/A
Description: The user makes five handseals, appearing to dissolve into a shower of cherry blossom petals. These petals surround the opponent, blocking his vision. This allows the user to mask his movement effectively.

This technique is similar to the mist servant technique in that the user creates flower petals to mask their movement. This deals with visual and audio confusion, though is primarily visual. See the Mist Servant explanation below.

( Genjutsu: Kasumi no Jutsu ) - Illusion Technique: Mist Technique
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra cost: 15
Damage points: N/A
Description: The user creates an illusionary clone that charges towards the enemy, jumps, then explodes in a cloud of cherry blossom petals which results in confusing the opponent and obscuring their vision, leaving them open for attack.

The clone is created in a manner specified by the user. This create the deception of a legitimate clone. The rest sees the harmless explosion of the dummy clone into a field of obscuring cherry blossoms. This technique is a combination of visual and auditory. The explosion and the way in which petals circulate around the target would create an audible distraction that those without enhanced hearing would not be likely to detect. The main component is visual and thus unless the target possesses the Sharingan of appropriate level, their vision will be obscured until the target releases the technique.

( Kasunda Genjutsu ) - Illusionary Arts: Hazy Illusion
Type: Supplementary/Offensive
Rank: C
Range: Short - Mid
Chakra Cost: 15
Damage: N/A
Description: This is a simple and not to difficult to discern genjutsu. The user places the target in an illusion where they see the world around them heavily distorted, preventing the target from discerning his surroundings while within the illusion. The technique also gives the impression of the target sinking in quicksand and thus acts as a means to immobilize them slowly.

Very straightforward, the world around the user is distorted to a point where nothing can be made other than the target themselves. This is considered a concealment technique because this also masks the whereabouts of the caster. This is also a partial movement restriction technique as it grants a slow immobilization (1 turn after casting) of the target by having them experience sinking into the ground.

( Kokuangyo no Jutsu ) - Bringer-of-Darkness Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, causing the opponent to believe they have been trapped in a world of infinite darkness, where their sense of sight is useless. It is capable of affecting multiple targets within range. However, it does not negate their other senses.

This technique creates a black void where the only thing visible to the user is themselves surrounded in pure blackness. This is an exclusively visual illusion and does not do anything to trick the other senses of the target.


Hypnotic Genjutsu

As the name suggests, these techniques deal with manipulating the subconscious and presenting some sort of hypnosis. While these techniques are few in number bar Sharingan genjutsu and are even more difficult to submit as customs, they are useful. The techniques deal with rendering your opponent unconscious and bending them to your will. Of course, this is an advanced concept and the limitations are far and great as one cannot simply take control of their opponent. The idea behind hypnosis in general is to seperate the consciousness of the victim from their body and imposing the will of the user onto their opponent. While there are only a few techniques, they are significant to outline.

Advantages of Method

The victim is rendered unconscious and therefore unaware. Arguably the most useful (in terms of concept wise when applied through customs) right by paralysis or hybridized genjutsu. As the victim is unconscious they have no control over their body. Within reason, the will is also imposed on the victim to force them to do what you want. There only exists one technique that capitalizes on this which is the interrogation method, yet the concept gets across well.

Disadvantages to Method

Despite the limited number of techniques and limited scope of the art itself, these genjutsu tend to be slow acting and take time to fully effect your opponent, in which time they still have mobility enough to capitalize on any of the four methods of genjutsu release before the jutsu is fully complete.

Techniques
( Genjutsu: Jinmon ) - Illusion Technique: Interrogation
Rank: C
Type: Supplementary
Range: Short
Chakra Cost:15
Damage Points:30
Description: The user of this technique, upon casting on a stationary opponent with physical contact with them, is able to convince the enemy to give away information. However, this will only work on ninja two ranks lower and below than the caster.

Through physical contact the illusion is induced. At the point of physical contact the target no longer has free will of their own and are under the caster's control until physical contact is broken. This means that the target themselves cannot perform any active manipulation of their chakra or body to cause one of the three methods of self release. This technique works on targets weaker than the user.

( Nehan Shōja no Jutsu ) - Temple of Nirvana Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, placing all the targets in the area under an illusion where feathers appear to fall from the sky. This slowly puts the opponents to sleep after one turn.

A very straight forward technique. One hand seal triggers the illusion and multiple feathers appear to descend and the target begins to fall asleep. At the end of the turn the target will be rendered unconscious for an undisclosed amount of time. The feathers are the constructs that give away the illusion. Very simple.
Misnomers: Yin Genjutsu & Elemental Genjutsu

Yin Genjutsu

To be clear, there is no separate category of Illusions called "Yin Genjutsu," or "Elemental Genjutsu." In the case of Yin Genjutsu, the techniques used that are augmented by Yin Release are still just simple Genjutsu. These cannot be compared to techniques like Tsukuyomi, which are a unique type of Illusion. Yin Release specialists are able to cast Illusions that can block a specific release method (see above), but this does not mean they are a unique category of Illusionary Techniques, like 'Yin Genjutsu.' Additionally, the Five Elements Illusion technique and other Yin Release techniques can subvert passive defenses (like the Surgebinder passive used as an example earlier in this training). The only 'unique' Illusions that Yin Release can cast is through Yin State.

Elemental Genjutsu

Genjutsu cast through the Five Elements Illusion technique become Elemental Genjutsu. In previous iterations of Genjutsu, Elemental Illusions typically conveyed a higher level of difficulty in breaking. In today's illusions this is no longer the case. Chakra surges in Genjutsu, unless they are raw surges (meaning a raw chakra surge outside of Elemental Surges or Genjutsu Kai), are broken in the normal surge rules. These illusions also follow pain rules. The only truly unique aspect with Elemental Genjutsu is that when interacting with elemental surges, strengths and weaknesses now apply. For instance, an A-Rank Water Illusion cannot be broken by an S-Rank Fire Release surge. It can only be broken by a Fire surge equal to Forbidden rank.
 
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