Excellent one. I remember seeing this one awhile back and thought "dam...why didn't I think of that?"
Indeed a good idea!
No questions
Okay, basically I created it to work with my Kurama bio, but it is not a bad technique to stack on top of other genjutsu, especially opponent's, as its strong rank will most likely negate the effects.
Next one:
( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation
Rank: A
Range: Short-Mid
Chakra Cost: 30 + (Decoy Jutsu)
Damage Points: N/A ( Non quantifiable)
Description: The genjutsu begins by replicating a weak, easily releasable genjutsu (by Kai or small pain) and place it on any number of opponents within range. An example would be False Surrounding, changing the area around the targets. When the target moves to release it, the second, stronger, genjutsu will recognize the output, be it a chakra peak caused by pain or a Kai. This is based on the notion that certain genjutsus, for their complexity and strength, require sharper pain or bigger chakra outbursts in order to be broken, anything smaller will not affect the genjutsu. After having recognized the peak, the genjutsu will duplicate and repeat it in increasingly higher frequency. This will overload the opponent, preventing the usage of complex jutsu (S and above), genjutsu or summoning jutsus, and exhaust the chakra reserves, equivalent to a chakra cost of a Kai for each peak. The repetition of the chakra peak that exhausts the chakra reserves touches the Ninjutsu in it's technique, as it copies and sends out chakra signals that affect the chakra system physically, but in a very raw and primitive manner, highly distant from the Kurama KG.
The Second Genjutsu clears the effects of the first one, and changes it with slight ringing noises, body palpitations and slight dizzy vision. If the used method of release was pain, it will recreate the pain by adding it to the body palpitations, seemingly making the body sore. These illusions are presented intermittently.
*The phsyical effect of the second genjutsu only serves to exhaust the chakra reserves, not to make the illusion of the technique real. Thus no damage is done physically*
*Can only be used once per battle*
*Allows multiple targets, but not multiple layers of this same genjutsu*
*Costs as 2 jutsus*
*The weak jutsu gets released upon the usage of Kai, small pain spikes or other means of releasing it. The second, stronger, genjutsu, will react to any method of countering the first genjutsu that would suffice to counter an A ranked Genjutsu.*
*High Ranked users will counter both genjutsus with a single Kai usage (because the second genjutsu is an A rank).
*After the second genjutsu kicks in, although it restricts the usage of complex jutsus, will still allow different methods of countering, such as higher pain peaks, or 3rd person infusion of chakra , despite the primitive physical part of the genjutsu (ninjutsu)*
*The user can't preform Summoning techniques or other Genjutsu in the same turn. Can only use 2 jutsus in the second turn. Can't use Forbidden techniques in the same or second turn*
Okay, the way this works is the follow:
You post this technique + a decoy genjutsu ( up to B rank ). The Decoy technique loses the restriction on target limit, handseals (though you might want to keep the handseals, as it will better "fool" the opponent) and range (up to mid), but the chakra cost is the same. Then you overlap a second gen, A rank (30 chakra), that stays dormant.
Once your opponent reacts to the decoy genjutsu, the following may happen:
1. Method of Release Enough for A rank or More - Both gen are broken, no other effects felt.
2. " Release Enough for B rank and less - First gen is broken, second one is felt.
2.1 - Chakra Peaks of Increasing Frequency - depending on the chakra kai used, normally the same rank as the decoy technique (if less, the decoy will be removed either way). This will actually take out the opponent's chakra every time, and within a turn, you could have as many peaks as you want, say, 10 peaks in a second, for a D rank technique, it's 100 chakra in a second.
2.2. - Illusionary Body Palpitations - the gen will trick the opponent into spending chakra, and, at the same time, make the opponent shaky and unstable. It will produce ringing sounds in the ears, body palpitations, blurry vision.
2.3 - Pain Release - if the method used is pain, all the above still apply. Given the pain table, you can sort of deduce the amount of pain that equates to certain chakra, and thus, that's the amount of chakra each peak will spend. It also adds a replica of the pain used at every peak (illusionary) and a sore body with each peak, proportional to the pain. Again, if the pain used is weaker than the decoy gen, the main gen will still remove the other illusionary effects.
2.4 - Restrictions Under the Effect - No Genjutsu, no jutsu S rank and Above, no summoning jutsu.