(Fūton: Renkū Yōsen) Wind Release: Drilling Sky Dancing Fan
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will chakra his chakra into his giant folding fan (or any other wind jutsu compatible fan) and swing it in front of him and around him in a complete circle. As he does, a large wind raises and gathers all around, forming a large tornado that whips itself around the user and is then propelled towards the intended chakra through the movement of the fan. The technique can be massive in size, but is always incredibly fast.
Note: The user must have a Giant Folding Fan or some other compatible fan.
(Kirigakure no Jutsu) - Hiding in Mist Technique
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10
Damage: N/
A (20 )
Description: This displacement technique creates a thick mist to spring forth by lifting up some water from either a pre-existing source or expelled from their mouth, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It can't fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan and Rinnegan-user will see the mist coloured by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Note: Can be created through releasing from mouth or manipulating a nearby water source.
(Genjutsu: Kawarimi ) Illusion Technique: Substitution
Type: Defensive
Rank: D-A Rank
Range: Short-Mid
Chakra: 10-30
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. Apex Genjutsu Specialist can use the technique six times per match; A rank.
Note: Movement speed is bound by the users rank.
(Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary,Offensive, Defensive
Rank: N/A /(E – S)
Range: N/A /(Short – Long)
Chakra Cost : +10 chakra for each water technique/(5 – 40)
Damage Points: N/A /( 10 – 80)
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modelling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including handseals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For Ganmi lacking a water affinity or for those who do have it, this technique can be merely used a basic creation technique for the clan; ranging from forming the saliva into constructs, projectiles, tools to wield on hand like swords, kunai or even blasst of saliva, that can take the form of a thin stream or a scattered splash and can only be used up to A rank. This is the active portion of the this technique, requiring the needed amount of chakra to manipulate the saliva, thus dealing damage based on the rank of the technique. The creation method of this technique is only limited to the user’s own imagination. Adapted defensive/supplementary techniques gain offensive properties due to the corrosive nature of the saliva if applicable and logical, dealing damage equivalent to its rank. Ganmi with Water affinity will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires. S rank version of active ability can only be thrice per battle and A can only be used 4 times, requiring a cool down of two turns before being able to be used again while leaving the user unable to use Black Tongue Arts above B rank in the same or next turn. B rank requires one hand seal, A rank requires 3 and S rank requires four.
(Doton: Shinku Bohi) - Earth Release: The Scarlet Tombstone
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will release their chakra into the ground, then by manipulating their chakra, they cause an abundance of adhesive sticky mud to burst up from the ground around and beneath the opponent(s). The mass of mud quickly forming into a tombstone-like shape while clinging to the target, then quickly hardens and encases the whole of the opponent in solid rock. The rock quickly continues to constrict around the opponent, growing tighter and tighter until it eventually crushes them with immense force. Multiple tombstones can be created to encase and destroy multiple enemies, or a single large tombstone can be created to destroy a group of enemies, or one large enemy. The Tombstone created can be no larger than Gamakichi and if multiple Tombstones are created, their total size combined cannot exceed that of Gamakichi.
Note: User is unable to use Water above S-rank in the same turn and the turn after.
Note: Only useable thrice.
Note: Courtesy of Scaze
(Ganmi Genjutsu: Mihoufu ⋓ Minori ) Taste Illusionary Arts: Fruitful Bounty ⋓ Harvest
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Harvest is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceives the world around them with the 5 basic senses, similar to False Surroundings. It does not change how the targets see people, animals, or even themselves, only creates or alters terrains, and inanimate objects or beings. The Secondary Taste allows the user to alter the way the opponents feel their surroundings, or how the surroundings make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. They fall under one of 5 category:
- Anger: The changes done to the terrain will be perceived negatively. This is usually meant to create a decoy of focus onto the surroundings, rather than entities within the battlefield. The target will chase after the terrain or target the terrain or a specific inanimate object. Ex: Create a red curtain behind the opponent, which will prompt him to direct his attacks at the curtain. A wall created with this will be a target to destroy, not to avoid.
- Disgust: This is meant to guide the target away from the terrain creations, and guide them into a specific place or just make them lose focus on their surroundings or specific directions. The target will be disgusted by the terrain constructions and move away from it. Ex: Create a wall of mucus that will prompt the target to move away from it, or go around it, not targeting it but rather avoiding it.
- Fear: This is meant to paralyze or make a person suspect of the terrain changed. The object of the illusion will cause great fear upon the target. Ex: Create a black wall that will seem too big, too imposing, too insurmountable for the opponent to destroy or evade, or do anything but stare at it.
- Happiness: This is meant to calm and attract the target to the terrain feature. This could attrack someone into it, or guide them in this way. Ex: Create a yellow pillar which the target will focus on and travel to, rather than avoiding or wanting to destroy.
- Sadness: This is meant to remove the will of the opponent into doing anything. The terrain will elicit more extreme action of either defend from it or attack it. Ex: Create a blue wall that saddens the opponent, making him sad and exhausted and prompt him to do something gratifying, either destroy it or hide from it.
A person targeted by this technique can still perceive damage from the surroundings, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the terrain, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, trees appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.
The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.
(Inton: Gogyou Gen) - Yin Release: 5 Elements Illusion
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: This technique allows the user to combine their elemental chakra with Yin Release in order to create stronger, more potent genjutsu. When the user casts a genjutsu, rather than using their raw chakra they will use one of the basic elemental natures, thus increasing the potency of the jutsu. The jutsu increases in strength by one rank and due to the massive amount of chakra used, the jutsu can penetrate through any subversive method against genjutsu. By using nature chakra rather than raw chakra, the properties of the genjutsu can change in accordance to that nature and become stronger. For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire. As well, the technique would follow the rules of elemental genjutsu. The user is free to alter the effects of a genjutsu within reason as long as the primary effects remain the same.
Note: Can only be used 6 times per battle.
Note: Cannot be used on techniques above S-rank.
Note: Yin Release masters can use advanced elements and CE
(Yoton: Taiyōnomegumi) - Yang Release: Touch of the Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost:70 per use
Damage points: N/A
Description: Through the infusion of Yang natured chakra into others, users can heal others to their original best physical form. It can be used to regrow missing body parts, heal wounds, purge poisons, etc. The target needs to be alive and the bigger the injury, the longer it takes to heal. The limits of the heal, however, are almost none as it can heal 150 damage per turn and can even heal the chakra system or other injuries that are otherwise not possible to be healed. The technique requires time and physical contact and as such isn't very suited to use in a battle when compared to regular Iryo Ninjutsu.
Note: Yang Release masters are able to use on themselves.