(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne; however when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to C-Rank uses will inflict cold burns as well as all of the effects of frostbite and hypothermia. B to A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid, killing them instantly. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.
Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released through physical movements or through the usage of a single hand seal. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled and can be passively reshaped. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. S-Rank applications can only be used once every three turns and no S-Rank or above Prana in the user’s next turn when it is used.
Embrace of Ishtar – Armory of Akkadia
The Embrace of Ishtar allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors, enveloping it in a formless manner or surrounding it with a large-scale avatar. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame; the Raikage’s Lightning armor being a close representation of this. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole, meaning it will still be capable of neutralizing attacks of the same chakra or lower. The third and final type generates a large scale avatar composed of Prana around the user’s body, which is capable of adopting any shape or configuration. For example, the user could create a massive wolf’s head. Unlike Susano’o, it will be capable of covering the space beneath the user (even if they’re ground-borne) as a layer of Prana is manifested beneath their feet. However, their scale can never exceed the size of the Great Stone Golem. Avatars are bound to the user’s bodily movements. Like the Pride of Gilgamesh the armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while S-Rank applications require 10 chakra per turn. While the Embrace of Ishtar is active the user is capable of accessing their normal abilities. This technique can last a maximum of four turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana above A-Rank for a single turn.
Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. Familiars are capable of flight, whether they possess wings or not, through their composition as an energy. These familiars are also capable of taking solid form at the user’s volition. S-Rank familiars are capable of remaining on the battlefield for four turns; for each rank below S-Rank the created familiar gains an additional turn to remain on the battlefield. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. S-Rank applications can only be used three times per battle and no S-Rank or above Prana in the user’s next turn when it is used.
Change name to Ramesses
(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Rather than focusing on the manipulation of raw Prana, the user will utilize it to enter the Throne or return entities that were previously transported such as chakra or techniques. In this sense, the use of Prana will only act as a medium to achieve the desired effects and will not be the end result itself, as is the case in Era of Gods. The first two uses, Conquest and Domination, will deal primarily with returning entities already in the Throne to the field. Thus these two uses will require absorptions to be made beforehand through Prana techniques such as Era of Gods before they can be used. The latter two uses, Dissension and Unification, involve first sending people to the Throne before returning their bodies or parts of them to the field.
Conquest of Alexander - Bastion of Achaemenid
Through this ability, the user will gain the capability to return absorbed objects, techniques parts of the terrain and other Surgebinders to the field. Similar to Noble Phantasms, they will be manifested on the field in the form of the ethereal energy before becoming corporal and usable as tangible entities. The prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. Upon becoming corporeal, the transported entities will exhibit all of the effects and properties they possessed prior to being absorbed. They will continue to move in the same way (if at all), with the exact same speed and momentum that they had. It will be almost as if time was stopped and then resumed for them, which isn't an inaccurate comparison given the 'stasis' they were under while they existed in the Throne as prana energy. While their direction of travel cannot be changed directly, it can be guided through strategic placement. For example, a kunai that was travelling towards the user could have one of two things done to it. It could be placed behind, in front of or around another person beside themselves, allowing it to strike the new target rather than themselves. Conversely, it could have it's axis shifted rotationally, so that the weapon is summoned with the 'front side' (the direction of motion) being altered so that the object will now move towards that side. Targets that were largely stationary or were not motion prior to being absorbed cannot be propelled or made to move through this technique. The only exception to this is summoning them in the air so that they eventually succumb to gravity and descend on whatever is below them. Techniques returned to the field through this ability will possess the same damage they did prior to absorption while objects and parts of the terrain will assume the damage of their rank. Returning people within the Throne to the real world is normally done to interfere with their use of Unification of Arthur, effectively cutting their stay in the alternate dimension short. B-Rank and below uses will encompass transporting objects and people, A to S Rank uses will encompass transporting parts of the terrain while the rank of transported techniques will be dependent on their own rank. The S-Rank version of this ability can only be used once every four turns and no S-Rank or above Prana in the user’s next turn when it is used.
-Shorten this
Domination of Vlad - Tower of Yggdmillenia
Rather than returning techniques themselves to the field, the user will concentrate on returning the chakra contained within to their bodies. The user will systemically isolate all of the chakra contained inside of every technique they've sent to the Throne, even if that chakra is the only competent present (in the case of raw chakra techniques and similar abilities). All of that chakra will then be purified to rid it of harmful effects and foreign taint, effectively rendering it raw, unmolded chakra. It will then be returned to the user's body as prana energy in order to seamlessly integrate it into their chakra network. The prana will travel through their chakra system until it reaches the point(s) where the user's chakra is stored and contained, whereby it will be converted back into it's chakra form and deposited there for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 500 chakra points. This does not mean this ability will always return that amount, the value will always be dictated by how many techniques the user has absorbed and how much chakra they contained. If, for example, the user managed to absorb 10 standard A-Rank techniques, that would only increase the user's pool by 300 chakra. This is a B-Ranked ability and has a cooldown of two turns in between uses. Techniques that this ability is applied to, if later used with Conquest of Alexander, will no longer carry their previous damage value and will instead be classified as a terrain-based usage. Naturally this will only be possible with matter-based elements and not those composed of energy as they will obviously lose their form without chakra.
Dissension of Hassan - Fortress of Alamut
This ability can only be used while the user has at least one clone on the field. The user will instruct their clone(s) to surge a large amount of prana throughout every chakra point in their body. From an outside perspective, the clone(s) will disappear in a flash of light that reflects the colour of the user's Prana. This will signify their return to the Throne and the first part of this technique's use. The next stage of this technique will take advantage of the user's ability to return the chakra within entities sent to the Throne to their own body. All of the chakra within the clone(s) will be siphoned from their bodies and transported back to the user's own passively. Their initial travel to the Throne will count as a move but the process of returning the chakra will neither cost a move nor take a slot in the timeframe. Regardless of how many clones use this ability at the same time, it will still only count as one usage of this ability and one of the user's three moves per turn. For each clone that uses this technique, it will cost 30 chakra per clone (e.g. if four clones use this, it will cost a total of 120 chakra). This is an A-Ranked ability and can only be used four times per battle. This particular ability can only be used by clones, never the main body and once this is used, they cannot return to the field/real world under any conditions. The chakra siphoning process is done fully, rather than partially, and upon completion the clone is effectively considered 'dispersed'.
Unification of Arthur - Kingdom of Camelot
Similar to Dissension, this time the user themselves will surge a large amount of prana throughout every chakra point in their body in order to enter the Throne. From an outside perspective, their body and everything on their person (including held items and Noble Phantasms) will disappear in a flash of light that reflects the colour of their Prana. A moment later, they will re-appear amidst another flash of light, at a location of their choosing. The entire process, from initiation to completion, will occur as fast as Minato's Flying Thunder God technique. This enabled by the fact that ethereal energy constantly exists within their chakra systems, so it's initiation is a simple matter of imbuing all of that Prana with chakra. Twice per battle, the user can utilize a stronger version of this ability to prolong their stay in the Throne. This will allow them to exist within the alternate dimension as prana energy, which effectively places their body in a 'stasis'. This will halt blood loss, the propagation of poisons, the duration of active techniques/abilities and any other ailments or conditions. This will happen for as long as the user is within the Throne and the user can only remain there for a maximum of four turns per usage. As long as the user re-appears on the battlefield or in the same landmark (in regards to usage in the NW) then using this technique will not count as escaping a battle. If, however, the user opts to re-appear in a different landmark, then they will effectively forfeit the battle and be out of the event. This only applies if the user utilizes Unification while engaged in a battle and not for simple travel purposes. The first usage is considered an A-Rank and can only be used once every four turns. The second usage is considered an S-Rank, can only be used twice per battle and has the same cooldown. If the user remains in the Throne for a duration longer than two turns, they will be unable to use S-Rank or above Prana on the turn they return to the real world.
(Zokyo: Kiseki no Sedai) - Surge of Augmentation: Generation of Miracles
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 chakra per turn)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's chakra system and ability to control it through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. This enabled by the fact that ethereal energy constantly exists within their chakra systems, so it's initiation is a simple matter of imbuing that Prana with chakra to achieve the desired result. Upon first activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation can last up to four turns and can be used a maximum of twice per battle, however this technique can only be used four times in all. After an Augmentation ends, the user will suffer a backlash related and proportional to the ability used and how long it was active.
Crown of the Ruler
It is the prerogative of rulers to increase their dominion, expand their territory and consolidate their sphere of influence. In this variant the user will augment their chakra system through prana to increase both the efficiency and scale of their techniques, allowing them to travel farther and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of techniques can be influenced with this ability. While this ability is active, short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. Nor are techniques which affect the user's body or anything on their person or those which do not physically travel (e.g techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but it's maximum size would remain unaffected. When thi s ends, for the same duration Crown of the Ruler was active, the range of all of the user's techniques will be decreased by one. Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range. Techniques that are short-range in size or reach will become unusable during this period, excluding the aforementioned exceptions mentioned earlier.
Helm of the Avenger
To annihilate indiscriminately is the very essence of vengeance. In this augmentation the user will augment their chakra system with prana in order to increase the strength and power of their techniques. This augmentation can selectively be applied to certain elements and abilities or all of them but in the case of the former, they must be specified beforehand. The chosen elements and abilities will gain one rank if they are A-Rank or below and in the case of S-Ranks and above they will gain +20 damage. This ability can also affect advanced elements without being applied to one or any of their individual components. Naturally this ability can only be applied to offensive techniques and/or those which have a stated damage value. As is the nature of all augmentations, when this enhancement ends, the user will be subject to a severe backlash proportional to how long this ability was used. For the same duration Helm of the Avenger was active, all of the abilities that were boosted will now be decreased by one rank when it ends. Since this ability does not boost solely defensive and/or supplementary jutsu or those with "N/A" damage, such techniques will not experience this backlash even if they fall under one of the chosen skills.
Aegis of the Shielder
The mandate of any defender is to be the stalwart guardian of the realms of men. In this augmentation the user will augment their chakra system with prana in order to increase the potency and durability of their techniques. Unlike Helm, this ability is selectively applied to Defensive and/or Supplementary techniques or simply those with a damage value of "N/A". This augmentation can selectively be applied to certain elements and abilities or all of them but in the case of the former, they must be specified beforehand. The chosen elements and abilities will gain one rank if they are A-Rank or below and in the case of S-Ranks and above they will become capable of defending against techniques with 20 more damage points than usual. This ability can also affect advanced elements without being applied to one or any of their individual components. As is the nature of all augmentations, when this enhancement ends, the user will be subject to a severe backlash proportional to how long this ability was used. For the same duration Aegis of the Shielder was active, all of the user's defensive and/or supplementary techniques of the chosen skills will be decreased by one rank when it ends. Since this ability does not boost offensive techniques or those with a stated damage value, such techniques will not experience this backlash even if they fall under one of the chosen skills.
Arsenal of the Gunslinger
In speed and dexterity alone, they are unsurpassed. This ability utilizes prana to augment the user's chakra system in order to improve their speed and skill in molding chakra thus the effects of this augmentation will be two-fold. The increased skill in molding chakra will translate to the capability of using all techniques without the need to use handseals, as a focus to mold chakra is no longer required. The increased speed will translate to an ability to mold chakra faster. This will not affect the timeframe itself (so under no conditions can the user ever mold chakra for two techniques before the opponent uses one, with the obvious exception of same TF and passive jutsu). What it will do is enable the user to complete techniques successfully and fast enough to intercept targets much faster then them. While this is active, the user will be capable of using techniques fast enough to counter targets/techniques moving at 3x their current speed in short-range and 4x their current speed in mid-range. As is the nature of all augmentations, when this enhancement ends, the user will be subject to a severe backlash proportional to how long this ability was used. For the same duration Arsenal of the Gunslinger was active, all of the user's techniques which use handseals will now require twice the amount of handseals to be used (e.g. a technique which requires 4 handseals will now need 8 of them).
Scepter of the Gatekeeper
The virtue of moderation and the pinnacle of mastery. In this augmentation the user will augment their chakra system with prana in order to increase the efficiency in their molding of chakra. This will enable them to utilize all of their techniques at a decreased chakra cost (-10 chakra) without a reduction in power. Of course, this will not apply to D-Rank and below techniques, as then they would be void of chakra. In regards to sustained or actively maintained jutsu, this will reduce their chakra cost to match that of the canon technique Inner Sonar Skill. As is the nature of all augmentations, when this enhancement ends, the user will be subject to a severe backlash proportional to how long this ability was used. For the same duration Staff of the Gatekeeper was active, all of the user's techniques will now require an additional ten chakra points to be used, excluding those which do not utilize chakra. The cost to sustain techniques will increase by five chakra points rather than ten.
(Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short
Chakra Cost: 20-40
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. This enabled by the fact that ethereal energy constantly exists within their chakra systems, so it's initiation is a simple matter of imbuing that Prana with chakra to achieve the desired result. Upon first activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Level 1 augmentations will have no recoil effects while Level 4 Augmentations will carry a significant backlash after they end. The user can augment more than one of their attributes through a single use of this technique but the collective sum of their levels can never exceed four. For example, the user could combine a Level 3 Augmentation with one from Level 1 or use two from Level 2 or four from Level 1. Thus it follows that Level 4 Augmentations cannot be combined with others. The rank of this technique will reflect the collective level of Augmentations used through it: one point will be B-Rank, two means A-Rank, three or four are S-Rank. Guardians and Wraiths will be restricted to using Level 2 and below Augmentations. Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations. Only Heroic Spirits will be capable of using Level 4 Augmentations. Each Augmentation can last up to four turns and can be used a maximum of twice per battle, however this technique can only be used four times in all.
Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above. For example, a Level 3 strength augmentation will enable the user to break out of S-Rank techniques of the aforementioned type through physical exertion alone. However when this is used, it will count as one of the user's three moves per turn though it will equal Chakraless Taijutsu techniques in the speed of it's performance. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. This is made possible by the fact that the user's body is also fortified to the point that it can handle the stress placed on their body by this sudden increase in strength. Level 1 will increase their Taijutsu damage by +20, Level 2 will increase it by +25, Level 3 will boost it by +30 and Level 4 will boost it by +40. To quantify this beyond measure digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel and armours, levels three and four will enable the destruction of whole buildings with a single punch. Striking the floor with level two and below versions of Heracles will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. In terms of lifting strength, level ones and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to carry boss summons such as Gamabunta and Manda II. At the cost of a move, the user will be capable of grabbing and stopping solid techniques without incurring damage, and even throwing them away or back towards the opponent. Finally, as this jutsu increases full body strength, the user will be capable of running and leaping with explosive power. This will translate to an ability to reach great heights in a single leap of bound (ten meters high for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and resultant taijutsu damage will fall by the same value it was boosted by, for the same duration that it was used. They will also become incapable of jumping for the same number of turns.
Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, level two would multiply it by x2.5, Level three would triple it and Level four would quadruple it. While this infusion is active, the user can use their increased speed to avoid techniques but it will count as a move when used like this, though the user will be capable of performing other jutsu in the same timeframe. Avoiding attacks like this will depend on two things: their size and how quickly they're moving. Essentially if the attack is moving at normal speed while the user is moving at x2 speed, the distance it is away needs to be at least half of it's dimensions (a third for level three, a quarter for level four, etc). For example if the user is moving at x4 speed, to evade a normal speed attack that is 20 meters in radius, it needs to be at least 5 meters away for it to be evaded successfully. Essentially it boils down to how quickly the user can cover the distance necessary to evade and whether that exceeds how quickly the technique itself can cover that. Evading a technique or multiple technique if they're used in the same timeframe will cost one of the user's moves per turn. When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed for four turns will divide the user’s speed by three so it will fall to one-third of the original for the same number of turns that it was used. Surgebinders which possess EIG or Leg Weights possess a greater level of endurance in this augmentation alone and so they will only suffer half of the recoil effects (e.g. after Level 4 expires, their speed will fall to ½ of the original rather than ¼).
Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will make the user immune to B-Rank and below techniques, Level 2 will grant immunity to A-Ranks and below, Level 3 will make the user immune to S-Ranks and below, Level 4 will confer immunity to Forbidden Ranks and below. However the user's body will still experience the force behind attacks so while they take no damage from them, their body can still be pushed back. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level two will make it so the user sustains 60 more damage from freeform attacks and offensive techniques, level three will make them deal 80 more damage and level four will do so for 90 damage for the same duration that the Augmentation was used. To quantify this beyond mere numbers, after level two is used, using a Forbidden Rank or any jutsu which deals recoil damage will kill the user if used during this 'cooldown' period. In addition to that, level three will make it so freeform strikes and attacks will deal bone-breaking force upon connecting while level four makes it so a freeform strike will flat-out kill the user if it lands. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used (e.g. four turns of use means four turns of vulnerability).
Agility of Perseus - Blessing of Hermes
Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atlanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x1.5, Level 2 multiples it by two, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single moment at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. Similarly, if a target launched a punch at the user's face, the user could shift their upper body to the side and the same time, deal a single blow to the opponent. In effect, the speed boost will only apply for the time it takes to perform one motion, before fading again. As demonstrated in the second example, the user can perform multiple motions as long as they're done at roughly the same time. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a mid-range distance but rather in short bursts, to react to attacks and potentially strike in the same window of time. When used for movement or against freeform attacks, this will not count as a move. When used to avoid techniques, it will count as a move but the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used. They will also become incapable of intense physical exertion or fast movements, preventing them from running or using Taijutsu, for the same number of turns.
Endurance of Spartacus - Gladiator's Rebellion
Through this augmentation, the user will raise their body's level of endurance. This will essentially enable them to use techniques with lessened drawbacks and reduced recoil damage, depending on the level of Augmentation used. The level one version of Spartacus deals primarily in eliminating the negative physical effects of using techniques. While it is active, the user won't sustain recoil damage from using techniques or receive any kind of physical harm once they end (with the exception of jutsu that kill the user). When paired with other Augmentations, namely those which are Level 3 or below, the user will not suffer the stated backlash when they end. Level two, in addition to level one's abilities, will lighten the skill restrictions the user incurs after using techniques by one rank. To demonstrate, if the user utilizes a technique that states "No A-Rank or above Fire", it will instead become "No S-Rank or above Fire" if the technique is used while level two is active. Level 3 takes this one step further and in addition to eliminating recoil damage and lightening the restrictions on Forbidden ranks, it will effectively eliminate skill restrictions on S-Ranks while it is active. This only applies to restrictions that restrict what the user can utilize in their next turn, it has absolutely no effect on usage limits of the technique itself. In addition to all of the previous effects stated in levels one, two and three, level four eliminates skill restrictions from Forbidden ranks while it is active. As is the case with level one, the user will incur no penalty after is used. After level two ends, for the same duration that it was used, techniques will have their restrictions increased by one rank (e.g. no S-Ranks or above will become no A-Ranks or above). Level three, in addition to drawback stated in level two, will render the user in capable of using Forbidden Ranks for the same duration. Level four, in addition to all of the drawbacks stated thus far, will render the user in capable of using S-Ranks for the same duration that it was used.
(Busou: Seiki no Senshuken) – Surge of Armament: Centuries of Champions
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long (Summoned within short-range)
Chakra Cost: 40
Damage Points: N/A
Description: This technique employs the use of generic Noble Phantasms that can be sorted into seven different 'classes'. While they will share the abilities of weapons in the same class, no two Noble Phantasms will be identical in appearance as thousands of these generic NPs exist within the Throne. They can be constructed of any material and may also exhibit appearances which aren't reflective of their composition. All of the weapons in every class will possess special traits, augment the user's body in some way and possess a 'release' ability. The one trait all of the weapons share is that all of them are capable of levitation and will remain in a state of suspended animation when not being wielded. Upon contact with a Noble Phantasm, the process of leaking prana into the user's body/attire to augment them occurs both instantly and passively. These enhancements vanish when the user is disarmed or if the weapon is released but it will occur again when contact is re-established. Noble Phantasms will also possess 'Release' abilities where the weapon will emit prana, elementally-infused prana or prana-infused elemental attacks. These abilities as well as those which stem from a weapon's unique composition (e.g. Lancer's extension ability) can be initiated with a simple mental command. This requires no other input from the user, allowing them to be performed while the user is free to use other techniques. However all 'Release' abilities will count towards one of the user's three move slots. Summoned weapons will last indefinitely but this will prevent the user from calling up from further Noble Phantasms while they're on the field, though they can be returned to the Throne instantly. The user can only summon one of the Noble Phantasms contained within this technique once every four turns.
Blades of the Saber
The user will summon an indestructible sword from the Throne, with the hilt appearing in either of their hands. The sword can be of any type or shape, be it a katana, a scimitar, a cutlass or any other bladed weapon that possess a hilt. Though they can possess unique designs, all weapons of this class will fall into one of five categories. Those categories are the basic five elements and every sword will exhibit the traits of the chosen element. Fire-based swords will seamlessly melt through whatever they touch despite no visual emission of heat. Lightning-based ones will fatally electrocute whatever they touch despite no visual surging of electricity. Earth-based ones will immediately petrify whatever they touch, allowing it to turn the opponent and even their weapons into brittle stone upon the barest contact. Wind-based ones will phase through whatever they touch but this means they will also incapable of blocking anything themselves (e.g. it will allow the opponent's weapon to pass through it during weapon clashes). In the case of people, the blade will cut their chakra network after phasing into them, effectively preventing the affected parts of the body from molding chakra. Water-based ones will similarly be able to allow solid entities to pass through it as it reflects the nature of water. The weapon will have the have the fluidity of a liquid, allowing it to flow like water and be reshaped accordingly. However unlike wind, the water can be made to exhibit solidity and clash with tangible entities. It should be noted that the effects only apply to the blade of the sword and not the hilt/handle, so the user is not susceptible to them despite holding the weapons. Upon contact with the user's body or attire, the hilt will also leak a copious amount of prana into their body. This will enable handsealess usage of the chosen element while the weapon is being held and will augment their chakra system every time a technique containing that particular nature is used, which will boost it's by potency one rank or +20 damage in the case of S-Ranks and above. Once per turn, by swinging the sword, prana-infused arcs/crescents of the chosen element in the shape of the user's slashing motion will be emitted from the blade. This is A-Ranked, has a mid-range reach and will count as a move.
Bows of the Archer
The user will summon any kind of bow into either or both of their hands as well as a quiver full of arrows onto their back. The quiver will appear with a strap that will be fastened onto the user's body, preventing it from falling. Upon contact with the bow, the user's body will be flooded with an incredible amount of prana. This will enhance their sense of sight and depth of perception without making them more sensitive to bright lights or other intense stimuli. This increased visual acuity will allow them to see everything in the landmark they're in as well as see through clouds of dust, mist and heavy rain. This means they will be completely unaffected by such NW status conditions that tend to be present in certain landmarks. Their eyes will also become capable of following the speed of quicker targets, which translates to a tracking increase of x3. The arrow's in the quiver can be fired as they normally would be but unlike normal projectiles, they will possess a few special properties. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also exhibit an extreme level of 'sharpness' when faced against basic weapons and ninja tools, allowing them to cleanly slice through them without being deflected off their flight path/trajectory in the slightest. Secondly, they will seek out and be drawn to targets with chakra foreign to the user's own once they are fired. When multiple sources of foreign chakra exist, they will always be directed towards the ones with the greatest concentration of chakra. However the main ability of the bow is ironically independent of the quiver of arrows, which arguably eliminates the greatest weakness of all archers. Once per turn, by pulling back the bowstring and releasing it, long stream(s) of wind-infused prana will be emitted from the front of the bow. The infusion of wind chakra will give the prana distinct slicing properties, enabling them to cut straight through solid targets. This is an A-Ranked ability, will cost a move and has a long-range reach. Both the normal arrows and the streams of prana will travel at twice the user's speed.
Chariot of the Rider
The user will summon a golem, a chariot, a fortress or anything else that can be ridden (e.g. a large shield) within short-range of themselves. All of the Noble Phantasms in this class are capable of levitation and flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid, monstrous or something else altogether. Large-scale phantasms will displace the user's body in the same way as summoned animals do if they're manifested beneath the user. Noble Phantasms in this class will be split into distinct categories, namely the basic five elements. While the user's body/attire is in contact with their Noble Phantasm, it will leak prana into their body to augment the power of the chosen element in the same way as Blades of the Saber. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of Doton and Suiton techniques respectively. This will be supplemented by the NP's ability to regenerate, meaning the source will replenish itself upon use and can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased. Wind, Fire and Lightning-based ones will instead be capable of releasing S-Rank prana-infused beams, waves or blasts of the chosen element from anywhere on the Noble Phantasm. Golems can release it from their mouths, limbs or other body parts, fortresses and other vehicles may use cannons or some other method. These elemental blasts will have their elemental S/W erased and This can be used once per turn, has a long range reach and will count as one of the user's three move slots.
Spears of the Lancer
The user will summon an indestructible, two-meter long spear or lance from the Throne into either of their hands. Upon making contact with the user's body/attire, a copious amount of prana will flood into their being. This will augment the movement speed of their whole body, granting them a x2 speed boost. In terms of special properties, these spears and lances will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length without limit. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the spear is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will have the have the malleability of a liquid, allowing it to change shape at will while retaining it's ability to clash with solid entities. Once per turn, the user can release the chakra within the weapon to coat the tip in an S-Rank layer of prana-infused lightning. This coating can be a maximum of short-range in dimensions, can be any shape and will last until neutralized. The main skill possessed by Noble Phantasms in this class is a fusion of teleportation and duplication. Spears and lances will possess the ability to enter and exit the Throne instantly, the entire process occurring as fast as Minato's Flying Thunder God technique. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will not possess any of the abilities of the original weapon barring flight and control via mental commands. Their creation process is exactly the same as the Shadow Shuriken technique with one minor difference, there is no puff of smoke. Each duplicate will effectively be 'real' but they will only possess the durability of basic ninja tools. The spear/lance can teleport any number of times in a given turn but all of them will collectively count as one of the user's three moves in that turn. The spear must reappear a minimum of one-meter away from any opponents and the extension ability will only count as a move if it is used to attack.
Armour of the Berserker
The user will summon an armour on to their body, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. It can also possess additional limbs and appendages such as spikes, tendrils, prehensile tails and wings capable of flight. These armours will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will destroy the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts. Normally armours are powerless in defending the user's body against large-scale techniques. Even when they remain intact, the body itself will still feel the effects of such overwhelming force. Thus armours created for this class of Noble Phantasm are constructed to absorb impact forces so effectively that the user will sustain no damage beneath it even when they fall from colossal heights or are struck by massive waves, blasts and mountainous solid techniques. First, all armours in this class will be capable of reshaping and extending weapons, limbs or protrusions (they can remain connected or be detached). The second ability will occur upon the armour making contact with the user's body or attire, as a large concentration of prana is flooded into their being. This will augment the strength of their entire body to the point all of their physical Taijutsu and Kenjutsu techniques increase by +20 damage. Once per turn, through movement/motioning the armour, A-Ranked katon-infused blast(s) of prana in the shape of the motion will be released from the armour. If these blasts are used from soles of the armour while the user is jumping or running, it will propel them a mid-range distance in that direction at twice their base speed. These blasts will burn on contact, have a mid-range reach and will cost a move.
Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents sent into it and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their ability to mold and control chakra. This will essentially bolster their chakra control beyond to the point they will become capable of using the Chakra Transfer technique. Techniques that require the user to slam their hands on the ground can instead be performed by stomping a foot. It will also translate to an increased skill in performing techniques which require expert control chakra, namely Genjutsu and Fuuinjutsu. This will enable handsealess usage as well boost the rank of A-Rank and below techniques of both fields by one. However this boost will not be applicable to Fuuinjutsu techniques which seal, limit or restrict the opponent's ability to use techniques (e.g. Multiple Infinite Embraces). The prana infusion will also render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. If the user releases the phantasm or is somehow disarmed, they can control it's movement through mental commands in order to return it to their grasp. Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.
Masks of the Assassin
The user will summon a cloak and mask from the Throne onto their body, with the former manifesting over their current attire and the latter forming around their face. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds, from bladed weapons to explosions spawned from paper tags. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, produce no sound whatsoever (even while moving through the air or when they collide with something) and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. All of these properties render them the perfect tool for people who specialize in stealth and assassination. Upon contact with their body or attire, the mask will leak a concentrated amount of prana into the user's body. This will translate to an increased skill in performing basic Ninjutsu techniques, allowing them to be used without the need for handseals. Meanwhile the cloak will employ a prana infusion in order to render the user's body immune to all forms of sensory abilities and techniques. Their increased proficiency in performing Basic Ninjutsu will grant the user the ability to use advanced versions of the most basic skills (canon E-Rank ninjutsu). The Water Walking technique will become applicable to swamp and all other liquids, allowing the user to walk, run, climb and stand on these surfaces. The user will also become capable of creating illusionary projections of chakra, that appear completely real until they're attacked, both instantly and passively. Once per turn, the user can release a prana-infused mist from the cloak that's ten times heavier than air. The mist is A-Ranked, will spread out to mid-range and will be impossible to blow away.