Name: Wind Release Stream
Rank: D
Element: Wind
Type: Ninjutsu
Charge: None
Cost: 10
Description: Wind Release: Stream is a movement technique with no offensive application, designed to allow a shinobi to maneuver mid-air. The shinobi exhales a powerful, concentrated stream of wind from their mouth. This stream has enough force to accelerate the user's movement mid-air or allow them them to rapidly change the direction they're going in. Beyond this, however, it has several unintended effects. When blown into the ground, it's force can help dislodge dirt and sand, creating a small smoke-screen effect. Naturally, this requires loose dirt or sand. The stream has enough force to knock lighter projectiles aside, such as kunai and shuriken, as well as to make someone hit by it stagger back a few feet, assuming the caster is 5 meters or less away from the person being hit.
Strengths:
- Able to cast aside all Weak and other thrown weapons
- Causes a smokescreen if combined with dirt.
Weaknesses:
- Doesn't deal damage by itself.
- Flamable
- Wind Slayers can eat it. (But not tempest)
- Requires other things to be effective.
Duration: Instant
Cooldown: 2 Posts
Rank: C
Element: Wind
Type: Ninjutsu
Charge: Clap Hands
Cost: 25
Description: Wind Release: Gale Palm is a technique where the user releases a powerful stream of wind against their opponent. To perform this technique the user merely has to slam the palms of their hands together, holding the pose for at least a second. They then break this pose and immediately thrust the palms of their hands towards the intended target. A powerful gale will fire out from the palms of both hands towards the intended target. On impact, this gale can send someone flying several meters, as well as shredding clothing and causing countless 2 cm deep cuts on exposed flesh. It can easily knock projectiles that clash into it aside, as well as increasing the speed and penetrative power of projectiles travelling within the stream, allowing the weapons to pierce roughly an inch deeper than normal.
Strengths:
- Sends targets flying over 5m
- Deals additional (D-rank) damage to unarmored areas (open skin)
Weaknesses:
- No range
- Flamable
- Can't be used if hands are banded
Duration: Instant
Cooldown: 5 Posts
Rank: C
Element: Wind
Type: Ninjutsu
Charge: None
Cost: 25
Description: Wind Release: Great Breakthrough is a relatively simple technique where the user creates a sudden intense burst of wind. This technique requires no hand seals or physical action to perform, and they can choose which direction the burst of wind shall travel towards. This attack can knock aside any projectiles flying opposed to it as well as greatly improve the velocity of those flying inside of it [two times faster than normal] and can send anyone who is not using Supernatural Walking Practice flying backwards several meters. In addition, a katon technique of at least C rank can set this burst of wind ablaze, causing it to form a massive raging torrent equal to B-ranked damage.
Strengths:
- Hard to detect
- Can be combined with fire
Weaknesses:
- Flamable
- Range of only 7m
- Requires a sense of direction from the user (Breath, or hand)
- Deals half damage to Steel/Metal targets
Duration: Instant
Cooldown: 5 Posts
Rank: C
Element: Wind
Type: Ninjutsu
Charge: None
Cost: 25
Description: Forming a pocket of air, the user blows a gust from their mouth. By freely manipulating the gale brought forth, the many air currents collide and create vacuum pockets. The person enveloped by this gale is assaulted by countless invisible blades, carving up their body, resulting in numerous 2-3 inch lacerations across their body. This can blow away small projectiles, and knock light opponents off their feet.
Strengths:
- Casts away projectiles, like arrows, knives, and other thrown objects
- Range of 10m
Weaknesses:
- Flamable
- Can't be used if mouth is shut
- Cast in a straight line
- Fails if it hits a wall
Duration: Instant
Cooldown: 5 Posts
Rank: C
Element: Wind
Type: Ninjutsu
Charge: Bird
Cost: 25
Description: Forming the Bird seal, the user breathes in deeply, then spits numerous balls of pure wind at a target. These air bullets are transparent spheres, and are roughly 4 inches in diameter. When fired, they travel at roughly 50mph. Direct impact by one of these spheres will knock the victim back several feet, tear through any clothing it hits and leaves the surface of the skin where it hit torn and frayed. If a bullet passes near the target, it can leave small lacerations on any exposed flesh it comes near. The user must fire at least three at once. a maximum of eight can be fired per use.
Strengths:
- Range of 10m
- Can fire up to 8 bullets
Weaknesses:
- Flamable
- Bullets deal D-rank damage instead of C-Rank
- Every bullet after the 5th, costs the same as a D-Ranked spell
- Not effective against armor
Duration: Instant
Cooldown: 6 Posts
Rank: C
Element: Wind
Type: Ninjutsu
Charge: None
Cost: 25
Description: The user waves his hand and creates multiple blades of wind from the fingertips, which combine to form a single, large blade of air. Measuring 3 meters in length, there is quite a bit of concussive force behind the projectile slash; it can cut 3-4 inches at 5m or less, and 2-3 inches at 6m or more. The blade can also launch foes away up to 5m.
Strengths:
- Covers a lot of area
- The blade can knock back targets
Weaknesses:
- Flamable
- Range of only 5m
- Half damage to Rock users
- No effect on metal
Duration: Instant
Cooldown: 5 Posts
Rank: C
Element: Wind
Type: Ninjutsu
Charge: Tiger
Cost: 25
Description: Forming the Tiger handsign, this technique allows the user to breathe wind-infused chakra into the palm of their hand, shaping it into a small, whirlwind-like ball. Then the user will shoot it at their opponent. This technique is very fast and powerful, as it is capable of smashing through thick rock and large trees. A direct blow to the head will cause concussion and daze the victim, reducing their movement speed, reaction time and physical strength by one rank for 4 posts. Impact with other sections of the body can cause hairline fractures as well as shredding the surface of the victim's exposed flesh, coating in in countless tiny, 2 cm deep cuts.The user must make at least three at once. A total of six can be produced per use. Each sphere must be breathed into the palm of the user's hand and then tossed.
Strengths:
- Chance to daze opponent
- Range of 20m
Weaknesses:
- Flamable
- Small projectile, only 5in in diameter
- Can be cast aside by spells of equal rank
- Half damage to armored targets
Duration: Instant
Cooldown: 5 Posts
Rank: B
Element: Wind
Type: Ninjutsu
Charge: None
Cost: 50
Description: The user swings their blade and a gust of wind is released in the arc that it was swung in. The technique is strong enough to stop projectiles that are thrown at the user.
Strengths:
- Can be used offensively and defensively
- Width of gust is 20m
Weaknesses:
- Does not block fire
- Short range, 10m
- Fires only infront of user
Duration: Instant
Cooldown: 7 Posts
Rank: D
Element: Wind
Type: Ninjutsu
Charge: None
Cost: 10
Description: Wind Release: Stream is a movement technique with no offensive application, designed to allow a shinobi to maneuver mid-air. The shinobi exhales a powerful, concentrated stream of wind from their mouth. This stream has enough force to accelerate the user's movement mid-air or allow them them to rapidly change the direction they're going in. Beyond this, however, it has several unintended effects. When blown into the ground, it's force can help dislodge dirt and sand, creating a small smoke-screen effect. Naturally, this requires loose dirt or sand. The stream has enough force to knock lighter projectiles aside, such as kunai and shuriken, as well as to make someone hit by it stagger back a few feet, assuming the caster is 5 meters or less away from the person being hit.
Strengths:
- Able to cast aside all Weak and other thrown weapons
- Causes a smokescreen if combined with dirt.
Weaknesses:
- Doesn't deal damage by itself.
- Flamable
- Wind Slayers can eat it. (But not tempest)
- Requires other things to be effective.
Duration: Instant
Cooldown: 2 Posts
___________________
Name: Wind Release: Gale PalmRank: C
Element: Wind
Type: Ninjutsu
Charge: Clap Hands
Cost: 25
Description: Wind Release: Gale Palm is a technique where the user releases a powerful stream of wind against their opponent. To perform this technique the user merely has to slam the palms of their hands together, holding the pose for at least a second. They then break this pose and immediately thrust the palms of their hands towards the intended target. A powerful gale will fire out from the palms of both hands towards the intended target. On impact, this gale can send someone flying several meters, as well as shredding clothing and causing countless 2 cm deep cuts on exposed flesh. It can easily knock projectiles that clash into it aside, as well as increasing the speed and penetrative power of projectiles travelling within the stream, allowing the weapons to pierce roughly an inch deeper than normal.
Strengths:
- Sends targets flying over 5m
- Deals additional (D-rank) damage to unarmored areas (open skin)
Weaknesses:
- No range
- Flamable
- Can't be used if hands are banded
Duration: Instant
Cooldown: 5 Posts
___________________
Name: Wind Release: Great BreakthroughRank: C
Element: Wind
Type: Ninjutsu
Charge: None
Cost: 25
Description: Wind Release: Great Breakthrough is a relatively simple technique where the user creates a sudden intense burst of wind. This technique requires no hand seals or physical action to perform, and they can choose which direction the burst of wind shall travel towards. This attack can knock aside any projectiles flying opposed to it as well as greatly improve the velocity of those flying inside of it [two times faster than normal] and can send anyone who is not using Supernatural Walking Practice flying backwards several meters. In addition, a katon technique of at least C rank can set this burst of wind ablaze, causing it to form a massive raging torrent equal to B-ranked damage.
Strengths:
- Hard to detect
- Can be combined with fire
Weaknesses:
- Flamable
- Range of only 7m
- Requires a sense of direction from the user (Breath, or hand)
- Deals half damage to Steel/Metal targets
Duration: Instant
Cooldown: 5 Posts
___________________
Name: Sickle Weasel TechniqueRank: C
Element: Wind
Type: Ninjutsu
Charge: None
Cost: 25
Description: Forming a pocket of air, the user blows a gust from their mouth. By freely manipulating the gale brought forth, the many air currents collide and create vacuum pockets. The person enveloped by this gale is assaulted by countless invisible blades, carving up their body, resulting in numerous 2-3 inch lacerations across their body. This can blow away small projectiles, and knock light opponents off their feet.
Strengths:
- Casts away projectiles, like arrows, knives, and other thrown objects
- Range of 10m
Weaknesses:
- Flamable
- Can't be used if mouth is shut
- Cast in a straight line
- Fails if it hits a wall
Duration: Instant
Cooldown: 5 Posts
___________________
Name: Wind Release: Air BulletsRank: C
Element: Wind
Type: Ninjutsu
Charge: Bird
Cost: 25
Description: Forming the Bird seal, the user breathes in deeply, then spits numerous balls of pure wind at a target. These air bullets are transparent spheres, and are roughly 4 inches in diameter. When fired, they travel at roughly 50mph. Direct impact by one of these spheres will knock the victim back several feet, tear through any clothing it hits and leaves the surface of the skin where it hit torn and frayed. If a bullet passes near the target, it can leave small lacerations on any exposed flesh it comes near. The user must fire at least three at once. a maximum of eight can be fired per use.
Strengths:
- Range of 10m
- Can fire up to 8 bullets
Weaknesses:
- Flamable
- Bullets deal D-rank damage instead of C-Rank
- Every bullet after the 5th, costs the same as a D-Ranked spell
- Not effective against armor
Duration: Instant
Cooldown: 6 Posts
___________________
Name: Wind Release: SlashRank: C
Element: Wind
Type: Ninjutsu
Charge: None
Cost: 25
Description: The user waves his hand and creates multiple blades of wind from the fingertips, which combine to form a single, large blade of air. Measuring 3 meters in length, there is quite a bit of concussive force behind the projectile slash; it can cut 3-4 inches at 5m or less, and 2-3 inches at 6m or more. The blade can also launch foes away up to 5m.
Strengths:
- Covers a lot of area
- The blade can knock back targets
Weaknesses:
- Flamable
- Range of only 5m
- Half damage to Rock users
- No effect on metal
Duration: Instant
Cooldown: 5 Posts
___________________
Name: Wind Release: Spiraling Wind BallRank: C
Element: Wind
Type: Ninjutsu
Charge: Tiger
Cost: 25
Description: Forming the Tiger handsign, this technique allows the user to breathe wind-infused chakra into the palm of their hand, shaping it into a small, whirlwind-like ball. Then the user will shoot it at their opponent. This technique is very fast and powerful, as it is capable of smashing through thick rock and large trees. A direct blow to the head will cause concussion and daze the victim, reducing their movement speed, reaction time and physical strength by one rank for 4 posts. Impact with other sections of the body can cause hairline fractures as well as shredding the surface of the victim's exposed flesh, coating in in countless tiny, 2 cm deep cuts.The user must make at least three at once. A total of six can be produced per use. Each sphere must be breathed into the palm of the user's hand and then tossed.
Strengths:
- Chance to daze opponent
- Range of 20m
Weaknesses:
- Flamable
- Small projectile, only 5in in diameter
- Can be cast aside by spells of equal rank
- Half damage to armored targets
Duration: Instant
Cooldown: 5 Posts
___________________
Name: Vacuum Sword Rank: B
Element: Wind
Type: Ninjutsu
Charge: None
Cost: 50
Description: The user swings their blade and a gust of wind is released in the arc that it was swung in. The technique is strong enough to stop projectiles that are thrown at the user.
Strengths:
- Can be used offensively and defensively
- Width of gust is 20m
Weaknesses:
- Does not block fire
- Short range, 10m
- Fires only infront of user
Duration: Instant
Cooldown: 7 Posts