A technique that seals off an area with a powerful wall of chakra; preventing both entry and exit for a limited time. Cut off from the outside world, those within are trapped until the barrier falls or the user is defeated. This technique is designed for use by an entire squad of Anbu, but can be used by a single person; though will be very taxing and not as thorough of a barrier.
Information
Prerequisites: A Rank, ANBU Rank, 5 Mastered Anbu Jutsu
Rank 1: Erects a large blockade around the perimeter of the battlefield. The user along with up to 3 other targets are trapped within at -2 Accuracy, and cannot enter or exit without a ninjutsu check.
Rank 2: Erects a large blockade around the perimeter of the battlefield. All in battle are trapped within at -2 Accuracy, and cannot enter or exit without a ninjutsu check.
Special Action - Tri-Flame Formation: This may be used by multiple allies at once, to a Max of 3 users, using the Ap timing of the slowest caster. This costs +30% Cp per ally involved, but divides the Cp cost equally among each performing it. If maintained by multiple users, there is no time limit and the technique cannot be dispelled unless no ally maintains it. All checks of this Jutsu
(Including Accuracy) use the highest Nin Accuracy of the group +2, with an additional +2 bonus for each ally maintaining this Jutsu. If an ally wishes to join this technique after it has been used or they have dropped it, they must pay the AP and Maintain cost of this Jutsu to join in; this cannot be done during the same round it had been dropped.
Cost: 3300 Cp, 1650 Cp/Rnd
Notes:
- Lasts up to twenty seconds. If maintained by multiple users this has no time limit.
- This is classified as an
Arena Jutsu.
- While active, those within cannot make
Headset calls.
- Those inside the barrier cannot effect those outside it, and vice-versa.
- Once used, no one may enter or exit the barrier without succeeding in a Ninjutsu check against the user's +2.
- Attempts to enter/escape cost 1.5 Ap. if the user has +40% Non-Elemental buffs, this becomes 2 Ap. Up to 3 attempts may be made per round.
- This Jutsu
always requires full handseals to initiate; regardless of any skills or abilities the user may have
(Such as channeling or one handed seals).
- If the user uses more than 15% of their Max Cp during a round, the effects of this Jutsu are temporarily dispelled. If maintained by multiple users, this only removes the user from maintaining it until they recast the Jutsu through the special action. This limit is increased by +3% for each ally maintaining this Jutsu at once.
- If the Special action is used with the maximum of 3 Allies, then all attempts at joining the battle halt when 1 round remains on the timer, and will not continue unless less than four users maintain this Jutsu.