Magnetize
A jutsu that causes a target to become charged with static electricity. These special chakra-infused particles attract all forms of ionic charges like a moths to flames, causing many types of magnetic techniques to be attracted and guided towards the target. This polarity also has the effect of magnetizing the user to metallic objects...specifically sharp, pointy ones.
Information
Prerequisites: - Magnetic Affinity, C-rank
Rank 1: Magnetizes a target with electrons, causing all Lightning and Magnetic Ninjutsu full hits to deal +5% damage, partial hits are treated one rank higher. If they initially miss the target by 2 or less, then they are rerolled at -3 Accuracy and 40% damage. Weapons gain +1 Accuracy to the effected target.
Master: Magnetizes a target with electrons, causing all Lightning and Magnetic Ninjutsu full hits to deal +5% damage, partial hits are treated one rank higher with a 30% chance of being treated an additional rank higher, while jutsu that initially miss the target by 2 or less are rerolled at -3 Accuracy and 50% damage. Weapons gain +1.5 Accuracy to the effected target.
Special Action: By paying +20% Cp, This jutsu may be channeled through a weapon. If so, this jutsu uses that weapon's Accuracy type (Melee or Ranged) upon initiation, but still requires Ninjutsu to be maintained. This does not receive that weapon's accuracy modifier.
Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd
Notes:
- Lasts up to three Rounds, and requires a Nin check each round maintained.
- Only one effect may ever apply to a Jutsu. If a Lightning/Magnetic jutsu gain either increased partial hit ranks, or a re-roll; if a jutsu initially missed and partially hit on the second roll it would not be treated any ranks higher, for example.
- Once the effect ends, it requires a round of cool down before the same target is able to be effected again.