Transformation - A basic shinobi technique that alters the form of the user to his or her liking. Â Prerequisites - Ninjutsu: 10
Rank Mastered: User's transformations are incredibly hard to see through and may modify size up to 20%.
Cost: 20 Chakra, 5/round
Body Switch- A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape. Prerequisites - Ninjutsu: 10
Rank Mastered: Â May switch with any real clone. Escape range is 20 ft.
Cost: 30*Rank Chakra
Rope Untying - Basic skill used to escape from a rope binding. Prerequisites - Ninjutsu: 15
Rank Master: Â Unties rope within 5 seconds.
Cost: 20 Chakra
Level 2 Techniques
Storm Bolt - A technique that emits a short ranged lightning bolt that travels in a straight line. Â Prerequisites - Ninjutsu: 40
Rank Master: Deals 350 damage.
Cost: 100 Chakra
Sand Decoy - A technique which creates an empty shell of the user. Useful when used in conjunction with Kawarimi. Ninjutsu: 30
Rank Master: Creates Creates an exact decoy of yourself.
Cost: 60 Chakra.
Third Eye - By concentrating sand into a ball, the user is able to create an extra eye, which can be used for spying purposes. The eye is capable of freely moving in the air to view its intended target. The eye requires chakra to sustain and at lower levels cannot deviate very far from its creator. The eye will crumble into dust once the user stops concentrating on it. Â Prerequisites - Ninjutsu: 30
Rank 3: Â Creates an eye with or without sand(without sand = 4x initiation cost). Eye has medium visibility range and can help genjutsu resistance.
Cost: 50 Chakra, 5/round
Grand Fireball - A fire technique used to incinerate a large area. Â Prerequisites - Ninjutsu: 45
Rank Master: Deals 150 damage.
Cost: Â 75 Chakra, 50/round
Level 3 Techniques
Mud Clone - Creates a clone made out of mud capable of causing physical harm, yet they disperse back into their earthen state if they escape your visual radius. It can attack and take one direct hit before being destroyed. Mud Clones cannot use any jutsus; They have set stats of 5 Agility, 5 Taijutsu, 1 Stamina. Â Prerequisites - Ninjutsu: 51
Rank Master: Creates up to 3 Mud clone.
Cost: 65 Chakra (per clone), 5/round (per clone)
Combination Transformation - As transformation, but it can target more than just yourself. If it is used on someone unwilling, they may resist it. Objects may be transformed as well. If combined with another person, the transformation uses the stats of the justu user alone, not both. Â Prerequisites - Ninjutsu: 55
Rank 3: Â User can combine with people, yet there is a 25% chance of failure, nearly impossible to detect.
Cost: 80 Chakra, 20/round
Inner Earth Reflection Lure - Allows the user to hide underground while secretly attacking the opponent. Can be used in conjuction with clones for an even more devastating effect. Â Prerequisites - Ninjutsu: 60
Rank Master: Â User may move 100% their normal movement speed underground.
Cost: 120 Chakra, 20/round
Fissure - A technique which causes the earth beneath an opponent to collapse. Â Prerequisites - Ninjutsu: 67
Rank 1: Causes the earth to collapse in a 5x5 foot area.
Cost: 150 Chakra
Level 4 Techniques
Dragon Fire - A technique which creates a powerful stream of fire focused on a certain area.
Prerequisites - Ninjutsu: 90
Rank Mastered: Fire does 1000 damage.
Cost: 325 Chakra
Water Ball - A technique that creates a water ball and hurls it at the enemy. Prerequisites - Ninjutsu: 82
Rank Mastered: Ball does 750 dmg, knocks back target 7 ft.
Cost: 250 Chakra
Mythical Phoenix Fire - A fire attack in which the user emits multiple explosive fireballs from the mouth that can cover a wide area. The attack can also be combined with objects such as throwing stars (shuriken), to diguise them in the flames. If agility is 75 or higher, you may throw a volley of projectiles hidden in the flames. Prerequisites - Ninjutsu: 85
Rank Master: 7 fireballs at 145 damage each.
Cost: 400 Chakra
Leaf Teleportation - A technique which allows the user to transport from one place to another in a veil of leaves. It is possible to transport others who are in direct contact with you. Very prone to being attacked if used in battle. Prerequisites - Ninjutsu: 70
Rank 3: User may teleport up to 300 meters, even more direction control.
Cost: 250, 150 per extra person
Frigid Ice Blast - An ice technique in which the user expels freezing ice breath. It will slow down an opponent directly hit with it for the round hit and the round after. Prerequisites - Ninjutsu: 85
Rank Master: 420 Damage, -20% Agility for 2 rounds
Cost: 400 Chakra
Chakra Absorption - An ability which allows the user to absorb an opponent's chakra (spiritual & physical energy) through the palm of the hand. By absorbing chakra, the opponent quickly becomes weakened since chakra is derived from an individual's stamina. Prerequisites - Chakra Control: 60
Rank 2: Â Absorbs 220 per hit (jutsu lasts 4 rounds)
Cost: 300 Chakra to initiate, 100 per round
Sand Trap - This jutsu turns a rounded area into a pit of soft sand, the people within sinking in up to their knees. This seriously hampers their movemant, and also is a great set up for sand based Jutsu. However, it wont work on air or water (targetted enemy must be standing on something). Prerequisites - Ninjutsu: 90
Rank 1: Creates a sand pit with a 5ft radius. People within it have a -3 to dodge.
Cost: 400 Chakra
Ice Lancer - A water and ice based technique which shoots a stream of water which will freeze as soon as it makes contact with any physical object. Prerequisites - Ninjutsu: 85 Chakra: 80
Rank 2: 500 Damage and -7% Dodge
Cost: 600 Chakra
Windwalk - A technique which increases the user's running speed while granting them minimal transparency. The transparency is not full, so approaching an enemy with this head on would not be easy. It is also a popular means of escape. Prerequisites – Agility:  95 Ninjutsu: 90 Taijutsu: 50
Cost: N/A
Sand Teleportation - A technique which allows the user to transport from one place to another in a veil of sand. It is possible to transport others who are in direct contact with you. If used in battle leaves user very prone to attack while teleporting and after teleporting. Prerequisites - Ninjutsu: 70
Rank 1: User may teleport up to 50 meters.
Cost: 250, 150 per extra person
Mist Teleportation - A technique which allows the user to transport from one place to another in a veil of sand. It is possible to transport others who are in direct contact with you. If used in battle leaves user very prone to attack while teleporting and after teleporting. Prerequisites - Ninjutsu: 70
Rank 1: User may teleport up to 50 meters.
Cost: 250, 150 per extra person
Water Teleportation - A technique which allows the user to transport from one place to another in a veil of sand. It is possible to transport others who are in direct contact with you. If used in battle leaves user very prone to attack while teleporting and after teleporting. Prerequisites - Ninjutsu: 70
Rank 1: User may teleport up to 50 meters.
Cost: 250, 150 per extra person
Sand Stars - A technique which creates blades of sand that travel at high speeds when thrown. Cannot use counterpart jutsus such as Screaming Shuriken. Â Prerequisites - Ninjutsu: 70
Rank 1: Creates 5 shuriken that do 100 damage each.
Cost: 280 Chakra
Thunder Fists - A technique that charges the users fist(s) with live electrical energy. This electricity conducts itself into weapons, if the user is wielding one. Â Prerequisites - Ninjutsu: 50 Taijutsu: 50
Rank Master: Charges for 4 rounds. Adds 60 Lightning damage to attacks. Hurts user for 70 lightning damage a round.
Cost: 600 Chakra
Thunderclap - A technique that gathers alot of lightning energy and then releases it, causing thunderbolts to strike down wherever the user of this jutsu directs them. The bolts themselves are not accurate, but they are numerous enough to make up for that shortcoming. Â Prerequisites - Ninjutsu: 70
Rank Master: Attacks 5 times at -5 accuracy, 350 per bolt.
Cost: 300 Chakra
Hidden Snake Hand - Ability which projects snakes from the user's sleeve. The snakes are able to grasp or bind by biting or wrapping themselves around the target. Prerequisites - Ninjutsu: 60 Taijutsu: 60
Rank 1: 2 snakes bite for an extra 150 damage, 25% chance to poison (25 dmg/round).
Cost: 400 Chakra
Blazing Claws - A ninjutsu technique which surrounds the user's hands with an aura of fire. The aura adds extra damage to unarmed attacks, and does not harm the user. This technique can be used alongside weapons. Â Prerequisites - Chakra: 80
Rank 1: Adds 20 damage to unarmed attacks.
Cost: 250 Chakra to initiate, 100/round.
Desert Coffin - A jutsu which collects sand from the surrounding area and enshrouds the body of an opponent in a prison made of sand. Not extremely fast. Â Prerequisites - Ninjutsu: 80
Rank 1: All sand from 5 ft. around the opponent will be used.
Cost: 300 Chakra, 100/round to hold
Earthslide River - A technique which creates a river of mud under a target. Â Prerequisites - Ninjutsu: 70
Rank 1: River is 4 feet deep.
Cost: 250 Chakra
Earth Spiker - A technique where the user can cause spikes of jagged earth to shoot through the ground anywhere within 20ft. of themselves. It requires for the user to stick their hands into the ground after forming the seals. Â Prerequisites - Ninjutsu: 70 Taijutsu: 50
Rank 1: One large spike for 600 damage.
Cost: 400 Chakra, 300 per extra spike
Rain Dance - A ninjutsu which summons rain to the field. The jutsu will start as a slight mist, and eventually work its way up to a downpour. Â Prerequisites - Ninjutsu: 90
Rank 2: Takes 2 rounds to perform and summons a heavier rain for 5 minutes.
Cost: 350 Chakra
Aqua Twin Fang - A water attack which creates 2 water missiles that fall mercilessly on their target. The missiles are strong enough to pierce through weaker materials, like wood. Prerequisites - Ninjutsu: 89
Rank 2: 2 hits, 350 damage each. Â
Cost: 400
Air Ball - A technique which expels a ball of air out of the user's mouth. Does decent damage and has a knockback effect. If target is more than x2 your size, the knockback effect will not work. Prerequisites - Ninjutsu: 78
Rank 2: Ball does 500 dmg, knocks back target 8 ft. Â
Cost: 250
Wind Devil - A technique which imparts the intelligence of a mischevious wind devil to a shuriken. The shuriken can knock enemy projectiles out of the air, attack opponents, and will remain spinning in the air for 4 rounds, circling an enemy if need be. Upon the 4th round it will return to the user of the jutsu. Suggested to be used with a Fuuma Shuriken. Prerequisites - Ninjutsu: 95 Taijutsu: 70 Agility: 70
Cost: Varies
Level 5 Techniques
Body Bind - A technique common among anbu, which has a chance of binding an opponent, disabling their ability to move. This leaves an individual open to an attack, or creates an opportunity for the user to escape. Â Prerequisites - ANBU Ninjutsu: 130
Rank 2: Binds for 1 Turn. Â Hits at -3 Accuracy.
Cost: 700
Fire Dragon Napalm - An advanced version of Grand Fireball which creates a much more powerful flame blast. Â Prerequisites - Ninjutsu: 105
Rank 1: Deals 950 damage in a 15x15 foot area
Cost: 1250 CP to activate, 900 CP to maintain
Mythical Dragon Fire - A fire technique where the user blows a wild stream of fire. The fire is absolutely chaotic and covers a very large area, but unlike the more concentrated attacks does not do as much damage. Very hard to avoid. Â Prerequisites - Ninjutsu: 127
Rank 1: Inflicts 400 damage at +6 accuracy. Attack covers a 30x30 foot area.
Cost: 850
Wall of Spirits - This power summons various spirits to form a swirling wall between the user and opponent. While in place, no attack can pass through it, except the most powerful. It is also impossible to teleport across it in any way. Used strategically, it can halt an enemy advance or give time for a strategist to think. Â Prerequisites - Ninjutsu: 110
Rank 1: Creates a wall of spirits that lasts 2 rounds. Wall has 2000 hp, regenerating at the beginning of each round. User gains back 100 hp/round while it's in place.
Cost: 1000
Sand Shower - A technique which projects tiny clumps of sand towards an opponent. This is used to cover the opponent in sand so that an attack such as Desert Graveyard (Sabaku Sousou) can be used. Â Prerequisites - Ninjutsu: 128 Chakra Control 120
Rank 1: Attempts to cover anything within a 20x20 foot area in a half inch layer of sand at +3 accuracy.
Cost: 500
Poison Mist - Skill in which the user emits a debilitating poisonous mist from the mouth. Prerequisites - Ninjutsu: 110
Rank 1: Those effected by the poison lose 400 HP and 200 CP per round for three rounds, and are afflicted by a -2 accuracy/dodge debuff for three rounds.
Cost: 1200
Desert Graveyard - A follow-up attack which takes place after Desert coffin. Crushes an opponent trapped in sand slowly and painfully. Prerequisites - Ninjutsu: 120
Rank 1: Requires Desert Coffin to be in place. Binds victim in place and inflicts 400 damage per round. Victim has a 30% chance of breaking out of the jutsu.
Cost: 800 CP to innitiate, 400 CP per round to maintain.
Water Prison - A technique which traps an opponent in an inescapable water prison. It appears that the user must be in physical contact with the prison in order for it to keep its shape. Prerequisites - Ninjutsu: 118
Rank 1: After innitial contact, victim has a 40% chance of escaping your grasp before the prison is errected, and they cannot move once the prison is errected.
Cost: 600 CP to innitiate, 350 CP per round to maintain.
Water Whip - Uses nearby water to create a whip-like weapon. The weapon is solid and will not break unless sliced, or if the user loses his concentration. Although it is solid electricity can still be conducted through it. Prerequisites - Ninjutsu: 120
Rank 1: Creates a 6 foot long whip that inflicts 120 damage at +1 accuracy. Whip inflicts an additional 40 damage when used in conjunction with Thunder Fists, and has a 50% chance of adding a -1 dodge debuff for 1 turn when contact is made by anyone other than the user of the whip. Cost: 600 CP to innitiate, Â 200 per round (plus cost of thunderfist when used in conjunction.
Summoning - A space-time skill in which a user signs a blood contract with various lifeforms and is able to call them forth when needed. The summoner uses blood as the medium for the technique. The size and number of lifeforms summoned depends on the amount of chakra utilized.Prerequisites - Ninjutsu: 100 Chakra Control: 100
Cost: Varies.
Level 6 Techniques
Grand Blast - A technique which sends a quick powerful blast of wind out of the users mouth. It hits anything in its path and can send back techniques and projectiles towards the one who threw them, innaccurately. Prerequisites - Ninjutsu: 150 Stamina: 110
Rank 2: Wind does 1750 damage. Wind has a 80% chance of knocking projectiles not involved in a jutsu that are in this jutsu's path. 40% chance of disrupting any incoming jutsu in use by whoever this jutsu is targeting.
Cost: 1800
Level 7 Techniques
Dragon Fire Missle - A Â very quickly performed fire technique that can be combined with other elemental attacks such as the Earth Dragon Missile. Prerequisites - Ninjutsu: 150
Rank 1: Creates a dragon that will attempt to ram itself into an enemy for 2 rounds, inflicting 4000 damage and reducing accuracy and dodge by 1 for 2 rounds. Dragon disappears after hitting its victim.
Cost: 3500