Fuuton
Wind Release
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stage 1
Kaze Bunshin (Wind Clone)
Damage /effect:Clone's a clone has it's own H.P .. when it is created u lose chakra instead of H.P. Clone's H.P is 30 and can inflick 10 per trun per clone.
Chakra cost:20
Stamina cost:N/A
Description: Basically your typical clone, formed from wind. It is easily bested by any sort of skill, but this clone is still better than the average bunshin as it is able to attack and be attacked.
Kaze Fuuchuufuyuu (Wind Levitation)
Damage /effect:20
Chakra cost:10
Stamina cost:N/A
Description: Utilising and controlling the wind, the user is able to force the wind beneath an object in order to force it to rise up from the ground. The effectiveness of this jutsu is very much dependant upon the weight of the object in question, so large objects will take longer to lift, while lighter objects can be quickly lifted. Additionally, as the jutsu works by forcing wind beneath the targeted object, the higher the object gets, the harder it is to raise it any higher. The users control affects the speed at which they may raise an object, so while a person with only 5 control would be slow to raise a rock the size of a persons head, someone with good control could lift enormous boulders without showing significant sign of slowing. Only inanimate objects can be levitated. can be used to hurl object's at enemy.
Yadama Furooseigyo (Projectile Control Skill)
Damage /effect: When throwing a kunai or shuriken or soomething like that. Add One to your highest number gen.
Chakra cost:10
Stamina cost:N/A
Description: A basic skill for those learning to master the art of wind control. With the ability to control air currents the user can utilize them to their advantage when throwing projectiles such as kunai or shuriken, using the wind to aid the speed and trajectory of their weapon. Someone with a 5 in control would only be able to give it a slight boost in power, while someone with a control of 40 could make them fly twice as fast.
Hanpatsu Kaze no Jutsu (Retrieving Wind Technique)
Damage /effect confused ??
Chakra cost confused ?
Stamina cost:N/A
Description: Creating a small gust of wind, the user utilizes it to push towards them instead of away, specifically to push nearby objects towards them. Those with ok or so Power will only be able to push small objects about the size of a kunai or shuriken towards them, while someone with great Power can push large animals and even people.
Fuuton
Wind Release
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Genin
Boufuu Kyouzuu no Jutsu (Gale Surge)
Damage /effect: stop any Damage that deal's 30 or less damage.
Chakra cost:30
Stamina cost:N/A
Description: A defensive jutsu at best. The user distils the air around him or her with his or her chakra and at the exact moment of attack releases a large burst of air. The blast of wind goes out three feet and knocks a victim back at least five feet and can stop projectiles. It is a defensive move that is usually used when the user is caught off guard. The wind can only be released in one direction however, and a cool down period of three posts is required before it can be used again.
Kaze Bakuhatsu (Wind Explosion)
Requirements: Kaze Bunshin
Damage /effect: 40
Chakra cost:50
Stamina cost:N/A
Description: Wind is gathered with chakra into a swirling ball that is hurled towards the opponent. The blast explodes on impact, causing cuts on the target's body if a direct hit. The actual force of the explosion of the Kaze Bakuhatsu feels as if a Gouken Stage 2 Punch is hitting you. A charge period is required before this jutsu can be used.
Yadama Henshin Bakuha (Projectile Deflection Blast)
Damage /effect: stop any throwing weapon hitting.
Chakra cost:20
Stamina cost:N/A
Description: Building up a great amount of air in their chest, the user distils chakra to expel a great gust of wind directly from their mouth. The wind is not strong enough to push back something as solid as a human body but can deflect light projectiles such as kunai and shuriken.
Okuridashi Kaze (Propelling Winds)
Damage /effect:Add 4 to your highest number generated when dodging an attack.
Chakra cost:30
Stamina cost:N/A
Description: Loosing a short blast of air from their hands, the user is able to propel themselves in the opposite direction with considerable force. This jutsu is ideally suited to Wind ninjutsu specialists, who often tend to favour avoidance of attacks rather than powerful defences, and can be used to either move very quickly to the side, or even propel themselves quite high into the air.
Kamaitachi no Jutsu (Slashing Wind Skill)
Requirement: Weapon, like a fan
Damage /effect:deal 40 Damage
Chakra cost:30
Stamina cost:10
Description: The user uses chakra and a weapon usually to create large bursts of wind at an extent. In reality it is not an actual burst of wind but a tornado that came from the user. The wind slashes objects; at most it can cut tree branches. Like a real tornado, the wind expands as it goes farther and hits larger targets. The wind disappears after being shot for twenty feet and at most it widens to fifteen feet. If this hits you will be severely cut and knocked back, and most genin elemental jutsu are dispelled when they are hit by this jutsu.
Fuuton: Shinkuutai Naihatsu (Wind Element: Air Pocket Bursts)
Damage /effect confused ??
Chakra cost confused ??
Stamina cost confused ?
Description: Focusing on the air around them, the user is capable of causing parts of the wind to “burst” suddenly, causing anything nearby to be knocked aside. The burst does not do any damage however, and its primary purpose is to interrupt and leave the enemy open for further attacks. However the bursts can only be created within a twenty metre radius of the user and only at spots they are able to see.
Bouseki Tate no Kaze (Spinning Shield of Winds)
Damage /effect: can only be used on throwing object's or leveol 4 or lower ninjutsu's deal what ever damage was supposed to hit you back to opponent.
Chakra cost:50
Stamina cost:N/A
Description: Focusing on an area in front of them about 5 feet wide and across, the user dispels chakra to cause the wind to spin rapidly in a circular motion, creating something akin to a shield. Instead of deflecting attacks however the shield will reflect whatever was thrown at them back towards the enemy at the same speed it was fired at.thrown weapons and level 4 ninjutsu techniques.
Kaze no Yoroi (Armor of Wind)
Damage /effect:decrease all Damge by 20 Last's 7 trun's max.
Chakra cost:10 per trun
Stamina cost:10 per trun.
Description: The user utilizes his chakra and the wind around him to create a whirlwind around himself. The wind forms a circle around the user, five feet in radius, so ten feet in diameter. The wind picks up debris and acts as armour for the user. The wind armour lasts for five posts. Debris on the ground strengthens the armour and projectiles thrown towards the wind also become part of the armour. A taijutsu user is useless against the armour. A genin who gets caught in the wind will become part of the armour, Chuunin will be knocked back five feet, and a Jounin will be knocked back two feet. An elemental jutsu is useless against the armour, but if one is used against the armour it weakens it greatly. Two posts after an elemental jutsu is used against the Kaze no Yoroi the armour is dispelled.
Fuuton
Wind Release
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Chuunin
Kaze Shunshin no Jutsu (Wind Instantaneous Body Skill)
Damage /effect:
Chakra cost:
Stamina cost:
Description: An ability which allows the user to transport from one area to another in a gust of wind. The user has to have been to the area before, and be able to sense the location with his own chakra before being able to transport himself there. This means that the distance is limited to about one mile. This jutsu can only be used to escape combat, and may not be used in the same post if the shinobi has attacked or defended.
Daikamaitachi no Jutsu (Grand Slashing Wind Skill)
Damage /effect:stop throwing weapon's from hitting you and deal 60 Damage
Chakra cost:50
Stamina cost:N/A
Description: A much stronger form of Kamaitachi No Jutsu that creates a much larger gust of wind. This jutsu, because of its severity, has the power to be both an offensive and defensive move all at once. A much larger tornado is shot forth horizontally and instead of cutting mere branches down it has the capability of ripping the greatest of trees to shreds. As seen by Temari using this technique, the Daikamaitachi has the ability to blow chakra waves away.
Fuuton: Furyuu no Jutsu (Wind Release: Wind Dragon)
Damage /effect: Summon a dragon with 100 H.P has the same number gen as you and can use any technique below this one.
Chakra cost:90
Stamina cost:20
Description: Creates a dragon formed from wind. The dragon looks like a large serpent, a traditional Chinese dragon that is twenty feet long. The dragon has a red mane and the rest of his body borders light blue. The colour is not distinct because the wind manipulates it from its colour to transparency. The dragon can shoot Kaze Bakuhatsu from its mouth.
Fuuton: Tei Hakusha (Wind Release: Air Riding)
Damage /effect:Increase your dodging atack's random number gen on highest by 3
Chakra cost:40
Stamina cost:N/A
Description: As wind ninjutsu is typically more focused on ranged combat rather than close combat such as what taijutsu specialists favour, it was necessary to create jutsu’s that made them as hard to hit as possible, as a result, the wind riding technique was created. The technique in essence has the user form a ball of rapidly swirling air beneath their feet, upon which they typically sit (some with exceptional balance may choose to stand). As a result the user is left hovering several feet above the ground, and is able to control the ball to move quickly in any direction, essentially allowing the user a high degree of speed and agility while they remain on the ball, and due to the hovering nature of the ball combined with its speed, it is quite natural for users of this technique to move across walls and ceilings. All of this makes this an excellent jutsu for wind ninjutsu users when forced into a corner, or even can be used when scouting is necessary. Additionally the user can use a platform of sorts to help keep their balance, such as a large fan.
Hikui Tenkuu Assaku no Jutsu (Low Air Pressure Technique)
Damage /effect: causes Stun/ can only be used inside a room. and once per battle.
Chakra cost:30
Stamina cost:N/A
Description: This technique makes the air pressure in a room drop dramatically, causing anyone inside to fall asleep. It can only work in an enclosed area like a building or room. great for misson's.
Kaze no Yaiba (Wind Sword)
Damage /effect:This does how every much Chakra you use to perform this attack into damage. max 100
Chakra cost:Any max 100
Stamina cost:N/A
Description: The user summons a violent gust of wind, moving so fast that if caught within the blast an enemy will suffer blade like wounds from the wind slashing them so strongly. Due to it’s nature it’s difficult to block but can be avoided. The injuries look very much like that of a sword wound, which is where the name originated.
Kaze Gyorai no Jutsu (Wind Torpedo)
Damage /effect:60
Chakra cost:50
Stamina cost:N/A
Description: The user gathers a large amount of wind into his lungs and expels it in a single blow, similar to the projectile deflection blast. This version however is significantly more devastating as the wind forms a torpedo that is near invisible that launches towards the opponent. Upon contact it explodes with the force of two exploding tags.
Fuuton: Tatsumaki Wana (Wind Release: Tornado Trap)
Damage /effect:Causes stun and damage's for 20 per trun last's 3 trun's the stun last's one trun. can only be used once per battle.
Chakra cost:40
Stamina cost:N/A
Description: The user creates a large tornado about ten feet high directly around their enemy wide enough so that they have little room to move. The opponent will find themselves trapped inside the eye of this tornado, unharmed by the winds but unable to move without touching the tornado. If they attempt to escape they will find the swirling winds will push them back inside the center, with several cuts and scratches due to the ferocity of the winds. However just as what’s inside cannot leave what is outside cannot enter; any attacks or projectiles will simply be deflected back out. The tornado lasts for two posts and has a three post cool down time.