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Jami
01-14-2009, 12:11 PM
Tokusen Iwa Saiwan: Sougakari Houshou (Special Stone Skill: Concentrated Force Jewels )

Description: Tokusen Iwa Saiwan: Sougakari Houshou, also known as the Special Stone Skill: Concentrated Force Jewels. The jewels come out of Stone's mountain mines in Sumibi no Sato, the Coal Village, in the Kinzan pass. The jewels used are incredibly rare, of the most purest kind that has the brightest inner "fire".

It was the Godaime Tsuchikage of Iwagakure that first discovered the use of the powerful jewels. The jewels, when exposed to chakra, showed strange and magnificent properties, albeit uncontrollable and rather random. It took the Godaime a decade to experiment with the jewels until he finally found a way to harness the potential energy and power inside each jewel. However, to have complete control over the jewel, the precious stone must be imbedded into the shinobi's body.

The reason for imbedding the jewel into the body is that the jewel must be literally touching the source of chakra. Only the source of chakra has enough concentration of chakra to reach deep into the jewel to access the abilities that the jewels can give. To have a jewel imbedded into the body, there is a complex ritual and jutsu that requires four jounin. The ritual itself can be incredibly painful, as the jewel is literally boring itself into the body. But for those who can stand the pain, the rewards can be great.

OOC Note: These jutsu can be swapped, but elemental jutsu can only be swapped with the same element. So no Red jewel jutsu swapped into Blue jewel slot and the like.

Avatars of the Jewels

Each jewel color has its own separate avatar, which each has its personality. It is unknown how exactly these personalities came to be in each jewel, or why different colors correspond to different avatars, but they are there in any case. The Shodaime Tsuchikage, when he first encountered an avatar, was more than a little shocked to find one. The medical records of Stone indicate that the Shodaime went through incredible mental and physical breakdowns during the time period he studied the avatars, but he recovered from them all and learned to harness them.

Each avatar has its own personality. These personalities are similar among jewels of the same color though the avatars may appear slightly different depending on the user involved. The avatars themselves, when described by the users, have similar physical characteristics to those of the same color, though some features (age, gender) are inherently 'unreal' and fluctuate depending on the user's own unconscious mind. Through the long, painful implantation ritual, the user and the avatar are brought and bound close to each other.

There is a side effect to each of these avatars. The user of the jewel begins to be influenced by the avatars in one way or another psychologically. Some have conversations with their avatar. Others take on the more extreme aspects of the avatar. And even others slowly begin to think of themselves as the avatars. It is different for each person. While it has been known that some people go literally insane because of the avatars, it is more common to find a person who is sane, albeit a bit strange. This is awful curse that is bestowed upon those who take the blessings of the jewels.

Red ~ Fire
The red jewel contains an avatar that is a young teenager about the age of 13, who is incredibly passionate. He is quick to anger, quick to joy, and quick sadness. He is enthusiastic in all that he does, and is willing to die for his beliefs. An example from the show Naruto would be that of Rock Lee.

Green ~ Wind
The green jewel contains an avatar of a 50-year-old who is wise and cunning beyond his years. He is able to manipulate things to his advantage, and he uses his superior intellect to outwit his opponents. He lives for strategy and intellectual games, and he considers everyone that is not as cunning, wise, or intelligent as him to be idiots. An example from the show Naruto would be that of Yakushi Kabuto.

Blue ~ Water
The blue jewel contains an avatar of a young noble at the age of 21. She is incredibly proud and arrogant. She is cocksure of herself, confident in her own abilities, and easily insulted. She has the grace, manners, and behavior of genteel, and there are few that she considers her true equal. An example from the show Naruto would be that of Hyuuga Hiashi.

Yellow ~ Lightning
The yellow jewel contains an avatar of a 17-year-old teenager who is reckless in everything he does. He is also a bit dense and inconsiderate of others. He knows no fears, and is willing to try anything once. He does more then laugh at the sight of danger, he dances and is overjoyed. Nothing is too great, nothing too small for him to try. He is also impetuous, often doing things without thinking first. An example from the show Naruto would be that of Uzumaki Naruto.

Brown ~ Metal
The brown jewel contains an avatar of a 25-year-old. He is loyal to the extreme, always ready to do what would benefit those that he has loyalty to. Betrayal and falsehood are two words that he does not know, at least when applied to his friends, family, and allies. While not incredibly intelligent, he capable of processing information at a slow, but surprisingly smart, rate. He isn’t very creative, but more then capable of getting the job done in his own way.

White ~ Sensation
The white jewel contains an avatar of a 25-year-old who is gentle and loving to all. She has no hate, no dislike, nearly no negative feelings except that of sorrow, pity and regret. She helps all, refuses none, and is always willing to sacrifice herself for others. She believes that no one is better then anyone else, and she will do anything to keep things like that.

Black ~ Filth
The black jewel contains an avatar of a person of unknown age or sex. The person is literally insane. All forms of insanity are evident in the avatar, but it seems that within each carrier of a jewel, the insanity of the avatar is different. There is one thing that remains constant, however. The black jewel avatar is always bloodthirsty, who will kill for pleasure, and an evil person.

The Implanting Ceremony

The ceremony in which the jewel is implanted into the user is a long, complicated process, in which a specially prepared chamber and at least five jounin must all participate. The chamber is usually an enclosed one, though there may be a few openings. Engraved into the ground and walls is an incredibly large amount of curves, lines, and kanji, which comprise basically one humongous seal. The cardinal points are clearly visible on the seal, as well as two specially marked places. The first is a large circle right in the middle of the large seal, with the silhouette of a human body engraved in the circle. The second is at the head of the silhouette, a triangle. At each cardinal point, a jounin must stand, as well as one jounin at the triangle, called the controller. In the silhouette, the jewel recipient must lie, face up and naked, with one of the jewels next to him.

The ceremony would then begin. The jounin at the cardinal points would pour chakra into the seal, which lights up in a brilliant blue, each engraving and mark blazing alight. The jounin at the triangle then receives the chakra that is sent from the cardinal points. Using the seal to control the insane amount of chakra (such a large amount that no shinobi could possibly hold it and live) the controller would direct the flow of chakra into the jewel as well as the recipient. It is at this precise moment that the jewel takes the color that the recipient will have for the rest of his/her life. Then, thin tendrils of chakra lift the jewel up into the air, the chakra color changing from blue to the matching color of the jewel. The controller continues directing the chakra, moving the jewel down onto the body of the recipient. Then, a hole will open up in the recipient’s body, and the jewel is inserted.

At this point, the rest is up to the strength and willpower of the recipient. Obviously opening such a huge hole is extremely painful. The strength of the seal is enough that the hole does not kill or even injure the recipient. However, the pain is excruciating. There is also the process in which the chakra of the recipient must match and partner with the jewel. When this happens, the particular Avatar will appear to the user’s mind. This would be the first meeting between Avatar and recipient, and this experience is different for each character. If the character survives the ordeal, and most do, then the ceremony is finished. The jounin at the cardinal points release their chakra and go home, one mission down. The recipient is then briefed quickly by the controller, who basically infroms the recipient on what kind of jutsu he now has access to, and what kind of psychological effects the jewel may have.

Regarding Swaps: Elemental swaps must be swapped over the elemental jutsu already listed in each stage; this means that a jewel user may only have one elemental technique per stage. Elements belonging to other villages (fire, water, lightning, wind) should have all their appropriate swaps approved by the respective GM. Non-elemental techniques may be swapped as normal.

Stage One

Activate Jewel
Requirements: Force Jewel (Any Color); Control 2, Intellligence 2
Description: This jutsu is the requirement for every other jutsu in the tree, and must be done before the user can use any other jutsu in the tree. The user goes through five seals: dragon, tiger, bird, boar, and ram. After the last seal, the user concentrates all of his chakra into the jewel, which causes its inner fire to flare brightly. Veins the color of the jewel begin to branch out and cover the rest of the body. As soon as the veins cover the entire body, the jutsu is complete, the jewel's fire goes back to normal, and the user can now use the jutsu in the rest of the tree. This jutsu takes one post. The veins indicate that the user is using the jewel, and when they disappears it means the user is no longer using the jewel.

While Activate Jewel is active, the veins of the jewel’s color infect everything the user touches. When an object is put down, it takes five posts for the veins to gradual fade away. Ninjutsu are affected as well to the point that any outside jutsu used contains the jagged lines of the jewel veins. If the user touches another person, the veins crawl over them as well, though they cannot be felt and cause no harm. At most, the veins can cover a 3 ft radius, such as creating a small circle on the ground where the user is standing.

The veins disappear in either 10 posts, when the user wants the veins to disappear or when the user runs out of chakra.

Inner Fire of the Jewel
Requirements: Power 3, Tactics 2
Description: The inner fire of the jewel flares up. As this takes a relatively small amount of chakra, in can last indefinitely. The fire can light dark places and to signal to other silently to others.

Fingertip Scorch
Requirement: Red Jewel; Control 3, Willpower 2
Description: The veins that cover the hands of the user gather at the fingertips of both hands. The veins merge together, turning the fingertips a bright red color. Anything that the fingertips touch will heat up at the place where the fingertips are touching, just like an iron brand. When the fingers touch a person, first degree burns can occur, although if held long enough, second degree burns can happen. The jutsu lasts for 2 posts.

Wind Prick
Requirement: Green Jewel; Control 3, Willpower 2
Description: The veins surrounding the user’s body turn into small needles about 1 inch long. The needles then turn into wind and are launched outward toward the opponent. Only fifteen can be made at a time. They are not capable of drawing blood, but are incredibly annoying

Water Slingshot
Requirement: Blue Jewel; Control 3, Willpower 2
Description: Veins gather at one hand and transform into a ball of water the size of a golf ball. The user launches it forward, with a throwing motion and chakra. The speed and distance the balls have is that of a thrown shuriken. The damage is equal to a powerful slingshot hit. It can severely bruise a person. The user can create five balls at a time.

Shocking Grasp
Requirement: Yellow Jewel; Control 3, Willpower 2
Description: The veins gather at both hands. The user's fingers become charged with static, allowing small yellow arcs to jump between their fingertips if the digits are spread. The next time the user places their hands on another living creature, he transfers the static in the form of a surprising shock. The technique only creates one charge and no real damage is done, but it's certainly a distracting jolt.

Deadly Small Blades
Requirement: Brown Jewel; Control 3, Willpower 2
Description: The veins gather at both hands. The user channels chakra into the veins, and then transform into either a metal kunai or shuriken. The user can create one weapon in each hand at a time. The user can also either create three senbon needles made of metal in each hand.

Clarity
Requirement: White Jewel; Control 3, Willpower 2
Description: The white veins spread to the eyes of the user, and then cover the eyes in small, spindly veins. The user can, while the jewel remains active, see through mundane smoke and other types of haze. This does not let them see in actual darkness nor does it let them see through ninjutsu based clouds and so on. Traces of smoke still linger in their vision, alerting them to which areas are supposed to be covered and which are not.

Shadow Spine
Requirement: Black Jewel; Control 3, Willpower 2
Description: The black veins spread across the user's body, clustering into a small area at the user's choice. Thereafter, the veins seem to lift off the user's skin, turning into a group of needles. The veins are capable of piercing like senbon, but they remain attached to the user's body as only the ends peel off and become sharp. Essentially, the user can cover the back of his hand in nettles, making hits a bit more painful.

Stage Two

Jewel Shards
Requirements: Control 5, Power 4, Reserves 4
Description: Sharp pieces or shards of jewels appear between the users hands after a short series of seals. The shards then fly out in the direction the user indicates. Each shard is the equivalent of a thrown kunai. Only five shards can be created at a time.

Jewel Fingernails
Requirements: Tactics 5, Intelligence 4, Strength 4
Description: Each fingernail turns a precious stone and extends up to two inches each. These fingernails are as strong and sharp as kunai. Functionally, they can work as neko-te and has climbing claws. The fingernails can be retracted at will and may be used for three posts.

Jewel Explosion
Requirements: Control 6, Power 6, Tactics 4
Description: The user can cause the veins created by Influence of the Jewel to explode. The veins glow briefly before exploding. The explosion is equivalent to an explosion pouch. The veins disappear after the jutsu.

Jewel Flare
Requirements: Tactics 6, Intelligence 5, Power 5
Description: The user can cause the veins of color created by Influence of the Jewel to flare up in color and light. When this happens, the veins rise in intense heat and can cause first degree burns. The veins disappear afterward. The jutsu only lasts for a brief moment. Additionally, the light is strong enough to cause squinting, though it doesn’t actually blind those that see it.

Burning Fingertips
Requirement: Red Jewel; Control 7, Power 7, Tactics 6
Description: The veins that cover the hands of the user gather at the fingertips of both hands. The veins merge together, turning the fingertips a bright red color. Anything that the fingertips touch will heat up at the place where the fingertips are touching, just like an iron brand. When the fingers touch a person, second degree burns can occur, although if held long enough, third degree burns can happen. The jutsu lasts for 5 posts.

Wind Prick Swarm
Requirement: Green Jewel; Control 7, Power 7, Tactics 6
Description: The veins turn into wind needles, similar to the Wind Prick. But instead, 50 needles are made and launched. Does considerable more damage then the Wind Prick, and small amounts of blood are drawn. Each needle is effectively a shrunken senbon.

Accurate Water Shot
Requirement: Blue Jewel; Control 7, Power 7, Tactics 6
Description: The water balls created by Water Slingshot are thrown forward like normal. However, chakra is added to the balls, and the balls become attracted to chakra producing bodies and items. The balls can curve in mid air to follow a chakra producing object, but it is not perfect. If the balls miss the first time, then it will continue forward and either dissipate or hit something else.

Jolt
Requirement: Yellow Jewel; Control 7, Power 7, Tactics 6
Description: Gathering the veins into one hand, the user transmutes the lines into tendrils of electricity. The yellow lines wind around in the air and then condense into a little ball of light floating in the user's palm. The ball shivers and shakes with pent up energy, putting on a powerful appearance for a relatively weak attack. With a flick of the wrist, the user casts the ball out, turning it into a short fork of lightning. Upon contact with a target, the bolt creates first degree burns and is similar to sticking a finger in an outlet. The power of the shocks is still distracting rather than dangerous.

Basic Melee Weapons
Requirement: Brown Jewel; Control 7, Power 7, Tactics 6
Description: The veins gather at both hands. The user channels chakra into the veins, and then create a tanto, a wakizashi, a mutaru muchi, a pair of sai, a fuuma shuriken, a pair of tonfa, a katana, a spear, a three sectioned staff, a kusarigama, a chigiriki, a shoge, a nunchaku, or an oobaga,. The user can create one weapon at a time, and a weapon created through this jutsu falls apart in four posts.

Purity
Requirement: White Jewel; Control 7, Power 7, Tactics 6
Description: The white veins spread to the eyes of the user, and then cover the eyes in small, spindly veins. Like Clarity, Purity helps the user see in adverse conditions. It boosts night vision, allowing the user to see in the dark, albeit in black and white. It also shields the user a bit from intense light, rendering them immune to the effects of mundane flashbang/blinding type effects. Also like Clarity, this doesn't guard against ninjutsu-based darkness or blinding.

Smoke Breath
Requirement: Black Jewel; Control 7, Power 7, Tactics 6
Description: The black veins gather over the user's chest, diving down into their lungs. With a great rush, the user exhales a cloud of thick, black smoke as per a normal smoke bomb. The smoke is relatively normal, besides being a darker shade of black than most and having a creeping sort of noxious smell that isn't actually harmful. The smoke lingers for two posts while it dissipates.

Stage Three

Jewel Armor
Requirements: Tactics 9, Willpower 9, Power 7
Description: A layer of transparent jewels cover the user's body, effectively oozing out of his skin. This can protect the user from jutsu of Stage Two and below and somewhat mitigates taijutsu, but the armor is destroyed after one hit.

Jewel Kunai
Requirements: Control 8, Power 8, Reserves 6
Description: The middle and index fingernails of both hands become jewel daggers the length of kunai. These can block most weapons except cleaver swords. They are also used like kunai, to slash and stab.

Jewel Flashbang
Requirements: Tactics 8, Intelligence 6, Willpower 8
Description: The inner fire of the jewel flares up so brightly that anyone looking at it, except the user, will be blinded for one post.

Jewel Shards Controlled Flight
Requirements: Control 9, Power 9, Tactics 7
Description: Sharp pieces, or shards, of jewels appear between the users hands after a short series of seals. The shards then fly out in the direction the user indicates. Each shard is the equivalent of a thrown kunai. Only ten shards can be created at a time. The user can also control the flight of the shards as long as he has his eyes on the shards. The shards cannot fly separately of their own accord, but all follow the same general flight path.

Web of Flames
Requirement: Red Jewel; Control 10, Power 10, Willpower 8
Description: For three posts, whenever the user touches something, veins will spread from the place that the user touched, making a circle with a diameter of 5 feet. Wherever the veins are touching, flames erupt. If this is done on a person, the damage done is second degree burns. The circle of veins disappears after 2 posts.

Fuuma Wind Shuriken
Requirement: Green Jewel; Control 10, Power 10, Willpower 8
Description: The veins gather at either hand and transform them into Fuuma shuriken-shaped masses of wind. The shuriken are exactly like a normal Fuuma, but they are difficult to see since they are made of wind.

Secret Water Shot
Requirement: Blue Jewel; Control 10, Power 10, Willpower 8
Description: Gathering chakra into their the mouth, the user quickly uses the jewel veins to create a large amount of water. When released, a small stream of water erupts from their mouth in a jet. The burst only lasts for once post and does moderate amounts of blunt, battering damage. However, it’s most powerful close up and starts to wane closer to its fifteen foot accurate range.

Lightning Attraction
Requirement: Yellow Jewel; Control 10, Power 10, Willpower 8
Description: The user touches something, leaving behind a mass of yellow veins over the object or surface. The veins themselves begin to crackle, sending little jolts of electricity over to each other until the user chooses to activate the technique’s second half. Once the veins have been set, the user can trigger an arc of lightning to jump from the veins back to their own jewel, shocking anything that happens to be in the path. This can be done within a range of twenty feet. The veins can last up to three posts before dispersing in a brief burst of electricity on their own. If an arc is created, the veins also disappear.

Steel Spear
Requirement: Brown Jewel; Control 10, Power 10, Willpower 8
Description: Rather than create a holdable, wieldable weapon, the user instead focuses their chakra through their jewel veins to any area on their body. Then, using the power of the jewel, the user creates a roughly wakizashi sized blade form out of their body. This is mainly used as a surprise attack against opponents who get too close or to add some extra distance from a punch. After the post, the blade sinks back into the user’s body.

Acuity
Requirement: White Jewel; Control 10, Power 10, Willpower 8
Description: Rather then route the veins into their eyes, the user instead clusters them about the ears. Using this jutsu, the user is capable of boosting their aural perception, increasing their range of hearing. The new range could be accurately described as cat-like, giving slightly extensions on both ends of the spectrum over normal humans. Besides giving access to a wider range of pitches, sensitivity to sound intensity is also increased, allowing the user to hear softer sounds from a further distance. Unfortunately, they are also more sensitive to loud sounds, which can cause pain. Acuity lasts for three posts.

Smog Heart
Requirement: Black Jewel; Control 10, Power 10, Willpower 8
Description: Like Smoke Breath, the user inhales as the veins invade their lungs. However, when the release, the result is similar, but different. Instead of letting a cloud settle around them, the user instead sends a plume of black smoke rushing forward towards a target. The smoke itself is harmless, acting like normal smoke, but the noxious smell from before now has a purpose. The plume's smell is so strong and so vile that it makes those who inhale it (sans the user) nauseous and ill, as though they had mild food poisoning. Even once they get out of the smoke, the feeling remains until the smoke dissipates in three posts.

Stage Four

Powerful Jewel Explosion
Requirement: Control 14, Power 13, Reserves 11, Intelligence 10
Description: The user can cause the veins created by Influence of the Jewel to explode. The veins glow briefly before exploding. The explosion is equivalent to an explosion tag. The veins disappear after the jutsu.

Jewel Katana
Requirement: Tactics 12, Intelligence 11, Willpower 10, Control 12
Description: The fingernails of both hands become jewel swords the length of katana. These can block weapons, including cleaver swords. They are also used like katana, to slash and stab.

Stream of Shards
Requirement: Control 12, Power 11, Reserves 10, Tactics 12
Description: A stream of shards comes out, a cylinder of jagged rocks. The diameter of the stream is five feet. The damage done is the equivalent of many, many thrown shuriken and they move in a roughly arrow shape.

Jewel Movement Interference
Requirements: Tactics 14, Intelligence 13, Willpower 11, Power 10
Description: If the opponent is covered with veins from the user can cause the veins to enter the opponent’s muscles and constrict them. This effectively slows the opponent's movements by half for two posts.

Column of Flames
Requirement: Red Jewel; Control 15, Power 15, Reserves 13, Tactics 14
Description: Touching the ground, wall, or some other surface, the user causes the veins of the jewel to snake across to any point within thirty feet. The veins collect at the spot and quickly weave together a five foot radius circle. Thereafter, the veins explode, creating a pillar of fire that engulfs the circle and goes up roughly twenty feet. The fire’s die away after the initial post and exposure immediately causes second degree burns.

Slicing Gusts
Requirement: Green Jewel; Control 15, Power 15, Reserves 13, Tactics 14
Description: Similar to the Fuuma shuriken from before, this technique seeks to cut up the opponent, but on a grander scale. Rather than form wind into identifiable weapons, the user creates a half dozen crescent blades of wind and sends them flying to the opponent. The blades spin and can be thrown in curved arcs and cut like katana.

Freezing Impact
Requirement: Blue Jewel; Control 15, Power 15, Reserves 13, Tactics 14
Description: Performed almost exactly like Secret Water Shot, the base effect is the same. When the jet strikes a surface, or at any point during flight, the user uses the veins floating through the water to freeze the whole mass into solid ice. The freezing can create extreme pain and frostbite, while frosting over a joint can cause movement difficulties until the ice is pulled off. The ice lasts for two posts on its own before it thaws back into water.

Underground Arc
Requirement: Yellow Jewel; Control 15, Power 15, Reserves 13, Tactics 14
Description: The user holds one hand in front of them as their veins turn to crackling electricity. The charge builds into a bundle of lightning held in the user's hand before they send their fist down to the ground. Immediately, a jagged line darts across the ground as the charge burns through the soil. At the target's feet, the shock bursts back out of the earth in a line of electricity; the total range of the technique is thirty feet, but it travels swiftly through the ground with a rumble like thunder.

Metal Ambush Spikes
Requirement: Brown Jewel; Control 15, Power 15, Reserves 13, Tactics 14
Description: Sending jewels along the ground, the user can create up to two circles of veins. The circles are one foot in radius and can be centered at any point within thirty feet. At the user’s behest, the veins come together and transform into large spikes of steel, pointed whatever direction the user wishes. Each spike is ten feet long and comes to a perfect point. The circles may lay dormant for up to three posts before being activated.

Vanity
Requirement: White Jewel; Control 15, Power 15, Reserves 13, Tactics 14
Description: The white veins spread to the eyes of the user, and then cover the eyes in small, spindly veins. While the technique remains active, up to three posts per use, the user programs everything they sense into their memory perfectly. This effectively gives them advanced eidetic memory in short bursts, allowing them to later actively recall and even relive events they witness with absolutely perfect precision. This doesn't allow them to copy jutsu or the like, but it would allow them to recall the face of each member in a crowd.

Vector Arrow
Requirement: Black Jewel; Control 15, Power 15, Reserves 13, Tactics 14
Description: Concentrating chakra into the veins themselves, the user peels and lifts them off their body, creating the appearance of numerous hanging tentacles, almost. At the user's behest, the veins lash out, striking forward like snakes and going perfectly sharp and pointed as they do so. The cluster of six or so veins act as black spears, reaching out about ten feet and cutting like wakizashi. Immediately after they lash out, they recoil and wrap back around the user.

Stage Five

River of Shards
Requirement: Control 17, Power 16, Reserves 16, Tactics 15
Description: A river of shards comes out, a complete torrent of bits of jewels. The river is still only ten feet wide, but the jewels within are finer and more densely packed. They literally flay the flesh off of unarmored targets and dig into the skin of tougher opponents. Additionally, the river can be directed slightly, causing it to slowly turn or undulate through the air. At the end of the attack, the jewels litter the ground and hang in the air as a glittering cloud.

Empowered Veins of Color
Requirement: Tactics 17, Intelligence 16, Willpower 16, Control 15
Description: The veins that cover the user's body lifts up from the body. The veins come together to form three long "ribbons" that are very thin. They are a foot wide and ten feet long. The ribbons swirl around the user and can be controlled with chakra. However, the ribbons must always be in contact with the user. The thin ribbons can slash like katana and wrap around objects. However, as the ribbons are so thin, they’re difficult to use to deflect anything heavier or larger than a kunai. The ribbons last for 4 posts, and after that they disappear.

Seal of the Jewel - Malice
Requirements: Control 18, Power 17, Reserves 17, Intelligence 14
Description: The user goes through a series of seals, which takes one post. Then, on the next post, the user touches an enemy with the palm of his hand. As usual, veins of color begin to cover the person. But the effects are different.

On the surface, the veins glow like they do with Jewel Flare. However, it quickly becomes obvious that the heat contained within the veins is much greater. Where the veins cover the skin, second degree burns appear, searing the opponent’s flesh continuously for two posts after contact. The pain is intense and the veins vanish after the second post of burning.

Flame Serpent
Requirement: Red Jewel; Control 19, Power 19, Reserves 18, Tactics 16
Description: Concentrating on the veins in their hands, the user transforms their chakra into two small orbs of fire, one in either hand. Bringing the two together, there is a violent reaction as they combine into a single long burst of flame. The burst creates a perfect line of white hot fire that sears through trees and travels up to fifty feet. The fire is hot enough to create third degree burns and has been known to completely sear off smaller appendages (fingers, ears, etc).

Silent Wind Assassination
Requirement: Green Jewel; Control 19, Power 19, Reserves 18, Tactics 16
Description: The veins gather together in one hand and transform into a two-foot long needle of wind. This giant needle can be launched from over 100 feet, but it can only move in a straight line. From long distances, it is not very accurate, especially with a moving target. If it hits the body, it will go straight through, puncturing. It is not usually fatal unless it goes directly through the head and brain. However, the needle is thick enough to cause severe damage to the major organs and should not be taken lightly.

Water Whips
Requirement: Blue Jewel; Control 19, Power 19, Reserves 18, Tactics 16
Description: Sending the veins out to form a fifteen-foot diameter circle, the user causes the veins to actually rise up off the ground. The veins then transform into long, thin tentacles of water that flail around within the circle. While they don’t actively wrap around anything, they are able to smash logs apart and make staying within the circle a dangerous decision. Anyone who happens to trip or otherwise get trapped within will find themselves suddenly battered from every direction. The mass of tentacles lasts for two posts.

Electric Emanation
Requirement: Yellow Jewel; Control 19, Power 19, Reserves 18, Tactics 16
Description: Everything in the world emanates an electric field. The user can sense the electrical fields within a range of a thirty foot radius. The sense only relays, however, that there is something in that vicinity. It is easy to distinguish between a living and non-living object, but besides that, it is difficult to tell exactly what something is besides the general order of animal (invertebrates, lower vertebrates, and upper intervertebrates).

Field of Blades
Requirement: Brown Jewel; Control 19, Power 19, Reserves 18, Tactics 16
Description: Upon using this jutsu, the veins on the ground around the user suddenly extent outwards to a twenty foot radius. Instantly, the veins disappear into the earth. Dozens of katana sized blades jut up from the ground, almost perfectly vertical. They shoot up in a wave from the user, the ones closer to him appearing first and the ones furthest appearing last. Regardless, the swords pop up in rapid succession, impale anything in their way, and then stick around for two posts until sinking back into the ground.

Intensity
Requirement: White Jewel; Control 19, Power 19, Reserves 18, Tactics 16
Description: The white veins spread to the eyes of the user, and then cover the eyes in small, spindly veins. The third eye improvement heightens the user's vision to that of a raptor, a bird of prey. The world is suddenly much more defined, details can be picked out in cursory glances, and focusing on anything within the user's field of vision causes it to become crisp and clear. Concentration allows them to zoom in their vision to a maximum of ten times, providing an enormous range boost over distances and giving them a magnifying glass at short range. Intensity can be kept active for three posts.

Sludge Coat
Requirement: Black Jewel; Control 19, Power 19, Reserves 18, Tactics 16
Description: Quite the accurate name, use of this jutsu covers the user in thick, black sludge. In fact, this goopy, tar-like substance comes from the veins themselves, oozing out slowly from the lines and retaining some of the same basic shape. At first, the sludge has no obvious effect except for being gross and somewhat sticky; it doesn't provide any sort of defense or hindrance on its own. However, contact with the skin or bloodstream of another person is all the sludge needs to go to work. The slime is highly toxic, causing blurred vision, headaches, nausea, and fever within moments of contact. As such, users commonly use the jutsu in order to spread the sludge over their weapons or wait to lure hand to hand combatants into a trap. The sludge crumbles to dust after three posts; each application of poison lasts for two posts.


Stage Six

Jewel Concentration Invasion
Requirements: Control 21, Power 20, Reserves 19, Tactics 17, Intelligence 15
Description: If the veins of the jewel is on the opponent, then this jutsu can be used. One post preparation of hand seals, then on the next post the user concentrates. The veins on the opponent gather together at the opponent’s chest. The next post, if concentration wasn’t broken, the veins transform into a jewel that is exactly the same as the user’s. The jewel stabs into the opponent’s chest, but is not a mortal wound. However, internal damage can be done, and if the jewel is removed, large amounts of blood can leave the body at one time.

Jewel Movement Constriction
Requirement: Tactics 20, Intelligence 21, Willpower 19, Power 17, Reserves 15
Description: If the opponent is covered with veins from the user can cause the veins to enter the opponent’s muscles and constrict them. This effectively stops the opponent's movements for two posts. The jewel’s binds can be broken, though, if the opponent runs their chakra into the veins to disrupt them, effectively spending a stage five jutsu use to do so. Further, level six Strength (with bonuses) allows the target to move freely, breaking the jewel veins with brute force.

Blasting Furnace
Requirements: Red Jewel; Control 23, Power 23, Reserves 22, Intelligence 16, Willpower 15
Description: Welling chakra into their mouth, the user lobs a softball sized gob of fire towards a target. Upon striking a surface, the ball expands and swirls, creating a much more massive fireball that incinerates anything within. Humans take third degree burns all over, plants are turned to ash, and even dirt is burned up to create a small crater. The fireball itself covers a twenty foot radius.

Howling Winds
Requirement: Green Jewel; Control 23, Power 23, Reserves 22, Intelligence 16, Willpower 15
Description: Veins of the jewel extend up off the ground around the user, causing a long, jagged edged spiral to form around them. Thereafter, the veins turn into strong winds, which swirl together into a small tornado. Dust and debris is pulled into the cloud, which is capable of picking up tables, beds, and lighter genin with relative ease. The user can walk about with the swirling cloud active; objects in the tornado can reach out and run into anything within fifteen feet of the user. Stage five ninjutsu disrupt the tornado enough to break the user’s concentration, but anything less than that is dispersed by the wall of wind. The tornado may be held active for two posts.

Crushing Wave
Requirement: Blue Jewel; Control 23, Power 23, Reserves 22, Intelligence 16, Willpower 15
Description: The veins near the user extend and scatter, becoming a thinner and thinner ring before outlining a twenty foot radius. This outline can be manipulated into whatever shape the user wants, but it typically is easiest to leave it as a circle. From the outline, the veins spring up into towering walls of rushing water that are also twenty feet high. They quickly sweep back to the user, attempting to smash anyone caught inside into a much tighter ring that flows up just outside the user, protecting him from the outer waves. Essentially, the waves create a donut shape that gets increasingly smaller until, as per its namesake, everything within has been crushed.

Raging Storm
Requirement: Yellow Jewel; Control 23, Power 23, Reserves 22, Intelligence 16, Willpower 15
Description: The user spreads the knot of veins beneath him, creating a dozen fist sized spots anywhere in sight. Thereafter, he activates the veins, causing thick bolts of lightning to strike the spots, seemingly from the heavens. These bolts are more than enough to cause third degree burns and cause painful, but not overly debilitating, muscle spasms in any living targets they hit. While the bolts appear to come from above, they actually shoot out in a straight line from the veins themselves; while the user knows this, it is nearly impossible for those without doujutsu to see the path of the bolt.

Sieging Arsenal
Requirement: Brown Jewel; Control 23, Power 23, Reserves 22, Intelligence 16, Willpower 15
Description: The user casts their hand towards a target, causing the veins wrapped around their arms to unwind off their body and fly forward. The veins transform into steel strands, sharp on both edges, but they must move in a straight line. At the same time, however, the user points their other hand to the ground and forces their veins there to leap off into the earth. Before the first attack reaches the opponent, a cluster of transformed veins shoot out of the ground directly behind the target, seeking to catch him in a two-pronged surprise assault. Ideally, the foe is first stopped by the secret attack before being finished off by the obvious one.

Crippling Unity
Requirement: White Jewel; Control 23, Power 23, Reserves 22, Intelligence 16, Willpower 15
Description: The white veins extend out across the ground, away from the user, snaking towards up to five targets that the user designates. Once the veins manage to get to the targets, the quickly wrap up the new bodies and spiral towards their eyes. Targets captured by the veins find their perceptions suddenly dulled. While they aren't quite blind, the world is dark and out of focus and while they aren't quite deaf, sounds are muffled and fuzzy. This goes so far as to make everything taste like cardboard and nerve endings feel as though they are asleep. The targets must be within twenty feet of the user when this is performed and the debilitation lasts for three posts.

Piercing Darkness
Requirement: Black Jewel; Control 23, Power 23, Reserves 22, Intelligence 16, Willpower 15
Description: The black veins start to crawl across the ground for a few feet before the violently erupt into smoke, covering a twenty foot radius sphere in sudden darkness. The smoke is toxic, causing coughing fits, eye irritation, and throat pain to those who inhale, besides the user. At the same time, the user's eyes have turned completely black under the effect of the jewel, giving them the ability to see through the darkness they've created, making it easy for them to dispatch those that remain in their realm. The cloud lasts for three posts before it starts to dissipate and the poison also continues for three posts once the afflicted has stopped breathing in the smoke.

Stage Seven

Call of the Jewels
Requirements: Control 30, Power 27, Reserves 26, Tactics 22, Intelligence 20
Description: The user does a post of seals, then on the second post the user calls up a forest of humongous shards of jewel from the ground. The tips are very sharp, and the edges are like katana. The shards are 30 feet tall and spindly, spread out over 75 foot wide area. The original vegetation, as well as any other part of the landscape, is effectively destroyed by the mass of crystals. The user can move in and out of the shards freely, while the opponents are either gored by the up rushing shards or cut by the edges of shards. The user can thus easily hide amongst the jewels, as the towering shards pose no threat to them. This jutsu can only be used once per thread.

Curse of the Jewel – Demon of Loss
Requirement: Control 32, Power 30, Reserves 28, Tactics 24, Intelligence 22
Description: The user does a post of seals. The second post, the user hits the ground with the palm of his hand. The veins of color spread outward in a circle with a 20 feet diameter. Any person caught standing in the circle cannot escape and are subject to the jutsu, including allies. The veins climb up the body of the victims, and as they go up, the leave behind shards of jewels that are three inches long and an inch wide in the body of the victim. This lasts for three posts. At the end of the three posts, the veins go up to the neck and brain, killing the victims. The only way to stop the jutsu is to force the user’s hands off the ground. The affected targets can’t physically walk out of the circle as they are being held by the veins, but they may still attack and use jutsu as their hands are free. May only be successfully used once per thread.

Igniting the Underworld
Requirements: Red Jewel; Control 35, Power 33, Reserves 31, Tactics 26, Willpower 18
Description: The veins over the user begin to widen and glow, as well as give off intense heat in a wave surrounding the user. Throughout the first post, the air within fifty feet of the user heats up to become sweltering, but not outright dangerous. However, in the second post, the user is completely covered in the red-hot glow of the veins. Usually letting out a scream as the jewel’s power rushes through them, the area around the user suddenly ignites. A rolling wave of flame pours out to the extent of the fifty foot sphere, lighting, melting, and overall destroying absolutely everything. The fires swirl about during that post and then swiftly recede back into the user before dropping him down into the newly created crater. May only be used once per thread.

Cleaving the Heavens
Requirement: Green Jewel; Control 35, Power 33, Reserves 31, Tactics 26, Willpower 18
Description: The veins over the user begin to widen and glow, drawing air towards the user in a strong breezing gust. The user holds their hand above their head, letting the air pool and swirl there for one post. On the next post, enough wind has been gathered to create a massive cleaver sword eighty feet long and twenty feet wide. With apparently tremendous strength, the user lowers the blade down to a normal height and then manages to swing it, usually up to half of a full rotation. The cutting winds slash through buildings with ease and can potentially chop down a huge swath of a forest in one swoop. The sword is large enough to make hitting normal, human-sized targets difficult, but the resulting debris is usually enough to bury the unprepared. May only be used once per thread.

Flooding the Earth
Requirement: Blue Jewel; Control 35, Power 33, Reserves 31, Tactics 26, Willpower 18
Description: The veins over the user begin to widen and glow, causing a light mist to roll into the battlefield. The user concentrates, sending tendrils of their veins up into the sky and forming heavy, black clouds high above. During the second post, the user releases the water gathered up in the clouds. It starts to rain, but not in any normal way. Each droplet of water rips through whatever it hits like an extremely sharp senbon. The needles stab straight through metal with ease and the truly safest way to avoid being torn apart like tissue is to not be anywhere under the seventy five feet (diameter) of cloud cover. Curiously, when the droplets hit the ground, they splash back into normal water, making the destructive nature of the technique slightly less obvious to the outside. May only be used once per thread.

Calling the Hammer
Requirement: Yellow Jewel; Control 35, Power 33, Reserves 31, Tactics 26, Willpower 18
Description: The veins over the user begin to widen and glow, causing crackles of static electricity to jump through spots in the air. The user holds one hand in front of him as lightning leaps up from the ground to crash into other bolts. With each collision, a small ball of lightning grows larger and larger, starting as a ping pong ball but getting no larger than a beach ball. At the start of the second post, the user tosses the ball lightning up into the sky overhead. Once it reaches the apex of the throw, the lightning suddenly shoots outwards, striking at every viable target within a sixty foot range. Plants and small animals are burned to ash, trees are set ablaze, and people who don’t manage to get out of the way take fourth degree burns and often suffer permanent nerve damage if they don’t outright die from having their hearts and brains overloaded. May only be used once per thread.

Unleashing the Armies
Requirement: Brown Jewel; Control 35, Power 33, Reserves 31, Tactics 26, Willpower 18
Description: The veins over the user begin to widen and glow, causing pins and spikes of metal to move in and out of the user’s skin, poking up and disappearing again. During the first post, the user points their fingers to the ground, covering a thirty foot radius area in glowing jewel veins. Slowly, katana, spears, cleavers, axes, and all other sorts of weapons draw up out of the ground to float together in the air. In the second post, all the user need do is flick their hand away from the ground to send the massive cloud of blades in any direction they wish, even in all directions. The weapons are thrown with impressive force; apparently simple katana smash through boulders like paper. Once created, the blades do not dissipate. May only be used once per thread.

Shattering the Moon
Requirement: White Jewel; Control 35, Power 33, Reserves 31, Tactics 26, Willpower 18
Description: The veins over the user begin to widen and glow, causing the user to radiate pale light. During the first post, the user turns totally stark white, including their eyes, hair, and clothes. White veins net across the ground in a thirty foot radius, creating faint trails. In the second post, the veins activate, attaching themselves to any living targets of the technique. Those within the technique's range are instantly deafened. For each post beyond that, they lose another sense in the following order: sight, smell/taste, and touch. Retreating out of the thirty foot range of the veins stops the process from continuing, but any sensory damage already sustained is permanent. It may not be reversed by seals or medical jutsu (below stage seven) and attempts at recovery through implants require the whole sensory organ to be replaced. Those that enter the radius after the initial activation (second post) are not affected. May only be used once per thread.

Swallowing the Sun
Requirement: Black Jewel; Control 35, Power 33, Reserves 31, Tactics 26, Willpower 18
Description: The veins over the user begin to widen and glow, causing the user to start to turn completely black. During the first post, the user becomes absolutely devoid of light until they look like a living shadow. Black veins extend out over the ground in a thirty foot radius as the user stands totally still in the middle. In the second post, the veins over the ground lift up and shoot into the air as long, jagged arrows. They slice through everything like a forest of razors. Simultaneously, hundreds of similar veins stab out from the user to the edges of the area, impaling anything they find from a second direction. Combined, these two waves of arrows have the capacity to reduce everything around to literal shreds. The veins retract back into the user as he returns to normal color. May only be used once per thread.