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 Ginjutsu (Ninja Class Magic)

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Join date : 2011-08-13

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PostSubject: Ginjutsu (Ninja Class Magic)   Ginjutsu (Ninja Class Magic) EmptySat Aug 13, 2011 9:34 pm

Acquiring Ginjutsu: In game Ninja know that Scrolls are the source of knowledge for Ginjutsu.

Ginjutsu List:

Mirror Jutsu: Both hands must be free to make proper hand signs, Upon successful AG Test, caster may mirror a targets exact image.

Quality: 3 per day


Ginjutsu Trigger Explosive Seals: Upon successful AG test, Any Explosive seals the user actived explode.

Range: 10ft Radius

DMG:8 per Seal


Ginjutsu: Prepare Explosive Seals: Allows users to prepare explosive seals with dragons bloods on a seal tag.



Cloning Jutsu: Successful AG test, Summons a Clone of caster, Cloning Justsu may only be self cast. Clone shares casters stats except can only suffer one attack before departing.

Quality: 10 per day


Invisibility Jutsu: Successful AG test allows caster to become Invisible with no shadow for 1 d6 turns

Quality: 2 per day


Shadow Shuriken: Successful AG test summons a Shadow Shuriken to use as a weapon. Thrown once and departs in smoke after it hits a solid surface

DMG:2 + 1 d6

Quality: 2 per day



Haste! Jutsu: Both Hands must be free and empty to make proper hand signs. Successful Toughness test allows the caster to quicken his/her pace, +1 Attack.
Roll a single d6 for turn duration.

Quality: 5 per day

Fire breath Jutsu: Both hands must be free and empty to make proper hand signs, Upon successful Toughness test, Caster launches Fire 20ft straight forward, Target(s) can contest this with AG test to dodge.

DMG:2+ 1d6

Quality: 5 per day



Advanced Ginjutsu
Summon Elder creature: Successful AG test allows the caster to summon an Elder creature, Consult the Summons Chart about your Creature.

Quality: 1 per day

Side Effect: Summoning this creature must be the first Jutsu skill the user casts in combat. The caster can not cast for 24 in game hours.


Enter Kage: Successful AG test allows the caster to Enter Kage form which boosts Weapon Skill, Ballistic Skill, Toughness, and Strength +5

Quality: X
X equals Casters Toughness


Kyoko's Curse:Both of the casters hands must be free and empty. Successful AG allows the Caster to test target with Toughness test, Upon Failure of Targets toughness test Target drops out of consciousness for X amount of turns. (a single d20 determines the duration of this Jutsu)

Quality 1 per day



Mind Sabotage! Jutsu: The Casters of this jutsu must have both hands free
to form the correct hand signs. Upon successful Toughness test the caster attempts to seize control of the targets mind. Target can contest this with a Toughness test. No tie is allowed.

Caster wins: Caster now rolls one d6, resulting rolling means duration of spell effect. The Targets body is now under the casters control. Target can contest with Toughness test at the start of each turn. No tie allowed.

Caster wins: Jutsu remains active.

Target wins:Jutsu is uneffective and Caster must now make a toughness test, Upon failure Caster loses consciousness. Upon success Caster remains conscious.

Quality: 3 Per day


Illusion Jutsu: Successful Agility test allows the caster to summon an illusion to attempt to stricken the target with fear.
Target can contest it with Toughness test, GM may add modifiers for creativeness.
(Player can create and describe the illusion at will, And be creative!)

Quality:1 per day


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