Chakra Control (Medical) [Lost Kinjutsu]
Rank: 8 (A-Class);
Learn DC: 23, 6 success;
Perform requirements: 15 ranks (DC 25);
Time: 1 full-round action;
Components: C, H, Mas;
Range: Touch;
Target: One living creature;
Duration: Concentration (up to 1 round/2 levels);
Saving Throws: Fortitude negates (harmless);
Chakra Resistance: Yes (harmless);
Chakra Cost: 70.
This technique is a very convenient way of taking care of injuries on the battlefield,because of the way it acts quickly and accurately to close almost any sort of wounds. It
falls in the category of "too good to be true," however, as it also burns the user's life as he uses it, almost as fast as he heals his charge, rendering it rather useless on one's self. Every round the user concentrates, he heals his target 1d8 points of damage it had previously taken, while the user suffers 1d8 points of damage.
This technique may not heal a target whose hit points are lower than 0. As per any "Iryou Ninjutsu: Chiyu" techniques, once used on a creature for more than 3
rounds at once, this technique also triggers chakra overload for 1 hour.
Instead of healing a said amount of hit points of damage, the effects will be reversed and the target will suffer an amount of negative energy damage every minute or round equal to the amount of hit points the technique would normally heal, as long as it is maintained.
Mastery
With the first step of mastery, the amount of damage taken by the user every round decreases to 1d6.
With the third step of mastery, the amount healed by the technique every round increases to 1d8+2.
With the fifth and final step of mastery, the amount healed by the technique increases to 1d8+6.
Chakra Control (Medical; Requires Ninjutsu 12 ranks)
Rank: 8 (A-Class);
Learn DC: 23, 4 success;
Perform requirements: 15 ranks (DC 25);
Time: 1 attack action;
Components: C, H;
Range: Melee Touch;
Target: Creature touched;
Duration: 2 round/level (D);
Saving Throws: Fortitude negates;
Chakra Resistance: Yes;
Chakra Cost: 40.
To properly use this technique, the user must ensures that his target has received a wound either from a piercing or slashing weapon. This causes the victim to suffer 1 point of damage per round every round for the duration of the technique. This technique has a cumulative 5% chance to be abruptly ended every time the victim receives unnatural healing (each round passed healing from a technique or a blood increasing pill count).
This technique cannot be used more than once at a time to rack up cumulative damage on a creature.