Genjutsu (Compulsion) [Mind-Affecting, Kinjutsu of All Ninja Villages]
Rank: 7 (A-Class);
Learn DC: 22, 6 success;
Perform requirements: 10 ranks (DC 24);
Time: 1 full-round action;
Components: C, H;
Range: Close (10 ft. + 5 ft./2 levels);
Target: One living creature;
Duration: Concentration (up to 1 round/level);
Saving Throws: Will partial;
Chakra Resistance: Yes;
Chakra Cost: 6.
The target makes a Will save. If the save is a success, the target is surrounded in clear
water and is able to hold its breath while acting normally. If the save is a failure, the
subject becomes unaware of the creatures around it (all attackers treated as invisible) and
it begins to drown.
A drowning creature must make a Constitution check (DC 10, +1 every successful
checck) each round to avoid falling unconscious and to 0 hit points. Each round
afterwards, the target loses 1 hit points. If the technique is dispelled before the creature
dies, its hit points are restored. Otherwise, the creature dies at -10 hit points.
While drowning, a creature isn't able to speak. This technique can be dispelled.
Genjutsu (Compulsion; requires Bluff or Diplomacy 9 ranks) [Language-Dependant,Mind-Affecting]
Rank: 7 (A-Class);
Learn DC: 22, 4 success;
Perform requirements: 24
Time: 1 attack action;
Components: C, S;
Range: Close (10 ft. + 5 ft./2 levels);
Effect: Charms up to 1 HD/level humanoids (up to 1 humanoid/2 levels);
Duration: 30 minutes/level (D);
Saving Throws: Will negates;
Chakra Resistance: Yes;
Chakra Cost: 5 (1 creature) or 3 per creature (multiple creatures).
This technique creates a sound-based illusion and the targets must be able to hear and understand the user clearly. Any targets currently being attacked by the user or his allies receive a +5 circumstance bonus to the saving throw.
The user does not gain control of the charmed subjects but instead makes them perceive his words in the most favorable way. The user can attempt to give the charmed subjects orders, but he must succeed an opposed Charisma check to convince the subjects to obey (the user can't retry). A charmed subject never obeys suicidal or obviously harmful orders. Any act by the user or his allies that threaten a charmed subject breaks the effect over them.
All subjects must speak the user's language to communicate and obey commands.