Every technique has at least one component the user must provide when attempting to use it.
The technique requires the use of hand seals, and requires at least two
hands free to perform it. A blinded character has a 20% chance to fail a technique that requires hand seals. Techniques with this components cannot be used while grappled or pinned.
While not a component in itself, this entry announces that the technique
can be made more powerful by putting more Chakra into the mix, given that the user is of sufficient level. Techniques that affect more creature or create objects or creature are not counted as empowerable.
The technique requires half-seals, which are hand seals performed with
only one hand, most usually a basic half-seal to channel chakra. Half seals require only one hand free to perform. Half-seals made from one's off-hand imply a -4 circumstance penalty to Perform checks and skill threshold. A blinded character has a 10% chance to fail a technique that requires half seals. Techniques with this components cannot be used while grappled or pinned.
This component has no requirement but signifies that mastering this technique grants additional bonuses.
The character must be able to concentrate or maintain concentration
to perform the technique. A Shaken character has a 20% chance to fail a technique that requires concentration.
A material component expended in the use of a technique, such as blood to form a seal or summon a creature. See material focus for details.
The character must simply be able to perform unrestricted movement. An
entangled, paralyzed, grappled or pinned character cannot perform a technique that
requires mobility. The character suffers a 5% chance to fail a technique that requires mobility per point of armor check penalty, up to 60%. This penalty is also increased by 5% every 5 feet the character's movement is reduced below his race's base movement speed, up to 30%. The character suffers a 10% chance to fail the technique if he is unable to run or charge. The chances of failure are cumulative, but may not go higher than 95%
A divine focus component is an item of spiritual significance holy symbol appropriate to the character’s faith.
A material component that is required but not expended in the use
of the technique, such as a weapon or a thrown object. A nearby object must be within 30 feet of the character. 1 cubic foot of snow or ice is roughly 60 pounds, and 1 cubic foot of water holds 8 gallon and also weighs about 60 pounds.
A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.
Experience Cost (XP): being phased out
This component is not a requirement but a price for performing the technique. The XP cost is specified at the end of the technique.