Thunder Binding - 2 BAR, Combat, Lighting, Trap.
Use an action. Must be a specific set at a specific location the turn before.
Entraps an opponent for as long as the user maintains a B rank Jutsu ongoing cost. However, it also stops the user from attacking the target.
Lightning Release: Wall - 2 BAR, Combat, Lighting. +15 DEF POW.
Barrier Talisman: Armoured Eye - 2 BAR, Utility.
Set-up on the turn before. Maintain ongoing cost of a B rank Jutsu for as long as the Jutsu is active. Once an attack hits specifically the protected part, the injury is reduced to a Tier.
Barrier Method Formation - 3 BAR, Combat, Trap, do note placed ‘points’ disappear after four turns.
Pay ongoing cost of B rank Jutsu to maintain.
Expend an action at different intervals in areas on a map. Needs four points. The opponent can take notice of this.
Once finished, activate the Jutsu; A barrier as big as the points you’ve outlined will be created.
Your opponent will then have to beat your defensive POW five times to destroy the barrier.
Quarantine Wall - 4 BAR, Combat. + 25 DEF POW.
Sensing Barrier - 6 BAR, 5 DETECT, Out-of-Combat, Sensory. W.I.P.
Infinite Embrace - 4 BAR, Combat, Co-Op, Requires 4 users, Can only last 3 turns, 20M Radius dome.
Users combine all of their DEF POW stats, creating one singular barrier. The ensnared target would need to beat the barrier users before they could cast the Jutsu or beat the combined DEF POW of all Four.
Confinement Barrier - 4 BAR, Combat, Co-Op, Requires 4 users, Can only last 3 turns, 20M Radius dome.
+ Users combine all of their DEF POW stats, creating one singular barrier. The ensnared target would need to beat the barrier users before they could cast the Jutsu or beat the combined DEF POW of all Four.
Castle Closing Eight Gates - 6 BARRIER, Out-of-Combat, Fuinjutsu. W.I.P. for rules.