Magnet Release (磁遁, Jiton; Viz "Magnet Style") is an advanced chakra nature kekkei genkai which allows the user to convert chakra into magnetic forces and magnetize an object. It is unknown where it originates from but both Sunagakure and Kumogakure possessed users of this kekkei genkai in the past. It is unknown what elements this nature entails.
RU has not been used in a long time and is out of date. If you wish to take this RU, contact the ephors to work on updating the RU.
Note: All jutsu listed were taken from existing characters' pages, and they do not contain all of the feats you can take under [the rank upgrade the page is about]. Feel free to add more if you create them or in the occasion you take them from the Naruto canon but they aren't listed here!
Note 2 Note Harder: Supercharge costs are not added since they depend on a character's CC, but upkeep costs are, after the description of each feat.
Note 3 Note Harderer: Notes about special cases or factors, if not in the feat's description, will. Always. Be. After. The. Description.
Minor (5cp) JutsuEdit
Magnetize - This allows the use to touch an object and cause it to become magnetized for the duration of combat, allowing the user to use specific jutsu. (magnetizes touched item or person)
Basic (10 CP) JutsuEdit
Basic Magnetic Control - Using Magnetic release, the user is able to control the path of basic weapons such as Kunai and shuriken, allowing the user to direct the weapons around corners and obstacles so they can hit the intended target. The user is able to Control two weapons at a time (10cp/ 5cp maintain per item controled.)
Minor Magnet Pulse - The user send out a pulse of magnetic energy in one direction causing any basic weapons such as shuriken, kunai, and senbon being thrown at them to bounce away from the user.
Magnetic Control: Reverse - The user is able to use magnet release to turn an enemies attack from a metallic weapon such as a kunai, senbon, sword, ect... against them, causing the weapon to turn around and sent back at the original attacker. The effectiveness of the reversal is dependent on the opponent's force behind the attack. (5cp for one weapon such as a kunai, 10cp for multiple or a sword attack.)
Minor Magnetic Attract - The user changes the magnet polarity around his target and the users intended attack such as a thrown weapon or punch causing the user's attacks to become attracted to the target making it easier to hit the target. (+5 partial bonus to hit for strength.)
Magnetic Levitation - The user is able to control his own magnetic polarity, allowing him to levitate. (10cp/ 5cp maintain.)
Intermediate (20 CP) JutsuEdit
Iron Cyclone- The user of this technique uses magnetic release to stir up large amounts of iron sand that will swirl violently, and loudly, around the battlefield. Anyone within the cyclone is blinded and deafened, even the user. [general battlefield affect, though people can leave it if they try, 10 CP maintain]
Magnetic Pulse - The user sends out a pulse of magnetic energy repealing incoming attacks from all directions of the user such as punches, swords, thrown weapons, ect...
Magnetic Control: Magnetic Stasis - The user touches his target causing the targets body to levitate and enter a stasis making it to where the target is not able to move unless they are strong enough to break out of it. (20cp/ 10cp maintain. Binding Jutsu, causes target to become magnetized)
Magnetic Attract - The user changes the magnet polarity around his target and the users intended attack such as a thrown weapon or punch causing the user's attacks to become attracted to the target making it easier to hit the target. (+8 partial bonus to hit for strength.)
Magnetic Control: Magnetic Puppet - If the user has magnetized his target, he is able to control their movements as if using telekinesis such as throwing, pulling, and halting/deflecting, an enemy's physical body. However, the damage and effectiveness of the technique to manipulate an opponent depends on the opponent's stats to resist the manipulation
Taxing (40 CP) JutsuEdit
Great Magnetic Pulse - The user sends out a massive pulse of magnetic energy able to repeal incoming attacks from all directions and even send people who are close enough to the user flying backwards away from the user.
Magnetic Control: Magnetic Prison - The user touches his target and in doing so causes the target's polarity to change and a small spherical magnetic field of the same polarity to form around the target. This causes the target to levitate slightly above the ground and imprisoned in the magnetic field that repeals them holding them in the center of it making it extremely hard to move and break out of due to the magnetic force. (40cp/ 20cp maintain. Binding Jutsu. causes target to become magnetized)
Superior Magnetic Attract - The user changes the magnet polarity around his target and the users intended attack such as a thrown weapon or punch causing the user's attacks to become attracted to the target making it easier to hit the target. (+12 partial bonus to hit for strength.)
Field Targeting- The user of this feat targets the magnetic field the opponents body creates so that metalic items are attracted to it. [The user must first hit the opponent with this attack.] This attack can then affect three attacks before it dissipates, it is not a maintained effect and ends at the end of the round, it deals no damage itself. The next three metallic based attacks receive a bonus to hit equal to CP invested in this jutsu/5. Each attack receives extra damage equal to 1/2 the CP invested in this feat.]