Turns a low HP (<18%) Monster into a Summon Each monster self-heals, has more health and more speed than originally.
There is 8% chance that the turned monster will have its stat boosted even more (yellow skull)
Turneable monsters (with the %chance to turn them):
Bandit (100%) Elite Bandit (100%) Weakling (100%) Ninja (100%) Fat Ninja (100%)
Savager (100%) Shinobazu (95%) Assassin (95%) Desert Assassin (95%) Buujin (95%)
Insect (95%) Elder Bandit (95%) Hoshi Member (95%) Hoshi Jounin (95%) Contaminated Hoshi (95%)
Juuhi Assassin (95%) Rain Shinobi (95%) White Ninja (85%) Commander (85%) Pirate (85%)
Kusa Shinobi (85%) Huge Bandit (75%) Huge Insect (75%), minLvl 30 Adult Onbu (75%), minLvl 30 Cyborg (85%)
Vampire (75%), minLvl 50 Red Skeleton (80%) White Skeleton (80%) Black Skeleton (80%) Cursed madman (75%)
Cursed guard (75%) Hidden Shinobi (70%), minLvl 70 Samurai (60%), minLvl 80
6s
Heal Friend
40
455
Heal other player
2s
Doku Chiyo
60
150
Aoe (5x5) Paral Dispel
6s
Chakra no kansei
70
350
Target
2s
Genki me
100
500
+20 ninjutsu for 20s
30s
Seishou narabi
100
1000
Wave
2s
Ninpou Sozo Saise
100
1000
100% Self-Heal
40s
Chakra Impulse
150
1100
Aoe (9x9)
2s
Kekkai shiho fujin
250
1350
Target Aoe
2s
Mind control
300
3500
Control target for ~2.8s Target won't be able to move on his own - he moves in the direction you are looking. Jutsu is cancelled when target goes onto another floor or is 10 squares away. There is also a chance that target breaks out of jutsu when: After ~1.7s there is 20% chance each 0.35s that target will escape jutsu.