Chakra Control (Spirit)
Rank: 6 (B-Class);
Learn DC: 20, 3 success;
Perform requirements: 11 ranks (DC 21);
Time: 1 attack action;
Components: C, E, P;
Range: Medium (20 ft. + 10 ft./2 levels);
Area: 40-feet radius area (S) (see text);
Duration: Instantaneous;
Saving Throws: Fortitude half (see text);
Chakra Resistance: Yes;
Chakra Cost: 30.
Using this technique, the user is able to focus his Chakra in a condensed sphere and form a rubbery-like ball designed to Assault high Chakra signatures.
Any creature hit by the ball may make a Fortitude save to take only half damage. The highest Chakra signature in the area of effect, the primary target, suffers 4d6 point of Kinetic damage, and the ball will bounce onto the second highest and third highest and so on until the number of affected target affected is equal to the number of damage die dealt by the technique. Every secondary target suffer half the damage of the primary target. If two Chakra signature are even, chose randomly to see which will be hit first.
Empower
The user can increase the damage by 1 die at the cost of 5 points of chakra, up to 1d6 per level (maximum 8d6). This also affects the number of target the ball will hit.
Chakra Control (Spirit)
Rank: 6 (B-Class);
Learn DC: 20, 3 success;
Perform requirements: 11 ranks (DC 21);
Time: 1 full-round action;
Components: C;
Range: Personal;
Target: You;
Duration: 1 round/level (D);
Saving Throws: None;
Chakra Cost: (see text).
This advanced method of Chakra manipulation, while very handy, is extremely dangerous to the user in the sense that it is very easy to run out of Chakra to channel through it. He may spend up to 10 points of Chakra per level to linger around him, available at all time for various means. The user may not conceal his Chakra while maintaining a Chakra Buffer.
Technique: The chakra lingering around the user can be used to perform a Chakra Control, Genjutsu or Ninjutsu technique without spending further Chakra and reducing the perform time by 1 step (minimum of a move-equivalent action, and techniques requiring more than 1 full-round action are unaffected). The chakra cost, however, is increased by +50%, round up. If the buffer ends before the technique is performed, but after it began, it will be considered to be still in effect unless interrupted.
Shield: At any time when threatened by an effect that will cause damage, the user can spend an instant action and 10 chakra from the buffer to gain a damage reduction 1/-, a Elemental resistance +1 or negate 1 fall damage die (choose one). The effect may increase by +1 up to Max 10 for a Total of 100 chakra.
Kinetic Projectiles: The user may project his chakra onward as a full-attack action and throw 1 projectile per 10 points of Chakra spent from the buffer. Each projectile must hit on a ranged touch attack and deal 1d8 points of force damage on a successful hit.
He may also feed up to 25 points of chakra per round into the buffer as a free action afterward, and by doing so increase its duration by 1 round (note that this amount may go further than the imposed limit upon prior usage of the technique). Once the technique ends, the chakra fed to the buffer vanishes and does not return to the user. If the user's chakra is drawn from an outside source, such as a technique, a kikaichuu or even a Kage Bunshin, the chakra contained in the buffer is expended first. Chakra or Chakra Coil damage is not affected by the chakra buffer, however.