Crushing Mud Wave Spell
Ninjutsu (Doton) [Earth]
Rank: 11 (S-Class);
Learn DC: 27, 5 success;
Perform requirements: 15 ranks (DC 31);
Time: 1 attack action;
Components: H, F;
Range: 15 ft. / level (see text);
Effect: 35-ft. wide, 15-ft. tall line attack;
Duration: Concentration (up to 1 round / level);
Saving Throws: Reflex negates;
Chakra Resistance: No;
Chakra Cost: 10.
With this technique, the user summons a gigantic wave of mud that will crush anything and everything before it. From the user's current location, a 35 feet wide and 15 feet tall
wave of soil will rush onward at the speed of 60 feet per round. Any creature of Large size or smaller caught in the wave must succeed a Reflex save or be pushed backward 2d6x5 feet and suffer 2d6 points of earth damage.
Any structure caught in the wave, even those larger than Large size, suffer triple damage but are not pushed backward. Flying creatures are affected only if the wave can reach up to them, and Huge or larger creature are not affected. If a Katon technique was used with the wave as its target or in its area of effect, it will deal 1d4 point of fire damage per two ranks of the technique used per round to creatures and structures caught in it for 1d4+1 rounds.
If a Deishouha collides with another or a Bakusuishouha, Suishouha or Daibakufu no Jutsu, they will cancel each other out. The user must have his hands in direct contact with the ground for the time he concentrates on the technique.
Material Focus: A huge (at least 300 cube foot) source of earth, sand, rock or mud nearby.
Iron Skin Spell
Ninjutsu (Doton) [Earth, Lost Kinjutsu]
Rank: 11 (S-Class);
Learn DC: 27, 7 success;
Perform requirements: 15 ranks (DC 31);
Time: 1 attack action;
Components: H, P;
Range: Personal;
Target: You;
Duration: 1 minute/level (D);
Saving Throws: None;
Chakra Cost: 27.
Using this technique, the user is able to drastically alter the composition of his skin for a short while, using a huge amount of Chakra. He gains a damage reduction 15/epic for the duration of the technique, as well as immunity to critical hits, diseases, electricity, poisons and blindness, ability score damage, deafness, massive damage, nonlethal damage and stunning effects that come from a physical source. The user also take only half damage from earth, fire and wind of all kinds. He however also becomes vulnerable to all special attacks that affect iron golems, constructs and large masses of metal. For the duration of the technique, the user gains a +6 enhancement bonus to his Strength score, but suffers a -6 penalty to Dexterity in return (minimum Dexterity score of 1), and his speed is reduced to half normal. He suffers a -2 speed rank penalty, 50% arcane spell failure (does not affect techniques) and a -8 armor check penalty. The user cannot drink or play wind instruments, and suffers a -8 penalty to perform techniques that requires hand seals or half seals.
Unarmed damage dealt by the user counts as though a Slam attack of a construct of his size, and thus is considered armed when making unarmed attacks. His weight increases tenfold, causing him to sink in water like a stone and thus suffers a -15 penalty on Chakra Control checks to perform techniques used to stick on objects or stand on fragile suface (such as Kinobori, Tadayou and Yukigutsu).
This technique has been lost long ago and originates from the Hidden Village of Steel. After using this technique, the user will suffer 3d6 points of damage and become fatigued.