Vampire Mud Dome Spell
Ninjutsu (Doton) [Earth]
Rank: 9 (A-Class);
Learn DC: 24, 4 success;
Perform requirements: 12 ranks (DC 26);
Time: 1 attack action;
Components: C, H;
Range: Close (10 ft. + 5 ft./2 levels);
Area: 20-ft.-radius circle (S);
Duration: Concentration (up to 1 round/level) (D);
Saving Throws: None;
Chakra Resistance: Yes;
Chakra Cost: 12.
This technique traps every target caught in the area of effect in a mud dome that rises from the ground. The walls are 1 foot thick, have a hardness of 8 and 45 hit points. If damaged, the walls will regenerate completely in one round. The victims stuck in the dome will suffer 1d3 point of chakra damage per round until they are freed or dead. In addition, maintaining the dome leaves the user vulnerable; if the user takes damage while concentrating on the dome, he must succeed a Concentration check or lose the technique. The user also absorbs one point of Chakra per round while maintaining the technique (cannot go higher than the user's maximum Chakra pool). An Craft (structural) check (DC 15) or a Spot check (DC 20) could reveal some weak points in the structure, and double the damage dealt to the dome. If a Craft (structural) check (DC 20) or a Spotcheck (DC 25) is made, the character will deal triple damage to the dome.
A character making a successful spot check can share the knowledge with his allies.
Earth Splitting Force
Ninjutsu (Doton) [Earth]
Rank: 9 (A-Class);
Learn DC: 24, 4 success;
Perform requirements: 12 ranks (DC 26);
Time: 1 attack action;
Components: C, H;
Range: Medium (20 ft. + 10 ft./2 levels);
Area: 30-ft. radius spread (S);
Duration: 1 round;
Saving Throws: See text;
Chakra Resistance: No;
Chakra Cost: 12.
The user must be in contact with the surface he wishes to affect to use this technique, as though using Jinshin no Jutsu.
This technique affects only open ground and structures. Any creature caught on open ground has a 25% chance of being caught in a fissure, in which case it must make a Reflex save or fall down. At the end of the technique, all fissures grind shut, killing any creatures trapped within. Creatures traveling underground at this moment that are still in range of the technique are affected, but the chance of falling in a fissure is 20%. In a similar fashion, any structures standing on open ground in the area of effect take 100 point of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry.
Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of earth damage (Reflex save for half) and is pinned beneath the rubble. A pinned creature suffers 1d6 point of nonlethal damage per minute increasing by 1 die every minute. If it falls unconscious, it must make a Constitution check (DC 15) every round or take 1d4 point of damage until freed or dead.