Great Tiger Projectile
Ninjutsu (Hyouton; Requires Ninjutsu and Chakra Control 13 ranks) [Cold]
Rank: 7 (A-Class); 
Learn DC: 22, 4 success; 
Perform requirements: 10 ranks (DC 24); 
Time: 1 full-attack action; 
Components: C, H, F; 
Range: Medium (20 ft. + 10 ft./2 levels); 
Targets: One primary target, plus one secondary target every 2 levels (each of which must be within 30 feet of each other); 
Duration: Instantaneous; 
Saving Throws: Reflex half (see text); 
Chakra Resistance: Yes; 
Chakra Cost: 12.
Upon completion of this technique, the user creates a long line of chakra from ice and snow, shaped in like a ferocious tiger ready to prounce and tear apart his enemies. The user is able to focus the blast and target multiple enemies with it. The tiger initially deals 8d6 points of damage, half cold and half slashing, to the primary target, and can be directed to target any creature within 30 feet (1 per 2 level, maximum 12), dealing half damage to any secondary target.
All damage suffered by the tiger can be halved by a successful Reflex save, and all creatures suffering damage from the tiger must make an additional Reflex save to avoid suffering a -1 penalty to attack rolls and skill checks for 1 minute afterward from the cold (penalty removed the moment the target has at least one hit points restored by a Medical ninjutsu technique). Who the tiger targets is entirely up to the user, who can freely chose to affect fewer secondary targets than his maximum.
Material Focus: A large (at least 400 pounds) source of ice and snow nearby.
Blizzard Spell
Ninjutsu (Hyouton) [Cold] 
Rank: 7 (B-Class); 
Learn DC: 21, 3 success; 
Perform requirements: 9 ranks (DC 22);
Time: 1 attack action; 
Components: H; 
Area: 50-ft. radius, 30-ft. tall cylinder centered on the user; 
Duration: Concentration (up to 1 round/level); 
Saving Throws: Fortitude half; 
Chakra Resistance: Yes; 
Chakra Cost: 8.
Upon completing this technique, a fierce storm unleashes around the user. Any creature that finds itself in the area of effect of this technique, except from the user, suffer 4d6 points of cold damage each round until they leave the area. A fortitude save halve the damage done by this technique, and any bonus to saves against cold weather apply against this technique.