Slippery Body Spell
Ninjutsu (Suiton) [Water]
Rank: 1 (D-Class);
Learn DC: 13, 1 success;
Perform requirements: 3 rank (DC 12);
Time: 1 move-equivalent action;
Components: S;
Range: Personal;
Target: You;
Duration: 1 round/level;
Saving Throws: None;
Chakra Cost: 10.
Using this technique, the user creates a fine layer of his body fluids with his Chakra, effectively surrounding him and making him slippery to the touch for a short while. For the duration of the technique, the user will gain a +4 bonus to Escape Artist or Dexterity checks to escape bounds, as well as a +4 bonus to grapple checks to resist grapples or to break free of a grapple.
Water Sphere Spell
Ninjutsu (Suiton) [Water]
Rank: 1 (D-Class);
Learn DC: 13, 1 success;
Perform requirements: 3 rank (DC 12);
Time: 1 attack action;
Components: H, E;
Range: Close (10 ft. + 5 ft./2 levels);
Target: One living creature (see text);
Duration: Instantaneous;
Saving Throws: None;
Chakra Resistance: Yes;
Chakra Cost: 5.
By focusing his Chakra into his salivary gland, the user is able to produce a great amount of saliva very quickly, and even thicken it to harden the impact. The user then spit those ball of saliva, who are now very much like mud, onto his targets and makes a ranged attack roll at his maximum attack bonus for each sphere. Said spheres deal 1d4 points of water damage to the target; the user may target different creature for each ball, as long as they are within range.
A Mizudama may also put out small fire, such as a torch or a candle. Mizudama no Jutsu is one of the few Suiton technique that does not require a source of water nearby.
In addition, if the user is able to perform Toushou, he may do so right before using Mizudama no Jutsu by increasing the perform time of Mizudama no Jutsu to a full-attack action. Doing so counts as though the user had performed only one technique.
Using both techniques in such quick succession allows the user to freeze his water spheres in addition to having the standard effects of Toushou, allowing him to deal 1d4+2 points of damage, half being cold and half being water. Using the technique in this manner no longer allows the user to put out small fires, though he may use the projectiles to break lanterns and such.
Empower
The user can fire an additional sphere at the cost of 3 additional points of chakra (maximum 1 every 2 levels).