Compressed Air Blast
Ninjutsu (Fuuton) [Wind]
Rank: 7 (A-Class);
Learn DC: 22, 4 success;
Perform requirements: 10 ranks (DC 24);
Time: 1 attack action;
Components: E, H;
Range: Long (30 ft. + 15 ft./2 levels);
Area: 20-feet-radius burst (see text);
Duration: Instantaneous;
Saving Throws: Reflex half;
Chakra Resistance: Yes;
Chakra Cost: 10 (base; see text).
To execute this technique, the user gathers as much air in his lungs as he can, and mixes it with Chakra, almost making it liquid. He then proceed to spit it out toward its target. Once it explodes, it deals 7d8 points of wind damage to any creature caught within.
Empower
The user may increase the damage by 1d8 by spending an additional 2 points of Chakra (maximum 1d8 per character level or hit dice of the user); doing so also increases the burst radius by 5 feet. The damage cannot exceed 14d8, with a burst radius of 50 feet.
Violent Wind Thrust Spell
Ninjutsu (Fuuton) [Wind]
Rank: 7 (B-Class);
Learn DC: 21, 3 success;
Perform requirements: 9 ranks (DC 22);
Time: 1 attack action;
Components: H, E;
Range: Medium (20 ft. + 10 ft./2 levels);
Target: One creature or object;
Duration: Instantaneous;
Saving Throws: Fortitude partial (see text);
Chakra Resistance: No;
Chakra Cost: 4.
This technique can be used in two different manner, both formed by concentrating Chakra in the surroundings and creating a powerful gust of wind.
Disarm: The user makes a disarm attempt against the target. He makes a touch attack against the held weapon and, if it hits, may attempt to disarm with a +4 circumstance bonus to disarm check. The gust counts as a Medium weapon.
Violent Thrust: The user hurls a target in a single direction. He makes a ranged touch attack against the target and throws a Medium-size or smaller target 1d6x5 feet in any direction, half that upwards. If the target collides with an object its size or larger, it suffers damage as though it had fallen 30 feet (3d6 points). Large creatures are thrown 1d4x5 feet, while Huge creatures are unaffected.
The target is only thrown one-half the normal distance on a successful Fortitude save. The damage it takes from colliding with an object is also halved. The collision damage can be nonlethal damage, but doing so imposes a -4 penalty to the attack roll and the saving throw difficulty.
Empower
The user can spend 2 chakra to gain a +2 bonus to his disarm check or the roll made to determine the distance a target is thrown by, up to +10. Each +2 bonus adds 1d6 to the damage it takes if it collides with an object with violent thrust (maximum 1d6 per level or 8d6).