Gust of Wind Spell
Ninjutsu (Fuuton) [Wind]
Rank: 4 (C-Class);
Learn DC: 17, 2 success;
Perform requirements: 7 ranks (DC 17);
Time: 1 attack action;
Components: H;
Range: 60 feet;
Area: Cone-shaped burst;
Duration: 1 round;
Saving Throws: Reflex negates;
Chakra Resistance: No;
Chakra Cost: 15.
The user, when he uses this technique, creates a severe blast of air (approximately 50 mph) affecting all creatures in its path.
A Tiny or smaller creature on the ground is knocked prone and rolled 1d6x15 feet, taking 1d4 points of nonlethal damage per 10 feet.
Small creatures are knocked prone by the force of the wind and blown back 1d6x10 feet.
Medium creatures are unable to move forward against the force of the wind and are blown back 1d6x5 feet.
Large or larger creatures may move normally within the Ichijin effect.
A successful Reflex save may prevent a creature from being blown back (and possibly knocked prone).
A gust of wind can’t move a creature beyond the limit of its range. Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
Howling Winds
Ninjutsu (Fuuton) [Wind]
Rank: 4 (C-Class);
Learn DC: 17, 2 success;
Perform requirements: 7 ranks (DC 17);
Time: 1 attack action;
Components: H;
Range: Close (10 ft. + 5 ft./2 levels);
Area: Cone-shaped burst;
Duration: Instantaneous;
Saving Throws: Fortitude partial (see text);
Chakra Resistance: Yes;
Chakra Cost: 35.
The user sends an ear-splitting blast of wind that deafens and damage creatures in its path.
Any creature within the area of effect must make a Fortitude save to avoid being deafened for 1d4+1 rounds and suffers 2d6 points of damage, half of which is sonic, the other half wind (a successful save halves the damage).
Any exposed brittle or crystalline object takes 1d6 points of damage per level of the user.
Creatures holding fragile objects can negate damage to them with successful Reflex saves.