Shielding Winds Spell
Ninjutsu (Fuuton) [Wind]
Rank: 5 (B-Class);
Learn DC: 19, 3 success;
Perform requirements: 10 ranks (DC 20);
Time: 1 attack action;
Components: C, H;
Range: Personal;
Target: You;
Duration: 1 round/level;
Saving Throws: None;
Chakra Resistance: Yes;
Chakra Cost: 25.
Using this technique, the user conjures protective winds about him to offer a solid defense against most forms of attack. Any creature striking the user with an attack, melee or ranged, will likely be deflected by the wind shield. The user gains a +2 deflection bonus to defense, as well as a wind resistance 5. Any unarmed or natural weapon attacks directed at the user benefit the aformentionned bonuses, as well as reflecting the equivalent of 1d4 point of wind damage back to the source. While the shield is active, the user will also gain +4 bonus to saving throws against wind-based attacks.
If the attack allows for a saving throw to take only half damage, the user suffers no damage on a successful save. This technique cannot be used in conjunction with Enkoudate no Jutsu, Tsuchi no Yoroi, Raidate no Jutsu, Kyuukyoku Enkoudate no Jutsu, Soukou no Jutsu or other similar techniques. Chakra resistance applies against the reflected damage.
Sickling Wind Blast
Ninjutsu (Fuuton) [Wind]
Rank: 5 (C-Class);
Learn DC: 18, 2 success;
Perform requirements: 8 ranks (DC 18);
Time: 1 attack action;
Components: C, E, H (see text);
Range: 30 feet;
Area: Coneshaped burst or line;
Duration: Instantaneous;
Saving Throws: Reflex half, Fortitude partial;
Chakra Resistance: Yes;
Chakra Cost: 30.
Every creatures caught in the cone-shaped burst suffer 4d6 points of wind damage, which can be halved with a successful Reflex save. The technique's cone length may not exceed 30 feet. In addition the creatures caught in the cone must make a Fortitude save or be pushed back 1d4x5 feet.
For this particular technique, the user can ignore the hand seals component with a simple swing of a tessen, war fan or a Huge or larger weapon, though using the technique in this manner increase the skill threshold and perform DC by 3.
Empower
The user may spend an additional cost of 5 chakra to increase the damage by 1 die, up to 1d6 per level or 12d6.