Tornado Spell
Ninjutsu (Fuuton) [Sunagakure Hijutsu, Wind]
Rank: 14 (S-Class);
Learn DC: 30, 7 success;
Perform requirements: 18 ranks (DC 34);
Time: 1 full-round action;
Components: C, H;
Range: Long (30 ft. + 15 ft./2 levels);
Effect: 400-ft.-tall, 60-ft.-radius cylinder (see text);
Duration: 1 minute (see text);
Saving Throws: (see text);
Chakra Resistance: No;
Chakra Cost: 30.
Using this extremely dangerous technique, the user is able to increase the wind speed over a small area and create a tornado. Over the course of 1d4+1 rounds, a 200 feet tall and 30 feet wide tornado will form on the desired location to cause only havoc and destruction for exactly one minute, starting the second the tornado was complete. Each round, a tornado has 50% chance of moving in a random direction or to stay put. See below for the effects of a tornado.
Tornado: All flames are extinguished. All ranged attacks are impossible (even with ballistic weapons), as are Listen checks. Instead of being blown away, characters in close proximity to a tornado who fail their Fortitude saves (DC 30) are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of wind damage per round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction. While Medium-sized creatures or smaller are sucked in, Large creatures are Blown Away, Huge creatures are Knocked Down and Gargantuan or Colossal creatures are Checked. Flying creatures are treated as though they were one size category smaller than in reality to determine the effects of a tornado.
Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6x5 feet.
Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6x10 feet.
Blown Away: Creatures on the ground are knocked prone and rolled 1d6x10 feet, taking 1d6 points of damage per 10 feet. Flying creatures are blown back 2d6x10 feet and take 2d6 points of damage due to battering and buffeting.