Elemental Destruction: Tier One
Ninjutsu (Subtype varies; see text) [Varies]
Rank: 10 (B-Class);
Learn DC: 23, 3 success;
Perform requirements: 12 ranks (DC 25);
Time: 1 attack action;
Components: H, E, F (see text);
Range: 60 feet;
Area: Cone-shaped burst;
Duration: Instantaneous;
Saving Throws: Reflex half;
Chakra Resistance: Yes;
Chakra Cost: 8.
Using this technique, the user releases a devastating elemental attack at his opponents. If a character entry has a specific variant of this technique, use that name instead (see below). Any creature and unattended object in the area of effect suffers 6d6 points of damage, halved with a successful Reflex save. See below for the damage type, descriptors and special circumstances:
Basic Examples:
Earth descriptor: The technique deals earth damage.
The material focus component requires a small (at least 250 pounds) source of earth, stone or mud nearby.
Electricity descriptor: The technique deals electricity damage.
Fire descriptor: The technique deals fire damage.
Water descriptor: The technique deals water damage.
The material focus component requires a small (at least 250 litres) source of water nearby.
Wind descriptor: The technique deals wind damage.
Adv Example:
Cold descriptor: The technique deals cold damage.
The material focus component requires a small (at least 15³ feet) source of snow or ice nearby.
This technique can be learned multiple times; each time a new variant must be chosen.
Each variant is different and must be learned or taught separately.
Empower
The user may spend 1 point of chakra to increase the damage by 1 die, up to 1d6 per level or 16d6.
Material Focus: Varies.
Elemental Trinity
Ninjutsu (Requires at least 3 elemental affinities) [Lost Hijutsu]
Rank: 10 (A-Class);
Learn DC: 25, 5 success;
Perform requirements: 13 ranks (DC 27);
Time: 1 attack action;
Components: H;
Range: Medium (20 ft. + 10 ft./2 levels);
Area: 30-ft. radius, 30-ft. high pyramid (S);
Duration: Instantaneous;
Saving Throws: Reflex half (see text);
Chakra Resistance: Yes;
Chakra Cost: 15.
This technique is often thought of as the ultimate elemental technique because of the fact that not only can it be specialized, but it is extremely versatile. Any creature caught in the area of effect will be hit by 5d6 points of damage three times, from any three of the following five energy types: earth, electricity, fire, water and wind. The target may make a Reflex save to avoid the damage, once per energy type. Since the user has to chose three energy types, he cannot simply chose to deal 15d6 points of fire damage, for example.
If this technique is used by an Elementalist or character with similar abilities, only damage and saves from the specialized element is increased (doton for earth, fuuton for wind, and so on), and the range is not affected. The user must have an elemental affinity with that chosen elements to deal that type of energy damage.