Water Style

Name: **Dehydration** (Jutsu)

Technique cost: 1, water style

Prerequisites:  Basic Water style

Chakra cost: 1+

Weaving: 2 Hands, standard action

Range: Touch

Effect: This humble jutsu is used to draw the water or moisture form something for a variety of purposes. This jutsu can be used to perfectly remove the liquid from a water damaged book or scroll, to immediately dry clothes, to clean or purify water, or even to extract the moisture form foodstuffs to create rations. 1 Chakra is enough to dry a single large tome, a thick scroll, an outfit, a days worth of food, or in general remove or purify up to 2 cups worth of liquid from another source, such as a bucket. If desired the jutsu user may pay more chakra to produce a larger effect, such as spending 2 chakra to dry an outfit and a book at the same time. If the jutsu user has a container nearby they can deposit  the extracted liquid there for later use. When used to craft or restore an item in which the extraction of water or other liquid is useful this jutsu provides a+20 bonus. This jutsu cannot be used to harm a living creature beyond making them mildly parched.

Name: **Ink creation** (Jutsu)

Technique cost: 1

Prerequisites: Basic Water style

Chakra cost: 1 per ounce

Weaving: 2 hands, Standard action

Range: 0 ft

Effect: This simple jutsu is used to create ink. Each point of chakra spent generates 1 ounce of permanent usable ink. For 1 extra chakra the ink can be any colour the creator desires. An ounce is generally enough to cover about 100 pages of paper or about 100 ft of a scroll. This jutsu can also be used in combination with writing or drawing to create a finished product that would take no more ink than was created. For example if the jutsu user had a speech memorized they could use this jutsu and pay 1 chakra to create the ink on the page as the finished speech. Similarly this can be used to create a near perfect copy of an existing document granting a +20 on a linguistics check to forge a document as long as a sufficient sample is available. Likewise this jutsu can be used to forge art, provided the only medium used was ink and this likewise provides a +20 bonus on the craft check.

Name:  **Soap bubble**  (Jutsu)

Technique cost:  1, Water style

Prerequisites: Basic Water style

Chakra cost: 1 per bubble

Weaving: 2 hands, breath, Standard action

Range: close

Effect: This simple and amusing jutsu creates chakra infused soap bubbles. The bubbles can be as large as a watermelon, or as small as a flea. The bubbles last for 1 minute or until forcibly popped and as a move action they can all be moved as desired up to 20 ft in any direction as a move action. The weaver can also create crude and amusing shapes out of the bubbles though they do not possess any exceptional tensile strength. Even a light breeze is capable of blowing the bubbles off course but only a severe wind or greater will actually pop them. When the duration expires the user may pay the chakra cost of each bubble to extend the duration for another minute.

Name:  **Mist creation** (Jutsu)

Technique cost:  1, Water style

Prerequisites: Basic Water style

Chakra cost: 1+

Weaving: 2 Hands, Standard action

Range: Close

Effect: This jutsu creates a thick watery mist or cloud of frost. This mist covers a 5 ft radius but for every 2 additional chakra spent the radius increases by 5 ft. The vapour obscures all sight, including darkvision and thermal vision, beyond 5 ft. A creature 5 ft away in the mist has 20% concealment and creatures further away have total concealment. A wind jutsu that uses more chakra than this technique can blow the mist away in 1 round, as can any strong wind over 20 mph. If not blown away the mist remains for 1 minute, though if the user is within the mist they may continue to pay the chakra cost again each minute to extend the duration of the jutsu without having to weave new signs.

Name:  **Water creation** (Jutsu)

Technique cost:  1, Water style

Prerequisites: Basic Water style

Chakra cost: 1 per gallon

Weaving: 2 Hands, Breath, Standard action

Range: 0 ft

Effect: The user of this jutsu forms their chakra into simple water. For every point of chakra spent the user expels one gallon of clear drinkable water from their mouth. Alternatively the water may materialize from thin air. All of this water is expelled in a single turn, often causing quite a mess or even flooding depending on the location. This water is permanent real water and is treated in all ways as normal water.

Name:  **Water formation** (Jutsu)

Technique cost: 1, water style

Prerequisites:  Basic Water style

Chakra cost: 1 per 5 ft square

Weaving: 2 Hands, standard action

Range: Medium

Effect: This jutsu, while simple, is the ultimate in moving and manipulating water freely. For each point of chakra expended the user may move one 5 ft cube of water within range of the jutsu. unless the user desires it, water does not rush in to fill the place of displaced water until the jutsu ends, nor does moved water collapse or lose its shape. This allows the user to create tunnels and pillars of water as they desire. Each round as a standard action the jutsu user may move the water once again. This jutsu is gentle enough that moved water cannot be used to make attacks or sweep away creatures, though anyone currently occupying a moved square of water must decide whether to move into an adjacent square of water, requiring a DC 25 Athletics check, or to stay treading the water they currently occupy. This jutsu lasts for up to 10 minutes, after which the user may pay the chakra cost again to extend it another 10 minutes or else gravity re-asserts itself over all moved and displaced water. The user may move out of range of the moved water and still pay chakra to maintain it’s position. This jutsu has no effect on water being used by other jutsu normally. If this jutsu is readied to be used at the same time an opponent uses a water style jutsu it can counter it, provided the user pays at least half the chakra cost paid by the opponent. The difficulty lies in the fact that without being able to see and measure chakra the user has to guess at how much is needed to counter the foe's attack.

Name: **Boxing Aquarius** (Jutsu)

Technique cost: 2, water style

Prerequisites:  Basic Water style

Chakra cost: 2

Weaving: Taijutsu

Range: Personal

Effect: This jutsu can be used as part of making an unarmed strike. The ninja calls a thick sheath of water around their limb, increasing their unarmed strike damage by 1 step. This treats the Ninja’s unarmed strike was water style for all relevant bonuses and abilities.

Name:  **Protestation of the humble Clam** (Jutsu)

Technique cost: 2, water style

Prerequisites:  Basic Water style

Chakra cost: 2 or 10, see description

Weaving: 1 hand, swift, standard or immediate, see description

Range: Personal

Effect: This simple jutsu calls forth a large protective clamshell to shield the jutsu user. It can take the form of either an open clam appearing under the user with it’s shell in front of them, or as a sturdy shield. When used to create cover the Ninja forms 1 5 ft wide line of cover that has 3 hardness and 10 hit points, additionally one square on either side of the wall becomes the open mouth of a clam and counts as higher ground, this square does not count as difficult terrain even if it normally would. If the ninja uses this version of the jutsu as a standard action they may instead create the shell anywhere within close range. If used to create a shield the user may create and instantly don any style of shield, such as buckler, tower shield ect. And this shell function as a masterwork version of that shield but made of shell rather than the base material. (hardness 3). By spending 10 chakra instead of 2 this jutsu can be used as an immediate action regardless of which version is used. The shell created by this jutsu lasts 1 minute, but if the user is still holding the shield at the end of this minute they may pay it’s chakra cost again to extend the duration by another minute without weaving the hand signs again.

Name: **Heavenly weeping** (Jutsu)

Technique cost:  2, Water style

Prerequisites:  Basic Water style, Water creation jutsu, Basic Shuriken jutsu

Chakra cost: 1+

Weaving: 2 hands, Breath, Standard action

Range:  Close

Effect: The user of this jutsu shapes water into one or more senbon in their mouth before spitting it out. This functions exactly as if attacking with a normal senbon for the purpose of feats, techniques and so on. For every point by which the targets armor class is exceeded this attack does 1 additional damage. A target with any damage reduction that this attack does not ignore takes no damage from this jutsu unless the attack is a critical hit. Lastly the Jutsu user may expend additional chakra for additional benefits as follows, spending as much as desired for whichever benefits they like:

\* May spend 2 extra chakra to gain a +1 bonus on the attack roll

\*May spend 2 extra chakra to add 1 to their attacks critical threat range (This increase stacks with other effects that modify threat range but is applied after their effects)

\*May spend 4 extra chakra to make the attack a called shot an area (this may be done multiple times to target multiple body parts at the same time despite it being only 1 attack), the called shot penalties to the attack roll stack.

\*May spend 8 extra chakra to make an additional attack against a different target within range with all the same benefits paid for.

Name:  **Hiding in mist** (Jutsu)

Technique cost:  2, Water style

Prerequisites: Basic water style, Mist creation jutsu, transformation jutsu

Chakra cost: 2 per round

Weaving:  2 hands, Standard action but see description

Range: Personal

Effect: The user of this technique blends seamlessly into a cloud of fog, frost or mist. This makes the user functionally invisible as long as they remain in the mist and pay the chakra cost. The user evades most forms of sensory jutsu by turning their body into mist and thus removing their electrical impulses, breathing, weight, temperature and matching their water content with the surrounding mist. If the user conceals them self in natural mist they can be detected by jutsu that sense chakra, but if they hide in mist created by ninjutsu then even that fails. This jutsu lasts 1 round but each round therafter the ninja may pay it’s chakra cost to extend the duration by another round without needing to weave new handsigns. The effect ends as soon as the user attacks. If the jutsu weaver uses mist creation jutsu, they may weave this jutsu along with it as a free action.

Name:  **Piercing separation spring** (Jutsu)

Technique cost:  2, Water style

Prerequisites: Basic Water style

Chakra cost:  4

Weaving: 2 hands, Standard action

Range: Close

Effect: The jutsu user forms a pool of water beneath their target and then causes it to surge in a direction, launching their target wherever they desire. This functions as a bullrush maneuver but with a bonus equal to the user's level+ charisma bonus +1 for every 4 additional chakra they expend. The target always moves up to the maximum distance allowed by the check and if it should strike an obstacle both the target and obstacle take 1d6 damage for every 10 ft the target moved before colliding, if this damage is enough to break the obstacle they continue moving. The user does not need to move with the target and any feats they have that normally benefit a bullrush apply normally. If a target is bullrushed into the air then the normal rules for floating apply. (See the Additional rules section for more information)

Name: **Oil lacing** [Technique] (Metajutsu)

Technique cost: 3, Water style

Prerequisites: Basic Water style

Chakra cost: x 1.1 (10% increase)

Effect: This Metajutsu can be applied to any water style technique. By increasing the chakra cost the user may lace a highly flammable oil into their water style jutsu. This causes it to augment fire style instead of countering it and also allows it to counter other water style. Applying this metajutsu increases the chakra cost by 10%.

Name:  **Water cutting sword** (Jutsu)

Technique cost:  3, Water style

Prerequisites: Basic Water style,

Chakra cost: 1+

Weaving: 1 Hand, swift action

Range: 0 ft

Effect: The user may spend 1 chakra to create any melee weapon they desire out of water as long as it doesn't rely on complex mechanisms, unusual  materials or chemical reactions. A sword, Hammer, whip or gauntlet could be made for example, while a pistol-buckler or taser could not. As a free action the user may extend the weapon to increase its potential reach briefly. This costs 4 additional chakra for every 5 ft of reach gained and the increased reach lasts until the beginning of the user's next turn. Once used this jutsu lasts 1 minute at the end of which the user may pay the chakra cost again to extend the duration another minute. During the jutsu’s duration the weapon can be dispersed and reformed as a free action.

Name:  **Water formation wall** (Jutsu)

Technique cost: 3, water style

Prerequisites:  Water formation, Basic Water style

Chakra cost: 3 per 10 ft square

Weaving: 2 Hands, breath, Standard action

Range: Medium

Effect:  This jutsu either calls upon existing water or creates new water that forms a defensive wall. This jutsu creates a 10 ft by 10 ft wall of water that is 5 ft thick. Ordinary attacks cannot meaningfully damage this wall, and any creature occupying the same space as the wall must make a DC 30 strength or athletics check and if they fail they are pushed 10 ft in a direction of the user's choosing, including up. For every 3 additional chakra the user expends they may add another 10 ft by 10 ft section to the wall as long as it is adjacent to at least 1 other square of wall. Because the wall is composed of rushing water it cannot form in an unsupported square, meaning it cannot form a roof or ceiling, nor can it pass over an unsupported expanse to form a wall. These squares can however be stacked on top of each other to form walls taller than 10 ft. This wall lasts 1 minute, at the end of which the user may pay the jutsu cost again to maintain it without having to weave signs or use an action. Because the water is moving and flowing with chakra; neither wall climbing nor water walking jutsu allow a ninja to traverse this obstacle any easier, though "Hiding in water" jutsu does allow a ninja to pass effortlessly though this wall.

Name:  **Water gun** (Jutsu)

Technique cost: 3, water style

Prerequisites:  Basic Water style

Chakra cost: 1 Per attack

Weaving: 1 Hand, Attack action ( see description)

Range: 40 ft

Effect: This jutsu creates a highly compressed droplet of water and then fires it with tremendous force, enough to pierce even the toughest armor. A ninja who knows this jutsu may use it as an attack action to make a ranged touch attack with a range Increment of 40 ft. On hit the attack deals 1d8 piercing damage. Since this jutsu is an attack action it can be used multiple times during a full attack with either main or off hand and counts as a light weapon for the purpose of two weapon fighting.

Name: **Acid rain** [Technique], (Metajutsu)

Technique cost:  4, water style

Prerequisites:  Basic water style

Chakra cost: x 1.1 (+10%)

Effect: This jutsu allows the user to increase the corrosiveness of their water style jutsu, ensuring that any earth or stone attempting to block or absorbs it is overmatched. Any water style augmented with this metajutsu cannot be countered by earth style. This metajutsu increases the chakra cost by 10%.

Name:  **Bubble Clone** (Jutsu)

Technique cost:  4, Water style, Bubble style

Prerequisites: Basic Water style, Soap bubble jutsu, Clone jutsu

Chakra cost: 1 per clone per 10 minutes

Weaving: 2 Hands, Breath, Standard action but see description

Range: special (see description)

Effect: This technique creates one or more clones exactly as per the clone jutsu. However instead of creating clones adjacent to the user they may created in any space in which a bubble they created already exists as long as the user is aware of the bubbles presence. If the clone is created using a bubble that is modified by another jutsu with the bubble style descriptor, the clone is treated in all ways as being that type of bubble. If a ninja desires they may weave this jutsu as a free action as part of weaving another bubble jutsu to create a bubble clone instead of a normal bubble with that jutsu's qualities. These bubble clones emulate the air and water content of a human but not any other qualities. Because the clones are composed entirely of air they are able to move up walls, along water, or even through the air.

Name: **Bubble Rasengan** (Jutsu)

Technique cost: 4, Water style, Bubble style

Prerequisites: Basic Water Style, Soap Bubble Jutsu

Chakra cost: 4

Weaving: 1 Hands, Standard action

Range: Touch

Effect: This jutsu creates a bubble and then rapidly spins and twists the bubble in order to instill it with significant force. The user can make a melee touch attack to deal 2d6 nonlethal bludgeoning damage to a target. For every additional 4 chakra spent the Bubble Rasengan deals an additional 1d6 damage, up to a limit of 7d6 damage. On hit, the target must make a fortitude save or be pushed back an amount of feet equal to double the damage taken, rounded down to the nearest increment of 5.  The user can reduce the chakra cost by 1 by using an already existing bubble and this also causes any normal effect related to the bubble coming into contact with the target.

Name:  **Instant water** (Jutsu)

Technique cost:  4, Water style

Prerequisites: Basic Water style, water creation jutsu, basic Nintaijutsu

Chakra cost: 2 per 5 ft

Weaving: 1 hand, swift action

Range: Personal

Effect: The user of this jutsu creates a blast of water allowing them to move in a straight line up to 5 ft for every 2 chakra spent. This movement may be in any direction, including through the air or water. If the user moves at least 20 ft and makes an attack at the end they may count this movement as a charge. This movement does not provoke an attack of opportunity. A ninja who ends their movement granted by this jutsu in the air may use their move action to make an acrobatics check allowing them to jump off of the water blast in order to move even while in the air.

Name:  **Starch syrup binding rope** (Jutsu)

Technique cost:  4, Water style

Prerequisites: Basic Water style, water creation

Chakra cost: 4

Weaving: 2 hands, breath, Standard action

Range: Close

Effect: The weaver of this jutsu creates and expels a thick ropey strand of dense syrup at the enemy. The user makes a ranged touch attack, on hit the target gains the grappled condition. The syrup maintains the grapple with a bonus equal to the jutsu user's level+their charisma bonus +1 for every 4 extra chakra the user expends when weaving the jutsu. Other than successfully escaping the grapple this syrup can be escaped by dealing enough damage to it. The syrup has hit points equal to 15+  the amount of chakra spent and is immune to bludgeoning and fire damage. If not destroyed the syrup hardens and crumbles after 1 hour.

Name: **Water mosquito** (Jutsu)

Technique cost:  4, Water style

Prerequisites: Basic Water style, Healing Palm Jutsu, Basic Yang style

Chakra cost: 10

Weaving: 2 Hands, full round action

Range: Touch

Effect: This Jutsu is a fast and dirty way to remove poison or infection from a subjects body, at great harm to them. This Jutsu immediately removes any poison or disease from the subjects system, but for each dose of poison or disease removed the subject takes 1d3 points of constitution damage as the infected blood is pulled from their body. This can also be used on a subject that does not have any poison in their system, instead leaching the blood from them and draining 1d6 constitution, in which case it allows a fortitude save to negate.

Name:  **Basic Water style** [Technique]

Technique cost:  5, Water style

Prerequisites: None

Effect: Someone with this technique takes no penalty to identify water style Jutsu, and can learn water style techniques and jutsu. Water style counters fire style, is countered by earth style, augments lightning style and wind style and can be augmented by wind style. If a water style jutsu is used near a sufficiently large body of water the user receives 10% of the chakra spent back after it is paid. Generally this requires 1 gallon of water per point of chakra used in the jutsu as a rule of thumb. Most water jutsu also leave behind some amount of water, usually about 1 gallon per 10 chakra spent, but this is at the DM’s discretion.

Name: **Coral Rising Defense** (Jutsu)

Technique cost:  5, Water style

Prerequisites: Basic Water style

Chakra cost: 2 per square

Weaving: 2 Hands, Standard action

Range: Close

Effect: This jutsu causes sharp and hard sprouts of coral to rise from the earth.  They may create as many squares of coral within range as they like, paying 2 chakra for each 5 ft square. One square of coral is waist high and does not entirely block sight and so provides partial cover. If one square of coral is placed on top of another they provide regular cover. Any creature passing through or climbing the coral takes 1d6+1 slashing damage and treats the square as difficult terrain. A square of Coral has 6 hardness and 30 hit points and after 1 hour it dries out and crumbles.

Name: **Water sense** (Jutsu)

Technique cost:  5, Water style

Prerequisites: Basic sensory jutsu, Basic water style

Chakra cost: 1 Per minute or 4 per 24 hours

Weaving: 2 Hands, swift action

Range: Personal

Effect: This humble jutsu grants the user the ability to innately detect the presence of water. This sense is not dependant on sight whatsoever. This jutsu allows the ninja to detect any substantial sources of water within 20 ft. This includes human beings and living animals. This allows them to pinpoint such creates but does not allow them to ignore miss chance or concealment. Additionally this jutsu is invaluable for finding water, and provides a +10 on all survival checks made to hunt, forage, or avoid getting lost. As a side benefit the ability to carefully measure the condition of a creature also provides a +10 bonus on heal checks. Furthermore the ability to see water building up before a water style jutsu is released allows the user to better protect them self from water style attacks. This takes the form of a +4 on saves and ac against water style jutsu and against such attacks the ninja is treated as having evasion. Lastly by reading the water content of those they see this jutsu permits the user to see through any clones that do not specifically emulate the water content of a human body such as rock and fire clones. For every 4 extra chakra the user expends the radius of their sense increases by 20 ft. Once activated this water sense remains active for 1 minute, at the end of which the user may extend the duration another minute by paying the chakra cost again. When used to enhance survival checks and find food and water, or on heal checks made to provide long-term care this jutsu costs 4 chakra for 24 hours of bonus, this represents intermittent usage through ought the day and can be paid from the Maximum chakra pool instead of the melded pool.

Name: **Water strider's demise** (Jutsu)

Technique cost: 5, water style

Prerequisites:  Basic Water style

Chakra cost: 4

Weaving: 2 Hands, Standard action

Range: Long

Effect: This simple jutsu causes waves of chakra to flow through a body of water, disturbing it and causing objects to sink or float as desired. The default area of effect is a 20 ft radius cylinder of water 50 ft deep. The jutsu user may determine the buoyancy of any creature or object they perceive in this area of effect. The targets can be made to float on the surface, on top of the surface, or at any point of depth desired and each is determined independently. This can allow them to sink even a finely made boat, and at the same time cause a heavy weight to float on top the surface like a water strider. Because the water becomes laced with chakra it disrupts effects that normally allow a creature to walk on water and prevents targets from using the hiding in water jutsu.  Creatures in the area of effect may still make athletics checks in an attempt to fight the jutsu, but each one gains a bonus or penalty as chosen by the jutsu user to a maximum of the jutsu user's level. This jutsu lasts 1 minute and during that time the user may take a standard action to move the area of effect anywhere within range as desired. For every 3 extra chakra expended the radius of the cylinder increases by 10 ft and the depth increases by 20 ft.

Name:  **Azure dragon palm** (Jutsu)

Technique cost: 6, Water style

Prerequisites: Basic Water style, Basic Nintaijutsu

Chakra cost: 15+

Weaving: Taijutsu

Range: Touch

Effect: This jutsu is activated as part of making an unarmed strike, causing a tremendous spray of high pressure water in the shape of a corkscrew spiral to emit from the attacker's palm. The user makes an unarmed strike that targets all foes in a 15 ft line. It deals normal damage for the user’s unarmed strike, including strength bonus. Each target in this line must also make a reflex save or take the user’s unarmed strike damage again, regardless of if the attack roll succeeded or failed. This means on a successful attack and a failed save the initial target takes the unarmed strike damage twice. The unarmed strike must be a normal unarmed strike and cannot be a vital strike, combat manoeuvre, taijutsu or anything similar as is normal for a jutsu with a weaving of taijutsu. For every 6 points of chakra spent beyond the base cost the line extends by another 15 ft.

Name:  **Bubble armor** (Jutsu)

Technique cost:  6 , Water style, Bubble style

Prerequisites: Basic Water style, Soap bubble jutsu

Chakra cost: 5 per 5 hp, see description

Weaving: 2 hands, swift action

Range: Close

Effect: The user of this jutsu creates a large bubble around their body or the body of an ally, wrapping them in a protective layer. This jutsu grants 5 temporary hit points, 1 fire resistance and DR 1/Slashing or piercing per 5 chakra spent. This armor lasts 1 minute but at the end of that time the user may continue paying chakra to maintain the jutsu without weaving the signs again. If the temporary hp is depleted the jutsu ends immediately.

Name:  **Bubble dome** (Jutsu)

Technique cost:  6 , Water style, Bubble style

Prerequisites: Basic Water style, Soap bubble jutsu

Chakra cost: 1 per 5 hp, see description

Weaving:2 hands, Standard action

Range: Close

Effect: The user of this jutsu creates a large bubble with a 5 ft radius, big enough to surround a person. An unwilling target that would be trapped may make a reflex save in order to evade the bubble and prevent being encapsulated, moving for free to a square adjacent to the bubble. Once placed the bubble has 5 hit points per point of chakra spent and is immune to bludgeoning and fire damage. The bubble is impossible to move through and blocks line of effect but not line of sight or hearing, allowing most Genjutsu to pass through it. If desired the weaver may create multiple bubbles by paying their chakra cost separately, or may even create larger bubbles, paying an additional 4 chakra per 5 ft added to the radius. The bubble created by this technique lasts 10 minutes or until it is popped or dismissed.

Name: **Water dragon bullet technique** (Jutsu)

Technique cost:  6, Water style

Prerequisites: Basic Water Style

Chakra cost: 12

Weaving: 2 Hands, Standard action

Range: Long

Effect: This jutsu creates a towering stream of high pressure water to assault their foe. The target must make a reflex save or take 4d6 bludgeoning damage. On a successful save the target takes no damage. For every additional 8 chakra spent the attack targets an additional creature within range or another stream attacks the same creature, increasing the damage by 2d6.

Name:  **Water tree** (Jutsu)

Technique cost: 6, water style

Prerequisites:  Basic Water style

Chakra cost: 10+

Weaving: 2 Hands, Standard action

Range: Close

Effect: This jutsu creates a blooming tree of water with countless pronged branches that can be used both offensively and defensively. This jutsu creates a 20 ft burst in which the water re-actively aids the jutsu user and performs tasks for them. The tree has a pool of 10 points, +1 more for every 4 extra chakra expended when the jutsu is used. These points can be spent at any time as the user desires without an action to aid in an attack, hinder an attack, reduce movement, enhance movement, or provide support. Each point spent to aid or hinder an attack is a +1 or -1 circumstance bonus, but these bonuses stack with themselves. Each point spent to modify movement either increases the movement cost of a square within the area by 5 ft as a creature enters it or grants a creature 5 ft of bonus movement. Each point to provide support reduces the distance a falling creature counts as falling by 20 ft, or provides the benefit of a character with 10 strength performing simple labour such as holding up a heavy object, digging a hole, or stacking objects. This jutsu lasts 1 minute after which the water collapses into a simple but large puddle. Anytime during its duration the user may pay more chakra to reset the duration and add more points into the jutsus pool.

Name: **Bubbleblight** [Technique] (Metajutsu)

Technique cost: 7, Water style, Bubble Style

Prerequisites: Basic Water style, Soap Bubble Jutsu

Chakra cost: x 1.1 (10% increase)

Effect: This Metajutsu can be applied to any bubble style technique. By increasing the chakra cost the user may cover the bubble with a highly lubricated film. Any creature coming into contact with a bubble created using this metajutsu must make a reflex save or be afflicted with bubble blight. This condition increases a creatures speed by 10 ft and provides it a +4 bonus to checks made to slip free from bonds and tight spaces as well as to CMD to resist grapples. However there are several major drawbacks. Firstly the afflicted creature cannot take a 5 ft step. Additionally anytime the target uses it’s move action to move it instead must travel it’s full land speed in a straight line. It cannot move less than full speed. Any attacks of opportunity provoked by this movement gain a +4 bonus, as do any attempts to trip, drag, bullrush or reposition them. Lastly if the blighted creature is forcibly moved, such as by one of the above manoeuvre, it travels an additional 10 ft. Bubble blight lasts 1 round and can be ended early by the target being exposed to a mild acid or other cleaning product. Each time a target comes into contact with a bubble affected by this metajutsu and succeeds on their saving throw they increase the save dc  by 1 and add 1 round to the duration of the bubble blight if they eventually do fail a save. Both of these effects are reset once the creature fails their save or is exposed to a clenaing agent as described above. This metajutsu increases the chakra cost of the affected jutsu by 10%, however it always costs at least 1 extra chakra per affected bubble.

Name:  **Bubble drift** [Technique]

Technique cost: 7, Water style, Bubble style

Prerequisites: Bubble dome, Soap bubble jutsu, Basic water style

Chakra cost: None

Range: Medium

Effect: When using the bubble dome jutsu the weaver may  use a move action to move the bubble up to 20 ft in any direction, including through the air, as long as it stays within range of the jutsu user. The bubble stays where placed until moved again or until a sufficiently powerful wind moves it as if it were a flying creature of its size. The weight of the target is irrelevant. Any enemy creature inside the bubble must make a reflex save to avoid falling prone inside the curved bottom of the bubble each time it is moved. This technique also enhances several other bubble style jutsu. If the ninja creates a bubble clone that clone gains a 20 ft fly speed with clumsy maneuverability. If the bubble clone is created using a bubble dome containing exactly one creature they may form the bubble around the captive. This allows them to move the captive with the bubble, at the clone's normal speed, even through the air while maintaining the appearance of the clone. This created clone has the bubble dome's HP and is still immune to fire and bludgeoning damage but any such damage taken by the clone is instead dealt to the captive. Each round the captive may make a new reflex save against the bubble dome DC in order to act normally for the round, though it is still contained within the clone and maintains the clone appearance. Furthermore a bubble clone made using this jutsu mimics all signs of life since it actually has someone inside it. If the Ninja has bubble armor jutsu then the subject of the bubble armor  gains a 20 ft fly speed with clumsy maneuverability. Lastly all other bubble style that can normally be moved 20 ft as a move action can now be moved up to 40 ft instead.

Name: **Tide Ride** (Jutsu)

Technique cost: 7, water style

Prerequisites:  water formation, Basic Water style

Chakra cost: 4+

Weaving: 1 Hand, swift

Range: Vehicle ridden

Effect: This simple jutsu allows the user to form a wave under them, allowing them to propel any waterborn craft from a humble plank to a mighty boat. The user propels any waterborn vehicle they are currently on, increasing it to it’s maximum speed. The following round the vehicle moves even faster, reaching double it’s maximum speed and staying that fast until the user desires to slow it. Thanks to the control of the water around it the ninja causes whoever pilots the vehicle to roll a second die on the piloting check. If the ninja wishes to help the pilot uses the higher roll, if they wish to hinder the pilot they take the lower roll. The chakra cost of this jutsu varies by the size of the vessel. A medium size craft, such as a Surfboard, costs only 4 chakra, and for each size category larger the vehicle is this cost doubles to 8 chakra for a large vehicle, 16 for a huge and so on. This enhanced movement lasts for 1 minute at the end of which the user may pay the chakra cost again to extend the duration by another minute if they are still aboard. When used to travel overland the Ninja may instead pay double the normal cost to allow the vehicle to travel 150% seed overland, regardless of normal propulsion requirements. This overland chakra cost can be paid from the ninja’s daily maximum instead of melded chakra.

Name: **Poison water** [Technique] (Metajutsu)

Technique cost: 7, water style

Prerequisites:  Poison use technique, Advanced water style, Basic Water style

Chakra cost: x1.3 (+30%)

Effect: This technique allows the user to lace their water style jutsu with a poison. As part of weaving the jutsu the ninja applies a single dose of a poison and uses their chakra to replicate and spread it. Every creature affected by the jutsu is treated as if it had been exposed to the poison, regardless of what the usual method of delivery is. Using this metajutsu increases the chakra cost of the jutsu by 30%. Affected can be vague but this generally means coming into contact with, being damaged or moved by, or failing a save against the jutsu.

Name:  **Sensing water sphere** (Jutsu)

Technique cost:  7, Water style

Prerequisites: Basic Water style, Basic sensory technique, water sensing jutsu

Chakra cost:  3 per 10 minutes

Weaving: Full round action, 2 Hands

Range: See description

Effect: This technique creates a floating ball of water that is absolutely still, disturbed only by the presence of chakra in an area the user designates. The area chosen can be any area they can clearly visualize, even if they have only seen it on an accurate map or in photographs. Sources of chakra create bubbles in the water, the larger the chakra source the bigger the bubble. Because bubble size and the scope of an area can be very hard to judge, bigger spheres of water are generally used for larger areas. As a general rule this jutsu can be used for measuring approximate movements and numbers of chakra sources in the area selected. If the area being investigated is 100 ft or fewer a fist sized globe can determine the approximate location of sources of chakra and provide a reasonably accurate number of chakra sources, as well as rough comparison of their currently melded chakra. In this way it can be used to indicate in what squares the creatures with chakra are in, including penetrating techniques that normally render the creature invisible. If measuring an area more than 100 ft but not more than a mile this technique creates a sphere of water about the size of a person. Used this way the jutsu can identify roughly how many chakra sources are present and any significant differences in chakra. Generally this can be used to detect a group of ninja and to indicate if one has at least 50% more or less chakra than the others. If measuring an area more than a mile this technique creates a massive ball of water at least 20 ft in diameter. This usage can only identify very large sources of chakra such as an incredibly powerful individual (with 200 chakra or more), an army, or a tailed beast. This technique cannot identify what the source is and provides only a very general idea of its location. Because this jutsu functions by keeping the water incredibly still the user cannot move more than slightly without ending the jutsu. Additionally because of the chakra sensitive nature of the orb the user cannot use any other jutsu while the sensory orb is active. This orb lasts up to 10 minutes before it's chakra cost must be paid again which extends the duration by another 10 minutes. Since this jutsu functions by reading chakra, obviously a creature with no  currently melded chakra will not be detected by it.

Name:  **Carrier bubble** [Technique]

Technique cost:   8, Water style, Bubble style

Prerequisites: Basic Water style, Soap bubble jutsu

Chakra cost: None

Effect: A ninja with this technique may implant an object into any of their adjacent soap bubbles they created. These objects can be retrieved by the jutsu creator or anyone aware the bubble contains an object, this uses the same action as drawing a sheathed weapon. Each bubble can hold an item of up to 10 lbs and implanting an object is a free action. A ninja placing an object covertly gains a +8 bonus on the sleight of hand check to conceal the object and regardless of success or failure the bubble's appearance never reveals the content inside unless a creature can normally see through solid objects. Once the bubble pops the object falls to the ground normally. A ninja with basic Kyakajutsu can plant any explosive they have on their person inside a bubble. They may also set the explosive to trigger when the bubble is burst or comes into contact with another creature.

Name:  **Starch Syrup transformation** [Technique] (Metajutsu)

Technique cost: 8, Water style

Prerequisites: Basic Water style, Starch syrup binding rope

Chakra cost: x 1.5 (50% increase)

Weaving: Unchanged

Effect: This Metajutsu can be applied to any water style technique in order to turn the water into sugary syrup. This has several major effects. Firstly if the Jutsu deals damage it increases the size of all damage dice by 1 step. Secondly any creature hit by the jutsu or caught in its area of effect must make a reflex save or be entangled. If the creature is in contact with the ground when caught in the area of effect and fails it's reflex save by 5 or more it is also rooted to the ground, unable to move from its square. Both the entangling and rooted effects end after 1 minute. The entangling and rooted can be ended early either by subjecting the syrup to an earth style jutsu to counter, a non syrup water jutsu, or by exposure to something capable of washing the syrup off such as vinegar, acid, or something similar. Failing that, the rooted condition only can be removed by using a standard action to attempt a str check with a DC equal to the Jutsu's save DC, which will allow the target to move through the area of the syrup for one round, at half speed. Lastly, anyone forced to swim through the syrup takes a -20 penalty on the athletics check due to it's incredible viscosity.

Name: **Water Prison** (Jutsu)

Technique cost:  8, Water style

Prerequisites: Basic Water style, Water creation jutsu,

Chakra cost: 20

Weaving: 2 Hands, Standard action

Range: Touch

Effect: The user of this close range jutsu reaches out and forms a powerful and heavily weighted orb of water around their target. The target must make a reflex save and if they fail they are trapped in the orb. A trapped target s suspended in the swirling orb of water, unable to escape. The target is incapable of taking any physical action and must hold their breath or risk drowning.  A creature failing their initial reflex save by 5 or more is unable to fill their lungs in time and must begin making constitution checks to avoid drowning immediately. However this sphere of chakra also serves as a formidable defense. The target of the jutsu cannot be targeted by most melee or ranged weapon attacks or jutsu. The exception being visual genjutsu and lightning style jutsu's which can affect the imprisoned target normally. The user of the water prison Jutsu must remain adjacent to the orb of water and in constant contact with it, if they fail to maintain contact the jutsu ends immediately. While maintaining this contact the jutsu user is considered flat footed against incoming attacks, however if they see an attack coming they may choose to break contact in order to apply their dexterity normally. Other than the above condition the jutsu user can maintain the jutsu as long as they wish, though they cannot meld chakra until they dismiss it.

Name: **Aqua Arms** (Jutsu)

Technique cost: 9, water style

Prerequisites:  water cutting sword, Basic Water style

Chakra cost: 8+

Weaving: 1 hand, Swift

Range: Personal

Effect: This jutsu creates two long whiplike appendages made entirely of water that overlap their existing limbs. The Ninja may pay 8 chakra for one whip, or 16 chakra for two. These whips have a number of uses, however they are only able to be used for one purpose at a time. Firstly, the limbs can do anything a normal human hand could do, but with a reach of 30 ft. The user may attack with these tendrils as if they were whips with a 30 ft reach and they count as light weapons for the purpose of dual wielding. If the user chooses not to attack or interact with an object using a whip they gain a shield bonus to armor class equal to the number of unused whips at the end of their turn. The ninja may reduce this shield bonus to get certain defensive abilities. They may reduce the bonus by 1 to make one attack of opportunity as if they had a reach of 30 ft farther than their normal unarmed reach. Alternatively the user may reduce this bonus by 1 point to deflect one projectile as if they had deflect arrows. These limbs do not significantly hinder the user or prevent them from taking any actions. This jutsu lasts 1 minute at the end which time the ninja may pay it’s chakra cost again to extend the duration.

Name: **Sky dragons decree** (Jutsu)

Technique cost: 9, water style

Prerequisites:  Mist creation jutsu, Basic Water style

Chakra cost: 1+

Weaving: 2 Hands, standard action

Range: Sight

Effect: This jutsu allows the ninja to love the water particles suspended in the air allowing them to reshape fog, steam, mist, and clouds. For each 1 chakra spent when using this jutsu the ninja may take a 5 ft square of fog, mist, or cloud and move it to another square within range. This movement has no effect on the duration of the vapour moved or it’s density, only on it’s location. Instead of moving it the ninja may also choose to dimply disperse any affected squares. Given the extreme range of this jutsu it is not uncommon to use it to reshape clouds to send messages or signals over vast differences. It is important to note that this jutsu cannot affect clouds that do not contain water, such as smoke or ash clouds.

Name:  **Advanced water Style** [Technique]

Technique cost:  10, water style

Prerequisites: Basic water style

Effect: Someone with this technique is incredibly adept at using water style Jutsus. Firstly the chakra refund for weaving water style near a water source increase to 20%. Additionally the jutsu user now has the option to ignore their 20% refund but double the range and area of effect of their jutsu. Additionally all water style jutsu the user weaves increase their damage die if any by 1 step.

Name: **Drowning bubble** (Jutsu)

Technique cost:  10, Water style, Bubble style

Prerequisites: Soap bubble jutsu, Bubble dome jutsu, Basic water style, water creation jutsu

Chakra cost: 5 per bubble

Weaving: 2 hands, Breath , Standard action but see description

Effect: This Jutsu creates a one or more bubbles that appear a glance to be normal bubbles created using soap bubble jutsu. These bubbles are controlled in exactly the same way and may even be moved and created with the same action as regular soap bubbles. Once one of these special drowning bubbles makes contact with an enemy however they all converge and form a single bubble around the targets head and immediately fill with water. The target may make a reflex save in order to draw in their breath before hand, thus allowing them to follow the normal rules for holding breath, if they fail they must immediately begin making constitution checks as per the drowning rules. This bubble has 10 hp for every bubble that was created by the jutsu and any bludgeoning, fire, or electric damage that would be dealt to the bubble is instead dealt to the creature it is drowning. In the case of lightning jutsu the attack is augmented normally. The bubble uses the attached creatures AC and saving throws, though they can of course voluntarily allow the bubble to be hit or fail the saving throw permitted to the bubble. Once attached to a creature the created bubbles last 10 minutes or until popped or until the target drowns.

Name: **Nose water** [Technique]

Technique cost: 10, water style

Prerequisites:  Advanced water style, Basic Water style

Effect: The user of this unorthodox technique channels their own natural bodily fluids to power their water style jutsu. A ninja with this technique gains a reserve of bonus melded chakra equal to their constitution bonus that can be used only on water style jutsu. The chakra can be spent in place of normal melded chakra as the user desires, including splitting up the cost between both pools. This amount does not replenish when melding new chakra it only returns after 8 hours of sleep and it is not counted as their melded chakra for any jutsu or effects that diminish, drain or enhance melded chakra.

Name: **Crush** (Jutsu)

Technique cost: 11, water style

Prerequisites: Water sensing jutsu, basic sensory jutsu, Advanced water style, Basic Water style

Chakra cost: 5+

Weaving: 2 Hands, full round

Range: Long

Effect: This powerful jutsu creates a deadly shark composed of water that grows to fit the body of water around it. This jutsu creates a shark composed of living water. It uses the statistics for a water elemental appropriate for it’s surroundings but it’s slam attacks deal all 3 types of weapon damage and do their base damage die in bleed as well as normal damage.  In a body of water that is at least 5 ft wide the elemental is small sized, while every 10 extra ft across the body of water is makes an elemental 1 size larger. For example a 45 ft wide pond could accommodate a huge elemental. As a swift action this elemental is able to teleport up to twice its swim speed as long as it ends it’s movement inside another body of water. The shark will pursue and attack any creature in the water and can always pinpoint any creature swimming in the same body of water, allowing it to locate and attack them while ignoring concealment. As a swift action the shark may use hiding in water jutsu without paying chakra. The Chakra for this cost varies and determines the maximum size the shark may grow to. For 5 chakra the elemental can only be small, 10 creates up to medium,  for 25 a Large can be created, 35 creates a huge elemental, 45 creates a greater elemental, 55 creates an elder elemental, for 75 chakra The user creates an Elder elemental with the Giant template, for 90 chakra the user may summon an elder elemental with the giant template applied twice. Lastly for 110 chakra they may summon an elemental monolith if the GM is willing to include the older edition monster Or alternatively apply the advanced template to the twice giant elder elemental. An elemental of guargantuan size or better gains the benefit of the Kaiju rules, see the new rules section for more details. The created elemental remains for 1 hour at the end of which time it vanishes.

Name:  **Rain tiger at will** (Jutsu)

Technique cost:  11, Water style

Prerequisites: Basic Water style, water creation jutsu, basic sensory technique, water sensing sphere jutsu, water sensing jutsu,

Chakra cost: 1 chakra per mile radius protected.

Weaving: 2 Hands, 1 hour

Range: Sight

Effect: This powerful jutsu creates chakra infused rain. Each raindrop contains a tiny fraction of chakra that resonates when it comes into contact with the chakra of another creature. When weaved the user may decide what kind of chakra to search for. They may select specifics, such as a single familiar chakra signature, they may exclude broad groups such as "anyone not from the village", or any combination of chakra specific details they can observe. If even one raindrop touches a creature the user is attempting to sense they become located. This technique only reveals the presence or absence of what is being searched for, and how many times a raindrop came into contact. It does not directly provide any information about where or how many and it also does not detect a creature that for whatever reason is not touched by even a single drop of the falling rain. Once activated this Jutsu continues to function, until the weaver dies or weaves it's signs again to end the effect.  The chakra spent on this technique comes out of the user's maximum daily chakra. As a side effect of this jutsu the area watched over becomes perpetually rainy, causing it to count as an area with abundant enough water to discount water style jutsu.

Name: **Tears Clone** (Jutsu)

Technique cost: 11, water style

Prerequisites: clone jutsu, Leaf clone, Advanced water style, Basic Water style,

Chakra cost: 25% of currently melded, minimum of 10

Weaving: No hands, immediate action

Range: 0 ft

Effect: This Jutsu allows the user to instantly create a powerful clone using their own shed tears. This Clone appears in a space adjacent to the user and can only be used in response to the user suffering a negative condition that in any way inhibits their ability to act as they desire. This is left broad but certainly applies in cases of sleep, becoming mentally controlled, charmed, paralyzed, stunned, dazed, helpless, fascinated, frightened, staggered, entangled, and more. Using this jutsu is a solely mental action and if the jutsu user becomes entirely helpless they automatically activate thus jutsu in response. As a result of this, the clone created often watches over the ninja while they sleep. The clone functions in all ways as a shadow clone save that it’s appearance clearly reveals it’s lacrimal nature, it’s hit points and chakra are both equal to the chakra used in it’s creation. The clone has the same intelligence and knowledge as the creator but cannot speak. If it runs out of either hp or melded chakra it is dispersed. The clone also mimics the weight, temperature and water content of a real person, though it’s appearance is usually enough to distinguish it as a clone. The tears clone can utilize any jutsu the creator can and it is able to send and receive information to and from its master with a few special exceptions. First and foremost the clone is not expressly under the control of it’s creator, and the creator cannot gain any information from the clone unless the clone chooses to share it. Rather the clone acts on the creators thoughts, mind and wishes at the time of it’s creation. Secondly the clone cannot be dismissed by the creator. These restrictions ensure that even a ninja placed under a mind controlling genjutsu will create a clone that obeys and shares their /original/ wishes before being controlled, one that cannot be instantly destroyed by the ninja who made it. The tear clone does not have a limited duration, however the user cannot meld chakra while the clone is active, and only the clone may choose to dismiss itself. The clone also vanishes if the jutsu user is no longer under any of the conditions required for the clone’s creation. The Ninja may only have one active tear clone at a time and the clone cannot create other clones of any kind. The created clone counts as a water style jutsu for all effects and abilities.

Name: **Acid Permeation** [Technique] (Metajutsu)

Technique cost:  12, Water style

Prerequisites: Basic Water style, advanced water style, Acid rain metajutsu

Chakra cost: x2 (+100%)

Weaving: Increases 1 step.

Effect: By carefully altering their chakra the user of this technique can increase or decrease the PH levels of their technique dramatically to create acid instead of water. Though powerful this is merely a poor imitation of the range of acidic abilities created through boil release. By doubling the amount of chakra used, the water created by the technique is replaced with acid. Any creature touching this acid or coming into contact with it takes 1d6 acid damage. A creature partially immersed, such as being knee deep or having their head submerged takes 5d6 acid damage, and a creature completely immersed takes 10d6 damage. Any water jutsu that already deals damage now deals double the damage, half being acid and half being the normal type. If the jutsu does not normally allow a saving throw then it now adds a reflex save to negate the damage for 1 round. The passive acid damage is inflicted each round contact is maintained but after 1 minute the liquid looses it's acidity and becomes ordinary water. This metajutsu not only doubles the chakra cost but also increases the time taken to weave the jutsu by 1 step. An Immediate or free action become swift, swift becomes move, move becomes standard, standard becomes full and any weaving time longer than a full round action is doubled.

Name:  **Sealing bubble** [Technique]

Technique cost:   12, Water style, Bubble style

Prerequisites: Carrier Bubble, Basic Water style, Soap bubble jutsu, Basic sealing jutsu, Seal release, Seal reading jutsu, Advanced sealing jutsu

Chakra cost:  As per soap bubble jutsu + sealing jutsu

Effect: Instead of merely placing a small lightweight object inside of a bubble the ninja may choose to seal something much larger and heavier. When using soap bubble jutsu the ninja may choose to create bubbles that seal away one or more objects.  Creating a sealing bubble costs 5 chakra to create rather than the usual 1. As another function of this technique the ninja may place a held object or direct a jutsu into a bubble in the same manner as carrier bubble jutsu. Regardless of which method is used this functions exactly like advanced sealing jutsu, including the requisite chakra costs. The exception being that sealing something takes only a full round action instead of 1 round of weaving and the target can be in any space adjacent to the sealing bubble. The sealed objects, energy, or jutsu remains inside the bubble until the bubble is popped at which point it releases it’s contents.

Name: **Aggravated water tree** [Technique]

Technique cost: 13, water style

Prerequisites:  Water tree jutsu, Advanced water style, Basic Water style

Effect: The ninja’s water tree becomes more than an ally and minor hinderence, it becomes a deadly striking thistle. Any melee or ranged weapon attack enhanced by the tree deals an extra 1d4 damage for every +1 bonus it was given, and each square of terrain made more difficult by the tree deals 1d4 piercing damage automatically.

Name: **Blood Clone** (Jutsu)

Technique cost: 13, water style

Prerequisites: Clone jutsu, Leaf clone, Advanced water style, Basic Water style

Chakra cost: 25% of currently melded, minimum of 10

Weaving: 2 hands, Immediate

Range: 0 ft

Effect: This Jutsu allows the user to instantly create a powerful clone using their own shed blood. This Clone appears in a space adjacent to the user and can only be used in response to the user suffering some amount of lethal damage. The clone functions in all ways as a shadow clone save that it’s appearance clearly reveals it’s sanguine nature, it’s hit points are equal to the amount of damage the creator has taken and it’s chakra is equal to the chakra used in it’s creation. If it runs out of either hp or melded chakra it is dispersed. The clone also mimics the weight, temperature and water content of a real person, though it’s appearance is usually enough to distinguish it as a clone. The Blood clone can utilize any jutsu the creator can and it is telepathically linked to and controlled by it’s creator, the two share senses and knowledge at all times across any distance. The blood clone does not have a limited duration, however the user cannot meld chakra without first dismissing the clone and any hp recovered by the jutus user reduces the hp of their blood clone by the same amount. The Ninja may only have one active blood clone at a time and the clone cannot have any clones of it’s own.

Name: **Steaming Danger Tyranny** (Jutsu)

Technique cost:  13, Water style

Prerequisites: Advanced water style, Basic Water style, Oil lacing technique, Water creation jutsu, Clone Jutsu, Water clone

Chakra cost: 10+, 15 for Medium,  25 for Large, 35 for Huge, 45 for Greater, 55 for Elder,

Weaving: 2 Hands, full round action

Range: Close

Effect: At first glance this jutsu appears to create a simple, albeit childish looking, clone of the user. But this is not the case. This jutsu creates a being of water and oil that follows the user's whims. This creature has the statistics of an air elemental. The creature always begins as small size, but if the user expends more chakra when weaving the jutsu the elementals maximum size increases. As the creature moves and fights it's oil very rapidly generates heat and the insides begin to swell and steam. At the end of each of the creature's turns it advances to the next higher type of air elemental (Small> medium> large> huge> greater> elder). This increasing in size does not remove any damage or effects already in place on the elemental. Once the elemental is slain or reaches the maximum size paid for, it explodes in a blast of steam. All creatures within the creature's reach when it explodes must make reflex saves or take 1d4 fire damage for every hit die it had. The area of effect then becomes filled with mist as per mist creation jutsu. At the point in the initiative that would be the creature's next turn it's vapour rises into the air and freezes, descending as hail. All creature's still in the mist's area of effect automatically take 2d4 bludgeoning and 2d4 cold damage and the afflicted area becomes difficult terrain. At that same point in the initiative 1 round later the ice melts and reforms into a new small elemental and the process begins anew. The copy remains as long as desired, however as long as this jutsu is active the user is flat footed and must use their own actions to direct the elemental if it is to take any actions. Regardless of the chakra spent the user cannot create an elemental with a cr greater than their own level-2.

Name:  **Water clone** (Jutsu)

Technique cost: 13, Water style

Prerequisites: water creation, clone jutsu, Leaf clone, Bubble clone jutsu, Advanced water style, Basic Water style

Chakra cost: +10% Per clone

Weaving: 2 Hands, Standard action

Range: close

Effect: This jutsu functions like the shadow clone jutsu but the copy is made out of a mass of water. Any water clone is treated as a source of water for the purpose of reducing the cost of water style jutsu. Furthermore upon being destroyed the water clone's square and every square adjacent are covered in water. The user pays 10 % of their melded chakra for each clone they wish to create. This cost is always at least 10 chakra per clone even if this is more than 10%. The created clones use the chakra spent on them as their own melded chakra pool for their own techniques, though they cannot use any jutsu other than water, Untyped, and taijutsu. A created clone lasts 1 minute, at the end of which time the jutsu user or clone may pay 10 chakra per clone to extend their duration another minute without weaving new hand signs. Any clone that moves more than than the jutsu’s range away from the jutsu user immediately collapses and is destroyed. Likewise If the jutsu user melds their chakra their clones immediately collapse into water. As with shadow clones if the water clones are defeated the remaining chakra is lost, but unlike shadow clones dismissing them does not provide the jutsu user with any information or any of the clones chakra. Water clones perfectly emulate the amount of water stored in a human body, and have enough mass to cast shadows and give the impression of human weight. The created clone counts as a water style jutsu for all purposes and cannot have any clones of it’s own.

Name:  **Great waterfall jutsu**  (Jutsu)

Technique cost:  14, Water style

Prerequisites: Advanced water style, Basic Water style, water creation jutsu,

Chakra cost: 30+

Weaving: 2 Hands, breath, Standard action

Range:  Personal

Effect: This  incredibly powerful jutsu creates a tremendous mass of water, at least 1,500 Gallons and allows its sheer weight and size to do the rest. This creates an area of either a 20 ft burst or a 60 ft cone originating from the user's square.  Every creature in this area of effect takes 10d6 bludgeoning damage with a reflex save for half. For every additional 10 chakra spent on this jutsu above the base cost increases the area of effect by 10 ft and the damage by 2d6 and the amount of water created doubles (this doubling follows mathematical doubling and not the standard doubling). Additionally every creature within this area of effect is subject to a bullrush with a CMB bonus equal to the damage they took. The user does not need to move with the targets. The water created by this jutsu is real and permanent and the side effects of such a great mass of water being unleashed can be every bit as devastating as the initial shockwave and it is not uncommon for victims to survive the damage only to drown in the great tide that issues forward.

Name: **Groundswell water gun** [Technique]

Technique cost: 14, water style

Prerequisites:  Water gun jutsu, Advanced water style, Basic Water style

Effect: The ninja’s water gun jutsu draws more and more water form nearby plants and the air itself, building power as it goes. The Ninja’s water gun jutsu now increases it’s damage by 1d8 for every 10 ft away the target is. If the Ninja has the ocean of blood technique then each bleeding creature within the range of the water gun also adds 1d8 extra damage.

Name: **Sweat Clone** (Jutsu)

Technique cost: 14, water style

Prerequisites: Clone, Leaf clone jutsu, Advanced water style, Basic Water style

Chakra cost: 0

Weaving: 2 hands, Immediate

Range: 0 ft

Effect: This Jutsu allows the user to instantly create a powerful clone using their own sweat. This jutsu can only be used when the ninja has 0 melded chakra remaining. The clone appears in a space adjacent to the user and functions in all ways as a shadow clone save that it’s appearance clearly reveals it’s persperous nature and it has hit points are equal to it’s creators normal full melded chakra and it has no chakra of it’s own. The clone also mimics the weight, temperature, and water content of a real person, as well as casting a shadow though it’s appearance is usually enough to distinguish it as a clone. When the clone runs out of hp it is dispersed. The Sweat clone can utilize any jutsu the creator can, but without it’s chakra it must generally rely on taking constitution burn to pay this cost. A sweat clone cannot use sweat clone jutsu. The clone is telepathically linked to and controlled by it’s creator, the two share senses and knowledge at all times across any distance. The sweat clone does not have a limited duration, however the user cannot meld chakra without first dismissing the clone and either the clone or jutsu user gaining any amount of chakra from any source immediately disperses the clone. The Ninja may only have one active Sweat clone at a time. The sweat clone counts as a water style jutsu for all benefits and abilities.

Name: **Water ring** (Jutsu)

Technique cost: 14, water style

Prerequisites:  Advanced water style, Basic Water style

Chakra cost:  8

Weaving: 2 Hands, Standard action

Range: Personal

Effect: This useful jutsu pulls water from the ground and air and uses it to encircle the jutsu user, providing them not only a measure of cover but also access to a ready source of water to draw on for their jutsu. The jutsu provides a +2 circumstance bonus to armor class, as well as on their attack rolls and save DC’s of their water style jutsu. While active this jutsu counts as having water on hand for the purpose of using water style jutsu, however each time the ninja uses a water style jutsu the circumstance bonus to armor class, attacks and save DC is reduced by 1. For every 6 additional chakra the user expends they increase the armor class bonus by +1 and allow the ring to affect another water style jutsu. This jutsu cannot provide more than a +4 shield bonus. The water ring lasts for 1 minute at the end of which the user must pay it’s chakra cost again, which also resets the circumstance bonus to the value it was at when the jutsu was first used.

Name: **Hydrafication** [Technique]

Technique cost:  15, Water style, Kinjutsu

Prerequisites: Master water style, Advanced water style, Basic Water Style

Chakra cost: See description

Effect: This powerful Jutsu is in fact a permanent life change brought on by a highly secretive ritual. The process permanently changes the anatomy of the user allowing them to exist as both a person and as a sentient mass of water. The user's type changes to Elemental and they gain access to the protean system. More than that their body is now forever a liquid, allowing them to move through any space that isn’t water tight. And perhaps most impressively, the user becomes immune to blugeoning, piercing, and slashing damage. The drawbacks are considerable however. Firstly, the user's maximum daily chakra is permanently decreased by 25%. More over the user now gains vulnerability to all damage that affects them, taking 50% more damage than normal. The user must also must consume 10 times the normal amount of water in order to stay hydrated and meld their chakra, though they no longer need to eat.

Name:  **Ink bubble explosion** (Jutsu)

Technique cost:  15, Water style, Bubble style

Prerequisites: Drowning bubble jutsu, Soap bubble jutsu, Bubble dome, Ink creation jutsu, Master water style, Advanced water style, Basic Water style,

Chakra cost: 35 per bubble

Weaving: 2 Hands, breath, Standard action but see description

Range:  Long

Effect: This Jutsu creates one or more bubbles that appear a glance to be normal bubbles created using soap bubble jutsu. These bubbles are controlled in exactly the same way and may even be moved and created with the same action as regular soap bubbles. Once a creature comes into contact with one of these bubbles however all other ink bubbles created by that particular weaving of the jutsu immediately converge on the target who is entitled to a reflex save. On success the target may move into any adjacent space and the Ink bubbles burst, ending the technique. If the subject fails they are trapped in a bubble, as per bubble dome jutsu, but this bubble has 100 hp for every bubble converged. For 1 minute, at the end of each of their turns that they have not escaped, including the initial turn, the trapped target must make a fortitude save or be slain, turned completely into black ink, which causes the bubble to pop and the jutsu to end. If the target escapes, destroys the bubble, or lasts the entire 1 minute without failing a save the bubble it pops and the technique ends immediately.

Name:  **Master water style** [Technique]

Technique cost:  15, water style

Prerequisites: Basic water style, advanced water style

Effect: Someone with this technique is incredibly potent when manipulating water. The refund for using water style near a source of water increases to 30% and a ninja choosing to ignore this refund now also increase the damage die of their water style jutsu by 1 step and double their duration. Additionally the user's water style can negate a foes fire style even if it cost only a quarter the chakra cost of the fire style it is countering. If the foe has master fire style the two effects cancel eachother out and the jutsu is countered with the normal ammount of chakra.

Name:  **Flawless water mirror** (Jutsu)

Technique cost:  16, Water style

Prerequisites: Basic Water style, Advanced water style, Clone jutsu

Chakra cost: 40

Weaving: 2 Hands, Standard action

Effect: This technique creates a perfect reflection of an attacker and their attack and puts it in the way flawlessly countering any offence. To use this jutsu the user readies their standard action to weave this when they are attacked. The reflection is absolutely identical in every regard and flawlessly counters any jutsu or negates any melee or ranged weapon attack, regardless of power, nature, or origin before vanishing. If multiple attacks are made at them during the same initiative, all are countered.

Name:  **Mist rain**  (Jutsu)

Technique cost:  16, Water style, Advanced water style

Prerequisites: Master water style, Advanced water style, Basic Water style, Hiding in mist, Mist creation

Chakra cost: 10 per square.

Weaving: 2 Hands, Standard action

Range: close

Effect: This Jutsu creates a peculiar mist that feeds on any chakra with a different chakra signature than the user. This creates a single 5 ft square but for every 10 extra chakra the user expends they may create another square within range as long as it is adjacent to at least 1 other square. The mist lasts 1 minute and functions just as fog created by mist creation jutsu but with an added quality. Any chakra based effect created inside the mist, or passing through the mist has its power drained away to feed the mist. The chakra expended in weaving the jutsu is used to feed the growing mist, every 10 chakra absorbed creates a new square of mist in a mist adjacent square chosen by the jutsu user and resets the duration of the entire cloud back to 1 minute. Anyone who witnesses a jutsu drained in this way may make a knowledge ninjutsu check DC 25 to recognize what is happening. Anyone who can see chakra automatically understands the nature of the effect. If someone inside the mist weaves a jutsu and expends twice the normal chakra cost they may use the jutsu normally, albeit adding the extra expended chakra to the cloud, possibly causing it to grow in the process. This jutsu cannot absorb or hinder chakra that remains inside someone's body, and as such any jutsu that creates only an internal effect and has personal range, such as body flicker, is unaffected. Lastly because of the chakra consuming nature of this cloud, wind jutsu will merely be absorbed and feed it, only naturally occurring wind can blow it away.

Name: **Water Gimbal** [Technique]

Technique cost: 16, water style

Prerequisites:  Water ring jutsu, Advanced water style, Basic Water style

Effect: The Ninja is able to use water ring to create a second ring at an angle to the first, forming a gimbal that not onlt provides better protection, but can grind down attackers. The ninja’s water ring jutsu can now provide up to a +8 shield bonus to armor class. Additionally any foe successful striking the ninja in melee takes 1d4 slashing and bludgeoning damage per point of shield bonus they have left. This damage can be inflicted multiple times per round if the jutsu user is struck multiple times. If the Ninja possesses the ocean of blood technique then instead the shield bonus increases by one each time this damage is dealt, though the cap remains the same.

Name: **10,000 leagues** (Jutsu)

Technique cost: 17, water style

Prerequisites:  Master sealing jutsu, advanced sealing jutsu, Basic sealing jutsu, Master water style, Advanced water style, Basic Water style

Chakra cost: 4

Weaving: No hands, Immediate action

Range: Close

Effect: This incredible jutsu hides great quantities of water in what seems like a very small ammount, turning puddles into pitfalls and ponds into oceans. The ninja selects any visible amount of water up to 40 ft in radius and extra dimensionally expands on it, increasing the depth of it by 10 ft per 4 chakra spent while also drawing a creature to the deepest part of it. For example on seeing a foe step into a puddle they could pay 50 chakra to cause the foe to instantly plunge 50 ft underwater. Likewise a foe attempting to force their way through a water wall may find themselves pushing further and further into a dark swirling expanse of water. This extra space does not have any limit to it’s duration, but the jutsu must be dismissed before the ninja can meld chakra again. When the space is dismissed the ninja may either choose to release all of the water that was created inside, or to simply have it vanish. In either case any person or object trapped inside this depth is always expelled into any adjacent space the user chooses. The cost of this jutsu includes the price reduction provided by master sealing jutsu.

Name:  **Bubble Passage** (Jutsu)

Technique cost:   17, Water style, Bubble style

Prerequisites: Sealing bubble, Carrier Bubble, bubble drift jutsu, Basic Water style, Soap bubble jutsu, Basic sealing jutsu, Seal release, Seal reading jutsu, Advanced sealing jutsu,

Chakra cost: 1 per bubble, Plus cost of sealing

This Jutsu forms powerful bubbles that are linked using space-time ninjutsu. Outwardly it creates one or more bubbles that appear a glance to be normal bubbles created using soap bubble jutsu. These bubbles are controlled in exactly the same way and may even be moved and created with the same action as regular soap bubbles but they cost 10 chakra each instead of 1. These special bubbles however serve as connecting portals. Anything touching one bubble is wholly or partially transported through another bubble of the jutsu user’s choice. If an attack is directed into a bubble it can have it’s target changed as if the attack was made from the square of any other linked bubble. Thus a kunai thrown 20 ft before hitting a bubble can then be fired from another with a new attack roll at the same bonus (plus or minus penalties for additional range). Even melle attacks, jutsu or creatures passing into such a bubble can be moved. The jutsu user must pay the same ammount of chakra that would be required to seal the weapon, jutsu or creature being moved, and this movement requires no special action on the user’s part. As a side effect of this jutsu, anytime the user uses a move action to move their bubbles they can instead cause the bubbles to teleport anywhere within 80 ft, if two bubbles exchange locations their movement is completely imperceptible.

Name: **Octopus form** [Technique]

Technique cost: 17, water style

Prerequisites:  Water cutting sword, Aqua arms jutsu, Advanced water style, Basic Water style

Effect: When using aqua arms jutsu the user may now create up to a maximum of 8 water whips instead of the previous limit of 2. Furthermore while under the effect of aqua arms the ninja adds the number of limbs created to their base land speed and ignores difficult terrain.

Name: **Blackwater Tide** [Technique] (Metajutsu)

Technique cost: 18, water style, Kinjutsu

Prerequisites:  Poison use, Poison water jutsu, Master water style, Advanced water style, Basic Water style

Chakra cost: x3 (+200%)

Effect: This jutsu calls upon the cursed blackwater which erodes the will and souls and corrupts the flesh. Any creature coming into contact with the water created by the modified jutsu must make a reflex save or take 1d4 constitution damage, a fortitude save or take 1d4 wisdom damage and a will save or have it’s attitude moved 1 step closer to helpful towards the jutsu user. This ability damage cannot be healed by natural healing or any jutsu that rely on accelerating the target’s natural healing. Any creature that has it’s constitution reach 0 has it’s type changed to undead and gains a bite for 1d6 damage and  gains a blood drain attack for 1d4 con. A creature with it’s wisdom reduced to 0 becomes completely enslaved by the jutsu user, following all of their commands without hesitation, even to the point of their own death. The type change and enslavement last until the subject’s ability scores rise above 0. The blackwater also provides +4 to the save dc’s and attacks of the modified jutsu and if the jutsu deals damage then it’s damage is both maximized and treated as 1 die size larger. This Blackwater stays active and able to deliver the above effects for 1 minute after it’s used, at which point  the water becomes ordinary water.

Name: **Clash** [Technique]

Technique cost: 18, water style

Prerequisites: Crush jutsu, Water sensing jutsu, basic sensory jutsu, Master water style, advanced water style, Basic Water style

Effect:The Ninja’s deadly shark created by Crush Jutsu is even more dangerous, not for it’s size, but for it’s ability to become impossibly small. The Shark shaped elemental may now teleport directly into the blood, sweat or tears of a living creature and attack them in a microscopic level. Essentially it becomes a poison. There is no save to resist this effect however the creature to be targeted must be suffering from a bleed effect, a fatigue effect, or a negative condition that limits their abilities to take actions, (such as stunned, frightened, or staggered). The target is automatically infected once the shark teleport inside of them. Each round the victim has one of the viable conditions it must make a fort save or take 1d2 con damage and 1 bleed damage. This bleed damage stacks with itself and other bleed damage. A sucessful save prevents the damage for that round but does not otherwise end the effect.  Subjecting the target to this damage effectively uses the elementals full round action, but it is free to use it’s swift action teleportation at any time as normal, in this form the teleportation distance is 10 ft. The only way to forcibly expel the shark is to utilize an effect that removes poison, or to heal the target of all the conditions that qualified it to be targeted. In either case the shark must select a new body of water or target within it’s teleportation range. If none exists it is destroyed.

Name: **Like a fish** [Technique]

Technique cost: 18, water style

Prerequisites:  Hiding in water jutsu, Master water style, Advanced water style, Basic Water style

Effect: The Ninja’s mastery of the water is so complete that they can navigate it effortlessly. The ninja no longer takes any form penalties to attacks, damage or skill checks while underwater. Additionally the ninja gains a swim speed at their base land speed and may breathe underwater.

Name: **Pressure cutting** [Technique] (Metajutsu)

Technique cost: 19, water style

Prerequisites:  Water dragon bullet jutsu, Water cutting sword jutsu, Heavenly weeping jutsu, Master water style, Advanced water style, Basic Water style

Chakra cost: x2 (+100%)

Effect: The Ninja may choose to focus the power and pressure of their jutsu into a terrible slicing force. Anytime the modified water style jutsu deals damage the use may choose to change the damage to slashing and then inflicts the same ammount of bleed damage. This also applies to any ability damage the jutsu inflicts (except through poison such as the poison water metajutsu). This bleed damage is healed exactly the same way as normal. If the Jutsu requires a saving throw to negate it damage the jutsu now deals half damage on a sucessful save, and if the jutsu requires an attack roll the attacks’ critical threat range is doubled and it can decapitate foes as a vorpal weapon.

Name: **Slip between the seas** (Jutsu)

Technique cost: 19, water style

Prerequisites: Like a fish technique, Hiding in water jutsu, Master water style, Advanced water style, Basic Water style

Chakra cost: 40

Weaving: 2 Hands, swift

Range: Personal

Effect: This incredible jutsu allows the user to instantly re-direct their body through water, unmaking and then re-making themself elsewhere. The User may immediately teleport to any space adjacent to a source of water they are touching. The distance is irrelevant, whether it is crossing a stream or an ocean. In the case of distances farther than they can see the user can be very vague and be brought to the nearest acceptable location. Simply deciding “across the ocean” will bring them to the shores of the next nearest continent. This jutsu allows a user vast traveling opportunities

Name: **Ocean of blood** [Technique]

Technique cost: 19, Kinjutsu, water style

Prerequisites: Master water style, Advanced water style, Basic Water style

Effect: The blood of ninja can become a source of power for the immoral water style master. Anytime the ninja uses a water style jutsu they count as spending extra chakra equal to the total amount of bleed damage being suffered by creatures within the range of the jutsu. For example a ninja using water dragon bullet jutsu can create another water dragon for every 8 bleed damage being dealt to creatures within long range. This includes the jutsu user. This bonus chakra is calculated based on the range of the jutsu before the bonus chakra is applied. Thus even if this extra chakra increases the range of the jutsu, bleeding creatures in this new expanded range don’t add more chakra. Additionally this bonus chakra is not included when calculating any chakra refunded, such as by having ready access to water.

Name: **A Ninja Journey- Culmination of Blood, Sweat, and Tears** (Jutsu)

Technique cost: 20, water style

Prerequisites:  Basic Water style, Advanced water style, Master water style, Blood clone, Sweat clone, Tears clone

Chakra cost: None

Weaving: No hands, Free action.

Effect: A brutal and hard fought battle has lead to this moment, where the ninja calls upon everything lost in battle for single decisive strike. To use this jutsu the Ninja must have a Blood, Sweat, and Tear clone all active. Firstly each of the above clones is instantly brought to your location across any distance. Then each clone immediately may take a full rounds worth of actions. During these actions each clone has as much chakra as the highest among themself and the jutsu user. At the end of the round all created clones are destroyed and the Jutsu user may remove 1 negative condition they are under and heals as much hp as their blood clone had before it was destroyed. The jutsu user may not use any of the above clones again until they have had 8 hours of rest.

Name: **Great water Prison** (Jutsu)

Technique cost: 20, water style

Prerequisites:  Water creation jutsu, Water prison jutsu, Water formation jutsu, Greater waterfall jutsu,  Advanced water style, Basic Water style

Chakra cost: 40

Weaving: 2 Hands, Full round

Range: Personal

Effect: This tremendous jutsu forms a massive dome of water that crashes through everything and traps all those caught within, rolling across the land as it’s creator desires. This created dome is at least 200 ft in radius centered on the jutsu user. Creatures caught in the area of effect must make a reflex save or take 20d4 bludgeoning damage as it slams into them. A successful save negates the damage but does not avoid being caught in the water and forcing the subject to hold their breath. A creature failing it’s save does not get the chance to draw in a breath, requiring it to immediately begin making constitution checks to avoid drowning. For every 40 additional chakra the user expends they increase the radius of the dome by 100 ft and the damage by 10d4. Swimming through this orb is very difficult with a base athletics DC of 25 and creatures cannot take a 10 on this check. As the user moves, their massive sphere likewise travels with them, keeping them centered inside it unless they choose not to. This allows the sphere to move as fast as the user swims, and any creature that has the area of effect moved onto them likewise must save or take the above listed damage. Because of it’s vast size this jutsu actually protects the user from any lightning style ninjutsu that doesn’t use at least as much chakra as the dome itself.

Name: **Grudge rain** (Jutsu)

Technique cost:  20, Water style, Kinjutsu,

Prerequisites: Advanced water style, Basic Water style, Mist rain, Mist creation

Chakra cost: 20+

Weaving: 2 Hands, 1 Hour

Range: Sight

Effect: This Incredibly powerful and forbidden jutsu has the potential to be truly devastating for victims and user alike. Once woven this jutsu creates a 20 ft radius storm of dark clouds that weep chakra absorbing rain for 1 hour. For every 20 chakra spent beyond the base cost the jutsu increases it's radius by 10 ft. Any creature caught in the rain looses 1d6 points of chakra per round. This chakra first comes from a creatures melded chakra and then from their maximum remaining chakra for the day and then causes constitution burn as per the chakra depletion rules. All chakra drained is then fed into the jutsu and if 20 points are acquired the radius of the storm increases by 10 ft and the duration is reset.  Because all creatures have some amount of chakra this jutsu blights and devours the landscape and kills animals, a single 5 ft square of grass or foliage provides 1d6 chakra before dying, and a lush area such as forest provides 1d10. Once this jutsu begins it continues feeding and growing until it has consumed all the chakra possible or until a full hour since it's last growth elapses. Even the original weaver of the jutsu cannot end it prematurely.