Fire Style

Name: **Breath of fire** (Jutsu)

Technique cost:  1, Fire style

Prerequisites: Basic fire style

Chakra cost: 1

Weaving: Free, Breath

Range: Personal

Effect: Contrary to the imagery the name evokes this Jutsu is not at all offensive. By using the most basic fundamentals of fire style, that is heating air in the lungs with chakra, the user is able to keep themselves warm. By expending 1 chakra the user completely protects them self from even the coldest of climates and provides themselves 5 points of cold resistance. They are inured to the effects of frostbite and hypothermia and will remain comfortable even completely unprotected in a blizzard. This does not of course protect against unrelated effects of such climates like snow blindness or slipping on ice. This jutsu lasts 1 hour, after which the user may pay another 1 chakra to extend the effect by another hour.

Name: **Breath of frost** (Jutsu)

Technique cost:  1, Fire style

Prerequisites: Basic fire style

Chakra cost: 1

Weaving: Free, Breath

Range: Personal

Effect: This jutsu utilizes fire style’s power over heat and flames to remove excess heat from the user in order to keep them from overheating. By expending 1 chakra the user completely protects them self from even the hottest of climates and provides themselves 5 points of fire resistance. They are inured to the effects of sunburn and sunstroke and will remain comfortable even completely unprotected in a blazing heat wave. This does not of course protect against unrelated effects of such climates like blindness or smoke inhalation. This jutsu lasts 1 hour, after which the user may pay another 1 chakra to extend the effect by another hour.

Name: **Candle in the wind** (Jutsu)

Technique cost:  1, Fire style

Prerequisites: Basic sealing jutsu, Basic fire style

Chakra cost: 1, see description

Weaving: 2 Hands, 1 hour

Range: Touch

Effect: This simple jutsu allows a ninja to monitor the condition of something. While using this jutsu the ninja must also provide a candle, lantern, torch or similar object. They select some phenomenon that they can observe with at least one sense and at the same time the provided object ignites. The fire will continue to burn as long as the observed phenomenon continues, and will instantly extinguish if it ends. This is commonly used to create candles that go out when a creature dies, or to make torches that will stay lit as long as the tide laps at the shore but it’s uses are nearly limitless. The fire created by this jutsu is not very hot, causing only 1 damage regardless of size, and it is not significant enough to cause regular wood to burn. When using this jutsu the ninja reduces their maximum daily chakra by 1 until the fire goes out.

Name: **Explosive vault** (Jutsu)

Technique cost:  1, Fire style

Prerequisites: Basic fire style

Chakra cost: 1+

Weaving: 2 Hands, free

Range: Personal

Effect: By creating a blast of flames the user of this jutsu may propel themself into the air. This jutsu may be used as part of an acrobatics check made as part of jumping and grants the user a +4 bonus on the check for each Point of chakra spent.

Name:  **Phoenix Fire** (Jutsu)

Technique cost:  1, Fire style

Prerequisites: Basic fire style

Chakra cost: 1

Weaving: 2 Hands, breath, Standard action

Range: Close

Effect: The weaver of this Jutsu projects one or more small, fast moving blasts of flame, each of which can be controlled separately. The user of the Jutsu makes a ranged touch attack against a creature or object and upon hitting deals 1d4 fire damage. For each additional 3 chakra paid the user may create an additional projectile which can either be directed at another target within range or against an existing target. Each additional projectile directed at the same target adds a +1 bonus on the touch attack to hit the foe and adds 1 to the damage dealt.  If the user of this Jutsu possesses basic shuriken Jutsu they may augment the technique by concealing a shuriken, senbon, or kunai inside the flames without harming the projectile. This allows the user to make the projectile into shuriken attacks changing it from a ranged touch attack into a regular ranged attack and adding their shuriken attacks damage to the jutsu's damage, this does however prevent anything flammable such as  exploding tags or smoke balls from being attached to the shurikens. Even if the ninja employs multiple shuriken against a single foe each projectile beyond the first still only adds 1 damage.

Name: **Blazing Hand** (Jutsu)

Technique cost:  2, Fire style

Prerequisites: Basic Fire style,

Chakra cost: 2 per round

Weaving: 2 hands, Swift action

Range:  Personal

Effect: The user of this jutsu ignites their hands and feet, greatly enhancing their offensive abilities. This jutsu adds 1d4 fire damage to all of the users unarmed and natural attacks. It also allows them to use an attack action to simple make a melee touch attack to deliver the jutsus damage. For every 8 additional chakra the user expends they may increase this damage by an additional 1d4. This also automatically deals it's damage to anyone grappling or swallowing the jutsu user. Once active the user may continue paying chakra in order to extend the duration without requiring another action or weaving.

Name: **Cutting flame** (Jutsu)

Technique cost:  2, Fire style

Prerequisites: Basic fire style

Chakra cost: 2 or 3 per round

Weaving: 1 Hand, Swift

Range: Personal

Effect: This simple jutsu creates an intense  but small flame that can be wielded as a blade, or focused like a blowtorch to carve through something. This jutsu allows the ninja to attack as if wielding a masterwork dagger in their hand but this dagger’s attack deals fire damage instead of slashing or piercing and ignores the first 8 points of hardness an object may possess. The hand signs for this jutsu are simple enough to be used even when otherwise helpless due to restraints, granting the jutsu user a +10 bonus on strength or security/escape artist checks against any bonds with hardness 8 or less. If the user desires they may pay 3 chakra instead of 2 to create two daggers instead of one.  The weapons created by this jutsu never hinders the wielder, cannot leave their hand and lasts 1 round, at the end of which the user must pay it’s chakra cost to maintain it another round.

Name: **Fireball** (Jutsu)

Technique cost:  2, Fire style

Prerequisites: Basic fire style

Chakra cost:  2+

Weaving: 2 Hands, Breath, Standard action

Effect: The weaver of this jutsu superheats chakra in their stomach and exhales it as a blast of flames. At the minimal chakra cost this technique does 1d4 fire damage in a single adjacent square, with a reflex save for half. The true power of this technique is it's scalability. By expending 4 extra Chakra the area of effect increases to a 15 ft cone and the damage increases by 1d4, every 4 chakra beyond that adds another 5 ft to the cone and another 1d4 damage.

Name: **Fox Fire** (Jutsu)

Technique cost: 2, Fire style

Prerequisites:  Basic fire style

Chakra cost: 2 per orb

Weaving: 2 Hands, swift action

Range:  Medium

Effect: This jutsu forms one or more floating balls of fire to surround the user which they may hurl readily at targets within range or keep active to serve as light. For every 2 points of chakra spent a ball of fire is created.  By using an attack action the user may make a ranged touch attack and on hit deal 1d4+1 fire damage. If the jutsu user possesses the ability to make multiple attacks on a full attack they may fire multiple fire balls in one turn. These projectiles are treated as light 1 handed ranged weapons and can even be dual wielded if desired. Additionally these orbs may even be used to make attacks of opportunity as if they possessed 10 ft reach. A single ball emits 5 ft of bright illumination and then another 5 ft of dim light and each additional fireball increases the radius of both light levels by 5. Each fireball can be countered as if only 1 chakra was spent on it. Created orbs remain for up to 1 hour after which point they fizzle out unless the jutsu user pays the chakra cost for each orb again to maintain them for another hour.

Name:  **Comet Glide** (Jutsu)

Technique cost:  3, Fire style

Prerequisites: Basic fire style

Chakra cost: 1 per 5 ft

Weaving: No hands, Swift action

Range: Personal

Effect: The user of this jutsu creates a propulsive blast of flames allowing them to move much faster than normal. The jutsu user increases their base land speed by 5 ft per point of chakra spent. This effect lasts 1 round at the end of which the user may pay it’s cost again to extend the effect another round.  Any creature making a melee attack with a non reach weapon against the jutsu user during their movement, such as by making an attack of opportunity or readied attack, automatically takes 2d4 fire damage. Additionally the jutsu user adds 2d4 fire damage to the first attack made after this movement as long as it is on the same turn. If used with the igniting metajutsu, this ability ignites each square the user passes through.

Name: **Igniting jutsu** [Technique] (MetaJutsu)

Technique cost:  3, Fire Style

Prerequisites: Basic fire style

Chakra cost: x 1.1 (+10%)

Weaving: Unchanged

Range: Unchanged

Effect: Ordinarily a fire style Jutsu comes and goes so quickly that it has time only to burn a foe or target, but not actually ignite them. This Metajutsu causes the flames to linger just long enough to change that. By spending 10% more chakra on a damaging fire style jutsu the flames can ignite their target and anything caught in the area. Flammable objects in the area of effect are automatically ignited and any creature failing their save against the jutsu takes an extra 1d6 fire damage and are likewise set ablaze. If the jutsu did not originally allow a saving throw it now adds a reflex save to avoid being ignited. Foes lit on fire must make a new reflex save each round at the same dc as the original jutsu or take another 1d6 fire damage. A creature that is on fire may use a rull round action to go prone and immediately end the burning effect. Lastly, even unoccupied empty squares in the area of effect stay on fire for 1 round, dealing 1d6 fire damage to any creature entering them. The burning caused by this metajutsu is considered part of the jutsu's effect and as such benefits from any abilities that improve the user's fire style are applied to it.

Name:  **Linked fire** (Jutsu)

Technique cost:  4, Fire style

Prerequisites: Basic fire style

Chakra cost: 4+

Weaving: 2 Hands, Standard action

Range: Long

Effect: This simple jutsu fires a stream of flames that ends in a powerful explosion, but it works best with the aid of other ninja. The stream of fire flies out and crashes into the target before exploding in a 10 ft burst. Anyone caught in the area of effect takes 3d4 fire damage with a reflex save for half. For every additional 4 chakra spent the radius of the burst increases by 5 ft and the damage increases by 1d4. If multiple ninja acting on the same initiative order use this jutsu together they may each form the hand signs and spend as much chakra as desired in order to increase the size and power of the jutsu, and the jutsu will use the highest save DC among all ninja+2 for each other jutsu user. For example 3 ninja each spending 16 chakra would create a 75 ft blast of 16d4 damage with the save DC being the highest among them +4.

Name: **Running fire** (Jutsu)

Technique cost:  4, Fire style

Prerequisites: Basic fire style

Chakra cost: 5

Weaving: 2 hands, Breath, Standard action,

Effect: This jutsu creates a powerful line of flames that the user can direct precisely where they need it. The jutsu fills 4 consecutive 5 ft squares with a roaring line of flames, the first square must be adjacent to the user, and each other square must be adjacent to at least 1 other affected square creating an unbroken line of flames. Anyone caught in the area of effect takes 3d4 fire damage with a  reflex save for half.  For every 4 extra chakra paid the user may include three more 5 ft squares to the area of effect and increase the damage by 1d4. The user of this jutsu may extend its range and power by channeling it along a rope like surface such a length of wire, rope, fuse, thread of hair, snake, vine or other similar physical path. To do this the user simply needs to have the area of effect touch any part of the object. If the jutsu is channeled through an object above then every 10 ft of the object counts as only using a single 5 ft square of the area of effect. Additionally if any foe damaged by this jutsu is entangled or tied up by such a wire, or if all spaces adjacent to a target are included in the area of effect, they take an additional 4d4 damage. Extending the range of this Jutsu using an object does not prevent the object from taking fire damage, this usually means the object is destroyed after the jutsu completes.

Name: **Sensing heat** (Jutsu)

Technique cost:  4, Fire style

Prerequisites: Basic sensory jutsu, Basic fire style

Chakra cost: 7

Weaving: 2 Hands, swift action

Range: Personal

Effect: This humble jutsu grants the user the ability to see heat patterns with their eyes. This vision allows the user to see regardless of light level, effectively giving them darkvision at the same range as their normal sight. In addition to being able to see relative temperature this jutsu provides a +10 bonus to perception checks or survival checks made to locate creatures with body heat. Additionally the ability to see heat allows the user to find the relatively coolest part of any flame, if the user makes a saving throw to avoid fire damage they are treated as having evasion. Lastly by reading the temperature of those they see this jutsu permits the user to see through any clones that do not specifically emulate body temperature such as rock and water clones. This jutsu lasts 1 minute, at the end of which the user may pay it's chakra cost to extend the duration another minute.

Name: **Smoke clone** (Jutsu)

Technique cost: 5, Fire style

Prerequisites: Clone jutsu, Transformation jutsu, Basic fire style

Chakra cost: 6 Per clone

Weaving: 2 Hands, Standard action

Effect: This Jutsu combines fire style with the ability to weave disguises and create clones. This allows the weaver to create a human sized cloud of smoke and transform it into an illusionary clone similar to the Clone jutsu. The clone functions exactly as the clone jutsu but the clone's temperature perfectly matches a humans and it casts a shadow and can disturb grass and make trails. As a result the DC to determine a clone is 35 instead of 20. Because the clones are composed entirely of air they are able to move up walls, along water, or even through the air. When the clone takes damage the illusion breaks as normal, but the clone explodes in a 20 ft cloud of smoke that blocks all sight beyond 5 ft and provides concealment within 5 ft. This smoke cloud lasts 1 minute or can be blown away with a wind of 30 mph or more.  If the user of this jutsu possesses Flame clone or Ash clone jutsu they may use the weaving of this jutsu to create as many of whichever of the three types of clones as they desire.

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

Technique cost:  5, Fire style

Prerequisites: None

Effect: Someone with this technique takes no penalty to identify fire style Jutsu, and can learn fire style techniques and jutsu. Fire style Jutsu cannot be used underwater unless specifically mentioned. Fire style is countered by water style and both counters and is augmented by wind style. This means that while the wind jutsu's area of effect is added to the fire style's (potentially burning the fire style user), it's other effects do not take place.

Name: **Fire Dragon flame missile** (Jutsu)

Technique cost:  5, Fire style

Prerequisites:  Basic fire style

Chakra cost: 3+

Weaving: 2 Hands, breath, Standard action

Effect: This Jutsu creates a stream of incredibly hot directed flames. At its weakest this creates a 15 ft long 5 ft wide line that deals 3d4 fire damage with a reflex save for half. For every 4 additional chakra the user expends they can increase either the length by 10 ft, the width by 5 ft and the damage by 1d4.

Name:  **Hiding in fire** (Jutsu)

Technique cost:  5, Fire style

Prerequisites:  Basic fire style, Transformation Jutsu

Chakra cost:  8

Weaving: 2 Hands, Immediate action

Range: Personal

Effect: This jutsu allows the user to both protect themselves from flames and at the same time meld into fire to conceal their presence. This Jutsu can only activated when the weaver is in contact with a flame, though the flame can be even as small as a lit candle. The jutsu grants the weaver 10 fire resistance and an immediate stealth check with a +20 bonus and allows them to hide their body inside the fire and move with it. The bonus to stealth and  fire resistance end when the user takes any action other than moving to another adjacent space that contains fire. This jutsu lasts for 10 minutes after which the ninja may pay the chakra cost again in order to extend the duration by another 10 minutes. This jutsu can also be used in response to an incoming fire style attack that requires a reflex save. The user gains the benefits of improved evasion and if they succeed on their save they may immediately move to any square in the fire’s area of effect and make a stealth check with the above bonus, effectively hiding inside the opponents attack and moving elsewhere. This jutsu serves as an excellent means to conceal oneself and sometimes even to move considerable distances.

Name:  **Mist blaze dance** (Jutsu)

Technique cost:  5, Fire style

Prerequisites: Basic fire style

Chakra cost: 5+

Weaving: 2 hands, Breath, Standard action

Range: Close

Effect: The weaver of this Jutsu projects a cloud of  invisible and highly explosive gas. This gas fills a 5 ft radius within close range. When any amount of fire or electricity, even just a single spark, touches the cloud it explodes violently in a blast that deals 3d6 fire damage with a reflex save for half. Every 5 extra chakra spent increases the radius of the cloud by an additional 5 ft and the damage of the blast by 1d6. The cloud lingers for 1 minute before dispersing, though a moderate wind (11-20 mph) reduces this to just 4 rounds, and a strong wind (20-30 mph) disperses it in 1 round. The cloud is all but invisible and requires a DC 30 perception check to notice. Creatures with scent gain a +10 bonus to notice the gas. If a fire style jutsu is used to ignite this cloud of gas then this counts as a wind style jutsu and thus augments the fire style attack instead of providing it's normal effect, if that would be more damaging than the blast itself.

Name: **Scalding style** (Technique) [Metajutsu]

Technique cost: 5, Fire style

Prerequisites:  Basic fire style

Chakra cost: x 1.1 (+10%)

Effect: This metajutsu can modify any fire style jutsu by increasing its heat and it's reaction with water. A jutsu modified by this technique cannot be countered by water style, functions normally underwater, and is not blocked by the surface of water. The modified jutsu requires spending 10% more chakra to activate than normal.

Name: **Sunset embers** (Jutsu)

Technique cost:  5, Fire style

Prerequisites: Breath of frost Jutsu, Basic fire style

Chakra cost: 1 Per 5 ft

Weaving: 2 Hands, standard action

Range: Close

Effect: This jutsu utilizes fire style’s power over heat and flame to actually diminish an existing fire. This jutsu allows the user to extinguish any flames within range. Each 5 ft square containing fire costs 1 chakra to extinguish. This jutsu can be used for anything from snuffing out torches, to battling forest fires, or even shutting down machinery that relies on combustion. Additionally this jutsu can be used to counter other fire style jutsu and if used in this way the ninja may pay as much of their chakra as they wish without expanding the area of effect if desired.

Name:  **Flame Bullet** (Jutsu)

Technique cost:  6, Fire style

Prerequisites:  Basic fire style

Chakra cost: 4+

Weaving: 2 Hands, breath, Swift action

Range: Medium

Effect: The user of this Jutsu converts their chakra into a highly flammable oil and then expels that oil while igniting it. This creates a single direct blast of fire right at a foe with a focus on pure destructive power. The user may also create more oil than they use allowing them to release only part of it so they can catch foes off guard. The jutsu weaver creates enough oil to deal 1d8 fire damage for every 4 chakra they spend. Dealing this damage requires a ranged touch attack. The user must determine how many of the d8's they wish to use before making the attack roll. If desired the user may make a full attack using these ranged touch attacks at sequentially lower base attack bonuses as if attacking with a ranged weapon. Because the user can create oil and leave it unused for a time this attack is great for catching opponents off guard and can be used in a number of ways. If a foe didn't see the user weave the jutsu, or failed to identify it using Knowledge Ninjutsu  they can be rendered flat footed against the first attack made using this jutsu. However if a foe saw the jutsu being woven and identified it with Knowledge Ninjutsu  they are instead caught flat footed by the second attack, having believed all the user's oil was used up. A foe with the ability to see the flow of chakra is not caught off guard by this second attack since they can see the chakra infused oil still inside. If not used this oil is digested within an hour, however the process of melding chakra immediately dissolves the oil and refunds the chakra back into the user’s maximum daily chakra.

Name: **Flame curtain** (Jutsu)

Technique cost:  6, Fire style

Prerequisites:  Basic fire style

Chakra cost: 2 per 5 ft square

Weaving: 2 Hands, Standard action

Range: Medium

Effect: This simple but effective technique creates a 5 ft tall, 5 ft wide wall of flames. This wall deals 3d4 fire damage to any creature or object passing through it automatically. If a creature is in the path of the wall when it is created they get a reflex save to avoid all the damage and move to either side of the wall.  For every 2 extra chakra the user expends they add 1 extra square, increase the height of the flames by  1 ft, and increase the damage dealt by 1 point. The flickering flames are thick enough to provide concealment to creatures on opposite sides of them. The wall lasts for 1 minute after which the user can pay the chakra cost again to extend the duration by another minute without needing to re-weave the signs.

Name: **Solar Flare** (Jutsu)

Technique cost:  6, Fire style

Prerequisites:  Basic fire style

Chakra cost: 5+

Weaving: 2 Hands, standard action

Range:  0 ft

Effect: This jutsu concentrates a tremendous amount of heat and light in a single brief point in order to create a blinding flash. All creatures within 20 ft of the user must make a reflex save or be blinded. Anyone who knows ahead of time the jutsu is about to be used, such as by being warned or identifying  the user's hand signs, gets a +4 bonus on the save. Those that fail are blinded for 1 round. For every 3 extra chakra spent the radius increases by 5 ft and the blindness lasts 1 additional turn. If this jutsu is used during the day while in sunlight the area of effect doubles. If this jutsu is used in a dark environment the save DC increases by +4 for those not aware it’s coming. Creatures with low light or dark vision take an additional -4 on their saving throw if unaware of the jutsu.

Name: **Whipping flame** (Jutsu)

Technique cost:  6, Fire style

Prerequisites: Cutting flame Jutsu, Basic fire style

Chakra cost: 1+

Weaving: 1 Hand, swift

Range:Personal

Effect: This jutsu allows the user to create a long burning whip that has physical form. The jutsu user may attack as if wielding a masterwork whip. This whip deals lethal fire damage instead of slashing and can harm a creature regardless of it’s armor or natural armor. By increasing the chakra cost the Ninja may lengthen the whip by 5 ft for every 4 extra chakra paid. Additionally, by increasing the chakra cost by 6 the ninja may choose to create two whips instead of one and these whips both count as light weapons for the purpose of dual wielding.  The weapon created by this jutsu never hinders the wielder, cannot leave their hand and lasts 1 round, at the end of which the user must pay it’s chakra cost to maintain it another round.

Name:  **Burning claw** (Jutsu)

Technique cost:  7, Fire style

Prerequisites: Blazing hand, Basic fire style, Basic Nintaijutsu

Chakra cost: 10+

Weaving: Taijutsu

Range: Touch

Effect: This lethal close range Jutsu works by grabbing hold of an opponent and then superheating the grabbing hand, terribly burning the foe. The user must make a Grapple attempt as part of using this Jutsu. If they successfully grab the foe they deal 7d4 fire damage. If a Ninja with this jutsu begins their turn in control of a grapple and succeeds on their roll to maintain control they may use this jutsu immediately in place of the normal grapple actions allowed. For every additional 4 chakra spent the user of this jutsu increases the damage by 1d4. Lastly, when rolling a grapple check with the intention of using this jutsu the user may take a penalty on their grapple check and cause an added effect to the foe as if making a called shot.

Name: **Flame wrapping fire** (Jutsu)

Technique cost: 7, Fire style

Prerequisites:  Basic fire style

Chakra cost: 11+

Weaving: 2 Hands, Swift

Range: Personal

Effect: The user of this jutsu creates a blazing cloak of flames around themselves as a powerful deterrent. As long as the flames burn, anyone striking the user in melee with a non-reach weapon takes 3d4 fire damage with each successful hit. For every 8 additional chakra the user spends they increase the damage by 1d4. This cloak of flames lasts for 1 minute, at the end of which the user may choose to pay the chakra cost again to extend it another minute without weaving new signs or taking an action.

Name: **Heat seeking heat** (Jutsu)

Technique cost:  7, Fire style

Prerequisites: Seeing heat jutsu, Basic fire style, Basic sensory jutsu

Chakra cost: 3+

Weaving: 2 Hands full

Range: Long

Effect: This simple jutsu creates a basic but effective defense against most foes. When used, this jutsu creates a floating flame in any square the user designates within range. If any creature of size small or larger moves within 10 ft of the fire it will begin pursuing them.  At the end of the creature's movement the flame flies 25 ft closer to them, taking the most direct unobstructed path. If it would reach the target's square it makes an immediate attack roll using the jutsu user's base attack but no other bonus. If it hits the flame explodes doing 3d10 fire damage. If the attack misses however the flame is not destroyed, and instead stops in the last space it occupied adjacent to the target and continues to follow and attack next turn until another target passes by them at which point they will persue the new target. For every 4 additional chakra the user expends they may create another flame in a square within range. These flames detect targets as if they had the Sensing heat Jutsu active and do not differentiate creatures by type, nor do they recognize the jutsu user as anything besides a target. Any source of fire the size of a torch or larger can also count as a suitable target, which can lead the fire balls astray, but colliding with such fire does not destroy them. The created flames last 1 hour until activated at which point their duration shortens to one minute. If desires the jutsu user can double the chakra cost of the jutsu in order to create orbs that last for 8 hours instead. If an orb misses an opponent who is benefiting from cover it strikes the cover and is destroyed. If the target uses a clone jutsu and creates clones that emulate heat there is an equal chance the orb will pursue any clone or the real target.

Name:  **Burning cold** [Technique] (Metajutsu)

Technique cost:  7, Fire style

Prerequisites: Breath of frost jutsu, Sunset embers Jutsu, Basic fire style

Chakra cost: x1.1 (+10%)

Effect: This metajutsu allows the user to apply their control over heat by mimicking an existing jutsu but using cold instead of heat. This metajutsu can modify any existing fire style jutsu and it changes any fire damage dealt to cold damage instead. This can allow them to create flames of cold, and functions in all other ways identically to the normal jutsu, including how it is countered and augmented.

Name: **Ash Pile Burning** (Jutsu)

Technique cost: 8, Fire style

Prerequisites: Basic fire style

Chakra cost: 12+

Weaving: 2 Hands, breath, Standard

Range: Close

Effect: The user of this Jutsu exhales a thick cloud of ash and gunpowder into a 20 ft burst. This cloud obscures all sight, including darkvision and thermal vision, providing 50% concealment to all creatures inside. Anyone exiting this cloud has ash and gunpowder cover their body. The next time someone coated with this dust is exposed to any fire or electric damage, or even a spark, they explode. This Explosion causes 3d4 damage with a reflex save for half. The same applies to the cloud itself, causing it to explode if sparked, but it's blast deals 6d4 damage to anyone inside, again with a reflex save for half. For every 4 extra chakra spent on this jutsu the radius increases by 5 ft and the damage increases by 1d4 to both forms of explosion. If not ignited the cloud remains in place for a full 10 minutes, and anyone coated in ash remains so until they take a full minute to wash themselves, or are affected by a water style jutsu. If this jutsu is ignited by a fire style jutsu it augments it as if this were a wind style jutsu in addition to dealing its own damage. A strong wind disperses the cloud within 4 rounds and a severe wind disperses it in 1 round. Anyone not able to successfully identify the jutsu being weaved using a Knowledge Ninjutsu  check may mistake this cloud for ordinary ash or dust unless they succeed on a DC 25 Craft Chemistry or Perception check.

Name:  **Dance of the sun halo** (Jutsu)

Technique cost:  8, Fire style

Prerequisites: Basic fire style, Basic Kenjutsu

Chakra cost: 5 per attack

Weaving: 1 Hand, Free

Range: Close

Effect: The user coats their weapon, traditionally a sword, in a sheath of burning flame. This allows them to deal an additional 1d6 fire damage with their chosen weapon. Additionally the user may project the flames at foes using their melee attacks sending slashes of pure flames at the target. The Jutsu user may choose to make attacks with the flames as ranged attacks within the same range as this jutsu. On a hit they deal their normal melee damage, plus the damage from this jutsu, but all the damage is fire damage. If desired the user may spend more chakra to enhance the power of the attack. For every 6 extra chakra spent making the attack they may increase the damage by another 1d6. This jutsu’s chakra cost is paid once per attack and can be used as many times per turn as the jutsu user has attacks, including attacks of opportunity.

Name: **Fire clone** (Jutsu)

Technique cost:  8, Fire style

Prerequisites: Clone jutsu, Transformation jutsu, Basic fire style

Chakra cost: 9 Per clone

Weaving: 2 Hands, Standard action

Effect: This Jutsu combines fire style with the ability to weave disguises and create clones. This allows the weaver to create a human sized flame and transform it into an illusionary clone similar to the Clone jutsu. The clone functions exactly as the clone jutsu but the clone's temperature perfectly matches a humans. When the clone takes damage the illusion breaks as normal, but if a clone is destroyed by a non-reach melee attack, the creature that made the attack takes 5d4 fire damage. If the user of this jutsu possesses Smoke clone or Ash clone jutsu they may use the weaving of this jutsu to create as many of whichever of the three types of clones as they desire. Because the clones are composed entirely of energy they are able to move up walls, along water, or even through the air.

Name:  **Fire Lightning** (Jutsu)

Technique cost:  8, Fire style

Prerequisites:  Basic fire style

Chakra cost: 13+

Weaving: 2 Hands, Immediate action

Range: Personal

Effect: This jutsu uses shape manipulation and the fire element to create solid spikes of flame that extend out from the user in all directions. The jutsu derives its name from the jagged lightning bolt shaped spikes that shield the user. Each creature in a square adjacent to the jutsu user takes 3d4 piercing and 3d4 fire damage with a reflex save to negate. For every 7 additional chakra the user expends they increase both damage types by 1d4. If this jutsu is activated in response to a creature moving into a space adjacent to the user they take a -4 penalty to their reflex save.

Name: **Wicked Blue Flames** [Technique] (Metajutsu)

Technique cost:  8, Fire style

Prerequisites: Basic fire style

Chakra cost: x1.3 (+30%)

Weaving: Unchanged

Range: Unchanged

Effect: This powerful technique increases the intensity of a fire style jutsu so much that it borders on something different from fire altogather. This most commonly is represented by blue fire, but it is also capable of creating Green Flame, or some other exotic appearance. The modified fire style jutsu has all of its damage dice that come up as 1 get rerolled once and the jutsu ignores all fire resistance. Even fire immunity instead only halves the damage that would have been taken. This technique increases the jutsu's chakra cost by 30%.

Name: **Crimson earth spider** (Jutsu)

Technique cost:  9, Fire style

Prerequisites:  Flame curtain, Basic fire style

Chakra cost: 6+

Weaving: 2 Hands, Full round action

Range: Medium

Effect: This jutsu creates a burning ring of flames and a large powerful elemental spider made of flames inside. The created elemental cannot leave the created ring of fire but it may move to any space inside the ring once per turn as a free action, including flying up to the ring's height. The most basic version of this jutsu creates a circle with a 10 ft radius and a small fire elemental shaped like a spider. The ring of flames is 5 ft tall and automatically deals 6d4 damage to anyone passing through it. By increasing the chakra cost of the jutsu the user can greatly improve it’s power. By changing the chakra cost to 12 the wall extends to a 15 ft radius, 10 ft high and deals 7d4 fire damage and increases the elemental to medium. Changing the chakra cost to 28 Chakra creates a 20 ft radius of 15 ft high flames that deal 10d4 damage and summons a large elemental. Changing the cost to 40 Chakra creates a 25 ft radius 20 ft high dealing 14d4 damage and a Huge elemental. Changing the chakra cost to 54 creates a 30 ft radius 25 ft high dealing 16d4 damage and summons a greater elemental. Changing the chakra cost to 64 creates a 40 ft radius of 30 ft tall flames dealing 20d4 damage and an Elder elemental. And finally for 80 chakra the jutsu creates a 50 ft radius, 40 ft high dealing 25d4 damage and an elder elemental with the advanced and giant templates. The ring and spider both remain for 10 minutes, but if the spider is slain the ring burns out immediately. Unlike most other jutsu that summon or create creatures the spider’s strength is not limited based on the creator’s level.

Name: **Golden flame of hope** (Jutsu)

Technique cost:  9, Fire style

Prerequisites:  Basic fire style

Chakra cost: 3+

Weaving: 2 Hands, standard action

Range: Close

Effect: A warm fire can be a soothing balm for a troubled heart. This jutsu calls upon a bright golden fire of hope and infuses it into the user and their allies. All targets of this jutsu immediately downgrade any fear effect they are suffering from by 1 step, this removes the shaken condition altogether. Additionally affected creatures gain a +2 morale bonus to attack, damage, and saves. This jutsu costs 3 chakra per ally to be affected. For every 10 extra chakra the user pays they increase the granted bonuses by +1

Name: **Pottery oven** (Jutsu)

Technique cost:  9, Fire style

Prerequisites:  Basic fire style

Chakra cost: 18+

Weaving: 2 Hands, Full round action

Range: Medium

Effect: While most offensive jutsu rely on suddenly and dramatically releasing a superheated blast, this jutsu instead focuses on building up a massive swell of heat until the air bursts into flames. This jutsu affects a 15 ft burst and causes the air inside to grow very hot. The temperature raises by about 50 degrees nearly instantly. Anyone inside the area can feel the heat rising, while anyone able to see chakra can observe that the chakra is building in that area dramatically. One turn after the heat is raised the area erupts in a massive blast of fire dealing 8d6 fire damage automatically with no save. For every 8 additional chakra the user spends the area of effect increases by 10 ft and the damage increases by 2d6.

Name: **Slow killing flame sphere** (Jutsu)

Technique cost:  9, Fire style

Prerequisites: Advanced fire style, Basic fire style

Chakra cost: 10

Weaving: 2 Hands, Standard action

Range: Medium

Effect: This unorthodox jutsu uses fire not to burn, but to choke and suffocate. The user of this jutsu creates a sphere of flames around an opponent within sight, instantly burning away their oxygen and preventing more from getting to them. The target may make a reflex save in order to hold in their breath before the jutsu takes effect. If they fail then they must begin making constitution checks immediately as per suffocation rules. Even on a successful save the target must still hold their breath. Though the flames never touch the target they are far from harmless. Any creature in a square adjacent to the target takes 8d4 fire damage with a reflex save for half. Because the fire and smoke must completely surround the foe they gains full concealment from anyone not adjacent to them, and partial concealment against anyone closer. The victim likewise cannot see anything more than 5 ft away. The jutsu automatically follows the target, even if that means burning the original user if they get too close. The Jutsu lasts 1 minute, but the user may pay additional chakra at the end of its duration to extend it by another 1 minute per 10 chakra spent. The jutsu also ends automatically if the target is fully submerged or manages to exceed the jutsus range from the user.

Name:  **Advanced Fire Style** (Technique)

Technique cost:  10, Fire style

Prerequisites: Basic fire style

Effect: Someone with this technique is incredibly adept at using fire style Jutsus. Anytime someone with this technique uses a fire style jutsu they increase the size of their damage die by 1 step.

Name: **Presence of the Dragon** [Technique]

Technique cost:  10, Fire style

Prerequisites:  Sunset embers, Advanced fire style, Basic fire style

Chakra cost:See description

Effect: A ninja with this technique has a habit of “claiming” fire near them. They gain an aura with an area of 5 ft per character level in which they can control fire. They can treat any non-jutsu fire inside this area of effect as if it were a flame that they created, this has a wide variety of effects. Firstly the Ninja may choose to extinguish any natural fire in their area by paying 1 chakra per square without having to weave any signs. Secondly, any effects or abilities that influence the ninja’s fire style now apply to those flames. For example the ninja’s advanced fire style causes the flames in the area to increase their damage a die size if desired. Secondly, the ninja may choose to apply any applicable metajutsu they possess to fire inside their aura by paying chakra as if that square were a jutsu that cost 1 chakra. They could for example spend 1 chakra to apply scalding style to a torch, which would allow the torch to continue burning even under water, or pay 4 chakra to cause 13 squares within their aura to burn hotter and blue as if they were made using Wicked blue flames. This goes against the normal way in which metajutsu are applied since the user can apply it to the fire after it’s created, rather than when the jutsu is used.

Name: **Searing Migrane** (Jutsu)

Technique cost: 10, Fire style

Prerequisites: Phoenix Fire Jutsu, Advanced fire style, Basic fire style,

Chakra cost: 16+

Weaving: 2 Hands, Breath, Standard action

Range: Medium

Effect: This Jutsu creates a small fast moving ember that travels to its destination before exploding along the ground in a carpet of flames. At its base level this creates a 20 ft radius of flames that deals 10d4 fire damage with a reflex save for half. A successful reflex save also allows the target to move up to their land speed immediately as a free action. Any movement used in this way is taken away from the maximum distance the target can  move on their next turn. For every 6 extra chakra spent the radius of the blast increases by 10 ft and the damage increases by 1d4. After the initial blast the flames remain. Anyone entering or beginning their turn the area of the blast on the round after it was used takes the jutsus initial damage, again with a reflex save for half. (Though not granting the free movement above even if they succeed). Each round the Justu damage decreases by 1d4 until it reaches 0 at which point the flames go  out. Additionally both the hands signs and initial shape of this technique are very deceptive, anyone making a Knowledge Ninjutsu check to identify the technique without beating the DC by 10 or more mistakes this technique for the phoenix fire jutsu until it explodes, at which point they are caught flat footed by the blast and cannot make use of the free movement this jutsu provides.

Name: **Burning Blade**  (Jutsu)

Technique cost: 10, Fire style

Prerequisites: Cutting flame , Basic fire style

Chakra cost: 18

Weaving: 1 Hand swift

Range: Personal

Effect: This jutsu forms a powerful burning weapon for slashing through a foe’s defenses. When used the jutus user creates a masterwork slashing weapon made purely out of flames. This weapon can be wielded exactly as a normal weapon of it’s kind but all of it’s damage is fire and it ignores the first 10 hardness of any object struck. When this blade is used to attack a foe it can cause severe damage to anything blocking it. Each time the wielder makes an attack they can choose some visible source benefiting their targets armor class, and if their attack misses the target takes a -1 reduction to that source unless they make a fortitude save. The attacker could target for example a foe’s shield, or weapon granting a shield bonus, their armor, a visible protective jutsu, an object providing cover,  or even a creature’s natural armor. Regardless of what is targeted the bonus it provides to armor class is reduced by 1. Unattended objects like cover get no save, while attended objects use their wielder’s fort save. A creature that has it’s natural armor reduced heals this reduction just like ability damage whereas damaged objects  must have their hit points fully repaired to mend the damage. The weapon created by this jutsu never hinders the wielder, cannot leave their hand and lasts 1 round, at the end of which the user must pay it’s chakra cost to maintain it another round.

Name: **Hands of Giving and Taking** (Jutsu)

Technique cost:  11, Fire style

Prerequisites: Burning cold metajutsu, Sunset embers jutsu, Breath of frost Jutsu, Advanced fire style, Basic fire style

Chakra cost: 12+

Weaving: 2 Hands, Standard action

Effect: This powerful offensive jutsu allows the user to draw the heat form one area and expel it into another, creating not one but two lethal attacks. The Jutsu user creates two 40 ft cones, each of which deals 6d4 damage. One cone does cold damage with a fortitude save for half, and one cone does fire damage with a reflex save for half. For every 8 extra chakra the user expends they increase the length of both cones by 10 ft and the damage of both cones by 1d4. These cones can be directed in two different directions if desired, or they can overlap either partially or completely.

Name: **Rough Red Rope** (Jutsu)

Technique cost: 11 , Fire style

Prerequisites: Whipping flame jutsu, Cutting flame jutsu, Basic fire style

Chakra cost: 16

Weaving: 2 Hands, Standard action

Range: Close

Effect: This jutsu manifests burning whips of deep red flame to bind an opponent in place, slowly killing them. The user of the jutsu makes a ranged touch attack and on hit their foe is takes 2d4 fire damage, and provided they do not use substitution or similar effect, they become entangled and cannot leave their current space until the jutsu ends. Once the attack roll is resolved the target must make a reflex save,  with their newly penalized dexterity, or be bound and helpless. A foe who is entangled by this jutsu but succeeds on their save can escape the bindings as a standard action by making a security/escape artist check with a DC equal to the save DC of the jutsu+10. If an entangled foe is hit by the touch attack for this jutsu they take an additional -4 penalty to their reflex save to avoid being bound. A bound and helpless foe is capable of speaking but not taking any other physical action, including weaving a jutsu requiring hand signs. If desired the foe can be held harmlessly or they can be dealt up to 3d4 fire damage per round they are held. The user may also choose t have the flames burn the air around the helpless prisoner, forcing them to hold their breath or become suffocated. The bonds created by this jutsu last until the prisoner escapes, up to a maximum of 1 hour, at the end of which the jutsu user must pay it’s chakra cost again to extend the duration another hour.

Name: **Smokescreen gale** (Jutsu)

Technique cost:  11, Fire style

Prerequisites: Ash pile burning, Basic fire style

Chakra cost: 12+

Weaving: 2 Hands, Full round action

Range: Medium

Effect: This Jutsu creates a swirling vortex of gunpowder and ash which instantly becomes ignited with intense flames creating a mobile pillar of fire. At its base this creates a 10 ft diameter cylinder 25 ft tall and deals 6d4 damage with a reflex save for half. The flames created by this jutsu are so intense that it's damage ignores the first 10 points of an objects hardness or the first 10 points of a creatures fire resistance. The swirling storm of does not extinguish immediately after it's initial damage however. Each turn it moves 10 ft away from the location the jutsu user was originally in and it deals it's damage again. The firestorm persists for 1 minute. For every 6 extra chakra the user spends they increase the width, height and movement speed of the cylinder by 5 ft, increases the damage by 1d4, and add 1 turn to the duration of the jutsu. This move however has a special interaction with water. If the flames collide with a large water source or if the jutsu would be countered by water style it instead explodes into a cloud of blinding steam. This creates a cloud that blocks sight in a radius equal to double the cylinder's radius and persists for the rest of the time left in the jutsu. This concealment functions like the smoke created by a smokebomb. Anyone starting their turn in this cloud automatically takes the cylinder's damage with no reflex save due to the scalding steam. Each round thereafter the cloud's damage decreases by 1d4 as it cools. The cloud can be dispersed by any wind over 50 mph and can be countered by wind style.

Name: **Ash clone** (Jutsu)

Technique cost:  12, Fire style

Prerequisites: Ash pile Burning jutsu, Clone jutsu, Transformation jutsu, Basic fire style

Chakra cost: 18 Per clone

Weaving: 2 Hands, Standard action

Effect: This Jutsu combines fire style with the ability to weave disguises and create clones. This allows the weaver to create a clone out of tightly compressed ash, gunpowder and charcoal. The clone functions like as the shadow clone jutsu but the clone cannot weave jutsu and the chakra cost is different. These clones never impart information to their creator when dismissed. The clone’s temperature and weight perfectly matches a humans and they cast shadows. When the clone takes damage it breaks as normal, but the clone explodes into a 20 ft burst of flammable ash exactly as the ash pile burning jutsu. If the clone is destroyed by a fire damage it immediately explodes, and if the fire damage was delivered by a melee attack the attacker gets no save against the explosion. If the user of this jutsu possesses Smoke clone or Fire clone jutsu they may use the weaving of this jutsu to create as many of whichever of the three types of clones as they desire. Each created clone counts as a jutsu that had 18 chakra spent on it for the purpose of countering. Each clone lasts 10 minutes at the end of which the user must pay their chakra cost again to maintain them. An ash clone that is dismissed or has it’s duration end may explode as if damaged should the creator desire it.

Name: **Caged heat arson prison** (Jutsu)

Technique cost:  12, Fire style

Prerequisites: Flame curtain jutsu, Advanced fire style, Basic fire style

Chakra cost:  34

Weaving:  2 Hands, breath, Standard action

Range: Medium

Effect: This jutsu encases the target in a prison of flames and then prepares to compact it until it forms an explosion. At first it appears to simply be a prison of fire surrounding the target and the square they occupy. Anyone passing through the cage of flames takes 8d4 fire damage automatically, with no save. If the target ends their turn inside the cage however they are subject to the explosion which causes 10d4 Bludgeoning and 10d4 fire damage with a reflex save to negate.  A creature that does not recognize the jutsu for what it is knows only that passing through the fire will badly burn them and will be flat footed against the reflex save to avoid the explosion. If the explosion slays a foe their body is damaged beyond all recognition and the remains are made unsuitable for any form of resurrection reliant on a body.

Name: **Fire within** [Metajutsu]

Technique cost:  12, Fire style

Prerequisites:Advanced fire style , Basic fire style

Chakra cost: x1.1 (+10%)

Effect: The process of melding chakra inside one’s body and using it to heat air is something that can be done even without the use of hands. A Ninja with this technique can ignore the hand requirements for any fire style jutsu they use, and if the jutsu did not have a breath component they now add one. Using this metajutsu increases the chakra cost of a jutsu by 10%. With this metajutsu the ninja may use most fire jutsu when entangled without a concentration check, and can even use them while bound and helpless, so long as they are conscious and can breathe.

Name: **Crossfire Hurricane Special** (Jutsu)

Technique cost: 13 , Fire style

Prerequisites: Advanced fire style, Basic fire style

Chakra cost: 20+

Weaving: 2 Hands, Standard

Range: Medium

Effect: This impressive fire style jutsu fires a burning ankh of flame towards the target, but  it’s power can be deceptive.  On the surface this jutsu is incredibly simple, the user makes a ranged attack roll against their target and on hit they deal  12d4 fire damage. For every 4 additional chakra the user increases the damage of this jutsu by 1d4. However the jutsu user may freely split the ankh into multiple flaming projectiles, allowing them greater flexibility. The jutsu user may divide up the damage dice as they want among multiple targets, or the same target, making a separate attack roll for each cluster of damage, or they may reduce the number of damage dice to add a +1 on all attacks being made for each die.  Thus even a basic jutsu without extra chakra could take the form of a dozen attacks for 1d4 fire damage against different foes, 6 attacks each for 2d4 fire damage against one foe, three attacks for 2d4 with a +6 bonus on all the rolls, or any other possible combination.

Name: **Mouse Hairball** (Jutsu)

Technique cost:  13, Fire style

Prerequisites:  Heat seeking heat jutsu, Sensing heat Jutsu, Wicked blue flame metajutsu, Advanced fire style, Basic fire style

Chakra cost: 10+

Weaving: 2 Hands, breath, Standard action

Range: Medium

Effect: This jutsu is a fast moving tracking projectile that splits and grows stronger over time. The user of the jutsu makes a ranged attack roll and on hit deals 2d12 fire damage. The biting blue flames of this jutsu ignore fire resistance but not immunity. The truth power of this jutsu comes out when it has time to build. If the initial attack roll misses then the projectile splits, making the attack more effective. A new attack is rolled automatically as a free action on the next turn with a +1 bonus and the damage increases by 1d12. This continues to occur until either the projectile has missed a total of 11 times, until the target leaves the range of the jutsu, or until a successful attack roll is made. These projectiles track using heat sensing abilities exactly as if they had the user's perception and the benefit of the sensing heat jutsu but they cannot be confused by other ambient sources of heat. If the target creates clones that mimic temperature all the current fireballs are evenly split among targets with any leftovers determined randomly. The attack roll made by this jutsu ignores all forms of cover including full unless the cover is complete enough to prevent something the size of a mouse from entering. Unlike most attack rolls the user may not choose to make called shots and may not voluntarily miss.

Name: **Stairway to hell** (Jutsu)

Technique cost:  13, Fire style

Prerequisites: Comet glide, Explosive vault, Hiding in fire jutsu, Water walking Jutsu, Wall climbing Jutsu, Basic fire style

Chakra cost: 30

Weaving: No hands, Swift action.

Range: Personal

Effect: Fire is a fundamentally frightening and dangerous force, but this jutsu turns it into a means of travel and escape. While under the effect of this jutsu the Ninja may freely traverse through fire. They may treat fire as a solid object that they can climb without the need for a climb check, and moving through any space containing fire does not use the ninja’s movement the first time they traverse that space. Even the superheated air left behind by a fire is enough to provide this passage. For the purpose of this jutsu the Ninja counts any square that contained an area of effect for a fire style as being on fire, even if the flame is no longer present or was extinguished. This jutsu also helps protect the ninja, causing them to take the minimum possible fire  damage from all fire effects until the end of the turn it was used on.

Name: **Fire Blowing Gavel** (Jutsu)

Technique cost:  14, Fire style

Prerequisites: Basic fire style

Chakra cost: 30

Weaving: 2 Hands, Standard action

Effect: This jutsu causes a deadly blast of flames to fly forth from the wielder, and then next round explode. This jutsu creates a 100 ft long 15 ft wide line of flames emanating from the jutsu user that deals 11d4 fire damage to foes caught inside with a reflex save for half. For every 5 additional chakra the user pays they increase the length of the line by 20 ft, the width by 10 ft and the damage by 1d4. On the jutsu user’s next turn the blast repeats, coming form the opposite direction in a second, faster and larger explosion that is the same length but Twice as wide. An opponent not familiar with this jutsu is flat footed against the return blast.

Name: **Merciless desert sun**  (Jutsu)

Technique cost:  14, Fire style

Prerequisites: Advanced fire style, Basic fire style

Chakra cost: 21

Weaving: 2 Hands, Full round action

Range: See description

Effect: The user of this jutsu creates miniature sun a mile high in the sky casting light and heat across a huge area. This sun creates a 1 mile radius of bright light, a 1 mile radius of normal light, and a 1 mile radius of dim light in concentric circles expanding outward in that order. The radius of bright light is considered an area of extreme heat, the area of normal light is considered severe heat, and the radius of dim light is considered very hot. If the jutsu is used either at night or in a cold climate then each temperature rating is 1 lower, or two lower if it's night-time and a cold climate, though this never reduces the temperature in that area below it's starting point. This burning sun lasts as long as the jutsu user spends their full round action maintaining it. Despite it's sunlike appearance this massive orb does not actually deal any damage as the chakra is primarily light rather than true fire.

Name: **Sweeping Phoenix wing** (Jutsu)

Technique cost:  14, Fire style

Prerequisites: Running fire jutsu, Basic fire style

Chakra cost: 24+

Weaving: 2 Hands, Full round action

Effect: At first glance this jutsu seems to be very simple, a long powerful line of flames, but it’s power comes from the user’s ability to maintain it. This jutsu creates a 120 ft line that deals 12d4 fire damage to all in it’s path with a reflex save for half. For every 4 additional chakra the user wishes to pay they may increase the length of the line by 10 ft and the damage by 1d4. After using the jutsu the user may choose to remain in place and continue to focus on their jutsu, if they do they become flat footed until either their next turn, or they can choose to abandon the jutsu in order to apply their dex against an incoming attack they perceive. At the start of the Ninja’s turn they may sweep the fire in a huge swath of destruction. They may draw a new line, up to 90 degrees in another direction from the original, and if they do this jutsu’s damage applies not only to the new area, but also to the previous rounds area, and to all the spaces in between. Each turn they continue to maintain the jutsu they may keep sweeping the line in the same fashion and it continues to deal damage in all precious areas of effect. Thus if continued for five turns they could fully encircle themselves in a massive burning ring. The Ninja may continue to concentrate on this jutsu for up to a full minute, but they only pay chakra on the initial round.

Name: **Ash clone** (Jutsu)

Technique cost: 15, Fire style

Prerequisites: Ash pile Burning jutsu, Clone jutsu, Transformation jutsu, Advanced fire style, Basic fire style

Chakra cost: See description

Weaving: 2 Hands, Standard action

Effect: This Jutsu combines fire style with the ability to weave disguises and create clones. This allows the weaver to create a clone out of tightly compressed ash, gunpowder and charcoal. The clone functions like as the shadow clone jutsu, but the clones cost 3 chakra each after dividing the user’s chakra up. These clones cannot weave jutsu but they do still have melded chakra equal to what was spent to create them. These clones never impart information to their creator when dismissed. The clone’s temperature and weight perfectly matches a humans and they cast shadows. When the clone takes damage it breaks as normal, but the clone explodes into a burst of flammable ash with a radius of 5 ft per 4 melded chakra the clone had. If exposed to flame this cloud explodes for 1d4 damage for every 4 melded chakra the clone had. This otherwise functions exactly as the ash pile burning jutsu. If the clone is destroyed by a fire damage it immediately explodes, and if the fire damage was delivered by a melee attack the attacker gets no save against the explosion. If the user of this jutsu possesses Smoke clone or Fire clone jutsu they may use the weaving of this jutsu to create as many of whichever of the three types of clones as they desire. Each created clone counts as a fire style jutsu and lasts 1 minute, at the end of which the user or their clones may pay 3 chakra per clone to maintain them. An ash clone that is dismissed or has it’s duration end may explode as if damaged should the creator desire it.

Name: **Burning Aegis** (Jutsu)

Technique cost:  15 Flame Curtain, Fire style

Prerequisites: Cutting flame, Flame curtain jutsu, Fire lightning jutsu, Advanced fire style, Basic fire style

Chakra cost:  25+

Weaving: 2 Hands, Immediate

Range: Personal

Effect: This jutsu instantly creates a powerful blast of flames around the user, to protect them from incoming attack. The Jutsu user deals 8d4 fire damage to any creature or weapon adjacent to it with a reflex save for half. This damage ignores the first 10 points of an objects hardness. The user may increase the chakra cost to increase the damage by 1d4 for every 5 extra chakra spent. If there is a creature wielding a weapon the wielder must make two reflex saves, and the lower result is always used for their weapon. This jutsu can even be used in response to being attacked by a ranged destroy the projectile before it can harm the jutsu user. Lastly this jutsu can be used to counter any elemental jutsu, regardless of the element that normally would counter it. Additionally this jutsu provides the user the benefit of improved cover until their next turn

Name:  **Great Flame Flower** (Jutsu)

Technique cost:  15, Fire style

Prerequisites: Phoenix fire Jutsu, Master fire style,  Advanced fire style, Basic fire style

Chakra cost: 30

Weaving: 2 Hands, Breath, Standard action

Range: Long

Effect: This powerful jutsu causes massive balls of flame to bombard the enemy. Each ball of flame creates a 20 ft blast of fire dealing 15d4 fire damage with a reflex save for half.  For every 30 extra chakra another fireball is created. Any creature or object caught by more than one fireball totals the damage before making a single save and applies hardness or fire resistance only once.

Name:  **Master Fire style** (Technique)

Technique cost:  15, Fire style

Prerequisites: Advanced fire style, Basic fire style,

Effect: Someone with this technique is incredibly potent when manipulating fire. Any damage the user inflicts with a fire style jutsu now deals an extra 1 damage per die. Additionally Anyone attempting to counter a fire style jutsu used by someone with this technique must now match the amount of chakra spent on the fire style instead of needing only half as much.

Name: **Pyroclastic Pearl** [Technique] (MetaJutsu)

Technique cost:  16 or 20, Fire style

Prerequisites: Master fire style, Advanced fire style, Basic fire style

Chakra cost:

Weaving: See description

Range:

Effect: A Ninja with this impressive metajutsu can focus and compress their flames before releasing them to greatly improve their power. This metajutsu can be applied to any fire style the user wishes by increasing the weaving time by a full round action. While weaving in this way the user is flat footed, though they may choose to abandon their weaving in order to apply their dexterity against an incoming attack. In exchange for this build up of power the jutsu being used deals an extra 1 damage per die and rather than roll it’s damage uses the maximum possible result on all dice. This metajutsu does not increase a jutsu’s chakra cost, however chakra must be paid when the user begins melding and is lost if the melding is interrupted. With great master the user may even compress their flames more. This technique can be taken a second time, at a technique cost of 20. This allows the user to spend a second full round focusing in order to add another +1 damage per die and deal %150 of the maximum possible damage.

Name: **Dragon’s demense** [Technique]

Technique cost:  16, Fire style

Prerequisites: Sunset embers jutsu, Presence of the dragon technique, Master fire style, Advanced fire style, Basic fire style

Effect: A Ninja with this technique is a master at evoking flames near them and turning them into unexpected attacks. When using a firestyle jutsu the Ninja may have the jutsu originate from any square containing fire within the aura granted by Dragon’s presence as if the user were standing there. Thus they could create clones adjacent to that fire, project cones or other area of effects from it, or even use hiding in fire to conceal themself in those flames, effectively teleporting. The first time an opponent witnesses this ability they are flat footed against the jutsu being used. This technique has no chakra cost and doesn’t require an action.

Name: **Exploding flame formation** (Jutsu)

Technique cost: 16, Fire style

Prerequisites: Advanced fire style, Basic fire style, basic explosives, summoning jutsu

Chakra cost:  30

Weaving: 2 hands, Full round action

Range: Close

Effect: The user of this jutsu summons a small swarm of explosive tags which immediately move towards the target. First the target must make a reflex save or be entangled. Following that, regardless of success of failure the tags explode in a massive 20 ft blast dealing 12d6 damage with a second reflex save for half. If the target was first entangled by this attack they are also treated as if the attack had been a called shot to the legs. Additionally any techniques the user has that benefit explosive tags also apply to this jutsu.

Name:  **Fear the flame** [Technique] (Metajutsu

Technique cost:  17, Fire style

Prerequisites: Golden fire of hope, Basic fire style

Chakra cost: x1.1 (+%10)

Effect: To fear fire is only natural, all creatures of the world instinctively flee the flame, this ability merely enhances that effect. A fire style jutsu modified by this metajutsu causes a deep and abiding fear in the minds of those who witness it. Anyone observing the modified fire style jutsu must make a will save against it’s save DC or be shaken. Those who fail their save must make a new save next round or be frightened, and those who fail that save must make another save the round after to avoid being panicked. This is a mind affecting fear effect and it persists as long as the victim can see the flames. They May choose to avert their gaze or close their eyes as if this were a gaze effect The fir.e also grants the user a circumstance bonus to their intimidate skill equal to half the user’s level while it is visible. This Metajutsu increases the chakra cost of the base jutsu by 10%

Name:  **Great Flame Rasengan** (Jutsu)

Technique cost:  17, Fire style

Prerequisites: Rasengan, Master fire style, Advanced fire style,  Basic fire style,

Chakra cost:  40

Weaving: 1 Hand, Standard action

Range: Touch

Effect: The user of this Jutsu forms a tight compact ball of spiraling fire which they then strike a foe with. This Jutsu deals 10d8 Fire and bludgeoning damage on a melee touch attack. After being struck the target is pushed back a distance equal to the amount of damage dealt, rounded up to the nearest 5 ft. At the end of this push the compact ball of flames explodes into a huge blast with a radius equal to the distance the target was pushed. Every creature in this area of effect must make a reflex save or take another 10d8 damage, the creature struck automatically fails this save.

Name: **Kindlesoul** [Technique]

Technique cost:  17, Fire style

Prerequisites: Advanced fire style, Basic fire style

Effect: Most Ninja have some experience with pushing themselves, burning their life energy in order to gain extra chakra, but this ability allows the Ninja to burn more than their health, they can incinerate their reason, sanity, strength, even their very soul to gain power. A Ninja with this technique can now burn any of their ability scores to produce chakra, instead of just constitution. Additionally the ninja gains 2 extra chakra for each point of ability damage taken due to this process. Lastly a Ninja may choose to permanently reduce any of their ability scores to gain 10 chakra per point of ability score loss and increase their maximum daily chakra by the same amount. This reduction can be done as a swift action or as a free action as part of a jutsu and it’s effects are irreversible.

Name: **Sorcerous Scorch** (Jutsu)

Technique cost:  18, Fire style

Prerequisites: Sensing heat, Heat seeking heat, Master fire style, Advanced fire style, Basic fire style

Chakra cost: 30

Weaving: 2 Hands, Standard action

Range: Long

Effect: This jutsu fires burning bolts of flame that track their foes and strike like magic. This jutsu fires 10 burning projectiles that deal 1d4+1 fire damage each that can divided among one or more targets within range. These projectiles never miss and there is no saving throw. Damage is totaled before being applied to a target, thus fire resistance applies only one per target. A foe cannot use substitution jutsu to avoid the damage of this attack. For every 6 extra chakra the user pays they create an additional projectile.

Name: **Heavenly Prison** (Jutsu)

Technique cost:  18, Fire style

Prerequisites: Master fire style, Advanced fire style, Basic fire style, Basic sealing jutsu

Chakra cost: 38

Weaving: 2 Hands, Standard action

Range: Touch

Effect: The user of this jutsu creates an incredibly powerful seal with several effects that work well together. Upon making a successful touch attack the target is allowed to make a will save, on success they negate the jutsu, if they fail however their body becomes covered in the heavenly prison seal. First and foremost this Jutsu drains 1 chakra per round it remains on someone. This chakra loss cannot cause a creature to expend chakra it doesn't have and cannot force a creature to suffer chakra burn. Much more problematic however it also absorbs chakra being used for Jutsu. Anytime a Ninja attempts to use a jutsu while under the effects of the seal it consumes the chakra and prevents the jutsu from activating. Though the process is not perfect. By paying three times the normal chakra cost the user may still manage to activate the jutsu, while the other two thirds of chakra are absorbed. For example trying to use a jutsu normally costing 10 chakra would require expending 30 chakra, 20 of which would be fed into the seal. Additionally any jutsu that are successfully performed have a -4 to their save DC'S And deal damage 1 step smaller than normal. But the situation is even worse than that. At the time this jutsu is used the user designates a certain area. If the target ever leaves that area while the seal is still on them it will detonate, dealing 1d4 fire damage for every 4 chakra the seal has absorbed with no saving throw. The Longer someone is imprisoned the more impossible escape becomes. Lastly, if desired the user of this Jutsu may choose to detonate it at any time as an immediate action. This powerful technique has one major weakness however: Water. The seal vanishes if the target becomes submerged in water. Unless dismissed by the user or countered this jutsu remains in effect indefinitely.

Name: **Flight of Hermes** (Jutsu)

Technique cost:  18, Fire style

Prerequisites: Explosive vault, Comet glide, Advanced fire style, Basic fire style

Chakra cost: 18

Weaving: Free, no hands

Range: Personal

Effect: The user of this jutsu gains the power of flight itself. The user of this jutsu gains an 80 ft perfect fly speed until the start of their next turn and if needed they are capable of moving even faster. For every 2 extra chakra the jutsu user gains an extra 10 ft of fly speed. If the jutsu user does nothing but move during their turn they can instead move at ten times their normal speed in a straight line. If the jutsu user wishes they may continue paying the jutsu’s chakra cost in order to maintain it over multiple rounds.

Name: **Countdown to launch** (Jutsu)

Technique cost:  19, Fire style

Prerequisites: Flight of the heavens jutsu, Dragon’s demense tehcnique, Presence of the dragon technique, Explosive vault jutsu, Comet slide jutsu, Advanced fire style, Basic fire style

Chakra cost: 18+

Weaving: Free or Immediate

Range: Medium

Effect: This incredible jutsu combines several distinct arts into a single incredible power, the ability to give high speed flight to nearly anything. This jutsu has several uses. First and foremost The Ninja may give themself, other creatures, or even objects, flight exactly as per the Flight of Hermes jutsu with the chakra cost being paid per creature or object affected. An object must be 200 lbs or less and not secured to the ground to be targeted, any heavier and it requires an extra 18 chakra per additional 200 lbs, chakra spent in this way does not increase any of the other factors such as speed or damage. This allows them to potentially allow their entire team access to precise high speed flight. This jutsu may also be used as an immediate action instead and if done so the jutsu user may immediately move the target or targets up to the maximum fly speed it was granted. If the target is unwilling it may make a fortitude save to resist being moved. This allows the jutsu user to slide objects into the way of attacks, hurl enemies away, or even scoot allies to safety. If this jutsu is used to hurl an object at a foe it functions as a normal ranged attack that deals damage as either an improvised weapon or as a thrown weapon but adds the ninja’s dexterity bonus to the damage. For every 18 extra chakra spent to hurl an object it deals it’s damage again. This  36 damage spend to hurl a greatsword would deal 4d6+ (dex bonusx2) damage. If an enemy is thrown into an object it takes damage as if it had fallen the distance it was moved. An enemy that fails it’s save and is forcibly moved may make a new fortitude save at the start of each of it’s turns to break free, but if it fails it cannot move from the space it was forced into.

Name: **Flames of rage** (Jutsu)

Technique cost:  19, Fire style

Prerequisites: Golden flame of hope, Basic fire style

Chakra cost: 20

Weaving: 2 Hands, standard action

Range: Medium

Effect: This jutsu fills it’s targets with a deep and burning rage that pushes one to their limits. The jutsu user fills their allies with a fierce battle rage. Affected allies gain a +8 morale bonus to strength, a 30 ft increase to base land speed, The ability to make an extra attack at their highest bonus on a full attack, +4 on will saves, and 20 temporary hit points. Affected creatures however suffer from a -2 penalty to armor class and cannot use any mental skills other than intimidate. The effects of this jutsu last 1 minute at the end of which the targets are fatigued until they get 10 minutes of rest. This jutsu cost 20 chakra per target.

Name: **Gunpowder Gargant** (Jutsu)

Technique cost:  19, Fire style

Prerequisites: Burning ash pile jutsu, ash clone, Master Fire style, Advanced fire style, Basic fire style, Character level 15

Chakra cost: 100

Weaving: 2 Hands, full round action

Range: Medium

Effect: This incredible jutsu summons a massive behemoth of ash and gunpowder to battle it’s foes with crushing strength and detestation explosive power. This Jutsu summons an Elder earth elemental with the giant template applied twice. This golem follows the creators mental commands to the best of it’s ability though it has no intelligence or memories of it’s own and uses the creator’s skill ranks. When this creature is reduced to 0 hp, or exposed to any ammount of fire or electric damage it immediately explodes in a blast that deals 20d4 damage in a 60 ft blast around it with a reflex save for half. After this explosion a new elder elemental with the giant template appears and serves the creator. Each sucessively smaller and weaker elemental likewise explodes and creates another when defeated or exposed to any fire or electric damage. The giant elder elemental will explode in a 40 ft blast that deals 15d4 damage and then creates a regular elder elemental. The elder elemental will explode in a 30 ft blast of 10d4 damage and create a greater elemental. The greater elemental explodes in a 25 ft blast that deals 8d4 and creates a huge elemental. The huge elemental explodes in a 20 ft blast that deals 6d4 damage and creates a large elemental. The large elemental explodes in a 15 ft burst that deals 4d4 damage and creates a medium elemental. The medium elemental explodes in a 10 ft blast of 2d4 damage. And creates a small elemental. The small elemental explodes in a 5 ft blast that deals 1d4 damage. Each elemental lasts 8 hour before downgrading to the next smaller kind. This downgrading may or may not be explosive, as the creator wishes. At any point before the small elemental vanishes the jutsu user can pay the jutsu cost to revert it all the way back to a doubly giant elder elemental. Until the elemental reaches huge size it benefits from the Kaiju rules.

Name: **Blaze Release** (Technique) [MetaJutsu]

Technique cost:  20, Fire Style

Prerequisites: Master Fire style, Advanced Fire Style, Basic fire style, Igniting metajutsu

Chakra cost: x5

Weaving: See description

Effect: This is the highest level of fire release, allowing the user to call upon the black flames known as Amaterasu. When using any fire style Jutsu, the user may multiply the base chakra cost by five. In exchange their fire is replaced by black flame. This has several important qualities. First of all, when a Blaze release jutsu is combined with any elemental jutsu it is always augmented, never countered. This is because it's flames are hot enough to ignite even water or regular fire. Secondly any fire style technique modified by blaze release allows a reflex save to completely negate it, even if the initial jutsu did not allow a save, or normally saves for half. More importantly, any fire damage inflicted by a blaze release technique completely ignores fire resistance or immunity as well as hardness and the damage continues to be inflicted every turn for 7 days and 7 nights, which obviously all but guarantees death. Likewise any fire started using this jutsu will be almost impossible to extinguish and will burn for the same duration. Someone struck by a blaze release technique is extremely likely to die, but may be able to survive if they can spend their next standard action removing their armor, if any. Someone without armor of any kind, or someone who did not use their first standard action after being hit has only one recourse; Amputate the burned area of their body by being subjected to a coup de gras from an ally or them self.

Name: **Scorching Hell** (Jutsu)

Technique cost:  20, Fire style

Prerequisites:Flame blowing Gavel jutsu, Master fire style, Advanced fire style , Basic fire style

Chakra cost: 4+

Weaving: 2 Hands, Standard action, see description

Range: Long

Effect: This Jutsu creates an intense flame that erupts from the earth in a massive explosion of flames that the jutsu user may feed with their chakra. When first used this jutsu may plant embers anywhere within the range of the jutsu. Each ember costs just 4 chakra and these embers exist buried as deep in the earth as the jutsu user desires, within range. Once created these embers last 8 hours, and any time during this period the jutsu user may feed the embers chakra to awaken them as a free action. Awakening the ember costs 4 chakra and causes each ember to burn with a 20 ft tall 5 ft radius pillar that deals 1d4 fire damage with a reflex save for half, these pillars burn for 1 minute before extinguishing. As a swift action, or as part of the free action used to awaken them, the jutsu user may pay more chakra, in increments of 4 to add 20 ft to the height of the pillars, 5 ft to their radius, and 1d4 to their damage and the duration resets back to 1 minute. The Jutsu user cannot choose to grow only some embers, they must all expand at once. In the fist round a pillar becomes visible a target is flat footed on their reflex save. If this jutsu is used with any metajutsu then the chakra cost increase, and any increase to the weaving time applies instead to the swift action used to feed the jutsu, rather than it’s initial weaving.

Name: **World in flames** (Jutsu)

Technique cost:  20, Fire style

Prerequisites: Phoenix fire jutsu, Igniting metajutsu, Running fire jutsu, Fire dragon bullet jutsu, Fireball jutsu, Master fire style, Advanced fire style, Basic fire style

Chakra cost: 40

Weaving: 2 Hands, full round action.

Range: Long

Effect: This jutsu represents the most intense expression of precisely targeted fire style, burning exactly where the user wishes and nowhere else. This jutsu creates flame in up to 200 distinctive, 5 ft squares within the range of the jutsu. These flames deal 10d4 fire damage with a reflex save for half. Additionally the jutsu user may make a ranged touch attack against every enemy they can see within range of the jutsu, and on hit they deal 10d4 fire damage. For every 40 extra chakra the user pays they add another 100 squares and increase the damage of both the area of effect and touch attacks by 5d4. This jutsu is precise enough  that the user never accidentally harms a creature, object, or part of the environment they do not intend to target.