Earth Style

Name: **Earth shackle** (Jutsu)

Technique cost:  1, Earth style

Prerequisites:  Basic Earth style

Chakra cost: 3

Weaving: 1 hand, Swift action

Range: Medium

Effect: This simple jutsu causes rock to form around a target's ankle in an attempt to root them in place. The target of this jutsu must make a reflex save or have their foot captured. Their movement speed reduces to 0 and they must roll twice and take the worse result on all reflex saves until they escape. The target does however receive a +10 bonus to their CMD and saves against any effect that would move them from their square. If the target is contact with a stone surface such as a wall they can even be shackles to that surface. Some ninja use this to anchor themselves to walls or ceilings in lieu of wall climbing jutsu. Pulling free from the stone requires either a strength or escape artist check DC 18 as a standard action. The shackle can also be destroyed by attacks normally, it has 15 hp and 6 hardness.

Name: **Mud wall** (Jutsu)

Technique cost:  1, Earth style

Prerequisites: Basic Earth style

Chakra cost: 1 per 5 ft square

Weaving: 2 Hands, Standard action

Range:  Medium

Effect: This is the most basic of all earth style jutsu, the creation of a wall of dense mud that instantly hardens to stone. Commonly this jutsu uses nearby earth or stone but if none is available the user may disgorge a small amount of mud that rapidly expands into a full wall when it touches the ground. For every point of chakra expended the user creates up to a 5 ft cubic block of hardened mud with 3 hardness and 20 hit points. The created squares must each be adjacent to at least one other and must be supported. A 5 ft tall cube provides cover while a second one stacked on top is enough to provide full cover. The earth and mud rises up from the ground slow enough to give creatures a chance to make a reflex save in order to move to a space within their land speed that is not filled with stone. Due to its initial formation as mud this jutsu cannot create a square of stone that is unsupported from below. As such it cannot create a sealed cube, nor an archway. Once formed these mud walls are permanent.

Name: **Rock Weapon** (Jutsu)

Technique cost:  1, Earth style

Prerequisites:  Basic Earth style

Chakra cost: 1 per minute or 5 per minute

Weaving: 1 hand, Swift action

Range: Personal

Effect: This simple jutsu turns existing rock or stone into a weapon nearly instantly. The user may spend 1 chakra to create any melee weapon they can wield out of nearby earth or stone as long as it doesn't rely on complex mechanisms, unusual materials or chemical reactions. A greatsword, Warhammer, whip or gauntlet could be made for example, while a syringe spear or chainsaw could not. By paying 5 chakra instead the user may create a more powerful version of the weapon that deals damage as if it were 1 size category larger than a normal weapon of its kind, and taking the -2 penalty to attacks, but without changing the number of hands required to wield the weapon. The weapon lasts for 1 minute or until it has been out of the wielder's hands for 1 full round. If desired the jutsu user may pay the cost again at the end of the minute to extend the duration another minute without using an action or weaving new signs.

Name: **Scribing stone** (Jutsu) and [Technique]

Technique cost:  1, Earth style

Prerequisites: Basic Earth style

Chakra cost: 1

Weaving: 2 Hands, Full round action

Range: Long

Effect: This humble jutsu allows the ninja to alter the earth and stone in the most humble of ways, by inscribing in it. This jutsu allows the ninja to carve detail into any stone, dirt, sandy or earthen surface. Every 1 chakra spent can affect up to a 5 ft square area. It can be used for anything from writing messages to creating elaborate carvings to petty vandalism. This jutsu causes no damage to the objector surface, but the changes it makes are permanent. The user of this jutsu may even choose to target surfaces that they can only see one side of. They could for example look at once side of a stone wall and carve a message on the other size. Lastly, anytime a ninja with this jutsu uses another earth style jutsu they may pay 1 chakra to cause any affected earth and stone to take on an elaborate, engraved, carved, detailed or otherwise unique appearance as they see fit. This does not otherwise alter the jutsu in any way.

Name: **Butterfly tremble** (Jutsu)

Technique cost:  1, Earth style

Prerequisites:  Basic Earth style

Chakra cost: 2

Weaving: 2 Hands, Standard action.

Range: Medium

Effect: This basic jutsu causes the nearby dirt and rock and sand to lift into the air forming a dense cloud. This creates a 20 ft radius cloud that provides full concealment against any creature more than 5 ft away and partial concealment against adjacent creatures. For every 2 extra chakra the user pays they increase the area of effect by 10 ft. Any wind style jutsu can be used to counter this jutsu as if it were lighting style. Additionally a wind faster than 30 mph also disperses the cloud. If desired a ninja with this jutsu can also use it to counter another instance of itself or another dust cloud, pulling the dust and dirt from the air. If not countered in some way the cloud lasts 1 minute.

Name: **Dowsing** (Jutsu)

Technique cost:  2, Earth style

Prerequisites: Basic Earth style

Chakra cost: 1

Weaving: 2 Hands, Full round action

Range: Personal

Effect: In a survival situation the ability to locate water is vitally important. The user of this jutsu is able to sense and pinpoint all significant sources of water that are in contact with the earth out to a range of 500 ft. This jutsu can locate lake’s, rivers, streams, springs, and even underground water sources.

Name: **Earth flow river** (Jutsu)

Technique cost:  2, Earth style

Prerequisites: Basic Earth style

Chakra cost: 4+

Weaving: 2 Hands, Standard action

Range: Medium

Effect: This simple but effective jutsu converts any area of rock, mineral, clay or stone into a thick deep puddle of mud in an attempt to mire an opponent. This creates a 10 ft radius of very deep mud that counts as very difficult terrain, each square of which uses 20 ft of movement to pass. Any creature in the area of effect when it's created must also make a reflex save or be entangled. For every 4 extra chakra expended the radius of the mud pool increases by 10 ft. This jutsu cannot be used in an area without any form of earthen element such as on a frozen lake or inside a metal (but not concrete) building. The mud created by this jutsu lasts 1 minute before it hardens back to its original density.  This jutsu is also useful for destabilizing stone structures or causing cave ins or mudslides.

Name: **Erebus Equip** (Jutsu)

Technique cost:  2, Earth style

Prerequisites:  Basic Earth style

Chakra cost: 1+

Weaving: 2 Hands, Swift action

Range: 0 ft

Effect: This jutsu draws minerals and hard rock from the earth to serve as armor or shield for it’s creator. This jutsu costs chakra equal to the armor or shield bonus provided by the equipment, min 1. This jutsu can emulate any type of armor or shield, even if it’s not normally made of rock or steel. Created items can appear in the ninja’s hands or already donned on their person. Equipment created by this jutsu lasts 16 hours and can be removed or freely given to others.

Name: **Rock trail** (Jutsu)

Technique cost:  2, Earth style

Prerequisites:  Basic Earth style

Chakra cost: 4 per 15 ft

Weaving: 2 Hands, Standard action

Effect: This simple jutsu causes an eruption of jagged rocks from the ground in a straight line coming from the user. The most basic use of this jutsu creates a 15 ft line, deals 2d4 piercing damage and allows the user to make a CMB roll to trip creatures in the area of effect, adding the damage dealt to their base attack rather than their strength bonus. Creatures in the area of effect may make a reflex save which halves the damage and makes them immune to the tripping effect. For every 4 extra chakra the user pays they extend the length of the line by 15 ft and increase the damage by 1d4.

Name:  **Coal admixture**  [Metajutsu]

Technique cost:  3, Earth style

Prerequisites:  Basic Earth style

Chakra cost: x 1.1 (+10%)

Effect: This metajutsu draws not only on stone, but also on natural coal from deep inside the earth. This allows any earth style jutsu to augment fire style Justus's as if it were wind style. Using this metajutsu increases the chakra cost by 10%.

Name: **Earth flow spears** (Jutsu)

Technique cost:  3, Earth style

Prerequisites: Earth flow river jutsu, Basic Earth style

Chakra cost: 1

Weaving: 2 Hands, Standard action

Range: Medium

Effect: This jutsu forms one or more spears of mud and stone from the earth to impale opponents. This jutsu has the same restrictions on terrain as earth flow river. At its simplest this forms a single spike that deals 1d8 piercing damage with a reflex save to negate. For every 4 extra chakra spent another spike is formed that can either target a separate creature or the same one. Each spike is a separate effect allowing its own reflex save and dealing its own instance of damage, making this attack a poor choice against more durable opponents with damage reduction or hardness. Regardless of how much chakra is paid a creature cannot be targeted by more spikes than the number of earthen squares around it. Thus a medium creature cannot be targeted by more than 9 spikes typically.

Name: **Hiding like a Mole** (Jutsu)

Technique cost: 3, Earth Style

Prerequisites: Basic Earth style

Chakra cost: 2 per round

Weaving: 2 hands, Swift action

Range: Personal

Effect: This jutsu converts all the rock and earth near the user into loose soft sand that they can quickly dig through before it re-solidifies once they pass. The user gains a Burrow speed of 20 ft and they leave no visible trace or usable tunnel. If they are not adjacent to the surface of the ground the ninja is undetectable by normal means. The user gains 5 ft tremor sense and blindsense allowing them to sense what goes on around them. This jutsu does not allow the user to breathe while under the earth however so the user will have to hold their breath while so immersed.

Name:  **Earth Dragon Bullet** (Jutsu)

Technique cost: 4, Earth style

Prerequisites: Basic earth style

Chakra cost: 8+

Weaving: 2 Hands, standard action

Range: Long

Effect: This Jutsu  creates a powerful mud dragon skull that opens its mouth in a huge roar before spewing forth projectiles in a deadly spray. The user makes a ranged attack roll and on hit deals 4d4 piercing damage. For every additional 4 chakra the user expends they increase the damage by 1d4. The projectiles created by this technique are also highly flammable, this jutsu can be augmented by fire style jutsu.

Name: **Mole Tunneling** (Jutsu)

Technique cost:  4, Earth style

Prerequisites:  Hiding like a mole Jutsu, Basic Earth style

Chakra cost: 3 chakra per 15 ft

Weaving: 2 Hands, Standard action

Range: Short

Effect: This jutsu creates a large traversable tunnel on command. The tunnel created is anywhere from a few inches to up to 10 ft in diameter and extends 15 ft long for every 3 chakra spent. The tunnel can extend through the earth in any direction desired and can be formed in any sand, dirt, or unworked stone. Any earth that is part of an active jutsu, is unaffected, but permanent earth created by a jutsu can be affected normally. This tunnel forms slow enough that any creature in the area where the tunnel is to be made may automatically move to an outer edge, it cannot be created under a foe to drop them suddenly.

Name: **Stone Shuriken** [Technique]

Technique cost:  4, Earth style

Prerequisites:  Rock weapon jutsu, Basic Shurikenjutsu, Basic Earth style

Effect: Any earth style jutsu that requires a ranged attack roll, including ranged touch attacks, can be shaped into Shuriken or kunai at no additional cost. This allows them to deal slashing damage even if they normally would not and allows them to benefit from any techniques, feats, class features or Justus's that apply to shuriken weapons.

Name:  **Wine from stone** (Jutsu)

Technique cost:  4, Earth style

Prerequisites: Coal adamixture, Basic Earth style

Chakra cost: 3+

Weaving: 2 Hands, 1 minute

Range: 5 ft

Effect:This humble jutsu calls upon earth and coal from the ground to filter and purify water. Every 3 chakra spent can purify 1 gallon of water, regardless of how contaminated it was. This jutsu can even turn silt, mud, or seawater into crisp clean perfectly drinkable water. Additionally if the ninja is within 200 ft of an underground water source that they can sense or detect then they may spent 8 chakra to draw that water up to the surface and create a simple stone spout for it to pour from.

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

Technique cost: 5

Prerequisites: None

Effect: Someone with this technique takes no penalty to identify earth style Jutsu, and can learn earth style techniques and jutsu. Earth style jutsu counters water style, is countered by lightning style, and can be used to augment wind style. Additionally earth jutsu may use existing earth and stone that is created by another jutsu as material, as long as it is not attended. Thus a ninja could create a rock weapon by using the earth created by an earth shackle jutsu, freeing themself in the process.

Name: **Bullet rock** (Jutsu)

Technique cost:  5, Earth style

Prerequisites:  Basic Earth style

Chakra cost: 6+

Weaving: 2 Hands, Standard action

Range: Medium

Effect: The user of this jutsu calls forth a rock and hurls it at the target, this can range from a small stone to a huge boulder. The user makes a ranged attack roll and on hit deals 4d4 bludgeoning damage. The square the projectile lands in becomes difficult terrain. For every 5 additional chakra spent the damage increases by 1d4 and 1 more adjacent square of difficult terrain is created as the rock takes up more and more space. If desired a square of difficult terrain can be stacked on top of another to create a 5 ft tall rock with 3 hardness and 15 hit points. Each square placed on top of another can increase the height of the rock by 5 ft. Even the creature struck by the attack is able to wind up on top of the rock rather than under it. Thus this jutsu cannot be used to pin a creature under the thrown rock.

Name: **Earth flow wave** (Jutsu)

Technique cost:  5, Earth style

Prerequisites: Earth flow, Basic Earth style

Chakra cost: 6+

Weaving: 2 Hands, Standard action

Effect: This Jutsu creates a roiling wave of rock that carries the user safely on top of it while sweeping away all others. This effect creates a 30 ft long and 5 ft wide area of effect. The user moves to any point in the area of effect as part of using the jutsu. Other creatures however must make a reflex save or be rendered prone, and be pushed to any space adjacent to the area of effect that the user desires. For every 8 additional chakra the user may extend the length of the line by 30 ft or the width of the line by 10 ft. The wave created by this jutsu reaches a maximum height equal to a tenth its length and any terrain features such as trees or boulders that the wave is taller than can be uprooted and moved aside in the same way as creatures. The rock wave itself vanishes when the jutsu ends.

Name: **Insulated stone** (Technique), [Metajutsu]

Technique cost:  5, Earth style

Prerequisites:  Basic Earth style

Chakra cost: x 1.1 (+10%)

Effect: This jutsu allows the user to pack the stone and dirt created by their jutsu with dense sand and natural insulators like raw rubber and wooden roots. An earth style jutsu modified by this metajutsu increases it’s hardness by 1, it’s hit points by 5, and cannot be countered by a lightning style jutsu. Likewise the countless disruptions inside the earth block blindsight, blindsense, and tremor sense and prevent a creature from burrowing through using any means other than actually destroying the obstacle. This technique increases the jutsu's cost by 10%

Name: **Trembling earth** (Jutsu)

Technique cost:  5, Earth style

Prerequisites: Basic sensory jutsu, Basic Earth style

Chakra cost: 1 per minute or 4 per 8 hours

Weaving: 2 Hands, swift action

Range: Personal

Effect: This jutsu grants the user the ability to sense vibrations in the earth. This sense is not dependant on sight whatsoever and can be used as long as the ninja is touching the earth, floor or walls. This jutsu allows the ninja to detect anything moving along the ground within 20 ft. This functions as tremorsense. This ability includes detecting human beings and living animals, even if they arn’t actively moving the small shifts as they breathe and stand make them visible. This allows the ninja to pinpoint such creates but does not allow them to ignore miss chance or concealment. Additionally this jutsu allows the user to sense when something doesn’t have weight, such as many types of clones. This keen sense of weight and movement is also extremely useful for evaluating trade goods and craftsmanship as well as reading body language, granting a +4 bonus to craft, appraise and sense motive checks. Furthermore the ability to sense shifts in the earth before an earth style jutsu is released allows the user to better protect them self from earth style attacks. This takes the form of a +4 on saves and ac against earth style jutsu and against such attacks the ninja is treated as having evasion. For every 2 extra chakra the user expends the radius of their sense increases by 20 ft. Once activated this earth 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 crafting checks and this jutsu costs 4 chakra for 8 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:  **Across the earth** (Jutsu)

Technique cost:  6, Earth style

Prerequisites: Earth flow wave, Body flicker, Earth flow, Basic Earth style

Chakra cost: 1+

Weaving: No hands, free action

Effect: By pushing the earth beneath the jutsu user’s feet they may dramatically advance their movement options. This jutsu can be used anytime the ninja moves under their own power, for every 1 chakra they pay they may increase the movement by 5 ft. This includes movement such as jumping and even 5 ft steps. Additionally any bonus movement granted by this jutsu never incurs penalties for difficult terrain. Another use of this ability is to move when the user would normally be unable. As a full round action the ninja may  “move” 0 ft, which they can then modify as normal using this jutsu. This allows them to propel themself even if they would be tied and helpless or paralyzed, so long as they can take mental actions. The true power of this jutsu comes form it’s ability to helps the user travel overland. By paying 10 chakra when using overland travel they may move double their normal overland speed, and always count as if traveling over highway, never incurring a penalty to movement even in areas such as high mountains.

Name: **Earth and stone dragon** (Jutsu)

Technique cost:  6, earth style

Prerequisites: earth Style

Chakra cost: 10+

Weaving: 2 Hands, Standard action

Range: Long

Effect: This jutsu creates a towering dragon of earth and stone to assault a foe. The target must make a reflex save or take 5d4 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 to that creature by 2d4.

Name:  **Groundhog Decapitation** (Jutsu)

Technique cost: 6, Earth style

Prerequisites: Basic earth style, Hiding like a mole jutsu

Chakra cost: 12

Weaving: Taijutsu

Range: Touch

Effect: This jutsu turns the stealth and terrain advantage of the user into a deadly weapon. The user of this jutsu must currently be using hiding like a mole Jutsu and move to a square beneath their target. The user makes a CMB against their opponent in an attempt to use the drag maneuver. If successful the target is pulled into the earth up to their neck and trapped in the ground. This renders the target pinned and helpless, though they may still use any jutsu that don't require hands. The target may also attempt to escape as if the earth were grappling, the DC is equal to the CMB that was rolled against them to initially drag them under+10. If the creature would be dragged a distance greater than their height into the ground the user may choose to completely bury the foe, subjecting them to suffocation. The target can also be freed if someone digs them up normally.

Name: **Earth Release Golem** (Jutsu)

Technique cost:  7, Earth style

Prerequisites: Basic Earth style

Chakra cost: 5+

Weaving: 2 Hands, full round action

Range: Short

Effect: This jutsu charges the earth with chakra and forms a mobile servant out of solid rock. This creature has statistics as a small earth elemental. The Elemental is under the jutsu user's complete telepathic control, and unlike an ordinary elemental it is entirely non-sentient, though it's skills remain unchanged. The elemental remains for up to 1 hour, after which the user may pay the chakra cost again to keep the elemental present for another 1 hour without requiring an action.

By paying additional chakra the user may create a more powerful servant.  For 10 chakra a Medium elemental can be created , 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.

Name:  **Lethal Mud wall** (Jutsu)

Technique cost:  7, Earth style

Prerequisites: Mud Wall Jutsu, Basic sealing jutsu, Basic Earth style, Basic Kayakujutsu

Chakra cost: 5 per 5 ft square

Weaving: 2 Hands, Standard action

Range:  Medium

Effect: This jutsu is a variation on the traditional mud wall which incorporates a network of explosive tags as an additional deterrent. The wall functions exactly as mud wall but requiring 5 chakra for each 5 ft square. Each 5 ft square of wall is covered and filled with a series of explosive tags whose activation method is chosen when the jutsu is woven. When one square is detonated the entire wall explodes and each square deals 3d4 damage to each creature adjacent to it, the damage from multiple sections of walls is added and saved against once for half of that total. For example a creature which was attacking the middle lower square of a 15 ft wide 10 ft high explosive wall is subject to 18d4 damage, while someone adjacent either end would be subject to only 6d4. Any effect or ability that modifies explosive tags damage or save DC can be applied to this jutsu.

Name: **Light-weight Rock**  (Jutsu)

Technique cost:  7, Earth style

Prerequisites: Basic Earth style

Chakra cost: 6+

Weaving: 2 Hands, Standard action or swift, see description

Range: Touch

Effect: This jutsu reduces the effect of gravity on the target allowing them to move easier and faster, but at the cost of reducing the impact of their attacks. For every 6 chakra spent the target of this jutsu gets a +2 circumstance bonus to dexterity, and a 10 ft increase to their base land speed. Furthermore the target's weight, including the weight of their carried items, is divided by the bonus granted to dexterity. Additionally the target may multiply the distance they can jump by the bonus received to dexterity. This jutsu however is not without downsides. For every +4 to dexterity the target reduces the damage dice of their melee attacks by 1 step, and applies a -4 penalty to CMD vs bullrush, drag,  grapple, re-position and trip attempts. This jutsu may also be applied to objects to reduces their weight. The effects of the jutsu last 1 minute and can be resisted with a fortitude save if the target is unwilling. If the user of this jutsu wishes to augment their own speed or jump distance they may apply this jutsu to them self as a swift action.

Name: **Added-Weight Rock**  (Jutsu)

Technique cost: 8, Earth style

Prerequisites:  Basic Earth style

Chakra cost: 6+

Weaving: 2 Hands, Standard action or swift action

Range: Touch

Effect: This jutsu adds the weight of rock to a touched target, slowing but also empowering them. This versatile jutsu has many uses. For every 6 chakra spent the target takes 2 points of dexterity damage, a -1 to attack rolls and reduces their movement speed by 5 ft. In addition their weight is multiplied by the amount of dexterity damage taken. This can often lead to foes sinking in sand, breaking through ice and other similar effects. A target reduced to 0 dexterity by this jutsu is completely petrified, permanently becoming a statue. Meanwhile a target whose land speed becomes 0 ft is incapable of moving whatsoever and falls prone becoming helpless and is limited to speaking, taking mental actions, and using jutsu that do not require hands. There are also beneficial uses of this jutsu, For every 4 Points of dexterity damage a target takes their melee weapon attacks deal damage as if they were 1 step larger, and they receive a +4 bonus for CMD against bullrush, drag,  grapple, re-position and trip attempts. This Jutsu can also be used on an object in order to increase the weight of that object by the same weight multiplier, which could lead to severe encumbrance for someone carrying or wearing the object. The effects of this jutsu, other than petrifaction, vanish after 1 minute. A person or attended object targeted by this jutsu can ignore the effect with a successful fortitude save.  If the user wishes to use this jutsu on themself they may do so as a swift action instead of standard.

Name: **Antlion Pit** (Jutsu)

Technique cost: 8, Earth style

Prerequisites: Basic earth style, Hiding like a mole

Chakra cost: 8+

Weaving: 2 Hands, full round action

Range: Long

Effect: This Jutsu uses the basic principle of The "Hiding like a mole" jutsu but to a far greater degree. The user turns a large area of ground into soft, fast flowing sand in order to create a massive pit. This effect creates a 15 ft square area of very difficult terrain that is 5 ft deep on the outer edges and 10 ft deep in the center. Any creature in the initial area of effect or that starts their turn in the area must make a reflex save or be pulled 5 ft closer to the center square. Any square at least 10 ft deep requires an Athletics check DC 20+5 per additional 10 ft to tread water in despite being sand rather than water. Failure results in being pulled under and the target begins suffocating until it succeeds on the athletics check which allows it to reach the surface as a full round action. Because the sand is constantly shifting, water walking jutsu is of no use in this situation. For each creature beyond the first that is pulled into the same square the athletics DC increases by +2. The true power of this technique comes from its scope. For every 10 extra chakra the user expends when they weave the jutsu they increase the area of effect by 10 ft and the depth of all but the outer most ring of squares by 5 ft. For example if 28 chakra were spent on this jutsu it would create a 35 ft by 35 ft square with a center square 20 ft deep, surrounded by squares 15 ft deep, which is surrounded by a ring of squares 10 ft deep, and finally the outer ring of squares 5ft deep. This jutsu is also capable of dislodging boulders and even trees and buildings provided that every square of the object in question would be at least 15 ft deep in sand. Each round the user of this jutsu must use a full round action to maintain it, which also leaves them flat footed. As an immediate action the user may cease focusing on the jutsu in order to apply their dexterity bonus against an incoming attack. The Jutsu lasts as long as the user continues using their action to maintain it without having to spend extra chakra.

Name: **Floating Ring Rock** (Jutsu)

Technique cost:  8, Earth style

Prerequisites: Bullet rock jutsu, Basic Earth style

Chakra cost: 5 Per rock

Weaving: 2 Hands, Standard action

Range: Personal and Close

Effect: This jutsu pulls several large hunks of earth and stone from the ground and spins them around the user in a ring. These rocks serve both as ready projectiles as well as an active defence. The jutsu pulls at least four such chunks of stone but for every 5 extra chakra expended another rock takes up orbit around the user. As an attack action the user of this jutsu may make a ranged attack to fire any number of rocks at a target within close range. This deals 1d4 bludgeoning per rock thrown and adds the higher of the user's strength or dex to the attack and damage. The user may full attack using this jutsu, dividing up their rocks as they see fit. Regardless of the number of rocks thrown. While the user has any rocks remaining they serve to automatically protect the user from attacks. Any incoming attack has  a 10% chance per stone remaining of instead hitting one of the orbiting rocks. Each rock has 3 hardness and 20 hit points. If the attack deals enough damage to destroy the stone then any remaining damage carries over to the target. Any rock that blocks an attack becomes inert even if it isn't destroyed. If the user makes use of substitution jutsu while under the effect of this jutsu then it ends immediately and all remaining rocks become inert.

Name: **Rock armor** (Jutsu)

Technique cost:  8, Earth style

Prerequisites:  Basic Earth style

Chakra cost: 5 per hardness

Weaving: None, immediate action

Range: Personal

Effect: This powerful jutsu causes the user's body to grow a thin protective layer of incredibly hard rock to serve as a second skin. This jutsu provides the user with 3 hardness. For every 5 extra chakra spent they increase this hardness by 1. This protection lasts until the start of the user's next turn. Being an earth jutsu any electric damage ignores this protection, and as with all earth style jutsu a lightning jutsu can potentially negate it on contact.

Name: **Bedrock Coffin** (Jutsu)

Technique cost:  9, Earth style

Prerequisites:  Basic Earth style

Chakra cost: 14

Weaving: 2 Hands, Standard action

Range: Medium

Effect: This powerful jutsu causes the earth to rise up around the target and crush them from all sides creating a 15 ft diameter boulder centered on the target's square. The target must make a reflex save or take 7d4 bludgeoning damage and be crushed by the stone. A successful save allows the target to move  10 ft as a free action and avoid all damage. A creature failing the initial save is considered grappled by the stone, which treats the damage dealt as it’s CMB roll And uses that value +10 as it’s CMD. At the start of each of the jutsu user’s turns the rocks roll the damage again, using that as it’s new CMB and if that allows it to maintain the grapple the target takes the damage. The jutsu persists for up to 1 minute at the end of which the user may pay it’s chakra cost again to maintain it another minute. The boulder can also be destroyed normally, It has 4 hardness and 20 hp. By spending extra chakra the jutsu user can create larger more powerful boulders. For every 16 extra chakra spent increases the damage by 2d4, the HP of the rock by 20, and the hardness by 2 while also growing the size. The first 16 extra chakra they spend creates a 25 ft boulder that targets all foes in a 15 ft cube. Each additional 16 chakra beyond that adds 10 ft to the size of the area of effect and the boulder, along with increasing the damage, hardness and hit points.

Name: **Dropping lid** (Jutsu)

Technique cost:  9, Earth style

Prerequisites: Summoning Jutsu, Basic Earth style

Chakra cost: 5

Weaving: 2 Hands, full round action

Range:  Long

Effect: This jutsu calls forth a solid dome of fire hardened ceramic clay, often times ornately stylized. This dome forms from a rift in the air, exhibiting it's nature as a space-time jutsu. At its smallest the lid measures just a little more than 10 ft diameter and just as tall, trapping all the targets in a 5 ft radius burst. This dome has 6 hardness and 70 hp. Because of it’s ceramic nature this lid takes only half damage from fire, before applying hardness. Once destroyed the dome crumbles away to brittle clay pieces. The power of this technique comes from its reliability and potential scope. Any creature that would be trapped by the dome may make a reflex save in order to avoid being caught, but there is a condition. A creature would have to be able to reach an area not covered by the dome using a move action. If a creature couldn't in some way use a move action to escape the area of effect then no saving throw is permitted. If that move action would require moving, expending chakra, or making other rolls the target is allowed to immediately attempt to do so, and looses their move action from their next turn. This goes hand in hand with the scalability of the jutsu. For every 5 extra chakra spent the radius of the dome increases by 5 ft, and it's hit points increase by 10. For example by spending 35 chakra the user could create a dome 35 ft in radius with 130 hp. A character with no way to augment their speed would be unable to even attempt a reflex save against such a dome. Meanwhile a character with a jutsu like body flicker could be permitted a reflex save provided they spent at least 7 chakra, in order to move the minimum 35 ft.

Name: **Earth Mausoleum dumpling** (Jutsu)

Technique cost:  9, Earth style

Prerequisites: Basic Earth style

Chakra cost: 20

Weaving: 2 Hands, Full round action

Range:  Close

Effect: This Jutsu is simplicity itself: Throw a big rock. The user creates a massive boulder and using the power of this jutsu hurls it at a foe. This creates a boulder roughly 10 ft on all sides that deals 6d6 damage to foes caught in the area of effect and pinning them beneath the rock. A successful reflex save negates the damage and the pinning. A pinned creature can escape with a DC 25 Escape artist or CMB check. For every 12 extra chakra spent the boulder grows, increasing the size of the boulder by 5 ft in all directions, Increases the DC to escape the pin by 5, and the damage increases by 2d6. After the jutsu ends the boulder remains. The boulder has 8 hardness and 40 hp, plus another 20 hp per 12 chakra that was spent augmenting it.

Name:  **Advanced Earth style** [Technique]

Technique cost: 10, Earth style

Prerequisites: Basic earth style

Effect: A Ninja with this technique is much more talented in the creation and control of earth and stone. Anything the user creates using earth style jutsu increases it's damage reduction or hardness by 2 and it's hit points by 10. Additionally any damage dealt with an earth style jutsu ignores the first 5 points of damage reduction or hardness.

Name: **Dark swamp** (Jutsu)

Technique cost:  10, Earth style

Prerequisites: Antlion pit, Earth flow river, Basic Earth style

Chakra cost: 18

Weaving: 2 Hands, Standard action

Range: Medium

Effect: This jutsu forms a quagmire of sticky sucking mud that pulls foes deeper the harder they struggle. This jutsu forms an area 5 ft deep and up to 50 ft in radius, shaped  however the jutsu user wishes. This can be used on any surface, including walls or ceilings and it’s depth is extradimensional. Allowing a 5 ft deep swamp to form even on a surface like a 2 inch thick floor. Each affected space counts as very difficult terrain, requiring 20 ft of movement to pass through. Furthermore any creature in an affected square is automatically entangled. A creature that failed to identify this jutsu with a knowledge  ninjutsu check is in far greater peril. Such creatures reduce their dexterity by an ammount equal to their strength bonus in addition to the -4 for being entangled. If this reduces a creatures dexterity to 0 it will be unable to move from it’s space. Any creature that remains in the area of effect for it’s full turn without moving, regardless of why, will sink to the bottom of the mud pool. For every 18 additional chakra the user pays they may either double the radius of the swamp or increase it’s depth by 5 ft. Creatures pulled in deeper than their head will begin suffocating normally. This swamp will last for 10 minutes before reverting to normal mud.

Name:  **Rock clone** (Jutsu)

Technique cost: 10, Earth style

Prerequisites: Basic Earth style, Earth Release Golem, clone jutsu, leaf clone, Transformation jutsu

Chakra cost: 10 per clone

Weaving: 2 Hands, Standard action

Range: 5 ft

Effect: This jutsu calls forth a number of living earth formations that look identical to the jutsu user, giving the appearance of a more typical clone. These “clones” use the statistics of Earth elementals of the users size, and their chakra cost is the same as using earth release golem to create an elemental of that size. These elementals cannot act on the turn they are created. This means a cost of 10 for a medium sized user. These elementals lose the earth glide ability, but gain any forms of movement the user has. The elementals have hardness equal to 3+Any damage reduction the elemental might have, and this hardness replaces their normal damage reduction if they had any. These clones count as earth style jutsu for the purpose of abilities that enhance the users earth style. Ordinarily the clones have only nonfunctional copies of the users equipment, however if the ninja knows rock weapon jutsu their clones gain copies of all the user’s weapons as well as proficiency with them. Likewise if the Ninja has Erebus equip jutsu the clones gain the user’s armor and proficiency with that armor. Neither of these benefits increase the chakra cost. The created clones emulate the weight of the user and cast shadows normally but do not emulate any of the user’s other qualities, nor can they emulate the user’s voice or speech.

Name: **Sand and Silt** [Technique]

Technique cost:  10, Earth style

Prerequisites: Advanced earth style, Basic Earth style

Effect:  A talent ninja can work with a much wider variety of substances. A ninja with this technique may use sand, pottery and ceramics, glass, clay and other earthen substances for any earth style jutsu that requires dirt or stone. Additionally the Ninja may use their earth style jutsu to counter other earthsatyle jutsu by converting the existing rock into something, such as reducing a mud wall to a pile of sand or turning a earth flow river jutsu into solid clay.

Name: **Betrayal of stone** (Jutsu)

Technique cost:  11, Earth style

Prerequisites:  Mud wall jutsu, Basic Earth style

Chakra cost: 8

Weaving: 1 hand, Immediate action

Range: Medium

Effect: This simple jutsu causes the earth to slightly rise and fall beneath the feat of a target, just enough to disrupt their stance. The target of this jutsu must make a fortitude save or lose the benefit of any taijutsu style, martial stance, or or Style feat as well as being rendered staggered and flat footed until the start of it’s next turn. The target of this jutsu must be in contact with earth, stone, marble or other natural or worked mineral terrain.

Name: **Eyes of the flying boar** [Technique]

Technique cost:  11, Earth style

Prerequisites: Trembling earth jutsu,  Advanced earth style, Basic Earth style

Effect: The ninja’s senses have developed so keenly that they not longer need to expend chakra to sense disturbances in the earth. The Ninja continually gains all the benefits of Trembling earth jutsu out to a range of 40 ft without having to pay chakra. They may still pay chakra to expand their senses further at a cost of 1 chakra per 20 ft as a swift action.

Name: **Superior weight regulation** (Jutsu)

Technique cost:  11, Earth style

Prerequisites: Added-weight rock jutsu, Light -weight rock jutsu, Advanced Earth style, Basic Earth style

Chakra cost: 8+

Weaving: 2 Hands, standard action or Swift action

Range: Touch

Effect: This jutsu gives greater mastery over the manipulation of weight and has several effects. The user of this jutsu may continually regulate their own or an allies weight in order to maximize both speed and striking power while removing the drawbacks of either. For every 8 chakra spent the ally receives a +2 to Strength and dexterity, +10 ft to movement speed, +4 to CMD vs bullrush, drag,  grapple, reposition and trip attempts. For every 16 chakra the user spends they also increase the damage die of all of their melee and ranged weapon attacks as well as unarmed strikes and natural attacks. Additionally, as a free action the user may multiply or divide the target's weight by up to a maximum of the bonus to dexterity, and multiply their jump distance by the same amount. This effects of this jutsu last 1 round at which point the user must pay the chakra cost again to extend it by another round. If the user is targeting themself this jutsu is only a swift action to weave. The effects of the jutsu are summarized on the following chart:

Name: **Earth flow divide** (Jutsu)

Technique cost:  12, Earth style

Prerequisites: Earth flow river, Advanced earth style, Basic Earth style

Chakra cost: 5 per 10 ft cube

Weaving: 2 Hands, 1 minute

Range: Long

Effect: This Jutsu represents the epitome of fundamental earth style, using chakra to permanently  re-shape the landscape itself as one sees fit. This allows the user to cause earth to rise, lower, harden, loosen, or reshape to any degree possible. This would allow a ninja to cause earth to rise up in a single tower, to create many small walls of dirt, loosen natural stone into soft soil or even sand, or increase the hardness of any terrain to as high as 10 or lower it to 0. Furthermore this jutsu can create tunnels and even complex shapes and designs as long as they are physically possible. This could be used to create a perfect pyramid of stone for example, complete with tunnels and chambers, but it could not do the same out of sand since it would not be able to hold its shape. Only naturally occurring earth can be affected by this jutsu. The area of effect is a 10 ft cube within range for every 5 chakra spent. A ninja spending 50 chakra for example could create a 100 ft tall stone tower, or five 20 ft deep pits of loose sand, or more. These changes take place over a full minute following the use of the jutsu and are not fast enough to directly cause harm to creatures in their area of effect.

Name: **Basilisk egg** (Jutsu)

Technique cost:  12, Earth style

Prerequisites: Mud wall jutsu, Basic Earth style

Chakra cost: 10

Weaving: 2 hands, Standard action.

Range: Personal

Effect: This potent defensive jutsu pulls a perfect sphere of stone up around the user providing them full cover from all angles. This barrier has 8 hardness and 100 hp. Any attack able to destroy the barrier carries through to the ninja inside and they are flat footed against such an attack. If not destroyed this jutsu lasts 1 minute at the end of which the user may pay it’s chakra cost to continue it for another minute. It should be noted however that the ninja inside the egg has no access to fresh air and the egg only holds enough air for 1 minute before the ninja will have to begin holding their breath. Additionally because the earthen egg is solid and immobile the ninja inside will likely have difficult contributing to combat unless they use another jutsu to move in and out of their protective shelter.

Name: **Stone submission** [Technique]

Technique cost:  12, Earth style

Prerequisites: Basic Earth style

Chakra cost: 2+

Effect: A Ninja with this ability is able to use their chakra to weaken and destabilize stone. Anytime they make an attack against earth, stone, rock or other natural mineral substances, including those created by a jutsu, they may pay chakra to reduce the objects hardness on a 2:1 basis, reducing hardness by 1 for every 2 chakra paid. This also applies against creatures who have obtained damage reduction using Earth style jutsu. This technique does not require an action to use.

Name:  **Earth spear** [Technique]

Technique cost:  13, Earth style

Prerequisites: Rock armor, Basic Earth style

Effect: This jutsu is the natural evolution of Rock armor, using earth and stone to not only protect, but also to attack. For every 5 chakra spent on rock armor, the user's unarmed attacks deal an extra 1d4 damage and ignore 1 hardness and they gain +1 to CMD to resist trip, bullrush, grapple drag and re-position.

Name: **Gatling Ground** (Jutsu)

Technique cost:  13, Earth style

Prerequisites: Earth dragon bullet, Advanced earth style, Basic Earth style

Chakra cost: 32

Weaving:2 Hands, Standard action

Range: 120 ft

Effect: This jutsu calls forth a terrifying spray of jagged stones and spikes that devastates a large area or shreds a single foe. This jutsu targets a 120 ft cone, dealing 8d4 piercing damage with a reflex save for half. Alternatively the user may full attack one foe within 120 ft as if using a two handed range weapon but make double their normal number of attacks at each bonus, each successful hit deals 8d4 piercing damage.  Thus a ninja with 11 base attack, 20 dex, and rapid shot could make the following attacks: 14/14/14/14/9/9/4/4.

Name: **Mobile Core** (Jutsu)

Technique cost:  13, Earth style

Prerequisites: Advanced earth style, Earth flow divide, Mud wall,  Mole tunneling, Hiding like a mole, Basic Earth style

Chakra cost: 2+

Weaving:2 Hands, Swift action

Range: Long

Effect: This jutsu can be used to immediately alter the surrounding terrain by raising or lowering parts of it. This jutsu Raises or lowers one 5 ft square of earth for every 2 chakra spent. For example for 20 chakra they could raise a single square of earth into a 50 ft tall pillar. The Ninja may affect multiple 5 ft squares at once but each must be adjacent to at least 1 other affected square, and they must choose to raise or lower and by how much, they cannot do both at the same time or create different elevations.  A creature that is within 5 ft of an empty square not being altered may make a reflex save against the jutsu to move into that square. This jutsu is ideally suited for combat and has several applications. If used to raise an opponent, that creature is flat footed until the beginning of it’s turn.This cannot however be used to crush a foe into another object or ceiling. For that see “Crushing mobile core” technique. If used to lower the ground the user may choose weather the speed is slow enough that it’s safe for those involved or if the earth vanishes fast enough that creatures caught in the area float and then fall. Regardless of how it’s used a creature moved by this jutsu does not provoke an attack of opportunity. Many ninja also choose to use this jutsu to cover, a 5 ft tall square provides cover and a 10 ft or taller provides full cover. Any new rock created by this jutsu has up to 8 hardness and 50 hit points, but the user may choose to make the rock only as durable as the surrounding earth if desired. The changes made to the terrain are permanent

Name:  **Devouring earth** (Jutsu)

Technique cost:   14, Earth style

Prerequisites: Advanced earth style, Basic Earth style, Earth dragon bullet

Chakra cost: 40+

Weaving: 2 Hands, Standard action

Range: Long

Effect: This brutally simple jutsu causes a massive dragon head made of earth and stone to emerge from the ground and devour it's victims. This attack targets a 40 ft radius and deals 18d4 bludgeoning, piercing and slashing damage. Targets may make a reflex save for half damage. Any creature slain by this attack has their remains completely consumed and crushed. For every 40 additional chakra the user expends they may create another 40 ft area of effect within the spells range, but the areas may never overlap.

Name:  **Earth prison dome of magnificent nothingness**  (Jutsu)

Technique cost: 14

Prerequisites: Basic earth style, Advanced Earth style, Master earth style

Chakra cost: 16

Weaving: 2 hands Full round action

Range: Close

Effect: This powerful Jutsu creates a thick barrier of solid packed earth and stone that not only traps the target  but constantly drains their chakra. The dome itself is a 20 ft radius hemisphere emerging from the earth. The walls of the dome have 8 hardness and 200 hit points. Each round the dome drains 8 chakra from each person inside automatically. This can cause those inside to be forced to burn Constitution in order to pay the jutsu. If the dome is undamaged then the chakra drained is fed to the jutsu user, replenishing up to their maximum melded chakra. If however the dome is damaged then the drained chakra is used to fully repair it on a 1 hp to 1 chakra basis. The wall has one weak point however. With a DC 30 Knowledge Ninjutsu or Perception check someone may locate this weak point. Anyone able to see the flow of chakra gains +10 bonus on this check. This weak square heals only 1 hp per round, and has only 4 hardness and 20 hp. If any square of the dome is destroyed the entire dome collapses into harmless dirt and the jutsu ends. This jutsu can be enhanced in a number of ways. Firstly, for every additional 8 chakra spent on the weaving the dome increases it's radius by 5 ft. Secondly if desired the user may pay any amount of their own chakra into the dome to help repair it exactly as if the dome were draining the user's chakra. Each round the user of this jutsu must use a full round action to maintain it, which also leaves them flat footed. As an immediate action the user may cease focusing on the jutsu in order to apply their dexterity bonus to ac against an incoming attack.

Name: **Golem’s grasp** (Jutsu)

Technique cost:  14, Earth style

Prerequisites: Advanced earth style, Basic Earth style

Chakra cost: 24+

Weaving: 2 Hands, standard action

Range: Medium

Effect: This simple but powerful jutsu creates a large solid stone hand that grabs and potentially crushes a target. The user of this jutsu  targets a creature they can see and makes a modified grapple check using their character level+charisma bonus in place of their base attack and strength bonus. If successful the target is grappled by the jutsu. The Hand’s CMD is equal to it’s CMB +10. Any feats or abilities the Ninja could use as part of a grapple can be used by the hand, including feats and grapple related taijutsu moves. Each turn the hand continues to maintain it’s grapple it deals 1d4 bludgeoning damage per point it exceeded it’s target’s CMD by, unless the jutsu user desires the hand to hold them without harming them. By paying additional chakra the ninja may summon more than one hand. Every 24 extra chakra allows the Ninja to target another creature, or to apply a +6 bonus to the CMB against an existing target. The hand continues to grapple the target on it’s own without further direction from the user for up to 1 minute at the end of which it crumbles away unless the user pay’s it’s chakra cost again to maintain it another minute. If he target escapes the grapple the hand crumbles.

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

Technique cost: 15

Prerequisites: Advanced earth style, Basic Earth style,

Effect: Someone with this technique has mastered the manipulation of mud, earth and stone. Anytime the user of an earth style jutsu has a suitable source of earth nearby, such as being in contact with the ground or a stone floor, they receive a 20% refund of the chakra spent. Additionally any damage dealt by an earth style jutsu increases it's damage die by one step and increases it’s hardness by 4 and hit points by 20. These increases stack with the ones from advanced earth style.

Name: **Opening earth rising excavation** (Jutsu)

Technique cost:  15, Earth style

Prerequisites: Earth flow divide jutsu, Trembling earth jutsu, Advanced earth style, Basic Earth style

Chakra cost: 15

Weaving: 2 Hands, Full round action.

Range: Long

Effect: Exhibiting true mastery of the earth the jutsu user pulls anything and everything they desire form under the ground and draw it to the surface. This jutsu has a number of far ranging effects. At it’s most basic It targets an area of earth 50 ft wide and 50 ft deep but for every 15 extra chakra the area increases by 50 ft. The jutsu user immediately senses everything in the earth in this area of effect and may choose whether to draw those things to the surface and if so how forcefully. At a maximum anything pulled out can be launched into the air a distance equal to the depth of the area of effect. Thus by spending 45 chakra the user could propel anything underground up to 150 ft in the air. They also may choose to merely bring the contents to the surface and even shape the area that they do so in. This could allow them to for example draw all the water from underground and form a spout or even a small lake, or allow them to instantly mine all the valuable ore or oil from the area of effect and deposit it into a nearby minecart. A single use of the jutsu however can only target one type of content such as “all creatures” or “all ore”. This jutsu can even be used to draw magma from deep under the earth and bring it to the surface as lava, though in areas not known for volcanic activity this is likely impossible given how deep in the earth magma normally rests. Neither creatures nor objects gain a save to resist being pulled forth, even creatures burrowing or fused with the earth or creatures normally immune to movement effects.

Name: **Ultra added-weight rock** [Technique]

Technique cost:  15, Earth style

Prerequisites: Added-weight rock jutsu, Advanced earth style, Basic Earth style

Effect: When using Added-weight rock jutsu the increase to a target's weight is multiplied by ten times normal. Additionally the penalty to base land speed is doubled, and if the target possessed any form of flight, swim, or climb speed they lose it for the duration of the jutsu. The target also cannot swim at all, automatically sinking to the bottom of any body of water. Furthermore the target is immune to bullrush, drag,  grapple, reposition and trip attempts as long as the jutsu persists. If the target's land speed reaches 0 they fall prone and take 4d6 bludgeoning damage per turn for the duration of the jutsu. Additionally if using the jutsu to augment one's own attacks, any damage die that come up as 1 are rerolled. If the jutsu user also has Superior weight regulation jutsu then they may augment their allies attacks to also reroll 1's as long as their damage is increased at least 1 step and turn the bonus to CMD into immunity to the listed manoeuvre.

Name:  **Crushing Mobile core** [Technique]

Technique cost:  16, Earth style

Prerequisites: Mobile Core Jutsu, Advanced earth style, Earth flow divide, Mud wall,  Mole tunneling, Basic Earth style

Effect: When a Ninja with this technique uses Mobile Core jutsu they are able to use it far faster and more aggressively.  Firstly, The jutsu may now be used as an immediate action, allowing the user to raise or lower the terrain in response to an attack. If an attack fails either because of improved cover or the target no longer being in reach the creature making the attack may either choose a new target or lose the action. Additionally Movement caused by Mobile core jutsu now provokes attacks of opportunity if the jutsu user desires it. Finally a creature that is forcibly moved into an obstacle, such as a ceiling is now crushed, taking 4d6 damage for every 10 ft it moves before hitting the obstacle. A fortitude save is allowed to halve the damage. Regardless of the saving throw this cannot do more damage than the surface being collided with could take without breaking, however if the surface does break the movement carries on, potentially allowing a target to be smashed through multiple floors at once.

Name: **Flying shackle** (Jutsu)

Technique cost:  16, Earth style

Prerequisites:  Bullet Rock jutsu, Earth shackle jutsu, Advanced earth style, Basic Earth style

Chakra cost: 22

Weaving: 2 Hands, Attack action

Range: Medium

Effect: This jutsu is one of the most powerful moves for restraining a foe. The user makes a ranged attack roll to fling stone at a foe and on hit the target’s hands and legs are instantly encased in solid stone shackles and the target falls prone and is rendered helpless. The target can take only purely mental actions. Because the shackles harden soft, bend and firm up automatically the target is unable to escape using a strength or escape artist check. The bonds created by this jutsu remain in place indefinitely until the jutsu user, or another ninja that knows this jutsu removes them as a standard action. Because this jutsu requires only an attack action the user may full attack with it as if it were a light thrown weapon, paying the chakra cost separately for each attack.

Name: **Ultralight-weight rock** [Technique]

Technique cost:  16, Earth style

Prerequisites: Light-weight Rock jutsu, Basic Earth style

Effect: When a ninja with this technique uses light-weight rock jutsu, or superior weight regulation jutsu they increase the target's speed by twice the normal amount and can reduce the target's weight by 10 times the normal amount. Additionally the target receives the benefit of evasion. If at least 24 chakra was spent on the jutsu they exert almost no force on the ground allowing them to walk along water and thin branches without breaking through, this also prevents them from triggering pressure plates. If at least 40 chakra is spent then the target gains perfect flight equal to half the increase they are receiving to their base land speed.

Name: **Taken by heaven** (Jutsu)

Technique cost:  17, Earth style

Prerequisites:  Ultra Light-weight Rock jutsu,  Light-weight Rock jutsu, Master earth style, Advanced earth style, Basic Earth style, Basic Earth style

Chakra cost: 18

Weaving: 2 Hands, Standard action

Range: Medium

Effect: Many earth style jutsu threaten foes with a perilous fall, by shaking the earth, splitting it open or pulling it away, but there is no fall so terrifying as plummeting upwards into the endless sky. This might jutsu reverses the flow of gravity itself. This jutsu targets a 40 ft wide 50 ft tall cylinder. Everything inside the area of effect besides the jutsu user immediately falls to the top of the area of effect where it will remain, floating, until the jutsu ends. A creature adjacent to a secured object may make a reflex save against the jutsu to catch hold of the object and hang form it rather than fall the full distance. Any creature without something to grab onto however gets no save, though one rooted to the ground with climbing jutsu, earth shackle or the like will be able to move normally. A floating creature must make a concentration check to weave jutsu as if subject to violent motion.  For every 4 extra chakra the user pays they may increase either the height or radius of the area of effect by 40 ft. The jutsu’s effect lasts for 1 minute at the end of which creatures still trapped in it will fall.

Name: **Tearing earth turning palm** (Jutsu)

Technique cost:  17, Earth style

Prerequisites: Ant lion pit jutsu, Advanced earth style, Basic Earth style

Chakra cost: 43

Weaving: 2 hands, full round action

Range: Long

Effect: This jutsu creates an intense but highly localized tremor that rips through the ground in a 60 ft radius. The powerful shockwave created by this jutsu knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A ninja on the ground or on any structure connected to the ground must make a Concentration check DC 25 or lose any jutsu they try to weave, this check takes a -5 penalty if the jutsu requires 2 hands. Failure does not cause the ninja to lose the chakra. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of this jutsu depends on the nature of the local terrain. In many situations this jutsu can cause a target to become pinned, the effects of pinning are explained at the end of the jutsu.

Cave, Cavern, or Tunnel: The roof collapses, dealing 22d4 points of damage to any creature caught under the cave-in and pinning that creature beneath the rubble, this can be avoided with a reflex save which reduces the damage by half and negates the pin.

Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 20d4 points of bludgeoning damage and is pinned beneath the rubble. A reflex save halves the damage and negates the pin.

Open Ground: Each creature standing in the area must make a Reflex save or fall prone. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one. A creature that fell prone falls into the fissure automatically but one who was standing is entitled to a second one to avoid falling into a chasm. The fissures are 40 feet deep. At the end of the next round all creature still inside a fissure suffer 26d4 bludgeoning damage and are pinned as the fissure begins to close.

Structure: Any structure standing on open ground takes 100 points of damage that ignores hardness. Any creature caught inside a collapsing structure takes 16d4 points of bludgeoning damage and is pinned. A successful reflex save halves the damage and negates the pin.

River, Lake, or Marsh: Fissures open under the water, draining away the water from that area and pulling everyone in the water into deep fissures. Any creature swimming in the water without a swim speed is automatically pulled into a 40 ft deep chasm. Creatures walking on the surface of the water, or with both a swim speed and land speed may attempt a reflex save to avoid being sucked in. On such a successful save they are moved into a space of their choice adjacent to the nearest chasm. Anyone falling into the chasm takes falling damage normally and at the end of the next round anyone who has yet to escape the chasm is trapped within taking 20d4 bludgeoning damage and becoming pinned inside the submerged chasm.

Pinned: Any creature pinned by this jutsu takes 8d4 damage per round and is unable to breathe or take physical actions. A trapped ninja may make a Concentration check DC 25 or lose any jutsu they try to weave, this check takes a -5 penalty if the jutsu requires 2 hands. Clearing away whatever is pinning the target requires dealing 120 Points of damage to it, it has 2 hardness, an athletics check made to clear away deals damage equal to the check result per round and a shovel or similar tool doubles the damage dealt. If the pinning material would be moved or affected by weight it effectively weighs 1 lbs per remaining hp. Thus someone able to seal away 120 lbs of material could do so to free a pinned creature.

Name: **Weight of the world** (Jutsu)

Technique cost:  17, Earth style

Prerequisites:  Ultra Added-weight rock jutsu,Added-weight rock jutsu, Master earth style, Advanced earth style, Basic Earth style

Chakra cost: 24

Weaving: 2 Hands, standard action

Range: Medium

Effect: This mighty jutsu calls upon the ultimate expression of the earth’s mighty pull, causing an intense field of gravity that threatens to crush everyone inside. This jutsu creates an area up to a 40 ft radius of intense gravity. If desired they may make the area smaller however to a minimum of a 5 ft area. Every creature inside experiences ten times earth’s normal gravity. This has the effect of halving each creatures speed automatically. Additionally all of a target’s equipment likewise grows in weight. At this degree even a standard flak jacket and a single kunai will weigh 200 lbs which is likely to  cause them to become over encumbered. A creature whose equipment suddenly exceeds their max load is rendered prone and unable to rise from their space and take 1d6 damage per round for every 100 lbs over their max weight. All melee attacks in the area of effect suffer a -10 penalty and ranged attacks made at a range further than 5 ft away are impossible. The user of the jutsu is entirely immune to it’s effects and instead increases the damage die of all their melee attacks by 1 step while in the area of effect. By increasing the chakra cost of the jutsu the user may cause even greater pressure. Every 10 extra chakra the user pays increases the multiplier and penalty to attack rolls by 1. Thus by paying  54 chakra they would multiply weights by 13 and apply a -13 penalty to attacks. This jutsu lasts for 1 minute.

Name: **Demonic Armor**  [Technique]

Technique cost:  18, Earth style

Prerequisites: Master earth style, Advanced earth style, Rock armor, Rock weapon, Erebus equip, Basic Earth style

Effect: This versatile jutsu calls hardened rock from the earth to cover the user’s body in hardened stone serving as not only a powerful defense, but also a mighty offense. The Ninja with this technique gains access to the Protean System.

Name: **Hellish Shrapnel Zone** (Jutsu) and [Technique]

Technique cost:  18, Earth style

Prerequisites: Earth dragon bullet jutsu, Master earth style, Advanced earth style, Basic Earth style

Chakra cost: 60

Weaving: 2 Hands, Full round action

Range: Long

Effect: By drawing on jagged spikes of earth and stone from all directions at once the user creates an assault that cannot be evaded. Anytime the ninja makes an attack roll using an earth style attack and misses they track the damage they would have dealt on a hit. When used this jutsu allows the ninja to make a ranged attack against a foe within long range and on hit they inflict the recorded damage and empty the missed damage pool. If they miss with this jutsu then the pool of damage doubles. The damage dealt by this jutsu is not increased  by any ability such as Earth mastery or metajutsu.

Name: **Sleep in soil** (Jutsu)

Technique cost:  18, Earth style

Prerequisites: Bullet Rock jutsu, Earth shackle jutsu, Advanced earth style, Basic Earth style

Chakra cost: 50

Weaving: 2 Hands, standard action

Range: Medium

Effect: One of the most terrifying fates that can befall a ninja is to be entombed alive beneath the earth, forever sleeping. The target of this jutsu must make a fortitude save and if fails it is pulled into the depths of the earth where it will sleep forever until freed. The user of this jutsu has an awareness of anyone they have imprisoned with this jutsu and may free them as a free action. If targeting themself the ninja must choose how long they remain in the ground or set a condition that will awaken them. The only other way to release a creature entombed by this jutsu is by another ninja using this jutsu in the same location a creature was entombed by it, or through the use of opening earth rising excavation jutsu spending at least 60 chakra.

Name: **Eyes of the Emperor** (Jutsu)

Technique cost:  19, Earth style

Prerequisites: Added-weight rock jutsu, Master earth style, Advanced earth style, Basic Earth style

Chakra cost: 10

Weaving: 2 Hands

Range: Close

Effect: It’s a fundamental concept of earth style to convert chakra into stone, but only at the pinnacle of prowess can one learn to turn someone elses chakra to stone. This jutsu turns a foes own chakra against them. The target of the jutsu must make a fort save or take 1 point of dexterity damage for every 5 chakra they currently have. A creature reduced to 0 dex is petrified permanently. However, a desperate ninja may choose to vent their chakra, willingly reducing their currently melded chakra in order to reduce the damage taken.

Name: **Tales from the** **Black Earth**(Technique) [Metajutsu]

Technique cost:  19, Earth style

Prerequisites: Master Earth style, Advanced earth style, Basic Earthstyle

Chakra cost: x2 (+100%)

Effect: Someone with this technique has been taught the secret art of black earth, a terrifying rocklike substance made of shaving microscopic scales of obsidian. An earth jutsu modified with this metajutsu increase the save dc by +4, all attacks made using the jutsu gain a +4 bonus, and any damage dice dealt by the jutsu, or due to contact with the jutsu also deals the same amount of bleed damage and ignores hardness. Lastly coming into contact with any effect created by this jutsu deals 2d4 bleed damage with no save if it did not already deal damage. Even occupying a space adjacent to the affected jutsu forces a reflex save to avoid taking the 2d4 bleed damage. Even a simple mud wall jutsu becomes a dangerous obstruction that threatens to grate and grind down anyone near it. This metajutsau doubles the chakra cost of the base jutsu.

Name: **Xorn step** (Jutsu)

Technique cost:  19, Earth style

Prerequisites: Across the earth Jutsu, Body flicker, Earth flow river, Mole Tunneling jutsu, Hiding like a Mole jutsu, Master earth style, Advanced earth style, Basic Earth style

Chakra cost: 20+

Weaving: No hands, Immediate action or 2 Hands, 1 hour

Range: 200 ft+

Effect: This incredible jutsu allows the user to slip into the earth in one place and emerge elsewhere, or not at all. The user may move from one space to another within 200 ft as long as both entry and exit points have enough earth or stone to accommodate their body. If they desire that may choose to activate hiding like a mole jutsu as a free action while using this jutsu, allowing them to move into the earth and not emerge. By paying extra chakra they may move even further, teleporting an extra 100 ft for every 10 extra chakra. If the jutsu user spends 1 hour weaving they may instead teleport 1 mile per 10 chakra spent and may even spend chakra form their maximum daily pool instead of their melded pool.

Name: **Corpse Soil** (Jutsu)

Technique cost: 20, Earth style, Kinjutsu

Prerequisites: Master earth Style, Advanced Earth Style, Basic earth style

Chakra cost: See description

Weaving: 2 Hands, 1 minute

Range: Long

Effect: This powerful jutsu saturates the earth with chakra and infuses any bodies buried there with chakra rich soil that allows the user to control the corpses. This jutsu has two versions. Mass resurrection and focused resurrection. Mass resurrection affects a 300 ft radius within long range and targets every corpse within it. Each body is re-animated as a zombie using the zombie template. For every HD of creature animated the user must pay 4 chakra. For example a Human corpse would be re-animated as a 2 HD zombie and cost 8 chakra. The user may not choose to animate less than all the corpses in the area. If this would lead to the user expending more than all their chakra, including reserve chakra, they die and all the undead created are permanent and uncontrolled. Otherwise, the user maintains control over the animated dead for as long as they manage to concentrate on the jutsu. Once the jutsu ends the corpses cannot be re-animated again. This jutsu can also affect animals and other creatures interred however it cannot animate a body that is too badly damaged, such as a skeleton or a pile of ashes.

The second version of this technique allows far fewer re-animations but at much greater power. These more powerful undead use the same statistics they had in life but lack a constitution score and thus have no chakra of their own. They are able to use all the feats, abilities and jutsu they knew in life however the user of the jutsu must supply them chakra. When the jutsu is used in this way the user decides how much chakra will be expended among each creature resurrected. A creature animated using this jutsu cannot regain chakra and looses 2 chakra each round. When it's chakra depletes the re-animation collapses into mud and dust, unable to be raised again. In order to provide additional chakra the user can expose the corpses to electricity.

During the 1 minute weaving of the advanced form of this jutsu any electric damage a corpse takes will be converted into chakra it can use once animated.

Name: **Dominion of god** (Jutsu)

Technique cost: 20, Earth style

Prerequisites: Opening earth rising excavation, Earth flow divide, Master earth Style, Advanced Earth Style, Basic earth style

Chakra cost: See description

Weaving: 2 Hands, 1 Hour

Range: Sight

Effect: For a true master of earth style, nothing is impossible. The ability to manipulate earth and stone reaches it’s peak. This jutsu allows the user to reshape the world itself. The scope of this jutsu is substantial and it can accomplish many things, but at the cost of permanently damaging the user’s chakra network. These jutsu have vague far reaching effects that are not measures in ft or lbs. Within their scope the jutsu user has very significant control and precision and generally the GM should err on the side leniency. The damage caused to the jutsu user is very considerable. Using this jutsu reduces the user’s maximum chakra pool permanently and reductions are additive. Thus making a continent and two separate mountains would leave the user with a 70% reduction to their maximum chakra pool, which would of course dramatically shrink their melded chakra pool as well. This penalty is always proportional, even if the ninja gains levels later or increases their chakra the penalty remains a percentage. If a Ninja would have their maximum chakra pool reduced to 0 or less they die, but the sacrifice of their life provides the missing energy, allowing the jutsu to complete.

Tunnels: The user of this jutsu may create either a large network of tunnels, such as a mine or the like, or create a single massive tunnel that can reach across small continents. A change of this nature reduces the user’s maximum chakra by 5%

Castle: This jutsu can also be used to raise a castle or fortress from the earth. The jutsu creates thick sturdy stone walls complete with towers, halls, rooms and palisades. This use of the jutsu reduces the user’s maximum chakra by 10%

Mountains: The jutsu can be used to either raise or lower an entire mountain. This permanently reduces the user’s maximum chakra by 10% each time it’s used.

Islands: The user can raise a brand new island from the ocean floor or pull an existing island into the sea itself. Manipulating earth on this scale reduces the user’s maximum chakra by 25%

Canyons: Creating or erasing a vast canyon network is an exhausting process that reduces the user’s maximum chakra by 25%.

Stone city: By carefully and intricately shaping and sculpting stone the ninja may create a space large enough for a massive metropolis,complete with earthen and stone buildings already designed and formed as desired. If the ninja wishes they could even use this jutsu to create a city underneath the earth complete with access tunnels. Manipulating earth on this scale reduces the user’s maximum chakra by 25%

Continents: Pushing even further beyond limits, a ninja could potentially create an entirely new continent, complete with mountains, canyons tunnels and islands or even separate an existing landmass into multiple or combine separate continents together.  A change of this scope permanently Reduces the user’s maximum chakra by 50%.

Vault of Erebus: This jutsu allows the user to pull a vast and massive treasure from the earth. Diamonds, emeralds, platinum, gold and more and ripped from where they rest and deposited in a great horde. The fortune created by this jutsu is enough to found a kingdom, buy a legion of mercenaries, or challenge mercantile empires and goes beyond a simple number. The cost for such fortune is steep however. The user’s maximum chakra is reduced by 50%

Moons & Planetoid: The ultimate expression of earth release is the creation of an entirely new world. Alternatively it could be used to re-shape, move or destroy a mass of rock on a similar scale. Such a feat however is beyond taxing. Influencing or creating a moon or planet reduces the user’s maximum chakra by 99%, all but ending their life as a ninja.

Name: **Emperor’s army** (Jutsu)

Technique cost:  20, Earth style

Prerequisites: Emperors eyes, Added-weight rock jutsu, Master earth style, Advanced earth style, Basic Earth style

Chakra cost: 6+ See description

Weaving: 2 Hands, Full round action

Range: Sight

Effect: This jutsu grants the user control over petrified creatures, allowing the ninja to control an army of stone soldiers. The user pays 6 chakra per HD the petrified creature had in life and the statue becomes animated with the same statistics it had when it was alive. The statue has access to all of it’s jutsu, techniques and taijutsu but the controller is the one who must pay any chakra cost their statues incur, such as by using jutsu. Furthermore the statues gain 8 hardness for free. If a statue’s statistics in life were not known treat it as a medium sized animated object. The jutus user may target as many petrified creatures as they wish but pays the chakra cost for each. These statues remain animated for 1 minute at the end of which the user may pay the chakra cost again in order to extend the duration another minute. Once destroyed a petrified creature cannot be controlled again, even if it is repaired later.