Wind Style

Name: **Air current wild dance** (Jutsu)

Technique cost: 1, Wind style

Prerequisites:  Basic wind style

Chakra cost: 1

Weaving: 2 hands, Swift or Immediate action

Range: Short

Effect: This jutsu is perhaps the simplest of all wind styles, it creates a small gust of wind. At its most basic it creates a 10 ft line of 5 mph wind somewhere within range. This wind can blow in any direciton the user desires. For every additional 2 points of chakra spent the line extends another 10 ft and increases the wind speed by 5 mph. This jutsu is extremely useful for it's fine control, allowing the user to limit the area of effect and wind speed as desired. They could for example spend 5 chakra to create a faint 2 mph breeze in a 26 ft long 1 inch wide stream if they so desired. This jutsu can accomplish anything a well controlled breeze normally could such as scattering papers, playing an instrument, or closing a door. Additionally if the user is caught in mid air, the use of this jutsu allows them to maneuver well enough to not be rendered flat-footed like most airborne creatures for a round by spending just 2 chakra as an immediate action.

Name: **Blade of wind** (Jutsu)

Technique cost: 1, Wind style

Prerequisites:  Basic wind style

Chakra cost: 1 per attack

Weaving: None, Free action

Range: Personal

Effect: This humble jutsu harnesses the most basic principle of wind style, a cutting wind. The use of this jutsu creates a brief cutting wind that acts like any melee slashing weapon the ninja is proficient with. The blade lasts just long enough to make one attack. Each additional attack requires the expenditure of 1 chakra and counts as a separate use of this jutsu. This jutsu may be used any number of times in a turn and as such can be to make a full attack, including dual wielding if desired. This jutsu can also be used in combination with any other technique or jutsu that requires the use of a slashing weapon. Any abilities or jutsu reliant on the act of drawing a sword count the free activation of this jutsu as drawing. A ninja with this jutsu may always count their empty hand as if it were wielding any style of slashing weapon with which they are proficient if they so choose and they can use this jutsu even to create a weapon to be used for an attack of opportunity.

Name:  **Fujin's breath** (Jutsu)

Technique cost: 1, Wind style

Prerequisites:  Basic wind style

Chakra cost: 1

Weaving: None, Immediate

Range: Personal

Effect: This simple jutsu is a very effective lifesaving measure used to aid in breathing. This Jutsu fills the user's lungs with fresh clean air as if they had just taken a deep breath.

Name: **Air Bullets** (Jutsu)

Technique cost: 2, Wind style

Prerequisites:   Basic wind style

Chakra cost: 1

Weaving: 2 Hands, Breath, Standard action

Range:  Long

Effect: This simple but effective jutsu allows the user to fire small high powered bullets made of compressed air with lethal force. The user of the jutsu makes a ranged attack roll and on hit deals 1d4 piercing damage. For every 4 additional chakra spent the user fires another projectile, making another attack roll at the same or another target within range.

Name: **Solid Blanks** (Jutsu)

Technique cost: 2, Wind style

Prerequisites:  Basic wind style

Chakra cost: 1

Weaving: 2 Hands, breath, Standard action

Range: Medium

Effect: This fast and powerful wind style jutsu is used for taking back a victim alive. The user fires a tightly packed ball of air that deals 1d4 nonlethal bludgeoning damage with a successful ranged attack roll.  For every 2 extra chakra paid the attack deals 1 additional point of damage.

Name:  **Whirlwind boost** (Jutsu)

Technique cost:  2, wind style

Prerequisites: Wind style

Chakra cost: 2

Weaving: 2 hands, Breath, Standard action

Range: Close

Effect: The jutsu user forms a small blast of wind beneath their target and then causes it to surge in a direction, launching their target wherever they desire. This functions as a bullrush maneuver but using the ninja's level+dexterity +1 for every 2 extra chakra they expend. A willing creature can choose to treat it’s CMD as 0 if desired, allowing itself to be moved a distance equal to the jutsu’s CMB bonus rounded up to the nearest 5 ft. The target always moves up to the maximum distance allowed by the check. If the target is pushed into an obstacle then both they and the object take 1d6 damage for every 10 ft the target moved before colliding, if this damage is enough to break the obstacle they continue moving. The user does not move with the target and any feats they have that normally benefit a bullrush apply to this modified bullrush. If a target is bullrushed into the air then the normal rules for floating apply. (See the Additional rules section for more information on floating)

Name: **Haze clone** (Jutsu)

Technique cost:  3, Wind style

Prerequisites: Clone jutsu, Transformation jutsu, Wind style,

Chakra cost: 2 Per clone per 10 minutes

Weaving: 2 Hands, Standard action

Effect: This Jutsu combines wind style with the ability to weave disguises and create clones. This technique allows the weaver to create a human sized mass of air or fog and transform it into an illusionary clone similar to the Clone jutsu. The clone functions exactly as the result of the clone jutsu but the clone mimics the scent and breathing of a normal human. As such, scent cannot differentiate them from the real thing, nor can jutsu that rely on detecting breathing. Likewise because the wind makes faint disturbances in sand and grass it can also leave a trail, making the clone seem more real. As a result the DC to determine a clone is 35 instead of 20. If the user of this jutsu also knows palm of Paradise jutsu then the clone also perfectly mimics human body temperature at no extra cost. Because the clones are composed entirely of air they are able to move up walls, along water, or even through the air. Lastly unlike normal clones these do not vanish when they would take damage. These clones last 10 minutes after which the user must pay their chakra cost again to extend the duration another 10 minutes without weaving new hand signs.

Name: **Hurricane** (Jutsu)

Technique cost: 3, Wind style

Prerequisites:  Basic wind style

Chakra cost: 1

Weaving: 2 Hands, Standard action

Effect: This incredibly simple jutsu creates a single massive gust of wind for the sole purpose of pushing a group of enemies. It creates a line 20 ft long, any creature caught in this line must make a reflex save or be pushed back 10 ft and rendered prone. For every 2 additional chakra the user expends the length of the line increases by 10 ft, the width increases by 5 ft, and the distance pushed increases by 5 ft. If a target is pushed into an obstacle both the target and obstacle take 1d6 damage for every 10 ft the target moved before colliding, if this damage is enough to break the obstacle they continue moving.

Name: **Wind reading** (Jutsu)

Technique cost: 3, Wind style

Prerequisites: Basic wind style

Chakra cost: 2

Weaving: 10 min, 2 hands, breath

Range: Personal

Effect: This useful jutsu allows the weaver to read the currents of the wind. During the weaving of this jutsu the ninja must sit outdoors where they can feel the wind and see the sky. They pay the chakra cost of the jutsu when they start weaving and for the duration of the weaving they gain the scent ability. Upon completion of the weaving the ninja may make a knowledge nature or survival check to predict the weather and they gain a +15 bonus from the use of this jutsu.

Name:  **Beast tearing Palm** (Jutsu)

Technique cost: 4, Wind style

Prerequisites:  Basic Wind style

Chakra cost: 3+

Weaving: 2 hands, Standard action

Range: Medium

Effect: This jutsu creates a scything blade of wind that the user may direct at will. This attack creates a cutting edge of pure air that moves through 6 continuous 5 ft squares within range. Any creature or obstacles in these squares take 2d4 slashing damage with a reflex save for half. For every 4 extra points of chakra the user spends they extend the length of the blade's path by 4 squares and the damage increases by 1d4. Regardless of how many times the blade passes through a creature's square it deals damage only once per creature.

Name: **Palm of Paradise** (Jutsu)

Technique cost: 4, Wind style

Prerequisites:  Basic wind style

Chakra cost: 1+

Weaving: No hands, Free action

Range: Close

Effect: This humble jutsu uses a continual flow of chakra to regulate the temperature of air around the target to always keep it pleasant. The target is always just the right temperature even in the hottest or coldest of conditions and can ignore all temperature related environmental effects. They could walk naked through a blizzard perfectly fine, though they could still slip or get caught in an avalanche of course. In addition to the environmental protection the user also gains 1 point of fire and cold  resistance. This jutsu lasts 1 hour at the end of which the user may pay its cost again to extend it by another hour. Additionally the user may pay additional chakra to protect others, costing 1 chakra per additional creature within range, though if the target leaves that range the jutsu ends until it is re-activated.

Name: **Sandstorm wind** (Jutsu)

Technique cost: 4, Wind style

Prerequisites:   Basic wind style

Chakra cost: 2

Weaving: 2 Hands, Standard action

Range: Long

Effect: This effect creates a massive blast of hot wind that carries with it particles of sand that quickly cover everything in its path and potentially blinds those within it. This Jutsu affects a 20 ft burst and every creature in the area of effect must make a reflex save or be blinded for 2 rounds. Creates aware of the jutsu about to be used, due to a warning or reading the hand signs, gain a +4 bonus on their save. After the initial blinding, every surface in the area remains coated in sand and is treated as difficult terrain. Furthermore because of the chakra in the sand it clings even to vertical surfaces and floats on water. Inside the area of effect it is impossible to make use of water walking or climbing jutsu. This sand remains charged with chakra for 1 minute, after which it functions as normal sand. For every 3 extra chakra the user expends they increase the area of effect by 10 ft.

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

Technique cost:  5, Wind style

Prerequisites: None

Effect: Someone with this technique takes no penalty to identify wind style Jutsu, and can learn wind style techniques and jutsu. Wind style augments and at the same time is countered by fire style, It augments and is augmented by water style and counters lightning style. If the Ninja is in an area of intense wind, or is holding a fighting fan or warfan they receive a 10% refund of any chakra spent on a wind style jutsu.

Name: **Desert wind** (Metajutsu)

Technique cost:  5, Wind style

Prerequisites:  Basic Wind style, sandstorm wind

Chakra cost: x 1.1 (+10%)

Effect: This jutsu allows the user to lace their powerful wind attacks with dirt, sand and stone, ensuring that their attacks will not be consumed by flame. A wind style jutsu augmented by this metajutsu cannot be countered or absorbed by a fire style jutsu and allows it to counter water style. This increases the chakra cost by 10%.

Name: **Sickle Weasle** (Jutsu)

Technique cost: 5, Wind style

Prerequisites:  Hurricane jutsu, Basic wind style

Chakra cost: 5

Weaving: 2 Hands, Standard action

Effect: This powerful jutsu creates a massive blast of wind capable of wrecking havoc while also foiling several kinds of attacks, serving as an all in one offense and defence. This jutsu creates a 20 ft cone of 20 mph wind that deals 2d4 slashing damage with a reflex save for half. For every 5 additional chakra spent the size of the cone increases by 5 ft, the wind speed increases by 5 mph, and the damage increases by 1d4. Any creature blown back by sufficient wind speed (as per the rules for high speed wind) takes lethal slashing damage instead of nonlethal damage. Thanks to high wind speed's being able to penalize ranged attacks it's very common for the user to ready to use this jutsu in the event that a ranged attack is made against them. Furthermore thanks to its ability to greatly disrupt sound and smell this jutsu can be used to counter any sound or scent based Genjutsu that would target the user or any creature in the jutsus area of effect. Because of the precise control over the wind the user may also choose not to deal damage or blow back allies in the area of effect.

Name: **Gale fist** (Jutsu)

Technique cost: 6, Wind style

Prerequisites:  Basic Nintaijutsu, Hurricane jutsu, Basic wind style

Chakra cost: 8

Weaving: Taijutsu

Range: Personal

Effect: This jutsu charges the user's empty hand with a powerful blast of wind, dramatically augmenting their attack. As part of making an unarmed strike the ninja may activate this jutsu. If their attack hits they deal an extra 3d4 damage of the same type as their unarmed strike. Regardless of hit or miss this jutsu creates a 20 ft cone of high pressure originating from the target's square, anyone caught in the area, including the target, must make a reflex save or be knocked back 10 ft and rendered prone. For every 4 additional chakra the user expends they add 5 ft to the length of the cone and the distance pushed and increase the damage by 1d4. The wind created by this strength has a mph equal to the user’s strength score+chakra paid. Any benefit or effect that would normally be applied to wind style jutsu, unarmed strikes, or Taijutsu can still be applied normally.

Name: **Slashing wires** (Jutsu)

Technique cost: 6, Wind style

Prerequisites:  Basic Waiyajutsu, Basic wind style

Chakra cost: 5 per 100 ft

Weaving: 2 Hands, breath, Standard action

Range: 0 ft.

Effect: This jutsu condenses wind into a pure embodiment of cutting, taking the form of a length of Ninja wire. This functions as 100 ft of standard ninja wire however anyone bound or entangled by it takes 2d4 slashing damage per round. Anyone tripping over it as a tripwire takes 2d4 slashing and 2 bleed damage as well as having their movement slowed as if they had been damaged by a caltrop. The created ninja wire lasts 8 hours and can be broken or escaped like normal ninja wire, though only magical weapons can damage it. For every 5 extra chakra the user expends they create another 100 ft of wire. Despite being a physical object this wire is still considered a wind style jutsu for all effects. As with most jutsu this effect ends if the user melds their chakra, regardless of remaining duration.

Name: **Verdant mountain gale** (Jutsu)

Technique cost: 6, Wind style

Prerequisites:  Basic wind style

Chakra cost: 3 per round

Weaving: 2 Hands, Standard action

Range: Medium

Effect: This jutsu calls upon a finely tuned wind to infuse an unattended object and allow the wielder to move and manipulate it. This allows the user to move the object up to 60 ft as a move action and use or manipulate it in any way that they could if they were holding it, using a similar action. For example it could pull a lever as a move action, attack with or throw a weapon as a standard or attack action, or even perform complex actions like using a toolkit to disable a device. Additionally the user counts as touching the object for the purpose of any touch range jutsu. If the user does not direct the item to move it stays floating wherever they last placed it. This jutsu lasts 1 round after which the user may pay the chakra cost again to extend the duration by another round.

Name: **Carving wind** (Jutsu)

Technique cost: 7 , Wind style

Prerequisites:  Basic wind style

Chakra cost: 16

Weaving: 2 Hands, breath, Standard action

Range: Close

Effect: This jutsu allows the user to suck in a great breath and then release as wickedly sharp wind blade that they may thrash about like a whip, slicing though multiple opponents. The user makes a ranged attack against a target and on hit deals 10d4 slashing damage. This attack threatens a critical hit on a 19-20. For every 8 additional chakra the user pays they may make an attack against another opponent or object within range. This may not be used to attack the same target multiple times at once. Unlike most attacks this jutsu is capable of scoring critical hits on objects.

Name: **Downdraft** (Jutsu)

Technique cost: 7, Wind style

Prerequisites: Basic wind style

Chakra cost: 7

Weaving: 2 Hands, breath, standard action

Range: Close

Effect: This jutsu wraps a foe in a vortex of wind that pulls them to the ground. If the target of this jutsu is standing they are immediately rendered prone. If the target is flying, climbing, jumping, or floating they are immediately pulled down to the ground and take appropriate falling damage. A swimming foe is caught in a whirlpool and pulled under the water up to a maximum depth equal to the range of this jutsu. Regardless of which of the above is put into place the target may resist with a successful reflex save. For every 5 additional chakra spent the ninja may target another creature within range.

Name: **Wind tunnels** (Jutsu)

Technique cost: 7, Wind style

Prerequisites:  Basic wind style

Chakra cost: 6

Weaving: 2 Hands, Standard action

Range: Close

Effect: This Jutsu creates a compact tunnel of powerful wind that catches hold of projectiles and greatly increases their acceleration while at the same time altering their trajectory. Any thrown or projectile weapon that passes through such a wind tunnel may have the target of the attack changed by the jutsu user if desired, though they must have line of sight both to the tunnel and the new target. Furthermore the projectile gains an additional +2 bonus on its attack and increases it's damage by 1 step. Even more impressive is that the wind tunnel may move 10 ft in any direction when it takes in a projectile and then calculate range and cover penalties applied to the original attack as if it's new location was the point of origin. This means a normal shuriken thrown with 20 ft range that hits the wind tunnel after moving 15 ft can instantly get moved 10 ft  in any direction, and then target a foe within 20 ft of the space it's pushed into without any penalty. For every 4 extra chakra the user spends they may create another wind tunnel anywhere within range. A projectile passing through more than 1 tunnel receives only an additional +1 attack and damage per tunnel, but the extra range provided is applied normally.

Name: **Bursting compressed air** (Jutsu)

Technique cost: 8, Wind style

Prerequisites:  Basic wind style

Chakra cost: 14

Weaving: 2 Hands, Breath, Swift action

Range: Medium

Effect: This clever jutsu condenses an incredible mass of compressed air around an object, usually a weapon, preparing it for an explosive release. The user chooses an object and condenses air around it causing extreme stress on the object in the form of granting it the fragile quality and reducing it’s hardness by 6 points. When the object is destroyed it unleashes a 20 ft blast of shards dealing 6d4 slashing and piercing damage and 6 points of bleed damage to everyone but the user within the area. A successful reflex save halves the damage and negates the bleed. For every 4 extra chakra the explosion deals 1d4 extra damage and 1 extra bleed damage and the object looses 1 hardness. The object is granted a fortitude save to resist this effect only if attended. If the object would be destroyed by an explosive tag this jutsu's damage is added to the explosive tag's damage before applying a single save to resist using the higher of the two dc's and the damage is applied to everyone in the larger of the two area of effects.

Name: **Swift wind wall** (Jutsu)

Technique cost: 8, Wind style

Prerequisites:  Basic wind style

Chakra cost: 8

Weaving: 2 Hands, immediate action

Range: Medium

Effect: This jutsu conjures forth a spiraling dome of roaring wind in order to protect the user and those nearby. At it's base this pillar of wind protects a single 5 ft square up to 10 ft tall. Any ranged attack,  genjutsu, gas or wind based effect, or effect requiring a reflex save suffers a -4 penalty to the attack roll and save DC against anyone protected. In the case of effects that still have partial effects on a successful save, anyone protected by this jutsu is treated as having evasion and mettle, taking no ill effects. Naturally as a wind style jutsu this wall also counters lightning style that didn't use twice as much chakra as this one. Lastly any foe physically moving into the area of effect must make a reflex save or be pushed back 5 ft. For every additional 4 chakra paid this Jutsu increases the size of its protected area by 5 ft in all directions and increases the penalty it applies by 1.  Thus if a total of 16 chakra were spent the wind would encircle a 15 ft by ft 15 square that reaches 20 ft high and apply a -6 to incoming attacks. This Jutsu lasts until the beginning of the user's next turn.

Name: **Wind stream** [Technique]

Technique cost: 8, Wind style

Prerequisites: Whirlwind boost, Basic wind style

Effect: A ninja with this technique may use whirlwind boost as an immediate action but in exchange they reduce the range to touch, requiring a ranged touch attack if the target is unwilling.

Name:  **4 Wind kata** (Jutsu)

Technique cost: 9, Wind style

Prerequisites:  Basic Nintaijutsu, Palm of paradise, Basic wind style

Chakra cost: 8

Weaving: Taijutsu

Range: Personal

Effect: This powerful wind style jutsu greatly augments the offensive options of someone in hand to hand combat. This jutsu is used along with an unarmed strike attack. Firstly the user of this jutsu may choose to make their strike deal piercing, slashing, fire or cold damage. Secondly the user may apply their unarmed strike to all creatures in one of the following areas of effect:  a 25 ft line,  a 15 ft cone, all adjacent creatures, or any 2 creatures within 50 ft. When attacking multiple opponents a single roll is applied to each target in the area, if the roll is a critical threat it is confirmed against 1 target of the user's choice. This taijutsu can be used as part of an attack of opportunity but does not actually alter the user’s reach. If this Taijutsu is used as part of an attack of opportunity it must include the provoking creature as one of the target's in its area of effect. Any benefit the ninja could apply to their wind style jutsu applies to the unarmed strike made using this jutsu.

Name: **Casting net** (Jutsu)

Technique cost: 9, Wind style

Prerequisites:  Advanced wind style, Basic wind style

Chakra cost: 16

Weaving: 2 Hands, Standard action

Effect: This jutsu unleashes a fast moving wide range net of slicing wind that is impossible to avoid. The advancing wall of wind creates a 15 ft wide, 15 ft tall line that extends 60 ft long. Any creature caught in the net takes 10d4 slashing damage. Targets hit by the net may make a reflex save and reduce the damage taken by the total of their reflex save, a creature with evasion gains no benefit, but improved evasion doubles the amount of damage resisted. For every 4 extra chakra the user expends they increase the width and height of the line by 10 ft, the length by 20 ft, and the damage by 1d4.

Name: **Pressure damage** (Jutsu)

Technique cost: 9, Wind style

Prerequisites: Basic wind style, Air bullet jutsu or solid blanks jutsu

Chakra cost: 12

Weaving: 2 Hands, Breath, Standard action

Range: Long

Effect: This Jutsu creates a small fast moving ball of air that travels to its destination before exploding in a massive pressure blast. At its base level this creates a 20 ft radius explosion that deals 5d4 bludgeoning damage with a reflex save for half. If desired the ninja may make the damage entirely nonlethal. Additionally on a failed save the jutsu also damages the armor of creatures caught in the area of effect. This damage ignores the first 10 points of hardness, and deals full damage to objects. (This effect stacks with other such hardness ignoring effects). A creature failing this reflex save is also pushed 10 ft away from the center of the explosion, as are all objects not secured to the ground. For every 8 extra chakra spent the radius of the blast increases by 20 ft, the distance a creature is pushed increases by 10 ft and the damage increases by 2d4. 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 air bullets jutsu until it explodes, at which point they are caught flat footed by the blast and take the maximum damage.

Name: **Advanced wind style** (Technique)

Technique cost: 10, style

Prerequisites:  Basic wind style

Effect:  A ninja with this technique has greatly improved the power of their wind style Jutsu. Firstly any wind style jutsu that requires an attack roll gains the benefit of the improved critical feat. If an ability is already doubling the threat range then it instead increases its threat range by 1 more, applied after the doubling. Secondly any wind created by a wind style jutsu that specifies wind speed is 10 mph faster than normal. Lastly any wind style jutsu that moves a creature or object can now move them 5 ft farther if the user desires.

Name: **Air mines** (Jutsu)

Technique cost: 10, Wind style

Prerequisites:  Air bullet jutsu or solid blanks jutsu, bursting compressed air jutsu, Advanced wind style, Basic wind style

Chakra cost: 8

Weaving: 2 Hands, breath, Standard action

Range: Long

Effect: This sinister jutsu creates small balls of extremely condensed air that are seemingly harmless but expand dramatically when inhaled. Once a breathing creature that isn't actively holding its breath enters the same square as one of these clear marble sized orbs it is automatically inhaled and the creature must make a fortitude save or take 6 points of constitution damage. If a single square has more than one orb the creature makes a single save but both the DC and con damage increase by +2 per orb. The user creates one orb for every 8 chakra they expend and the orbs hang wherever they are placed. Each orb lasts for 1 hour or until inhaled. Noticing these orbs passively requires a perception check DC 36, but once a creature is aware they may be in the area the DC is reduced to 16. As a standard action the user may move the orbs to any empty space within range. Given these orbs only cause harm when inhaled an opponent familiar with the jutsu will simply hold their breath until they are certain the danger has passed.

Name: **Divine Sandstorm** (Jutsu)

Technique cost: 10, Wind style

Prerequisites:  Beast tearing palm jutsu, Basic wind style

Chakra cost: 18

Weaving: 2 Hands, full round action

Range: Medium

Effect: This Jutsu creates a small twister of high pressure wind that grinds foes it comes into contact with. The twister occupies a single 5 ft space and deals 6d4 slashing damage to any creature in the same square with a reflex save for half. If the damage was caused by the creature entering the twister there is no save. For every 9 additional chakra spent another twister is created. Each turn the user of this jutsu may move any created twisters up to 40 ft though they stop when they enter a square occupied by a creature and the twisters cannot move into the same space as each other. These tornado's last as long as the user continues spending a full round action concentrating on the jutsu up to maximum of 1 minute at the end of which the user may pay it's chakra cost again to extend it by another minute. While concentrating on the jutsu the user is flat footed, but they may choose to end the jutsu in response to an attack or jutsu they see in order to apply their dexterity against it normally.

Name:  **Sand Buckshot** (Jutsu)

Technique cost: 10, Wind style

Prerequisites:  Sandstorm wind jutsu, Basic wind style

Chakra cost: 12

Weaving: 2 Hands, breath, Standard action

Effect: This Jutsu generates an incredible blast of wind and laces it with thick bullets made of sand that can severely wound a creature and remain lodged in their body. This jutsu allows the user to make a ranged attack against all foes in a 60 ft cone. Each struck foe takes 4d4 piercing damage as the sand bullets stab into their body. The sand lodged inside the target hinders their movement and functions just like being entangled until it can be removed by a DC 20 Heal check or if the user returns to full hit points. For every 4 additional chakra the user expends they may increase the damage by 1d4 and the length of the cone by 5 ft.

Name: **Cloudsmith** (Jutsu)

Technique cost: 11, Wind style

Prerequisites:  Wind reading jutsu, Basic wind style

Chakra cost: 10+

Weaving: 10 Minutes

Range: 1 Mile

Effect: This remarkable jutsu allows the user to manipulate the air with enough precision that they may change the weather itself. Upon completion of the weaving of this jutsu the user may choose any naturally occurring weather appropriate for the season and call it into being. The weather changes gradually over the course of an hour until it reaches the desired effect and then remains that way for at least one hour. After that time it may persist or gradually change as normal. For every 10 additional chakra the user pays they increase the radius of the jutsu by 1 mile and the duration by 1 hour, though as with most jutsu melding chakra ends the jutsu immediately cause the weather to gradually return to normal.

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

Technique cost: 11, Wind style

Prerequisites:  Advanced wind style, Basic wind style

Chakra cost: x2 (+100%)

Effect: This powerful metajutsu causes the normally visible force of a wind style jutsu be entirely invisible. The primary benefit of this is that anyone targeted by such a jutsu is considered flat footed against any attack the jutsu makes or any reflex save it forces. Only creatures able to perceive chakra are able to effectively avoid being flat footed against invisible air attacks. This technique cannot be used to conceal anything besides the jutsu itself, so a creature covering itself in an invisible jutsu is not itself invisible. Using this metajutsu doubles the base jutsu’s chakra cost.

Name: **Wind nature enhancement** (Jutsu)

Technique cost: 11, Wind style

Prerequisites:  Verdant mountain gale, Advanced wind style, Basic wind style

Chakra cost: 12

Weaving: Swift action, Breath, no hands

Range: Weapon touched

Effect: This jutsu charges any slashing weapon with wind nature chakra, dramatically increasing it's killing potential. Firstly the charged weapon is treated as being Masterwork and Keen, and it's reach and range, if any, both increase by 5 ft. Secondly the weapon ignores Damage reduction and hardness as if it were adamantine and magic. This charge lasts for 1 minute and remains even if the weapon leaves the user's hand. If the user desires they may pay the chakra cost multiple times to enhance multiple weapons using the same swift action as long as each weapon is on their person. Any ability or technique that affects wind style jutsu are applied to any weapon attack made with the weapon enhanced by this jutsu.

Name: **Colours of the wind** (Jutsu)

Technique cost: 12, Wind style

Prerequisites:  Basic sensory jutsu, wind reading jutsu, Basic wind style

Chakra cost: 10

Weaving: Full round action, breath

Range: Personal

Effect: This Jutsu connects the user to the very air around them, forming a powerful connection to it. The user gains Blind sight in a 10 ft radius. This blind sight works by detecting changes in the air and its presence or absence. Any creature that breathes or moves within the radius is detected. A creature holding its breath and remaining still will not be detected by this jutsu. This jutsu can detect the basic presence or absence of objects and the rough shape of them but only enough to provide a general understanding, fine detail is not possible. This sense also instantly recognizes the presence of creatures that move but don't breathe and as such can be used to tell most clones apart from the real thing unless the clones mimic human breathing. For every additional 5 chakra paid the area of the blind sight increases by 10 ft. This sight lasts for a full minute and thereafter may be extended by another minute by paying it's chakra cost again without needing to re-weave the signs.

Name: **Inescapable death by deprivation** (Jutsu)

Technique cost:  12, Wind style

Prerequisites: Vacuum style, Advanced wind style, Basic wind style

Chakra cost: 12

Weaving: 2 Hands, Standard action

Range: Medium

Effect: This unorthodox jutsu uses wind not to cut, but to suffocate. The user of this jutsu creates a sphere of howling vacuum around an opponent within sight, instantly pulling the oxygen from their lungs. The target must begin making constitution checks on their turn as per suffocation rules. This jutsu lasts 1 minute after which the user may pay it's chakra cost again to extend it another minute. While active the user of this jutsu must make a concentration check each time it takes damage, DC 22+Damage taken, or lose focus on the jutsu, ending it prematurely. As per the new suffocation rules, escaping the jutsu before death allows the target to catch their breath and they are not reduced to 0 hit points.

Name: **Vacuum Style** (Technique) [Metajutsu]

Technique cost: 12, Wind style

Prerequisites: advanced wind style, Basic wind style

Chakra cost: x1.5 (+50%)

Effect: This metajutsu inverts the normal principle of wind style, instead of generating wind, it generates a condensed vacuum which has several benefits. Firstly due to its complete lack of air the modified jutsu counters fire instead of augmenting it. Secondly any attack made using a Vacuum style jutsu targets touch ac rather than normal ac and ignores the first 10 points of hardness or damage reduction less and deals double damage to objects. Lastly the modified jutsu is now augmented by wind style Jutsu as the conflicting presence and absence of air intensify its power.

Name:  **Castle built on the 4 winds** (Jutsu)

Technique cost: 13, Wind style

Prerequisites:  4 Wind Katas, Basic Nintaijutsu, Basic wind style

Chakra cost: 14

Weaving: 2 Hands, Standard action

Range: Personal

Effect: This Jutsu cloaks the user in a powerful swirling cloud of wind that can serve several purposes. Each round as a free action the user of the jutsu chooses 1 of the following: Perform a free drag manoeuvre on all foes within 20 ft, perform a free bullrush manoeuvre on all foes within 20 ft, Fly 20 ft with perfect maneuverability, treat all squares within 20 ft are treated as difficult terrain for the user's enemies. The flight granted provokes attacks of opportunity as normal and must end with the user on a surface they can stand on or they fall. The combat manoeuvres function like normal but the user does not have to move with the targets to push them the maximum distance. For every 7 extra chakra the user expends they increase the radius of the jutsu and fly speed by 10 ft. This jutsu lasts 1 minute at the end of which the user may pay the chakra cost again to extend the duration another minute.

Name:  **Great air Bullet** (Jutsu)

Technique cost: 13, Wind style

Prerequisites:  Air bullet or Solid blank, Advanced wind style Basic wind style

Chakra cost: 24

Weaving: 2 Hands, Breath, Standard action

Range: Long

Effect: The user of this jutsu fires a single massive blast of pressurized air that tears a target to pieces. The user makes a ranged attack roll and on hit deals 6d8 damage and deals triple damage on a critical hit. For every 5 extra chakra the user expends the damage of this jutsu increases by 1d8. Additionally this attack always does double damage against objects.

Name: **Singing steel** [Technique]

Technique cost: 13, Wind style

Prerequisites: Verdant mountain gale, Basic wind style, Advanced wind style,

Effect: The Ninja has become adept at infusing weapons with wind chakra, keeping them at the ready. When the ninja uses verdant mountain gale on a weapon the duration increases to 1 hour and the weapon counts as magical, though the chakra cost remains the same. Additionally if desired any weapon affected can automatically follow close to the ninja, hovering by their side, ready to strike. If the ninja uses verdant mountain gale on a shield they benefit from having the shield as if they had it equipped, though without any armor check or max dex penalties. The ninja may even choose to grant the shield bonus to another willing creature if the shield is in their space. Lastly the ninja may make attacks of opportunity using any weapon affected by their verdant mountain gale as long as it is within range of the jutsu.

Name:  **Divine footsteps** (Jutsu)

Technique cost: 14, Wind style

Prerequisites:  Water walking jutsu, Climbing jutsu, Advanced wind style, Basic wind style

Chakra cost: 3 Per round

Weaving: Free action, No hands

Range: Personal

Effect: This jutsu is the ultimate evolution of the water walking jutsu, it allows the user to walk on clouds, or even air.  The user of this jutsu can walk on the surface of any visible gas such as smoke, clouds, gas, steam, fog, mist or the like. They treat these substances as solid passable terrain including the ability to walk up them as if using climbing jutsu. Maintaining this jutsu requires spending 3 chakra per round, but by increasing the output to 5 per round the user may walk even on empty air with no clouds. This allows the user to move through the air using their normal land speed and seem to be standing on empty air as if it were solid ground. This is not considered flying or falling however and the user is not rendered flat footed. Similarly while this jutsu is active the user only falls or becomes subject to float if they choose to. The user of this jutsu may take up to a heavy load with them and move normally but any attempt to carry more than that causes the jutsu to fail and the user to fall.

Name: **Dust storm** (Jutsu)

Technique cost: 14, Wind style

Prerequisites:  Sand buckshot, sandstorm, Advanced wind style, Basic wind style

Chakra cost: 36

Weaving: 2 Hands, Breath, Standard action

Effect: This powerful offensive jutsu sends an incredibly high pressure blast of sand, dust and other debris whipping forward with enough force to scour away nearly anything. This jutsu creates a 60 ft cone that deals 12d4 bludgeoning, piercing and slashing damage and be blinded for 3 rounds. All objects in the area of effect lose 12 hardness. Anyone caught in the blast may make a reflex save to reduce the damage taken by half and negate the blindness and hardness loss of attended items. For every 4 additional chakra spend the length of the cone increases by 10 ft, The damage increases by 1d4, the hardness loss increases by 1 and the blindness lasts an additional round. Hardness loss can only be restored by fully repairing the damaged object.

Name:  **Passing typhoon** (Jutsu)

Technique cost:  14, Wind style

Prerequisites:  Hurricane jutsu, sickle wind jutsu, Advanced wind style, Basic wind style

Chakra cost: 20

Weaving: 2 Hands, full round action

Range: Sight

Effect: The user of this jutsu creates a strong and insistent wind that clears away clouds of all kinds. This jutsu disperses all clouds within a 500 ft radius of a point chosen that the user can see. This applies equally to storm clouds, sand clouds, mist, fog, poison gas, and even swarms as well as any effect that can be dispersed by wind of any strength, whether they are naturally occurring or the result of a jutsu. This jutsu leaves the area clear and the weather fair and drives out swarms caught in the area. While the gust is powerful enough to disperse any clouds and even the most solid of fogs it does not push non swarm creatures or have any of the standard effects of high wind. For every 5 additional chakra spent the radius increases by 500 ft. For 1 minute after the jutsu is used the area remains clear of any such effects and they cannot be created in that area of effect. The user may extend the duration by another minute by paying it's chakra cost again without having to weave the hand signs again.

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

Technique cost: 15, Wind style

Prerequisites:  Advanced wind style, Basic wind style

Effect: A ninja with this technique has reached the pinnacle of wind style. Firstly any wind jutsu the ninja uses deals two more die of damage than normal. Secondly any wind style that requires an attack roll increases it's critical multiplier by 1, this stacks with any other changes to critical multiplier or threat range. Thirdly any wind style that specifies wind speed is now 20 mph faster rather than 10. Lastly any creature or object moved using a wind style jutsu is moved 10 ft farther than normal rather than 5.

Name: **Bloody wind** [Technique]

Technique cost: 15, Wind style

Prerequisites:  Blade of wind, Basic wind style, Advanced wind style

Effect: The ninja is adept at turning their wind style jutsu into deadly weapons. All of the user’s wind style jutsu now deal 1 point of bleed damage per damage die. If the jutsu allows a saving throw the bleed damage is negated on a successful save. And if it did not allow a saving throw it now allows a fortitude save to negate the bleed.

Name:  **Wind slicer** (Jutsu)

Technique cost: 15, Wind style

Prerequisites:  Carving wind, Advanced wind style, Basic wind style

Chakra cost: 44

Weaving: 2 Hands, Standard action

Range: Long

Effect: The user of this jutsu fires a single incredibly sharp and deadly wind blade at a foe. The user makes a ranged attack roll as a called shot and on hit they deal 10d8 slashing damage treat the attack as if it were a critical called shot, even if it weren't. If the attack, which has a 18-20 threat range, is actually a called shot then it counts as a debilitating called shot even if it didn't deal the requisite damage. Lastly, if the attack is a natural 20 and is confirmed it instantly beheads the foe as a vorpal weapon.

Name: **Absolute pressure bubble** (Jutsu)

Technique cost: 16, Wind style

Prerequisites:  Air mine, Solid blank jutsu or Air bullet jutsu, Advanced wind style, Basic wind style

Chakra cost: 25

Weaving: 2 Hands, Breath, standard action

Range: Close

Effect: This potent jutsu creates such an intense area of pressure imbalance that those affected are at risk of explosive decompression of the lungs. A creature failing a fortitude save is covered in a powerful area of pressure. A creature inside such an area takes 6 constitution damage per round, however they may use a move, standard, or swift action to reduce this damage by 2 per action. Thus a creature giving up it’s move and swift action takes only 2 damage. However a creature affected by this jutsu that is holding their breath for any reason during their turn instead takes 10 Points of constitution damage as their lungs threaten to burst. Targets affected by this jutsu are automatically aware of how it works, even if they are unfamiliar with ninjutsu. For every 15 additional chakra the ninja pays they may target an additional creature with this jutsu. This jutsu lasts 1 minute.

Name: **Murderous wind** [Technique] (Metajutsu)

Technique cost: 16, Wind style

Prerequisites:  Wind slicer, Master wind style, Advanced wind style, Basic wind style

Chakra cost: x1.3 (+%30)

Effect: This powerful metajutsu turns nearly any wind style attack into a potential for an instant kill. If A wind style jutsu enhanced with this metajutsu deals damage one size larger than normal. Additionally if the jutsu requires an attack roll and rolls a natural 20 and confirms the critical hit it instantly kills it's opponent. A piercing attack destroys the heart or brain, a slashing attack bisects or decapitates, and so on. Creatures immune to being critically hit do not instantly die but they do still take damage as if they had been critically hit, despite their immunity. If the jutsu requires a saving throw and the target rolls a natural 1 on their save they take double the usual damage form the jutsu if any. This metajutsu increases the chakra cost by %30.

Name: **Super Gust Servant of Divine Wind** (Jutsu)

Technique cost: 16, Wind style

Prerequisites:  Verdant mountain gale, Basic wind style, Advanced wind style, Master wind style

Chakra cost: 5+

Weaving: Full round action

Range: Long

Effect: This jutsu conjures and projects creatures made of chakra infused air to carry out their creator’s desires. At it’s weakest this jutsu creates 1 small sized air elemental however it is extreemly adjustable. For 10 chakra the ninja may summon 1 medium elemental or 2 small elementals. For 20 chakra the ninja may summon 1 large elemental, 2 medium elementals or 4 small elementals.  For 30 chakra the ninja may summon either an invisible stalker, a huge sized elemental, 2 large elementals, 4 medium elementals or 8 small elementals.  For 40 chakra the ninja may create either a greater elemental, 2 huge elementals, 2 invisible stalkers, 4 large elementals, 8 medium elementals or 16 small elementals. For 50 chakra the ninja may summon either 1 elder elemental, 2 greater elementals, 4 invisible stalkers, 4 huge elementals, 8 large elementals, 16 medium elementals, or 32 small elementals. For every 20 chakra beyond that the ninja may either apply the giant or advanced template or double the number of creatures summoned. Unlike most other summoning jutsu the creatures brought forth do not need to be adjacent o the creator, they can be anywhere within range, and the creatures may act on the turn they are summoned. Regardless of what kind of elemental is created it has double it’s normal fly speed and gains the ability to telepathically communicate with it’s creator across any distance. Created elementals last until the ninja melds chakra again.

Name: **God of 4 winds** [Technique]

Technique cost: 17, Wind style

Prerequisites:  4 wind kata jutsu, Castle built on 4 winds jutsu, Basic Nintaijutsu, Advanced nintaijutsu, Basic wind style, Advanced wind style

Effect: The Ninja has mastered the 4 winds. When under the effect of castle built on 4 winds the ninja counts as if they had paid 17 more chakra than they actually did for the purpose of enhancing the jutsu. Additionally while under the jutsu they may apply 4 wind kata to all of their attacks without it counting as a taijutsu, allowing them to apply a second taijutsu to their attacks. Lastly, while under the effects of the jutsu the ninja gains 20% miss chance against all incoming attacks as if they had concealment.

Name: **Rasenshuriken** (Jutsu)

Technique cost: 17, Wind style

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

Chakra cost: 50

Weaving: 1 Hand, Standard action

Range: Medium

Effect: This incredibly potent Jutsu forms a spiralling ball of condensed chakra infused with the cutting power of wind. It is thrown by making a ranged touch attack and regardless of hitting or missing it explodes in a 20 ft burst centered on the target. This jutsu deals 10d8 slashing, piercing and bludgeoning damage with a reflex save for half and anyone caught in the blast must make a fortitude save or take 10 points of constitution drain. The target struck by the ranged touch attack is not allowed a reflex save and takes half as much constitution drain even on a successful save. The blade circling the core of the jutsu is powerful enough to carve through nearly anything, allowing the touch attack to ignore all cover. The drain caused by this Jutsu cannot reduce a creature to 0 constitution, but any ninja reduced to 1 con by this jutsu loses the ability to spend chakra in any way. For every 10 extra chakra the user expends the jutsu deals an extra 1d8 damage and 1 more point of constitution drain.

Name: **Unassailable heaven king** [Technique]

Technique cost: 17, Wind style

Prerequisites:  Downdraft, Advanced wind style, Basic wind style

Effect: When using downdraft jutsu the ninja may increase the chakra cost by 7 to apply one of the following effects to their jutsu:

\*Target takes double the falling damage it normally would

\*Target rendered prone is unable to stand for 1 turn

\*Jutsu can be used as an immediate action

\*Target rolls their save twice and takes the worse result

The ninja may choose to activate more than one such effect, paying 7 extra chakra for each.

Name: **4 Winds temple** [Technique]

Technique cost: 18, Wind style

Prerequisites:  Palm of paradise, Wind reading, cloudsmith, Basic wind style, Advanced wind style, Master wind style

Effect: By mastering the northern, southern, eastern, and western winds the ninja can infuse their jutsu with their unique powers. A ninja with this technique can change the damage dealt by any wind style technique into Bludgeoning, slashing, piercing, fire, or cold damage as they see fit, or even divide the damage evenly between multiple of these types. This has no impact on how or if the jutsu is countered.

Name:  **Shield of the wind count** (Jutsu)

Technique cost:  18, Wind style

Prerequisites: Master wind style, Advanced wind style, Basic wind style

Chakra cost: 50

Weaving:  1 Hand, Immediate action

Effect: This technique creates a seemingly invincible barrier of wind that absorbs nearly any blow and re-directs it back at the user. This jutsu is activated in response to any attack or jutsu targeting the user. Upon activation the incoming attack or jutsu has its target changed to the user. For example a punch is blocked and the attacker resolves the attack against them self, a hurled shuriken is turned back, and so forth. Perhaps most impressive, this jutsu can even be used to reflect fire style jutsu instead of augmenting them.

Name: **Wind suit** (Jutsu)

Technique cost: 18, Wind style

Prerequisites:  Invisible metajutsu, Basic wind style, Advanced wind style, Master wind style

Chakra cost: 20

Weaving: 1 hand, swift action

Range: Personal

Effect: The Ninja cloaks themself in a protective armor of steam that not only cushions blows but also refracts light to hide their appearance. This jutsu halves any damage the user would take from bludgeoning, piercing, or slashing damage and render’s the user entirely invisible. Attacking does not disrupt this invisibility. Furthermore the ninja’s cloud also conceals their scent and fools abilities that detect body heat, air content, or water content. This jutsu lasts 1 round at the end of which the user may pay it’s chakra cost again to extend it by another round.

Name: **Happening Hazard** (Jutsu)

Technique cost: 19, Wind style

Prerequisites:  Sickle weasle jutsu, Cloudsmith jutsu, windstorm jutsu,  Wind reading jutsu, Basic wind style, advanced wind style, advanced wind style

Chakra cost: 30

Weaving: 2 Hands, breath, full round action

Range: Long

Effect: This jutsu creates an area of horrifyingly deadly air that scours and shreds at even the simplest contact. This jutsu affects a 100 ft radius sphere and causes continual unavoidable damage based on a creatures contact with the air as follows:

\*Not exposed to the air, such as those underwater, take no damage

\*Exposed to air but not moving: 1d4 damage per round

\*Moving: 1d4 damage per 5 ft moved

\*Flying or falling: 1d8 per 5 ft moved

For creatures who are outside and exposed to the wind this damage is doubled. This jutsu lasts for as long as the user continues to concentrate on it as a full round action and for 1 minute thereafter. While concentrating on this jutsu the user is flat footed but they may cease concentration as an immediate action to apply their dex against an incoming attack they are aware of. For every 10 extra chakra the user pays when weaving this jutsu it’s radius increases by 50 ft.

Name: **Meleoron’s perfect plan** [Technique]

Technique cost: 19, Wind style

Prerequisites:   Wind suit jutsu, Invisible metajutsu, Basic wind style, Advanced wind style, Master wind style

Effect: When the ninja uses wind suit jutsu they now conceal themselves from all senses, including touch, all sensory abilities, and even abilities that sense chakra, jutsu, or thoughts. This does not make the user intangible, and if the user damages a foe they will feel their injury, they will just not know where it came from. The creature does still potentially leave footprints or create an outline in a cloud. Additionally if the ninja doubles the chakra cost of wind suit they may begin holding their breath and the jutsu does not end until they cannot hold their breath anymore. Once used in the way the ninja must rest for a full minute before they can use this version of the jutsu again.

Name: **Silent screaming** (Jutsu)

Technique cost: 19, Wind style

Prerequisites: Inescapable death by deprivation, Vacuum style, Basic wind style, advanced wind style, Master wind style

Chakra cost: 20

Weaving: 2 Hands, standard action

Range: Medium

Effect: This jutsu creates an absolute vacuum, a space in which no air can exist. This jutsu affects up to a 20 ft radius, inside which no sound can be heard and no creature is able to breathe. Creatures inside this area may make a reflex save to start holding their breath, but those who fail must immediately begin making constitution checks as per suffocation. This area of effect also counters a wide variety of jutsu, including ones which cannot normally be countered, this includes: All lightning style jutsu, wind style jutsu, fire style jutsu, sound based jutsu, and kekei genkai or touta that rely on heat, sound, electricity or air. The user of this jutsu has absolute control over it’s dimensions and may exclude any creatures or squares desired, allowing them to protect their allies. For every 10 extra chakra the ninja expends they may increase the radius of the jutsu by 5 ft.

Name: **Great task of the dragon** (Jutsu)

Technique cost: 20, Wind style

Prerequisites:  Master wind style, Advanced wind style, Basic wind style

Chakra cost: 50

Weaving: 2 Hands, full round action

Range: Long

Effect: This Jutsu is one of the most feared and powerful wind style techniques, the ability to create a tornado. Even at its most basic this jutsu creates a 175 mph, 20 ft radius Tornado with a 100 ft, 60 mph windstorm beyond that. This tornado has all the normal effects of such a massive storm and also completely prevents the weaving of jutsu that require any hands or a breath component. But all of this is only it's baseline power. For every 10 extra chakra paid the wind speed of both area of effects increases by 30 mph, The tornado increases it's radius by 20 ft, and the windstorm increases it's area by 100 ft. During the first minute of the tornado being active it receives all the normal benefits applied to the user's wind jutsu and the user may direct it, moving it's center up to 40 ft per turn as a free action. After the first minute the user must either pay it's chakra cost again to maintain control or lose control, causing it to become a regular uncontrolled tornado and loosing the extra benefits of being a jutsu.

Name: **Curse of the Howling Wind hole** (Jutsu)

Technique cost: 20, Wind style

Prerequisites:  Rasenshuriken, Inescapable death by deprivation, Vacuum style, Basic wind style, advanced wind style, Master wind style

Chakra cost: 75

Weaving: 1 Hand, standard action

Effect: This incredible jutsu creates an intense vortex of immense power that draws in everything in it’s path and grinds it to nothing. The user of this jutsu creates a cone of intense suction 75 ft long. Any creature inside this cone must succeed on a fortitude save or begin suffocating and a reflex save or be pulled into the cone space adjacent to the jutsu user and suffer 20d4 Bludgeoning, piercing, and slashing damage. Once pulled into this space the target is helpless, unable to move, speak, or take any action other than use a full round action to attempt another reflex save to escape, on failure they take the damage of the jutsu again. Multiple creatures failing the save are dragged into the next available free square and each such creature beyond the first increase the damage by 5d4. Objects not secured to the ground are likewise dragged closer and if they are at least medium size they increase the damage as well. Any jutsu in the area of effect is countered by this jutsu as if it were the correct element to counter it, even if the jutsu cannot normally be countered, the only exception are jutsu that use Yin or Yang element. Once this jutsu is used it remains active as long as the ninja continues to spend their full round action each round utilizing it. While doing so the ninja is flat footed against any incoming attacks, but they may choose to end the jutsu as an immediate action to apply their dex against an incoming attack. Additionally while maintaining this jutsu the ninja may change the direction the cone is facing once per round. The jutsu also ends immediately in the ninja leaves the square they were in when they used the jutsu.

Name: **Stray cat’s paw** (Jutsu)

Technique cost: 20, Wind style

Prerequisites:  Absolute pressure bubble, Air mine, Solid blank jutsu or Air bullet jutsu, Master wind style, Advanced wind style, Basic wind style

Chakra cost: 10

Weaving: 2 Hands, standard action

Range: Close

Effect: This diabolical jutsu fires a small bubble of condensed air that slips into the veins of another target, flowing up to their brain and causing a fatal embolism. The user of the jutsu makes a ranged touch attack against a single creature that has taken at least 1 point of lethal damage.  The attack roll takes a -50 penalty however it gains a +1 bonus for every point of damage the target has taken. On a successful attack the air bubble infiltrates the target’s body. Unless the target immediately receives a heal check with a DC of 40, or suffers an attack that inflicts at least 1 bleed damage, they will die at the start of the jutsu user’s next turn.