Daibakufu no Jutsu (Great Waterfall Technique)
Ninjutsu (Suiton) [Water]
Rank: 10 (A-Class);
Range: 25 ft. / level (see text);
Effect: 20-ft. wide sphere of water;
Duration: Concentration (up to 1 round/level);
Saving Throws: Reflex partial (see text);
Chakra Resistance: No;
Chakra Cost: 9.
Calling upon the force of nature, the user creates this swirling blast of water that will most surely destroy everything in its path. This technique creates a powerful blast of water that moves through the land at the speed of 75 feet per round. The blast's point of origin is the user's current location and it can only go down a straight path; if the target moves out of the technique's range, it simply runs out of energy and becomes a harmless wave of water.
Any Medium-size or smaller creature that comes in contact with the blast must succeed a Reflex save or get dragged along with it and suffer 80 points of water damage every round until it succeeds a Reflex save (or Swim check, at the subject's decision) allowed each round to get out of the blast's effect at its current location.
A Large or larger creature caught in the blast is simply pushed back 1d6x5 feet unless it succeeds a Reflex save. Structures caught in the blast take double damage. If a Raiton technique was used with the Daibakufu as its target or in its area of effect, the Daibakufu will deal 25 points of electricity damage per 2 ranks of the technique used per round to creatures and structures caught in it for 1d4+1 rounds.
If a Daibakufu collides with another Daibakufu, a Suishouha, Deishouha, or
Bakusuishouha they will cancel each other.
Material Focus: A large (at least 1000 liters) source of water nearby.